Forum posts

Posted 7 years ago2017-07-31 18:12:35 UTC
in TWHL Pockets Post #336611
I've set my airlocks as far apart from each other as possible :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-31 12:19:22 UTC
in TWHL Pockets Post #336601
Map is looking cool SSB.

And yes, as long as the player cannot get out of the playable area, you can put literally anything out there. :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-31 12:16:02 UTC
in Now Gaming: ... Post #336600
It seems Jessie is getting an itch that only you can scratch Arch. ;)

Though we did have some HLDM fun times at the weekend. Was good fun. :D

Some more PUBG would be fun though.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-31 09:25:38 UTC
in TWHL Pockets Post #336597
To reiterate, the map can be as big as you like, but the playable area must fit within a 1024 unit cubed space.

Looking good Dr.Orange :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-30 18:24:27 UTC
in TWHL Pockets Post #336583
No worries, mate. I'm sure there will be an extension, but I'll take you off the list for the time being. All the best.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-30 11:43:03 UTC
in TWHL Pockets Post #336579
I didn't check blocks light on those grates because it looks god awful and splotchy unless you're using a spotlight.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-30 01:44:55 UTC
in TWHL Pockets Post #336574
The player can walk on top of the 1024 unit cube, but that must be the absolute highest point they can reach.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 22:06:27 UTC
in TWHL Pockets Post #336571
Thank Joebama. He's the one that pointed it out to me originally. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 22:03:54 UTC
in Now Gaming: ... Post #336569
My evil Fallout 4 character is now an alcoholic... It's going well. :\
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 22:01:24 UTC
in TWHL Pockets Post #336568
Aww, that's a shame. Alrighty, you're gone. :)
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 21:56:18 UTC
in TWHL Pockets Post #336566
I didn't mean downscale it necessarily. My example textures were a 96x96 and then the same 96x96 texture, centered on a 128x128 canvas. :P
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 18:54:10 UTC
in TWHL Pockets Post #336555
Looking good guys!

@Dr.Orange: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.

Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128. :D

It's quite a massive difference as well :|
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 18:17:50 UTC
in Now Gaming: ... Post #336554
Spec Ops: The Line was a trip.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-28 23:34:29 UTC
in Now Gaming: ... Post #336528
More Fallout! MORELOUT!!

I made my evil character and I dare say she's not too unpleasant to look at.
Here she is just after leaving the vault
User posted image
After a couple of hours, she's already starting to blend in...
User posted image
And another hour after that.
User posted image
Also, despite being statistically weaker, I really like the look of the improvised pipe weapons. The gun in that last shot is a sub-machine gun which started out as a pistol with a 12 round magazine. :P

CRAFTING!
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-28 19:20:15 UTC
in TWHL Pockets Post #336522
Can the 1024³ cube be moved around, like a platform that confines the player's movement to it?
I hadn't considered that... I guess it's technically fine. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-28 12:10:53 UTC
in TWHL Pockets Post #336508
Yeah, TWHL Tower had a 128 unit buffer, because anything more would break the illusion of a tower. Not accessible by the player, but useful for balconies and such. I think only Dr.Orange and I made use of this?

With TWHL Pockets, you can essentially put anything you want in your map, but the playable area must fit within a 1024 unit cube (with allowances for walking along the surface of the uppermost brush)
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 23:21:46 UTC
in Now Gaming: ... Post #336499
After talking about Fallout I had to fire it up again. I couldn't even remember what my characters were like.
User posted image
There's me. Urby. A man of the people. Mostly travels alone and doesn't lean towards any faction in particular. Gives everyone and everything a chance. Everyone else gets a round between the eyes, from a spec on the nearest hilltop. (He has a sniper rifle for all occasions)

The lady in the background is his traveling companion and current love interest. :heart:
User posted image
My wife, Mrs.Morris. Where I roleplay myself as a stealthy sniper, I play my wife as quite the opposite. Serving with the Brotherhood of Steel, she makes little time for anyone but her brothers and sisters in arms. Follows orders without question and vaporises enemies with laser/plasma weapons.
User posted image
Ditto, sans helmet. :P

I really must make a 100% evil character. I'd likely make them very high charisma so that they can talk their way in and out of anything. I'm thinking melee/stealth focused, stealing what is needed to survive and slicing up anyone who notices. Hehe... yeah. Gonna need to do that now. :badass:
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 22:54:39 UTC
in TWHL Pockets Post #336497
User posted image
Not a lot of progress this evening other than texture work.
Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.
As per my above screenshot, I'm playing with the idea that the structures would have been put in place by a previous expedition team. They're essentially prefabricated, flat-packed chambers. You set one up, hit the power and generate a portal that takes you to a new dimension. The process duplicates the chamber at the point of arrival. In my case, burned into the wall of a bathroom. :)
I have a big problem with scope control
Just right-click to zoom in and right click again to zoom out. :walter:
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 19:13:49 UTC
in Now Gaming: ... Post #336485
That opinion about Crysis' graphics gets formed when you play it way after its release. It was so good in 2007
I did play it in 2007. It may have been impressive to look at back then, but it's always been a dull ass game. :P

Fallout 3 was out within a year and while it certainly wasn't graphically ground breaking and was downright ugly in places, I've logged literally hundreds of hours over the five or so I spent in Crysis.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 19:00:36 UTC
in TWHL Pockets Post #336481
You could ask Valve the same thing. :P

Maybe they don't want just anybody draining all their charging stations. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 18:40:41 UTC
in TWHL Pockets Post #336478
Heh, I've been working on The Core for nearly 9 years... I've had a lot of practice. :P

It's still mediocre compared to others that I've seen
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 18:20:28 UTC
in TWHL Pockets Post #336475
That's right SSB, you can do whatever you like with that space. You can make a tower if you like :P

I've made an URBTEC suit charger for my maps. :D
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 17:09:12 UTC
in Now Gaming: ... Post #336471
I'll take fun gameplay over graphics any day of the week. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 16:49:14 UTC
in Now Gaming: ... Post #336469
I honestly never saw the fascination with Crysis' graphics. It never looked particularly pretty in my opinion. Not to mention the gameplay which got sooo dull after the first hour or so.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 16:46:02 UTC
in TWHL Pockets Post #336468
I cannot see SSB's image either...
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 12:44:09 UTC
in TWHL Pockets Post #336454
Hold on. I'm confused. The plot says TWHL eggheads opened a portal to an alternate dimension. In that dimension, they opened up another portal that lead to an hostile alien world. So there are two portals right?

That's a quick and easy job, sealing only two portals.

So what's the idea behind having all those airlocks if there's only one portal going to the alien world? That doesn't make sense to me.
I need to clean up the first post. The essentially opened a portal in each dimension, a sort of inception style thing.

If we consider string theory, the first portal goes from string 1 to string 2, then a portal in that string leads to string 3, then to string 4 and so on.
Also, can you define "The theme is pockets of reality, hopping between dimensions."? What does that really mean?
Basically, what I mean by that is, the map is set in it's own universe. You can make it's own lore and build a map with it's own theme completely unrelated to everything else in the pack. The pocket is just a reference to the 1024 cubed space that the player has access to. :)

...I'll update the plot with the version I have on Google later. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 12:14:48 UTC
in Shifting a whole map in hammer? Post #336451
Which is exactly why you sort layout and gameplay first, before applying details such as decals :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 12:11:51 UTC
in TWHL Pockets Post #336450
Yes please I'd like to join
Count me in as well. Will try to find some time for this one...
Glad to hear it. Added you both to the first post.
Stupid question, but will airlock be retextured in the future?
I don't intend to. You can change it in your map though, since the airlocks in the maps either side are technically separate places. :P
Good luck for everyone! Please win, Trempler because he is king of mapping with Half-Life.
There are no winners. It's a collaboration, not a competition. I'm also yet to receive official word from Trempler... I didn't quite understand his first post. Would be good to have him on board, but for now he's a maybe.
Started working on the layout and the architecture:
Intriguing :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 06:11:51 UTC
in TWHL Pockets Post #336439
Hopefully you aren't using the milkshape decompiler as its a more outdated version of mdldec.exe that misses stuff like additional skins & at times introduces vertex shading errors in some models.
I was using that, but it fixed the issue so who cares? :P
Also is there going to be a review of areas that may have optimization issues? I did a whole playthrough of TWHL tower and things for the most part were fine but there was an area on one of the cubicle maps that dropped my fps hard and the other end of the wind tunnel seemed to do the same thing (im assuming due to overly error prone brush stuff that could have been done with a model).
I never experienced these issues in TWHL Tower, but I know a lot of people did. The brushwork was fine. i think it might have been an issue with the particle effects used on the vents. A moot point in Vanilla HL. But essentially yes, if a map has issues it will be down to the mapper to correct them after testing.
That shouldn't happen, renaming models doesn't cause problems really... unless the game requires that it loads it. Are you sure you're also renaming the T models as well appropriately?
You're welcome to replicate it. Take the Blue-Shift scientist model, save it under a new name, assign it to a monster_generic entity and try a scripted sequence. As I said, recompiling the model worked, so Gearbox must have created the model by some other method. (They also have spaces in texture BMP names which also freaks out in Milkshape, so... yeah)
Oiy, where did my post saying I'm in disappear to? I feel ditched...
You put it in the wrong thread. Added you.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-27 06:02:46 UTC
in Coding Ironsights Post #336438
Crossbow zoom is a toggle, just FYI
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 22:36:48 UTC
in TWHL Pockets Post #336429
I'm actually interested in what is actually causing this since I am considering some monster_generic needed stuff (also writing a troubleshooting guide so this would be important info to note down).
Recompiling the model in MS3D was enough to fix the problem it seems.
I just have to figure out how to justify the presence of these airlocks...
Because science.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 21:35:03 UTC
in TWHL Pockets Post #336425
I stripped my lights.rad file and added an info_textlights entity to the new airlock map in the zip archive :D

Dimbeak and I have just discovered a potential problem. monster_generic entities appear to crash the game if you attempt to animate them...

False alarm: Appears to be specific to the model we're testing.

Yup. Gearbox models freak out if you rename them and try to use them in monster_generic entities. You learn something every day :rly:
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 20:24:35 UTC
in TWHL Pockets Post #336423
Ok?
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 19:49:24 UTC
in TWHL Pockets Post #336421
UPDATE: Base mod files have been updated with a new airlock map
Make a second airlock and add the changelevel entities as soon as feasible (so we'd have 2 copies, coming and going)
Link in the first post has been updated.
Put in an info_texlights for the lights in the airlock or tell us your settings - so that if we leave it as-is it looks the same from map to map
Does info_textlights override lights.rad? At the moment they're just using the base values by valve, but I can stick them into a info_textlights entity if need be.
Am I allowed to use cs 1.6 textures (storm.wad and piranesi.wad preferably) or do I have to make my own ones?
You can use them, but I don't really want to package those wad files with the mod, so I'd need you to possibly export them and add them into the wad included in the files. :P
So it's sort of like the Cubicles project.
I'll take your word for it... :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 14:58:49 UTC
in TWHL Pockets Post #336414
Files should be available again. :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 12:33:39 UTC
in TWHL Collaborations Post #336408
Meh, check the time stamps. My statement checked out for a few hours.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 12:31:58 UTC
in TWHL Pockets Post #336407
If you aren't going to make the deadline, just put a note in the thread. These things ALWAYS end up running over. :P

Yeah... It appears my site is down... If it's not up by the time I get home I will upload it elsewhere :)
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 10:11:10 UTC
in TWHL Pockets Post #336401
Oh yeah... Duh. It would be a separate chamber. Haha.

Silly me.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 09:07:48 UTC
in TWHL Pockets Post #336397
So its basically the same principle as TWHL Tower - create something on a set dimension base map with a setting/idea of your choosing?
Yup.
Possibly in. I also recommend a rule disallowing the longjump module, since you can't remove it once given.
Good shout. Updating first post.
Firstly, will there be any standardized level transition effects? As in, if we're hopping dimensions and all, will the level be changed during a white fade or something of the like? My idea would be most effective if the player can't see the first second or three, is all.
A blue flash and fade probably around one second but can be adjusted as required.
Secondly and relatedly, will we be allowed to modify the airlock at all? Obviously not so as to make it look notably different. Just maybe some additions for effect, like making it look worn/damaged, or throwing some boxes and scientists in there.
Yes. I would just need to remember to add said adjustments in the joined map.
Would it be possible to have a custom model for said monster in the mod folder but have the customization be in another bodygroup/skin so its normal for everyone else until you explicitly set it in hammer?
That's a good way around it, but we would need to settle on a base model style to begin with. Some people like the originals, some people like HD and mixing the two is just ugly...
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-26 07:01:52 UTC
in TWHL Pockets Post #336391
Oh god no
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 21:33:26 UTC
in TWHL Pockets Post #336376
A lot more than people had to make in a 1024x1024x160 box 2.5 years ago! :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 20:53:47 UTC
in TWHL Pockets Post #336373
Let's say yes on that one. I'll amend the initial post.

Update!
The base mod files that add it to your steam list are available in the first post! Also, contains the airlock RMF, and a BSP so you can see it in game.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 19:50:49 UTC
in TWHL Pockets Post #336369
If I understand correctly, the player is "jailed" in a 1024x1024x1024 box?
Correct.
So I can freely destroy the start portal with some falling rocks or something like that as soon as player gets out of it?
No problem.
Can the map be made with the premise that the same area is represented in different dimensions? In other words, multiple 1024³ rooms that are actually the same room?
You can do anything within a single 1024 cube. If you wanted to do three versions of a single room, then I'm afraid that the original room would need to fit within the space 3 times. :P
Are we allowed to replace the media tracks with our own files to play proper music during our levels?
You can, but you would need to note in the thread which track you are replacing so that others know not to use it. Also, the track mustn't infringe copyright, etc. Same goes for all content really.
Question: is the 1024 height limit the highest reachable floor of the level, or is it the max allowed height of the ceiling?
Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 17:39:21 UTC
in TWHL Pockets Post #336365
As with TWHL TOWER, the player would be a nameless agent of TWHL.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 15:08:34 UTC
in TWHL Pockets Post #336359
Not a requirement. I was going to work in a plot device that the TWHL Suit destroys the portal as it passes through.

Maybe in your universe it malfunctions? :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 14:09:19 UTC
in TWHL Pockets Post #336352
The vote in the other thread was a landslide in favour of Vanilla HL. Updated the initial post. So are you in Dr.Orange? Trempler?
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 13:52:50 UTC
in TWHL Pockets Post #336349
Glad to have you aboard, infuriated root vegetable.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 13:22:06 UTC
in TWHL Pockets Post #336347
TWHL Pockets
A singleplayer mod for the Goldsource engine.

Plot (relevant to the intro and outro, but may be referenced in your entry)
The TWHL Science team has opened a series of portals in the ‘interest of science.’ This has had unforeseen ramifications when one such portal opened into a hostile world, allowing hostile aliens to spread throughout multiple dimensions.

The player, an unnamed TWHL agent (possibly the veteran from the ‘Tower incident’) is called upon to resolve the issue. Using a modified suit of combat armour, they will travel through the portal, and stop the spread of hostile life. An algorithm programmed into the suit’s onboard computer will seal the portals behind the agent as they pass through them.

Engine:
Based on the landslide results of the vote in the previous thread, this mod will use the Vanilla Half-Life code. No Spirit.

Rules:
1. Every map must start and end in a TWHL airlock (to be provided), the player facing eastwards (0 degrees)
2. The player must only be able to move/play on surfaces within a 1024 unit cube, including the topmost brush. You do not NEED to fill this space. You can also build beyond this for the sake of scenery, but the player must not be able to access it, or must be punished for doing so. Note: The airlock can be attached outside of this space.
3. The theme is pockets of reality, hopping between dimensions. Therefore, the theme is totally up to you.
4. Feel free to include custom textures, but prefix them with the first three letters of your username (e.g. "urb-wall1"). These will all be merged into a single WAD before release.
5. Feel free to include custom models for props/characters, again prefixing the filename with your username (e.g."urb-scientist.mdl").
6. If you use third party content, you MUST include a text file with your entry, containing credits to the authors. Any content not accounted for WILL be removed or replaced.
7. Feel free to make things as easy or as tricky as you like. The player will be stripped of their weapons and given a chance to replenish their health in the airlock. Note: This means that the long-jump module is not allowed as it cannot be stripped and could affect the gameplay in maps following your own.
8. Because each map will be a different reality, you MUST name it. Your TWHL username will be listed with it as the 'Discoverer.'

Participants:

Dr.Orange - Submitted
Windawz
Dimbeak
Daubster(?)
Rufee
Snehk
2muchvideogames(?)
Unq(?)
Jessie
MistaX88 - Submitted
Shepard62700FR(?)
DiscoStu(?)
NineTnine - Submitted
Luxasz
Kachito(?)
SourceSkyBoxer
Victor-933 - Submitted

Deadlines
I'm going to say that the deadline for the first version of this for playtesting will be October 22nd. This will not be moved again as I have a week off in October, which would be ideal for spending time on getting things stitched together.

After testing, people would get a chance to make changes and adjustments to their maps before a final version is put together, tested and released.

Files:
The base files for the mod can be downloaded here! (Updated: 26.07.17)

THE CORE!!?
Yes. The Core. It will continue to be my primary project. I will manage TWHL Pockets, and will likely throw in my own map (as well the intro and outro, obv), but I will not be spending a lot of my own time on this one.

Sooo, who is in?
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-25 05:12:51 UTC
in TWHL Collaborations Post #336344
There's always room. Nothing has even been officially announced yet. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-24 21:27:10 UTC
in TWHL Collaborations Post #336329
This is not a competition.

It would work in a similar way to TWHL Tower. Everyone makes a map and I string them together. It wouldn't even have a story as such.

If people wanted to get together and make a mod with custom coding and all that jazz, then go for it, but I don't know if it's really necessary for one of these quirky little collabs.

I personally would be interested to see what people can achieve with vanilla. It's just more simple that way.
monster_urby monster_urbyGoldsourcerer