Forum posts

Posted 5 years ago2019-01-07 20:05:39 UTC
in RunThinkShootLive's Ville Competitions Post #341577
Well, I didn't say the Villes were done with. We'll see what the future holds.

That said I'm 100% behind Urby's suggestion. One of these days I really will finish and submit a map on time here.
Posted 5 years ago2018-12-06 02:45:28 UTC
in Func_Illusionary problem with lighting? Post #341392
Make sure you are using rendermode solid, not texture.
Posted 6 years ago2018-09-20 12:56:03 UTC
in Post your screenshots! WIP thread Post #340923
Agreed, great idea and beautiful map, Doc.
Posted 6 years ago2018-09-16 02:02:18 UTC
in Temporarily disable triggers mid-game Post #340891
You can probably set this up using a couple trigger_changetargets. Have trigger_multiple_2 target a multi_manager that targets the first trigger_changetarget at time 0 and the second trigger_changetarget at 2 seconds.
Posted 6 years ago2018-08-30 18:07:46 UTC
in Competition 35: Vanilla Half-Life Post #340744
Yeah I only recently switched to info_texlights. It's nice cause the settings are embedded in the rmf rather than being a separate rad file to keep track of and distribute. LIght_surface is even better though, I'm going to that as soon as I start actually mapping for this.
Posted 6 years ago2018-08-30 01:19:16 UTC
in Competition 35: Vanilla Half-Life Post #340740
Yes the light textures had ~ in the name. But that's just for convenience, texture lighting is totally controlled by lights.rad, or info_texlights, or light_surface, whichever you prefer.
Posted 6 years ago2018-08-27 21:54:43 UTC
in Competition 35: Vanilla Half-Life Post #340700
How do I favorite a post
Posted 6 years ago2018-08-25 11:02:44 UTC
in dynamically scaling a model Post #340656
Check Spirit. I recall Laurie saying you could use calc_ratio to dynamically scale Barney's size according to his health.
Posted 6 years ago2018-08-22 18:54:12 UTC
in Competition 35: Vanilla Half-Life Post #340637
I really find this image from Robert Yang useful to reference. It's not perfect but it gives a solid idea of the direction I want to be going in with map layouts.
User posted image
Posted 6 years ago2018-08-21 13:49:59 UTC
in (Release) Half-Life: Echoes Post #340623
Awesome work, J-M. So much that I missed.

Hi by the way, I think we played quite a bit of Anti-Rush HL in Sven when the difficulty was extreme a while back. I go by Scheherazade in-game.
Posted 6 years ago2018-08-19 19:58:02 UTC
in How to see players current coordinates on a map. Post #340613
Just use status in the console, it tells you your coordinates.
Posted 6 years ago2018-08-19 04:07:24 UTC
in Competition 35: Vanilla Half-Life Post #340601
My approach is to try and make it fit in with Black Mesa, but I'm not going to skimp on detailing and making things look good. Basic architecture is acceptable for this challenge, and I may end up with a lot of that, but that's really not what I intend to build these days.

I'm not entering this challenge to go for the prizes, it's a great chance to get back into mapping and work simultaneously with the community on a project together. I'm in this to build and release a map that I'm proud of and that hopefully people will enjoy playing.
Posted 6 years ago2018-08-17 13:14:06 UTC
in Competition 35: Vanilla Half-Life Post #340576
Rimrook, does that mean Worldcraft 2.0 as well? Good luck :)
Posted 6 years ago2018-08-14 03:21:07 UTC
in How to properly put in OpFor content into a hl1 mod? Post #340535
So, making an Op4 mod is straightforward, but what you're aiming to do is complicated. The game dlls hold things like enemy behavior, weapon behavior, and flashlight/night vision stuff. It sounds like you want some elements from HL and some from Op4, and mixing them in this way is probably going to require you to code your own dlls for your hybrid mod.

If you can live with the Op4 night vision and an Op4 style HUD, you should be able to recolor the HUD easily enough.

edit: Sorry, was tired when I wrote that. What it should say is that if you're using Op4 you can't recolor the HUD but you can change how most of it looks since that is set in sprite files.
Posted 6 years ago2018-08-13 18:19:35 UTC
in Competition 35: Vanilla Half-Life Post #340530
@Solokiller - OK thanks for clearing the bsp name limit up. I was thinking it might be 16 characters. Isn't 16 the entity name limit?
Posted 6 years ago2018-08-13 14:34:20 UTC
in Competition 35: Vanilla Half-Life Post #340522
@SSB Why are you lecturing me with the map limits?
Posted 6 years ago2018-08-13 13:22:54 UTC
in Competition 35: Vanilla Half-Life Post #340517
This is cool, I hope yet again to get a map submitted.

@Jessie I thought that too. But it sneakily uses your login name for the example. :) Isn't that full name too long for bsp names by the way?
Posted 6 years ago2018-08-10 17:58:57 UTC
in (Release) Half-Life: Echoes Post #340473
Aye, congrats. Always great to finally release something into the wild.

I've posted it on RTSL as well.
Posted 6 years ago2018-07-31 12:50:54 UTC
in Half-Life Echoes releasing soon Post #340343
Stupid slow playtesters. Er
I've run across this only when using a larger than normal texture (was 512 on one side I think).
Posted 6 years ago2018-07-26 20:51:45 UTC
in Goldsrc mapping - disappearing decal Post #340268
No, a func_door that can rotate is a func_door_rotating.

It's likely not origin brushes they don't work with, but simply faces that can change their angle in-game. And I'm not the authority on this, please someone come and check into this in more detail - I'd love the definitive answer too.

Edit: OK, did some more testing.

A decal works on a func_train that is built centered on its first path_corner (i.e. the decal is exactly where the train spawns in-map).

A decal does not work on the same func_train with an angular velocity set (no origin brush).
Posted 6 years ago2018-07-26 11:16:48 UTC
in Goldsrc mapping - disappearing decal Post #340263
I can test with a train later, but a func_door_rotating not set to start open would not show a decal I applied.
Posted 6 years ago2018-07-26 02:59:39 UTC
in Goldsrc mapping - disappearing decal Post #340260
You know, just testing now I couldn't get one working on a func_train. Perhaps since func_trains can have origin brushes?

Decals can work on some moving entities, func_doors for one.
Posted 6 years ago2018-07-26 02:25:33 UTC
in Goldsrc mapping - disappearing decal Post #340258
I believe decals do not work on faces that can rotate (i.e. any entity with an origin brush).
Posted 6 years ago2018-07-16 11:21:26 UTC
in 6 minutes speedrun of Half-Life Post #340152
I actually found this really cool from a technical perspective. It's not as interesting to watch as a normal speedrun and I can understand why a lot of the runners didn't want to do this one since it's probably not all that fun to run.
Posted 6 years ago2018-07-05 21:42:40 UTC
in Problem Post #340056
But Focalpoint uses the op4 dlls. Did you try the version of the mod on RTSL?
Other options are: monster_generic with the Not Solid flag checked and env_sprite although you'll have to fiddle with the angles to get it upright.
Posted 6 years ago2018-05-20 04:05:49 UTC
in Best Half-Life Chapter Tournament Post #339665
Surface Tension, we all knew it was coming. A worthy winner though.
Posted 6 years ago2018-05-17 19:33:50 UTC
in Best Half-Life Chapter Tournament Post #339641
Also going with Anomalous Materials
Posted 6 years ago2018-05-02 22:44:47 UTC
in Best Half-Life Chapter Tournament Post #339482
Surface Tension
Posted 6 years ago2018-04-30 10:19:59 UTC
in Best Half-Life Chapter Tournament Post #339466
What Urby said. RP is the worst chapter in the game. So Unforeseen Consequences.
Posted 6 years ago2018-04-27 10:18:39 UTC
in How to get XYZ coordinates Post #339445
'status' in the console will give you your xyz coordinates in-game.
Posted 6 years ago2018-04-20 20:27:43 UTC
in mod_numforname error Post #339399
This is usually the result of a map that didn't fully compile if I recall correctly. Check your compile log for any errors.
Posted 6 years ago2018-04-20 00:38:08 UTC
in Best Half-Life Chapter Tournament Post #339390
Tough call, I'll have to go with Archie and say Anomalous Materials.

Plus it was the name of the best forum on VERC. RIP.
Posted 6 years ago2018-04-19 10:44:01 UTC
in Best Half-Life Chapter Tournament Post #339376
Questionable Ethics
Posted 6 years ago2018-04-17 10:22:20 UTC
in Best Half-Life Chapter Tournament Post #339345
Surface Tension
Posted 6 years ago2018-04-16 10:40:01 UTC
in Best Half-Life Chapter Tournament Post #339337
Unforeseen for me. I do like much of WGH but the excessive vent crawling drags it down.
Posted 6 years ago2018-04-14 00:44:06 UTC
in Best Half-Life Chapter Tournament Post #339316
Right, so for things like college basketball tournaments here (US), all the teams in the tourney are seeded, which means ranked based on their records to date before the tournament. The highest seed plays the lowest seed first, and if the number of teams in the tourney is not a power of 2, the top handful of seeds get a "bye" and get to skip a round. The idea is that the better seeds get an advantage by playing lower seeds and perhaps skipping a game (or 2 in some cases).

So when I saw Surface Tension as 1 I thought you had seeded the chapters based on how popular you thought they were. See example picture below. Probably much more info than you expected to get :)
User posted image
Posted 6 years ago2018-04-13 21:32:44 UTC
in Best Half-Life Chapter Tournament Post #339313
Oh, I thought these were seeds like in an actual tournament. No way Gonarch gets a 2 seed though so did you randomize them?

Black Mesa Inbound easily.
Posted 6 years ago2018-04-12 21:59:47 UTC
in Best Half-Life Chapter Tournament Post #339297
This may be the toughest decision for me so far in the tournament. I'll have to go with Questionable Ethics by a nose.
Posted 6 years ago2018-04-11 10:20:07 UTC
in Best Half-Life Chapter Tournament Post #339289
Absolutely Surface Tension. Love every part of it.
Posted 6 years ago2018-04-10 10:20:19 UTC
in Best Half-Life Chapter Tournament Post #339277
Interloper by a mile. RP is the worst chapter in the game. Give me Interloper's platforming any day.
Posted 6 years ago2018-04-09 00:58:21 UTC
in Best Half-Life Chapter Tournament Post #339258
Anomalous Materials for the world-building.
Posted 6 years ago2018-04-08 13:14:57 UTC
in Best Half-Life Chapter Tournament Post #339250
Blast Pit hands down. For my money, maybe best chapter in the game.

I actually quite like On a Rail too. It gets a ton of hate due to its length I suppose but many of the areas are optional anyway.
Posted 6 years ago2018-04-07 02:27:28 UTC
in Best Half-Life Chapter Tournament Post #339230
This took some thinking, but I'll have to go with "Forget about Freeman!". It's definitely not my favorite and I kind of see it as an appendix to Surface Tension, but the Nihilanth level is not the best either. It does have a cool underwater Xen area though.
Posted 6 years ago2018-04-05 20:53:33 UTC
in Best Half-Life Chapter Tournament Post #339214
Unforeseen Consequences.

Office Complex is deliberately drab and mundane and it plays a part in the development of the first section of the game, but Unforeseen is really where things are turned around and you get the first sense of how the rest of the game might unfold. It's a brilliant backtrack through areas you just saw.
Posted 6 years ago2018-04-04 21:45:56 UTC
in Best Half-Life Chapter Tournament Post #339187
Black Mesa Inbound sets the mood just perfectly. Definitely gets my vote. The music still gives me a chill when it starts.

That said, I never minded Xen. The Xen chapter proper is only a single map - the meat of Xen is really Interloper which I've become fond of actually.

Q for Jessie - it'd be awesome if you updated the image at the top of the page (your first post) as well, if possible. Then at a glance we can see the current bracket.
Posted 6 years ago2018-04-04 10:14:52 UTC
in Best Half-Life Chapter Tournament Post #339182
Questionable Ethics. Fantastic loopback design, nice texture set, nifty looking lobby. And it develops the mystery of what the Black Mesa guys knew and when.
Posted 6 years ago2018-04-03 10:53:08 UTC
in Best Half-Life Chapter Tournament Post #339161
Power Up wins this round
Posted 6 years ago2018-03-08 12:28:34 UTC
in Little Half Life 1 mod... Post #338969
Haha I still use VS 6.0 and SDK 2.3. Perhaps I should get with the times.