Forum posts

Posted 8 years ago2016-03-02 11:58:27 UTC
in Dumb Entity Game Post #329113
Monster_Alien_Controller

Haha. Love it
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 10:52:51 UTC
in Dumb Entity Game Post #329108
The second image makes me think Multi_Manager, but I don't understand the purpose of the juice.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 23:32:51 UTC
in TWHL World - Community Project Post #329096
Mua ha ha ha! Adding it to The Core as we speak! :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 21:36:13 UTC
in TWHL World - Community Project Post #329091
Pretty sure you need to include the RMF there as well :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 20:11:08 UTC
in NEED TUTORIAL URGENTLY Post #329089
Our very own Tetsu0 has you covered HERE

Gah, Ninjas everywhere...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 11:39:43 UTC
in Face light? Post #329069
I think I understand the issue.

The door will be lit depending on where it is positioned when the map compiles. If you want a door to start open, have it closed in the editor, then check the "Starts Open" flag.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-26 16:51:11 UTC
in Lighting prop models? Post #329032
Shhh
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-26 16:49:04 UTC
in TWHL Tower Post #329031
We're always watching :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-26 12:20:01 UTC
in TWHL World - Community Project Post #329023
Looking forward to seeing what comes out of this. There haven't been very many WIP shots at all...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-24 09:43:12 UTC
in Half-Life: The Core Post #329003
I'm pretty damn certain that people will still be modding for Goldsource in 2017 :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-23 12:06:02 UTC
in TWHL World - Community Project Post #328992
First drafts are due on the 1st of March
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-22 13:06:55 UTC
in Half-Life Vodka: Putin's Revenge Post #328978
I've made this point before, but messup/troll mods are the cancer of moddb. Do we really need it here as well? :(
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-22 12:23:22 UTC
in Half-Life: The Core Post #328977
I know I'm biased because it's originally my mod, but The Core is looking pretty sexy these days. Mostly Archie's sections :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-18 13:35:25 UTC
in Playing music in Half-Life Post #328932
put 4 of the same ambient generics outside the fighting arena. tick the 'play everywhere' flag and it'll minimize the stereo effect.
Ah, ghetto play everywhere. :D

We used to have to do that in The Core. :P

Don't forget to reduce the volume of each to 25% what it was, to prevent it being amplified four times.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-16 23:48:42 UTC
in Playing music in Half-Life Post #328909
Unfortunately it's a bug that comes with Steam Half-Life. It might be possible to fix, but you'd be looking at coding.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-15 10:31:57 UTC
in Lightning not compiling problem. Post #328891
Yup, here's your issue
'Texture axis perpindicular to face'
As Penguinboy said, use Alt+P to pull up the problems window, then highlight any of those error messages and click "Fix all of type"
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-14 14:48:19 UTC
in Set maximum Hz for better quality sounds Post #328876
Why don't people just work within Goldsources limitations anymore? If they aren't satisfactory, move onto Source. :P

It's like all those mods that add dynamic lighting, physics and HD effects. Why try to make Source when Source was a thing 12 years ago...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-09 23:03:29 UTC
in trigger_once game crash Post #328798
You should use game_text for maps for Half-Life, whereas you can make use of env_message and titles.txt if your making a mod. This means you can make small tweaks if you made a typo, without needing to recompile any maps. :)

"All Clients" flag should only be required in multiplayer maps. I've never used it and not encountered any crashes.

The only time I did get a crash caused by an env_message was when I was actually entering the message text into the "message" field, which was too long. This was before I learned to use the codes from titles.txt

Derp... :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-09 07:30:47 UTC
in The Official HRP "Halp!" Threa Post #328785
One way to do that is to make them in the same way you would a transparent texture. With a solid background color that becomes transparent in game.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-08 12:20:36 UTC
in Alien Shock Post #328775
Heh, I commented on this last night. Didn't realise it was your mod. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-07 09:45:36 UTC
in How to make this following things in VHE Post #328745
Moved to HL Engine Discussion
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-07 09:41:50 UTC
in Playing music in Half-Life Post #328744
You'd just have to save the track as a wav file, using Audacity or a similar program. This would only really work if it's music coming from a stereo or something, since ambient_generic is not meant for background music.

If you're talking about background music heard throughout the map, Dr.Orange has you covered. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-04 13:43:46 UTC
in TWHL World - Community Project Post #328664
Yeah, just use what you like. As long as no textures have the same name they can all be crammed into one .wad file anyway.

If you're only using a few from OpFor or BluSh then just copy them and stick them in a new .wad. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-04 13:37:13 UTC
in NPC Opens door. Post #328663
You should have a flag to "Gag" the scientists. That should stop them engaging in idle chatter and will only speak when triggered to do so.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-01 20:50:36 UTC
in Can't see models in VHE or Sledge Post #328624
Yeah, if you were using a new install of Hammer, the halflife.fgd would have been the standard one that comes with Hammer (aka. the one without model support)

You must have been using an updated FGD on the laptop.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-01 18:57:48 UTC
in Can't see models in VHE or Sledge Post #328619
All the files are in there now by default anyway. I think one of the updates did it. Still, worth checking
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-01 16:21:31 UTC
in Can't see models in VHE or Sledge Post #328613
Apart from a very unusual directory set up (which may be the cause... I don't know), I see no issues.

But seriously, who installs to the desktop folder!? I have all my HL modding tools in the HL directory. Makes setup and file searching so much faster. :rly:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 23:03:35 UTC
in Now Gaming: ... Post #328578
I'm loving the new career style game mode in Exanima. It's a really cool game if you're into medieval era stuff, with a little fantasy, a heavy emphasis on physics and an utterly unforgiving permadeath system. You can easily lose all your progress in a second if the enemy gets a lucky hit.

I've started a new series where I make myself and the SnC guys into a fighter's guild. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 22:55:28 UTC
in Can't see models in VHE or Sledge Post #328577
Make sure all your settings are correct when setting your half-life directory and mod directory in Hammer, so it knows where to look for them. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 22:52:57 UTC
in Ignore "Bad surface Extents"? Post #328576
Yeah, just alt+p and fix the problems. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-29 14:35:34 UTC
in Model Animation Problem "help requi Post #328550
The issue is, the last time I looked into animation was while working on The Core, and the grunt model we use has fingers and eyeballs that all need to be animated...

Honestly I figured the time was better spent elsewhere in order to get the mod released in a reasonable amount of time-AH-HAHA WAT!?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-29 09:18:05 UTC
in Model Animation Problem "help requi Post #328540
That is the one thing that stopped me trying to animate anything in Goldsource.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-28 09:13:19 UTC
in turning sprite on for a few seconds? Post #328521
... Just trigger the sprite again after five seconds? It should toggle.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-27 10:57:37 UTC
in Half-Life: The Core Post #328374
Exactly! Christ, we've got a mod to work on.

Incidentally, if the complete lack of updates on TWHL or Bi-Monthly updates on MoDDB aren't enough, we sometimes do a twitter, or something

UPDATES

We're getting some more attention lately. We won RTSL's Most Anticipated mod, beating Prospekt in the final head to head round (by a considerable margin I might add)
User posted image
And the winner is The Core.

Was there any doubt? This is probably going to win next year too.

“No, don’t talk like that Phillip, by then it will have been released!” Let’s hope the mod keeps being updated and it gets released this year.
This has also earned us a mention on Valve News Network, with Tyler stating that he will cover the mod in more detail soon. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-24 21:02:33 UTC
in Sven Co-op 5.0 Post #328469
^ Hey Archie. Do this ^
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-24 13:57:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328458
IGNORE ME - I AM A MORON. I'll leave the below there for my own sake, but I can now see the option in textures window to set right click to apply texture AND VALUES. Derp derp derp.

I remembered the texture issue I mentioned the other night in team speak. It's to do with right click texture application.

In hammer 3.5, when you select a textured face, you can then right click on another face to quickly apply the same texture, along with scaling and positioning.

It works a little differently in sledge if I recall.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 10:29:01 UTC
in TWHL World - Community Project Post #328427
w_camera.mdl
w_portablemed.mdl + w_portablemedt.mdl
null.mdl

Spirit also comes with a prop model (sink.mdl) and a replacement for the mp5 view models (v_9mmar.mdl) but these aren't needed
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 10:21:54 UTC
in End game when NPC is killed? Post #328426
I had the same issue with the Apache in TWHL Tower and wrote it off as a spirit bug, but I guess it might simply not work with the apache. Standard NPCs should all work though, as far as I am aware.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 09:35:16 UTC
in Sven Co-op 5.0 Post #328425
Congratz on the upcoming release. It's good to see Sven Coop is still hugely popular.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 23:16:30 UTC
in TWHL World - Community Project Post #328421
Just a heads up. Your base mod is missing some essential models used by spirit.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 22:48:02 UTC
in End game when NPC is killed? Post #328420
It's a bunch of entities that will need to be triggered so you need the following entities.

monster_whatever (the NPC)
multimanager (to trigger each of the below entities)
env_fade (fade to black)
env_message (to show the endgame text)
player_loadsaved (to load the last saved game)

Set the npc to target the multimanager, with the trigger condition set to "Death" (basically when the npc dies, it triggers the multimanager)

Set the multimanager to trigger the env_fade immediatly and the env_message after one second. Then, have it trigger the player_loadsaved after a few more seconds. (Not too long because essential NPCs dying is really annoying and you don't want the player waiting for ages for their game to reload)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 17:07:32 UTC
in TWHL World - Community Project Post #328414
Hnnng... I really want in on this. :|
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 12:52:19 UTC
in Sven Co-op 5.0 Post #328410
I think this might need to be an SnC go to for a week or two (in between the race seasons and terrorist clear outs)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 14:03:56 UTC
in making grunts engage from distance? Post #328377
Well, alrighty then. Good luck with it :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 10:09:53 UTC
in making grunts engage from distance? Post #328373
Did you try reading the thread? Archie explained it all in the second post...

Squad functionality is pretty simple. Use the squad field to set a name. Any grunts who share a squad name will be alerted if one of them spots the player. You can also set a flag for a squad leader (the guy with the beret) but I'm not sure if this alters their behaviour at all.

Houndeyes also use the squad system and it makes a huge difference to their effectiveness
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 00:47:08 UTC
in Half-Life: The Core Post #328368
We'd show you more, but we'd have to kill you. That would be a massive inconvenience for us.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 16:53:01 UTC
in making grunts engage from distance? Post #328359
I've never encountered this before... I guess I've never made a map with a space that big.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 14:33:57 UTC
in Sounds playing when loading a save game? Post #328356
Are you using trigger_autos anywhere in the map? Trigger_Auto entities will fire whenever you enter the map, be it by a changelevel or loading a save. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 12:29:50 UTC
in Prospekt Post #328351
Wow, what's with the overwhelmingly negative feedback on that Before mod? I played it a few months ago and thought it was a decent little experience. No better or worse than the vast majority of of short Half-Life mods at any rate.

Is it just Greenlight shenanigans?
I'm curious about that myself. A lot of the feedback appears to relate to short play time, no story beyond the blurb in Steam and a bad ending. I've not actually tried it, but... I think I HAVE to now.

In other news:
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 10:46:51 UTC
in Prospekt Post #328344
I wonder how soon steam will greenlight GoldSource mods. Lol.
That happens now.
monster_urby monster_urbyGoldsourcerer