Forum posts

Posted 9 years ago2015-02-10 16:32:34 UTC
in TWHL Tower Post #323901
info_texlights?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-10 14:42:38 UTC
in Post your screenshots! WIP thread Post #323881
Or people will hate you, loudly.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-10 12:11:25 UTC
in Post your screenshots! WIP thread Post #323874
I did a quick test out of personal curiosity. A quick export to a .jpg of quality 30 was x75 smaller in filesize, while still having far more than enough quality to be recognizable. Especially given this is a goldsource screenshot, where image quality is far from a necessity. Hell, a smaller picture can make it look better.
On that note, another test using resizing as well, while keeping it where details are still clearly visible, got it down to 4.5 kB, right around x666 smaller.
Now that is mobile-phone-friendly. The TWHL logo is bigger.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-09 17:11:21 UTC
in TWHL Tower Post #323836
Here's a rule: Stop double posting. There's an edit button for a reason.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-09 11:00:39 UTC
in TWHL Tower Post #323814
This is a TWHL thing, ain't it? Might as well make it news. BECAUSE WE NEED NEWS
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 17:13:06 UTC
in TWHL Tower Post #323777
Alright, I think that's my Qs sated for now. My idea may (or may not) be a little unorthodox, so I'll run it by you when I've got a bit more to show.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 16:54:20 UTC
in TWHL Tower Post #323774
environment lighting will be included as such
You want we shouldn't use our own light_environments, then?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 16:24:34 UTC
in TWHL Tower Post #323772
May we alter the stairwell at all, and if so, what are the restrictions on that?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 12:46:40 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323758
Is there any way to do a select of an area, like usual, but only pick out brushes and/or entities? I wouldn't mind one of those.

EDIT: Or a texture Fit button for only the X or Y axis?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 10:44:39 UTC
in TWHL Tower Post #323756
I have a cool idea... When do we start?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 09:33:23 UTC
in TWHL Tower Post #323754
When you say it's in mod format, do we take that to mean each floor is a different level?

EDIT: Oh, I didn't realize we were putting names down. Count me in then.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 05:05:25 UTC
in TWHL Tower Post #323748
If you can go outside, I'd rig mine up with func_wall_toggles so I can make it a lot bigger on the inside :gak:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-07 11:28:19 UTC
in Half-Life: The Core Post #323718
User posted image
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-06 12:01:15 UTC
in Top 5s (Final Form) Post #323694
It's quite hard to make this a discussion when nobody is providing any reasons! :quizzical:
QFT
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-06 09:01:52 UTC
in Top 5s (Final Form) Post #323692
I'm going to group slightly when there's more than one boss from the same game that I feel deserves a spot.

5. Khidr (and some others) - Rogue Legacy, 2013
While most of the bosses of Rogue Legacy are my kind of fun challenge (except perhaps Herodotus, who's just a pain, and the remixes of Alexander and Ponce de Leon), Khidr holds a special place as the first real challenge of the game. Everything you do before then you can bumble through quite happily, but when you get to this fellow, you have to step up with your dodging skills if you want to survive.
User posted image
Other mentions go to Astrodotus, who plays like an Asteroids game, and it can be pretty tough keeping out of the way when every time you hit him, he breaks into two smaller pieces and gets faster. Even keeping pieces to a minimum, you've still got a lot of bits flying around to dodge, and you can only get hit about three times. Also shouting out to Neo Khidr, the remix of Khidr. Basically the same fight as Khidr, but much harder; he shoots faster and tighter and you can only get hit five times, meaning if you want to live, you've really gotta train with those movement runes.

4. Dark Link (and Thunderbird) - Zelda II: The Adventure of Link, 1988
I would be reasonably comfortable in saying that this is probably the most challenging end boss of all the NES games I've played that doesn't feel cheap. Assuming you're not fighting him the exploit-y way, beating him is quite an endurance fight. You've gots to keep trading blows with him, most of which you'll both block (ideally), and wait until he jumps and opens himself up to a stab, which even then can be tricky to land. I think this deserves the spot just because it really does feel like a proper duel; neither of you have any real advantage over the other.
User posted image
Also throwing out the boss fought immediately before Dark Link, the Thunderbird. It just flies around the screen in a fairly predictable pattern constantly spitting fireballs out. That said, it's damn fun having to dodge those fireballs (which really quite hurt) to land your hits. Especially when at the halfway mark, the rate at which those fireballs come out goes up dramatically. For the real challenge, you get to that point with the single point in Attack that you started with. I counted how many times you have to hit her once, but I can't remember how many it was. Somewhere in the 50's, I think? Maybe around 100. Lots, either way. And when half of that time the fireballs are rather raining down, it's tough!

3. Dragon Zombies (and Dracula) - Castlevania: Circle of the Moon, 2001
I'm not sure why this boss strikes me as so memorable. I suppose it's just got a very nice balance of challenging and fun. And also it's a pair of zombie dragons. It can be tough keeping track of what both of them are doing, and you have to, otherwise while you're trying to keep out of the way of one, you can get a nasty bite from the other, and they do hurt.
User posted image
I'm also shoehorning Dracula from the same game into this spot. I've fought Drac in a lot of Castlevania titles, but the one in Circle of the Moon is one of my favourites. He's not too hard, but not too easy (with one attack in particular that is almost certainly OHKO, and needs good timing to dodge), and the music for the fight makes it feel so... epic. And I do not use that word lightly.
User posted image
2. The Nightmare - The Legend of Zelda: Link's Awakening, 1993
I really can't say why this is so high on my list, but it is. There's just something about it.
User posted image
1. [Various] - Monster Hunter Tri (Ultimate), 2009 (2013)
I tried to pick some MH3U representatives, but there's just so many great ones, it is basically impossible to decide. Pretty much every large monster can couunt as a boss, and most of the time, they're what you're fighting. I suppose I can at least pick out some specific reasons.
Rathian deserves a mention, because that's the first real "oh shit" moment. You're fighting a 'Peco, as per usual, but when it goes to call another large monster, as it does, it lets out a different, quite powerful roar. Foreboding sets in there, but you keep fighting and for a bit nothing special happens, the foreboding eases just in time for a MASSIVE GODDAMN DRAGON TO LAND AND SET ITS SIGHTS ON YOU. Deviljho would be the other major "oh shit", as it is a huge, hungry beast that will drop in in just about any quest after you clear the low rank quests. Effect amplified by the new tense orchestral music that accompanies it. And then, as though Deviljho wasn't, there's a Savage Deviljho.
And what about Jhen Mohran? A battle from a ship against this colossal leviathan over 100 metres long?
A special mention to Lucent Nargacuga, a rare species of a monster you'd know well to be very fast and powerful, which has the delightful bonus of being able to turn invisible and shoot poisonous spikes out of its tail along with nearly every attack it makes.
User posted image
Special Mentions (in no order):
Robo-Manus - Battletoads, 1991: Damn fun to fight! He'll jump around. If he lands on you, you die instantly. When he lands, he'll shoot three shots, and if you're not ducking or jumping, that'll probably kill you too. To this day I've never been able to juggle him for long enough so that he never touches the ground, but one day...
User posted image
Big Mouser (and the Technodrome) - Teenage Mutant Ninja Turtles, 1989: Big Mouser is piss easy, but is still a cool boss. The Technodrome is good fun too.
User posted image
Death - Castlevania: Simon's Quest - 1987: The only reason this guy is being mentioned is because you can kill him with garlic. Unfortunately, I don't have a video to show why that's funny.

The Evil One - Faxanadu, 1987: He's just cool.
User posted image
Smithy - Super Mario RPG, 1996: Because it's a fun fight, and has good music.
User posted image
Ugh-Zan III - Serious Sam: The First Encounter, 2001 (/ 2009): Similar reasons as above.
User posted image
Makron - Quake II, 1997: Because it's the Makron.
User posted image
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-05 04:05:29 UTC
in Top 5s (Final Form) Post #323669
I'm going to have to put some thought into this before I post my own. I've played a lot of games with a lot of bosses.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-04 19:19:08 UTC
in Top 5s (Final Form) Post #323658
After Professor Plum or whatever his name is got me thinking about boss music, I wanted to revive this thread for a moment to cover one I don't believe was asked.
Top 5 Boss Fights
5.
4.
3.
2.
1.
List your top 5 favourite boss fights! There's quite a lot of variety in the forms bosses come in, so let's say a broad definition of "boss fight" to include significant minibosses and such. Use common sense + your personal judgement to decide whether something counts, and, of course, what qualifies a fight as a favourite.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-04 18:48:00 UTC
in GldSrc Model Transparency Post #323656
Ted's?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-04 09:27:42 UTC
in Mod's that never were... Post #323651
[quote]Maybe start a TWHL mod after the GB contest? I call dibs on
  • The great Hall of Dicks :P
  • Whorish Alleyway
  • Penguinboy's Lightning bolts
  • func_vehicle: MASSIVE Truck of FAIL[/quote]I want to see plot summaries, but I'm not sure I want to play them.
I only ever "attempted" one.
Mod: [I don't recall what it was called. I believe I had a working title of "Mach Mod", for reasons too non-existent to elaborate on.]
Details: Going from memory (which, if you know me, you know isn't a good thing)... I think it was sort of based around the idea that at the start of the mod, you'd pick a portal like a character select (I guess like the difficulty selection at the start of Quake), and the story would branch off from there as either... I think Gordon, a barney, a hgrunt or a vortigaunt? I can't remember whether there was ever any plot to speak of, but I do know I wanted the stories to converge at some point.
Reason for cancelling: Besides pure laziness and my usual aversion to productive things during school, it really quite needed stuff like "modelling" and "coding" which I had no experience with. Oh, and I was shit at mapping.

I... really don't want to go find the thread I made. God knows what horrors lie that far in the past.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-04 02:55:59 UTC
in Sketches / Drawings Thread Post #323650
Danke! I'll admit I rushed this a little, and I did suspect the arm looked a little off, especially the wrist. Thanks for the confirmation ^.^
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-02 12:27:22 UTC
in Sketches / Drawings Thread Post #323612
Posted 9 years ago2015-01-25 15:03:17 UTC
in Team Mapping - GB contest #54 Post #323520
That is rll cool.
Can you set up some trigger for when the bomb goes off (a normally unreachable func_breakable or something)? Wouldn't be hard to make some collapsing-cavern effects (falling rocks and quaking, etc) if so.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-25 14:41:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323519
I really like Sledge's Split Face button. Did Hammer have one of those?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-25 11:18:45 UTC
in Bad light faces with columns Post #323515
Despite that being one of the most situational examples I've ever heard, so much that it couldn't be relevant to anything, I humoured you and tried it.

And you're wrong.

I have nothing else to say about it, because there's nowt else to say.

Though I'll add that I also tried it with a very strong light. As the nature of null is that faces don't get rendered at all, and therefore there's no face to be lit, the viewmodel remains as dark as ever.

EDIT: Here's a holiday snap of me in a very well lit room with a null'd floor. Note the pitch black viewmodel.
User posted image
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-25 01:21:37 UTC
in Bad light faces with columns Post #323505
Could someone explain why he's in denial about this? It's a very simple concept. Was my explanation flawed in some way?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-24 16:34:16 UTC
in Bad light faces with columns Post #323494
So, I notice you're bold-ing that part as though it's true. Or that I didn't already explain how models are lit. Y'know, when I said
I believe models are lit by the lighting of the brush directly beneath them. So no, nowt to do with the light entities.
or some shit exactly like that.

Since you, for whatever reason you may have, seem to have completely ignored that, I went out of my way by, in less than 5 minutes, creating a map to demonstrate.

Long story short, two levels, lights on the bottom one, player on the top. When standing up top:
User posted image
As soon as you step over the edge enough that your center is above the bottom level:
User posted image
And just to reinforce, I spaced it a tad and dropped similarly positioned scientists.
User posted image
The lights are in the center of the bottom level and therefore all objects shown are in direct line of sight of the lights. There is also a very low intensity light on the top level just in case the bollocks you're pushing about "nearest" was even slightly relevant.

tl;dr: The model lighting comes from the brushes, not the entities. Is that clear enough yet?

Of course, I'm not arguing against the fact that they've one lighting level across the whole model. I don't know why you even brought it up, anyone who has any experience with goldsource has seen that. Though I will say that that won't necessarily make it, if whoever the OP was did replace the brush columns with models, look bad, if they're made right. Certainly not worse than the brush ones seem to.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-24 14:44:50 UTC
in Bad light faces with columns Post #323490
Do you have a point you'd like to add to that?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-22 02:37:56 UTC
in Team Mapping - GB contest #54 Post #323454
Damn your editing skills. Was just about to upload an extremely witty image about that "Scotch", but I guess there's no point now :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-22 00:52:36 UTC
in Team Mapping - GB contest #54 Post #323450
I'll try to start putting up some rough-sketchy thoughts after I'm done with what I have to do today.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-22 00:50:33 UTC
in Bad light faces with columns Post #323449
I believe models are lit by the lighting of the brush directly beneath them. So no, nowt to do with the light entities.

Not sure what "how I think it all works" has to do with anything anyway, compared to how it actually works. That's, like, the anti-vaccination mindset, isn't it?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-20 15:08:47 UTC
in Team Mapping - GB contest #54 Post #323417
CapT seems to be running the show, if that's what you mean.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-20 07:08:08 UTC
in Team Mapping - GB contest #54 Post #323411
So you dad. Dankeschön.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-20 06:29:55 UTC
in Team Mapping - GB contest #54 Post #323409
Did you link a Dropbox or summat?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-20 06:22:00 UTC
in Team Mapping - GB contest #54 Post #323407
Should we discuss ideas here or in private somewhere?
I reckon somewhere a little more discreet, once we're a few more in numbers.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-20 05:34:21 UTC
in Team Mapping - GB contest #54 Post #323405
Dear Sir or Madam,

I am interested in tearing this bitch up.

Yours truly,
Jessica (Jessie)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-20 04:32:35 UTC
in GameBanana CS 1.6 Mapping Contest Post #323403
I've never done a group mapping project. Given how much free time I have at the moment, if anyone drafts up a group...

:target: ------------------------------------------->
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-19 14:24:24 UTC
in Bad light faces with columns Post #323388
Or does it?

Seriously, if this is still being debated, why doesn't someone just test the damn thing?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-19 04:04:30 UTC
in TWHL Lan Party!!! ~2017-18? Post #323382
That seems an odd shape to divide as, but then, I know absolutely nothing about this sort of thing.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-18 16:04:31 UTC
in Bad light faces with columns Post #323371
func_detail is not an entity
you said func_detail is an entity
I mean, what can you say about this?
Jessie JessieTrans Rights <3
This post was made on a thread that has been deleted.
Posted 9 years ago2015-01-18 01:11:00 UTC
in Half-Life: The Core Post #323357
What have I done.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-16 04:12:03 UTC
in TWHL Lan Party!!! ~2017-18? Post #323327
What a Crockett Street. :glad:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-16 02:24:57 UTC
in TWHL Lan Party!!! ~2017-18? Post #323319
I should hope by then I'll be calling myself Jessie anyway.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-15 03:34:52 UTC
in Half-Life: The Core Post #323306
Or Dark Maurice. Or The Evil One. Or Robo Manus. Or THE TICKLER. Or Ugh-Zan III. Or fucking wraiths. Or the Sa-Matra. Or Herodotus. Or Hewdraw. Or Corporate Magus. Or...

:ninja:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-15 02:53:13 UTC
in Half-Life: The Core Post #323302
I might even finish that one map I've got in the map vault before that happens.

Oh, and 1.21GW?!
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-13 04:11:09 UTC
in TWHL Lan Party!!! ~2017-18? Post #323275
Surely we'd need a more specific date to make any serious arrangements :P
Unless you just clear your schedule for those full two years. I don't know whether that'd be overstaying your welcome or not :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-13 02:20:21 UTC
in wtf is this hidden face in stone??? Post #323272
Maybe they're tricksters that mess with clip nodes and put those tiny little leaks around that take you ages to find.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-12 23:55:18 UTC
in TWHL Lan Party!!! ~2017-18? Post #323268
Don't suppose you've got a bow as well? I miss archery.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-12 23:47:45 UTC
in Half-Life: The Core Post #323267
I can't see that without thinking "Let's rock."

That's probably just me.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-01-12 14:56:43 UTC
in TWHL Lan Party!!! ~2017-18? Post #323248
Do you suppose any lurkers are seeing and considering this? I wonder if Soup Miner and the like ever come around anymore.
Jessie JessieTrans Rights <3