Forum posts

Posted 10 years ago2013-12-03 13:04:04 UTC
in Half-Life: The Core Post #316964
You're not having my vote! Muahahah

I voted.
Moaby MoabyMk. III
Posted 10 years ago2013-11-24 02:09:56 UTC
in Post your screenshots! WIP thread Post #316859
Payback at its finest.
Moaby MoabyMk. III
Posted 11 years ago2013-11-16 16:44:12 UTC
in Win Arkham Origins Post #316791
There is something about Jeff's entry that I admire.
Moaby MoabyMk. III
Posted 11 years ago2013-10-26 18:10:51 UTC
in Competition 33 Post #316495
Thanks dude and congratulations to everyone.

Yeah, I'm having trouble updating the link so I put a link in the description of the map. You can also find it here:
https://www.dropbox.com/s/2yqrmuv1185ee71/brightocean_v2.zip
Moaby MoabyMk. III
Posted 11 years ago2013-10-22 21:53:56 UTC
in Competition 33 Post #316432
Thanks you two.

@Tetsu0:
The lower in height you are the more seamless it becomes and vice versa; without HDR it's clearly visible but it just looks like a horizon.
Moaby MoabyMk. III
Posted 11 years ago2013-10-22 14:56:43 UTC
in Competition 33 Post #316421
Here's a picture of the updated version of my map. There are 6 solid changes and a few unnoticeable ones that I thought were necessary. I'll (re)upload to the vault when the competition gets judged. Still no actual gameplay though, I went for a purely visual approach.
User posted image
I think it could still be improved but the effort involved isn't worth the outcome.
Moaby MoabyMk. III
Posted 11 years ago2013-10-06 18:58:58 UTC
in Half-Life: The Core Post #316116
Gawd Urby, lay off the shrooms man...
Moaby MoabyMk. III
Posted 11 years ago2013-10-02 17:23:39 UTC
in Competition 33 Post #316054
I'm working on upgrading mine, it's just coming along slowly due to Uni.
Moaby MoabyMk. III
Posted 11 years ago2013-09-20 17:20:54 UTC
in Competition 33 Post #315814
@zeeba-G

Actually...

http://twhl.info/vault.php?map=5884
User posted image
...now I look back at it, I could improve it so much. The tiling textures and rather smooth displacements didn't give my entry much credit. Pretty half-arsed, but I cut corners for the deadline. I'll stick with this as my entry even though I NOW have more or extra time, depending on how you look at it.
Moaby MoabyMk. III
Posted 11 years ago2013-09-12 20:41:17 UTC
in Hammmer 3D Ray-trace Preview Works Post #315670
It's useless, but it is called "preview" for a reason. I have never found a use for it and I don't think it even takes into account light bounce.
Moaby MoabyMk. III
Posted 11 years ago2013-09-04 13:59:37 UTC
in Random Fact About Yourself Post #315473
I have general Entomophobia; this includes parasites. I'm also uncomfortable around, however do not fear, anything smaller than a 5p coin (for US users that's about the size of a cent).
Moaby MoabyMk. III
Posted 11 years ago2013-08-29 15:58:17 UTC
in Post Your Desktops Post #315353
Re: My desktop.
User posted image
Moaby MoabyMk. III
Posted 11 years ago2013-08-28 11:34:32 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315287
^ You could always add a volume slider in the options menu.
Moaby MoabyMk. III
Posted 11 years ago2013-08-26 20:49:05 UTC
in Half-Life: The Core Post #315242
But Urby, you could charge £7.99 for pictures of Archie's face re-skinned onto the back of the scientists coats.
Moaby MoabyMk. III
Posted 11 years ago2013-08-21 13:18:38 UTC
in Now Playing: ... Post #315133
Posted 11 years ago2013-08-14 18:16:50 UTC
in TWHLder Scrolls: Skyrim Post #314916
I made it. Nah, just get rich from looting the invisible chest in Dawnstar, just to the left of the mining shaft.

http://www.youtube.com/watch?v=k_fIm2_by7E
Moaby MoabyMk. III
Posted 11 years ago2013-08-14 18:06:55 UTC
in TWHLder Scrolls: Skyrim Post #314914
An Argonian that makes money from squeezing peoples nipples. Make a mod for it noaw.
Moaby MoabyMk. III
Posted 11 years ago2013-07-26 15:23:07 UTC
in TWHL Planet! Post #314476
Sense and this thread. Not related in the slightest.
Moaby MoabyMk. III
Posted 11 years ago2013-07-25 22:44:17 UTC
in Deathrun mapping tutorial? Post #314457
Experiment - Trial and error.

You don't need to create an entire fully functioning Deathrun map to see if traps work. I literally have 100s of example maps full of myself testing lighting, small to large entity sequences, etc.

Just make a small box map and don't go mad as you will be compiling often. Create a contraption you think works and make small changes. Seriously, you'll learn a lot about mapping, even if the contraption is useless.

Sort of off-topic: I personally can't stand Deathrun as the maps contain trick traps, most of the time. Trapdoor on the floor? I think not! Spinning blade falls from the roof. Wonderful. I spend the next 5 minutes waiting for those who have played the map 100 times before, to win it. It might just be a/my bad experience.
Moaby MoabyMk. III
Posted 11 years ago2013-07-17 14:03:01 UTC
in TWHL Planet! Post #314255
I used the template but, I still managed to resize (maybe scale) the flag smaller. :/
Moaby MoabyMk. III
Posted 11 years ago2013-07-17 13:19:24 UTC
in TWHL Planet! Post #314252
User posted image
Mowood - The northern forested area is somewhat mystical in that the trees and plants within the region that can never be diminished in quantity. Little history is known of the countries origins however, famed for being ancient. Home to humble people specialising in herbal and alchemy. The countries trading output includes medicine and wood.

The flag symbolising two tall trees with a negative diagonal line representing its infinite, never diminishing qualities.
Moaby MoabyMk. III
Posted 11 years ago2013-07-13 19:11:27 UTC
in Competition 33 Post #314181
Why was it uploaded by somebody else?
Correct me if I'm wrong: to allow people to download it for his server?
Moaby MoabyMk. III
Posted 11 years ago2013-07-08 18:31:53 UTC
in Post your screenshots! WIP thread Post #314155
That's what I said, Dimbark. For explaining what I said in 1 more image and more text, just so you could express your love for a recently brought game on Steam is a bit overboard, pal.

I would say we're all derailing but this site lacks enough recently released (or not released) content as it is.
Moaby MoabyMk. III
Posted 11 years ago2013-07-08 14:34:57 UTC
in Post your screenshots! WIP thread Post #314152
It's official guys, old games now are not fun! They must only be looked at and never touched. [/sarcasm]

I only use Source these days but IMO, Goldsource is still a valid engine when treated correctly. There are better engines in terms of graphics and functionality then Source - Why does anyone bother with Source? People still create games using RPGMaker and its variants, how dated are games like this:
User posted image
Pokemon Black+White 2 came out in early 2012 which is 1 year after Crysis 2. Pokemon scored on average 9/10 by most of its reviewers and Crysis got of average 85/100.
Moaby MoabyMk. III
Posted 11 years ago2013-07-04 22:55:08 UTC
in Modular Staircase Minicompo [GameBanana] Post #314124
I didn't realise you were American. On that note, try and mention that this is only open to US residents.
Moaby MoabyMk. III
Posted 11 years ago2013-07-03 20:56:50 UTC
in Post Your Desktops Post #314116
Turned Windows Aero effects off as it always seem to bring a message up during a game. "OH NO, YOU HAVE 299FPS, A SPARE 6GB MEMORY AND ~60% CPU USAGE SPARE. DISABLE FOR BETTER PERFORMANCE"?!
User posted image
Moaby MoabyMk. III
Posted 11 years ago2013-06-11 15:38:30 UTC
in How does one Source? Post #313957
Yeah, there's no more textlights.
Not true, they're not just not used as often.
Moaby MoabyMk. III
Posted 11 years ago2013-06-11 12:11:52 UTC
in How does one Source? Post #313954
The biggest differences are lighting, props and the input/output system in basic terms. There are many other changes but they're easy to figure out.

As already pointed out, it can be very prop based (as in prop_static, prop_physics and prop_dynamic included suffix _multiplayer and _override based props). You can see what each prop is 'allowed' to be by looking on info in the model viewer. The _override suffix for prop_dynamic and prop_physics can allow additional values for example, stopping a breakable crate from being broken on hit, etc. The _multiplayer suffix forces props to go server-side and changes the collision settings (goes non-solid and pushes other props and players away).

In terms of lighting you have the difference in that lighting can be HDR, and also set to default as Quadratic lighting. Quadratic lighting just has a lower brightness in its falloff as seen here:
https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff.
However, this can be altered in hammer by changing Quadratic to "0" and Linear to "1" (on the light entity). It's also nicer to use light_spot in Source more than light because of the shadow quality being much sexier in Source. That said, the effect of using a very dim light and bright light_spot produces nice results.

The input/output system is all done through the entity itself removing multisources, etc. The output and input has its own tab along with spawnvalues and flags.

If anyone needs any additional help, PM me or add me to Steam. There are a ton of changes.
Moaby MoabyMk. III
Posted 11 years ago2013-06-11 11:38:07 UTC
in Adding sound to a map Post #313953
I figured.

That said, having GoldWave (as every mapper should at least have) and creating a start_cue and end_cue is nothing compared to having more entities. Especially as I personally hit the entity limit a lot, even in Source as props are being included in it. Also, having audio cues in multiplayer is essential; equally as much on soundscapes.
Moaby MoabyMk. III
Posted 11 years ago2013-06-11 10:49:47 UTC
in Adding sound to a map Post #313951
If you would like to loop the sound effect using an ambient_generic you must:

List of unnecessary crap
Or, uncheck "Is NOT looped" in the flags tab.
Moaby MoabyMk. III
Posted 11 years ago2013-06-01 21:25:02 UTC
in Skyscraper Co-op Project Post #313787
-.-

Hence why it's called SPIRIT of Half-Life. It retains the retro feel but doesn't use a modern gaming engine however, consists of features used in a modern engine. SoHL wouldn't exist in a practical world, but people wanted the mix of the old style and modern functionality.

We agreed on it due to the 3D skybox that would be useful making it seem like you were in a skyscraper, not a floating box. Did anyone actually read the other thread?

Oh BTW, you can count me out now.
Moaby MoabyMk. III
Posted 11 years ago2013-06-01 15:34:40 UTC
in Skyscraper Co-op Project Post #313782
Who changed it to SOHL?
Vanilla HL peoples.
This is why we can't have nice things. People all agree and one goes "no, I don't like change". Back to the studio.
Moaby MoabyMk. III
Posted 11 years ago2013-06-01 10:33:06 UTC
in Skyscraper Co-op Project Post #313770
Aye Sir
Moaby MoabyMk. III
Posted 11 years ago2013-05-28 19:31:12 UTC
in TWHL Coop Ideas? Post #313718
So let me get this straight, Ghost129r is either prepubescent or on acid?
Moaby MoabyMk. III
Posted 11 years ago2013-05-18 10:54:47 UTC
in TWHL Coop Ideas? Post #313604
Doesn't SoHL allow 3D skyboxes? That would be cool for a skyscraper map.
Moaby MoabyMk. III
Posted 11 years ago2013-05-17 15:17:02 UTC
in TWHL Coop Ideas? Post #313588
A CS map like this would have serious gameplay flaws.
Moaby MoabyMk. III
Posted 11 years ago2013-05-16 15:38:40 UTC
in TWHL Coop Ideas? Post #313569
Yeah no problem dude, it was just hard to read.

I think going by a limit for example, "make it within 4096x4096x256" is an easier way to keep boundaries set, as PB stated. By setting the bounds in stone it'll be easier to piece together.

We could even go for a more complicated shape such as, an L or a chunky [ shaped building.
Moaby MoabyMk. III
Posted 11 years ago2013-05-15 20:02:05 UTC
in TWHL Coop Ideas? Post #313558
No, we really haven't spent too much time on the topic. The more figuring out what and how it will work, the better put together it will be. Besides, less things will go wrong and most importantly people will not lose motivation.

What do you mean build the whole thing first? Not detailing beforehand? Do you mean a skeleton? If so, explain how the skeleton can tie in with the changelevels? After the players enter add changelevels? Dude, where the hell is any sign of context in your post?

Not to be a major grammar nazi either because my grammar sucks as well but, I struggled reading your post.
Moaby MoabyMk. III
Posted 11 years ago2013-05-14 16:24:16 UTC
in TWHL Coop Ideas? Post #313530
Lol, Hl2: EP2 and Source is my votes.
Honestly, read that as League of Legends, Half-Life2:Episode2 and Source.
Moaby MoabyMk. III
Posted 11 years ago2013-05-12 11:18:19 UTC
in TWHL Coop Ideas? Post #313473
I prefer Source but, GoldSrc would make a nice change. I haven't mapped for HL1 in about two years now. :/
Moaby MoabyMk. III
Posted 11 years ago2013-05-10 14:52:55 UTC
in Desktops of May Post #313461
User posted image
Moaby MoabyMk. III
Posted 11 years ago2013-05-08 17:35:40 UTC
in How to do this type of door? Post #313445
I would say it's done using ball-sockets.

Prop based: prop_physics held up by two phys_ballsocket's acting as hinges.

Brush based: func_physbox held up by two phys_ballsocket's acting as hinges.

I can't tell you any other details without opening Hammer myself. It might even be possible to do it with one phys_ballsocket.
Moaby MoabyMk. III
Posted 11 years ago2013-05-03 15:01:50 UTC
in ambient_generic for only one player Post #313414
I have also wondered this on Source too, so it would be interesting to know if Valve implemented any element of doing this.
Moaby MoabyMk. III
Posted 11 years ago2013-04-19 15:10:05 UTC
in Competition 33 Post #313341
Yeah, deadlines are deadlines. Hardly a fair unbiased competition if someone is allowed a huge amount of extension time. I do agree that a small 2 or 3 days extension is fair because of the unstable nature that is Hammer.

Good luck everyone.
Moaby MoabyMk. III
Posted 11 years ago2013-03-21 19:10:01 UTC
in Now Gaming: ... Post #313104
Ninja Portal 2 update today. No references to the update anywhere. Secret announcement of Portal 3 perhaps?
http://store.steampowered.com/news/10205/

No.
Moaby MoabyMk. III
Posted 11 years ago2013-03-19 00:41:53 UTC
in Editing the menu fonts Post #313087
snip

I just nearly posted the Source way of doing it. Time to start reading what section people post in.

Anyway, time for the Goldsource way:

You need to find C://...steamapps/<name>/half-life/resource/ClientScheme.res and open it with notepad. Then you can find a few sections like, for example:
	"MenuLarge"
	{
		"1"
		{
			"name"		"Verdana"
			"tall"		"18"
			"weight"	"1000"
			"antialias" "0"
		}
	}
NOTE: This example is the title text font.

And replace Verdana with whatever you want. TrueType font is recommended as I'm not sure with GoldSrc whether or not they need to be. Also not sure if GoldSrc needs to precache fonts.
Moaby MoabyMk. III
Posted 11 years ago2013-02-19 17:54:31 UTC
in Geometry compiling question. Post #312704
According to Zoner, the BEVEL texture is the same in almost every way to the NULL texture. However, if NULL starts providing a clipping error due to some circumstances that I'm not entirely aware of, BEVEL is used.

That said, shouldn't BEVEL be used all the time in place of NULL? I would say yes to higher, out-of-reach placed brushes. Then again no, because lower placed brushes would just appear illusionary and players would walk straight through.

It does make sense in a way, as a bevel is creating a new entire side of an object that is not perpendicular, so in Goldsrc clipping would be more complicated.

Source: http://zhlt.info/special-textures.html

@platoon, try this: http://filesmelt.com/dl/lessismore.jpg
Moaby MoabyMk. III
Posted 11 years ago2013-02-07 20:24:58 UTC
in Boss fights (or equiv.) Post #312503
Metal Gear Solid 4's Crying Wolf battle. The sheer fear when she spots you and you hear a rail-gun being charged up in a thick blizzard. Or hear howling and barreling footsteps then a huge metallic wolf appears from nowhere. And, after relying on camouflage most of the game to hide from all the enemies including bosses, to find out that Crying Wolf hunts by scent just sinks your heart. This battle actually coincides with one of Strider's picks which is the MGS3 The End battle, as Crying Wolf shares traits with The End. I got the same freight from the rail-gun charging as when the scope switches to The End's, only to see yourself running around with crosshairs on you.

Another favourite of mine is the Command & Conquer Generals Zero Hour takes a breath Generals Challenge against Dr. Thrax. This pick is down to the hilarity of his comments, and the incredible difficulty if you pick the Chinese infantry general to fight him with. For those that don't know, Dr. Thrax the general for chemical warfare...against infantry...you get the picture.
Moaby MoabyMk. III
Posted 11 years ago2013-02-04 13:53:58 UTC
in help with a map-0? Post #312460
You try and make it. Just show us what you can do and we'll give you some pointers.
Moaby MoabyMk. III
Posted 11 years ago2013-01-29 01:23:16 UTC
in De_Rust [CSGO] Post #312364
Looking good in terms of your priorities. CS is always about gameplay over graphics. Sadly I can't help you test it due to not having CSGO installed, atm.
Moaby MoabyMk. III