Forum posts

Posted 8 years ago2016-01-18 10:05:01 UTC
in Half-Life: The Core Post #328341
Guffaw
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 21:06:27 UTC
in Prospekt Post #328336
A mod would need to be ground breaking for me to consider paying for it. Black Mesa was at least a total conversion, not to mention a remake of my favourite game of all time...

Prospekt raises serious issues with me. Sure, I can see that a lot of work has been done on some new particle system, and that's fine. But the models appear to be the same as retail, the level design looks bland and even the general location itself... I mean Nova Prospekt? Really? It was probably my least favourite location in HL2, which is my second least favourite game in the HL series.

It would be like charging for a HL1 mod set purely in Xen...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 17:35:41 UTC
in Half-Life: The Core Post #328327
Anyone feel like voting for The Core for most anticipated mod award? It'd be lovely if you did.The poll is here.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 17:09:32 UTC
in TWHL Tower Post #328326
TWHL Tower is mod of the week on the half life sub reddit
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 11:54:37 UTC
in TWHL World - Community Project Post #328321
Alright i found a few free hours.
Can i have some help setting up this folder structure? I copied TWHL TOWER and i'm stripping out the resources.
What is the barebones requirement? It's been a while since i've done this
I'd say that the safest bet would be to grab the zip of the latest version of SoHL, from pebs' link and amend the name in the liblist.gam file, as well as the other elements. The TWHL Tower file is below. A lot of it is just generic info, and things like version are for internal use I guess. Icon stuff is purely to make it look more 'complete' in the steam games list.
game "TWHL Tower"
url_info "http://twhl.info"
url_dl "http://twhl.info"
version "1.0"
hlversion "1101"
type "singleplayer_only"
startmap "twhl-lobby"
gamedll "dlls/spirit.dll"
cldll "1"
icon "twhlt" This adds the icon in the steam list, looks for two .tga files. In this case twhlt.tga and twhlt_big.tga, which are 16x16 and 32x32 pixels respectively.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 04:34:30 UTC
in TWHL Tower Post #328318
You can make a sprite from a bitmap image using Sprite Wizard. Google that.

I don't think there is anywhere you can download sprites for gold source.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 04:31:37 UTC
in Prospekt Post #328317
Yeah, this looks average at best. I would have maybe checked it out if it were a free mod, but I won't be paying for it when there are better, total conversions out there that are free.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-16 21:03:59 UTC
in TWHL Tower Post #328310
I love the arrows pointing to the keys!!!, how are they done?
It's just a simple env_sprite entity. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-15 10:28:42 UTC
in TWHL World - Community Project Post #328282
why is source such a no-no for you? Complex entity work is surely much easier in Source... so, I don't get it
I just prefer the old school feel of Goldsource and I feel that it's much easier to create something unique. I've always rated HL1 way higher that HL2 and the episodes.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-15 09:35:35 UTC
in TWHL World - Community Project Post #328279
That's the beauty of it. A lot of the standard entities have some new fields, but you don't have to do anything with them.

The whole 'master' thing is a lot easier in Spirit for example. None of this trigger relay crap. Take my boarded doors in TWHL Tower. 3 breakables, all named 'plank' and one door with the master 'plank.' As long as 'plank' exists the door doesn't work. Break the boards and the door unlocks. So simple.

You've also go env_model, which just lets you place a model in your map. No cycler crap, and of course, lighting properties for brush entities. So if you have a block with a light texture, set it to a func_wall and you can make it flicker / toggle and so on.

One of my favourite things is the NPC control. You can chose different models and skins for every NPC. So if you have 4 grunt models, you can use them all together. :P

But yeah, otherwise, you can just stick to what you know.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-14 19:58:05 UTC
in TWHL Tower Post #328258
Mod was covered by Valve News Network today, which is nice. Lo and behold, not a hint of lag on Jeff's floor...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-14 19:49:48 UTC
in TWHL World - Community Project Post #328257
My vote is Goldsource, even though I'm not not likely to enter.

Source is clearly superior, but demands a much larger amount of work to create something that doesn't resemble HL2.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-14 09:15:10 UTC
in TWHL World - Community Project Post #328234
Oh lordy... The distractions...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-13 14:51:26 UTC
in Is the site dead? Post #328209
mods like Earth Special Forces, or Arrangement mod, or Paranoia
PFFT! :rly:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-13 09:41:19 UTC
in Is the site dead? Post #328207
As long as there are people still modding Doom and Duke Nukem 3D, people will be modding for Goldsource engine.

I for one am still a massive user of the engine and there are plenty of communities across the net that feel the same. I think it will be a VERY long time before Goldsource modding is completely phased out.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-13 09:19:56 UTC
in Pets! Post #328206
Lovely pic. :D

The feet in ankle socks at the top really pull it together :lol:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-09 17:47:32 UTC
in TWHL Tower Post #328166
Your model pack just made me realise something... The textures the HD pack are completely fucked. I'm assuming they are the wrong way round or something. The Sleeve and hands are 64x64 in HD, and 256x256 in the original LD... Slow clap Valve.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-09 12:15:14 UTC
in Splash screen size? Post #328164
Make sure you use the CS1.6 Background Maker. Save yourself the headache of doing it all manually.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 14:31:51 UTC
in Splash screen size? Post #328150
Depends which version of Goldsource you're talking about. Steam backgrounds can go up to 1280 x 1024, possibly higher.

With WON I never tried anything higher than 1024x768.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 13:33:08 UTC
in The Official HRP "Halp!" Threa Post #328146
This is frustrating because I'm sure I've encountered this before. Having worked with MilkShape3D for model editing, I know that in the modelling app, the animation will show the character actually moving forward, whereas after they are compiled into .mdl files they run in place. This makes me think that it is related to something within the .QC file, but I can't check as I am at work. Gargh!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 11:34:47 UTC
in TWHL Tower Post #328145
There are a few issues still remaining. One player has had a crash due to a model path issue which didn't come up before. I think I know which map to check. :P

I'm not in any particular hurry to get this patch out since I really need to knuckle down and make some progress on The Core. I'll be making notes from feedback however and will release a patch in the next couple of weeks
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-07 12:19:01 UTC
in TWHL Tower Post #328119
Malle's map has been fixed now. I found the culprit.

Phillip from Run Think Shoot Live streamed tower! Go watch!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-07 00:53:48 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328123
Oh you bitch! :nya:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 17:11:28 UTC
in TWHL Tower Post #328114
How bizarre... I'll take a look.

Also, the MODDB page has had a stir of activity over the first day. 34 watchers, a bunch of comments and even got one from one of the ModDB staff. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 15:01:19 UTC
in Lighting prop models? Post #328111
Ah yeah, joints. Sorry, I got my words mixed up.

You just need the single base joint. If the model compiles then you've got everything you need. The position of that joint determines where the model gets it's lighting info from.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 14:50:08 UTC
in TWHL Tower Post #328110
Sure thing. I'll add it to my list of fixes for tonight. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 11:08:23 UTC
in Lighting prop models? Post #328106
Yeah, as abbadon said, lighting on models is determined by the first bone of the model. On non animated prop models, this tends to be directly in the center.

This can cause unusual lighting on prop models, which is why I only ever use props for small objects and clutter in GoldSource. Larger objects just look unusual and it's not exactly nice to look at.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 09:31:56 UTC
in TWHL Tower Post #328103
Thanks! I can work on these tonight.
I noticed you added small helpful arrows to most of the pickups in the tower, but not to the keycards in lobby, tjb's and muzzleflash's floors.
I can add these, except the lobby which was the first map to get an arrow...
jeffmod's assassin can still follow you thru the stairs and into the next floor. It's pretty hilarious
D'oh! I stopped him opening the door but never actually clipped him from leaving the office! Thanks
- the first scientist in status reporting floor might have a missing or wrongly named action animation. check its scripted sequences
I think this is intentional?
- malle's floor still has some volume or startsound thing set to 2550 (should be 255)
although I really like how you made the entire floor more user-friendly
Trawled through the entities in the map but had no luck with this one. I'll take another look to see if I can crack it before v1.1 goes online.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 00:45:12 UTC
in TWHL Tower Post #328098
Audio has been rerecorded for the final release so that Urby isn't a liar. Thanks for the feedback guys.

I've set the release day for the 8th (Friday) on ModDB, but been in touch with Phillip at Run Think Shoot Live and offered him access a little earlier, simply because I'm getting more and more involved with his site at the moment, what with The Core and all that.

If he does a playthrough, I'll be sure to include it here so we can all see how he handles our maps. :P

Mu guess is not well. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 12:52:24 UTC
in The Official HRP "Halp!" Threa Post #328095
Yeah, additive is the way to go with webs.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 11:51:16 UTC
in TWHL Tower Post #328094
Yeah, you can just leave if you like. The idea was for the portal to appear after the chopper goes down. However, the apache is a lying bastard when it comes to triggers.

This way, the player can still get out if they really suck with rockets.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 11:11:46 UTC
in TWHL Tower Post #328092
Oh, haha. I'll fix that before the FINAL release.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 00:58:38 UTC
in TWHL Tower Post #328076
So, this project is nearly a year old now huh? Just kinda powering through to get this done now. Allow me to present the:

3rd of January, 2016 update post
I'll continue edit this post as I work on this, feel free to post below :P

Roof
  • Balance has shifted. Removed some grunts as this was nearly impossible on Hard, even when knowing the exact enemy placement
  • Explosives access. Helicopter now requires a small backtrack to destroy.
  • Began work on credit roll.
Lobby
  • Intro sequence with Urby, recorded, scripted and complete
  • Increased quality of index board texture considerably
2MuchVideoGames
  • Added Arrow sprite over keys as some could be easily missed.
MightyMuzz
  • Edited buckets to prevent up-fuckery during compile.
Overall
  • Autosaves added to each floor.
  • Several textures quality increased.
  • Added background image to menu.
  • Added background track to menu.
  • Added credits to titles.txt.
Wanted to get this out before returning to work and fried my brain until 2am last night. Not smart. Having some issues getting the trigger for the credits to work, but that's the only thing left to do.

UPDATE!

MODDB Page is now active! Follow to show your support (assuming you have an account...

Looking to get this released to the Map Vault, MODDB and Run Think Shoot Live before the weekend to get it out of my life! :P

Bye bye linky. You guys can play it again when it comes out officially. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-03 20:21:09 UTC
in Post your screenshots! WIP thread Post #328072
I really need to learn blender properly.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-01 15:18:46 UTC
in Good looking textures Post #328032
The number of units in hammer are directly related to the resolution of the image. The average crate size is 64x64 units, and so, most crate textures are 64x64 pixels.

Basically, if your door is 112 units high and 64 units wide, then the texture should be the same in pixels (112x64) or if you want higher quality textures, double it. (224x128 pixels)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-31 21:54:00 UTC
in Good looking textures Post #328016
By latest version, I assume you mean CS6? In which case, that's not the latest version. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-31 01:31:49 UTC
in Dev-C++ Compiler Error Post #327994
Did you test to see if the code compiled successfully BEFORE you made any changes? If it did, you've likely messed up some formatting somewhere, e.g. accidentally added a comma or something... If not then it's a deeper issue, either concerning the code or your software.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-30 17:04:05 UTC
in Changing the HUD color for Steam? Post #327982
Dr.Orange just told you exactly what you need to do and posted links to both the source code and the most in depth tutorial there is...

If that doesn't make it easy enough for you then you'd better learn to love the orange HUD. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-30 01:48:28 UTC
in Lets gonna play a game Post #327972
Um... no thanks.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-29 09:23:43 UTC
in TWHL Rocket League Post #327953
Never expected this game to effect me the way it has. Grabbed all the DLC last night... I even bought the soundtrack...

I'd be well up for a TWHL Tourney.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-26 07:59:06 UTC
in Building (or buying) a new desktop Post #327919
I skipped Windows 8, but I'd say even coming from Windows 7, it's a worthy update. Works like a charm for me.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 17:38:23 UTC
in Post your screenshots! WIP thread Post #327905
Same thing happened in Jurassic Park Trespasser. The first game I played with a full physics system. It was pretty open world as well, way ahead of its time. 3D objects would become sprites at a certain distance. That's an example of getting it very wrong though. It would happen at like, twenty metres.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 15:33:31 UTC
in Post your screenshots! WIP thread Post #327903
Like the back row alien grunts in the "bad" ending of Half-Life
I think that was purely for optimization in the late 90s. You wouldn't need to do that these days. It never looked great. :lol:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 13:53:54 UTC
in How to prevent entities from crossing a Post #327901
Just NPC's, dead or alive as far as I recall

You couldn't take a func_pushable from one map to the next for example.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 10:06:29 UTC
in Now Gaming: ... Post #327899
I used to love OpFlash. Played it exclusively for about a year, just messing with the mission editor. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 09:37:32 UTC
in How to prevent entities from crossing a Post #327897
You can use the trigger_transition entity.

This will only carry over entities that are within it when the level change occurs.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 00:55:22 UTC
in Post your screenshots! WIP thread Post #327884
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 00:52:33 UTC
in Now Gaming: ... Post #327882
I was just pissing about in GTA Online when we crossed into Christmas Eve... and it started snowing.
User posted image
I didn't even need to buy this snow, it just happened. For free! Like every other expansion in GTA Online to date.

cough EA Games, take note cough
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-23 21:45:54 UTC
in The Official HRP "Halp!" Threa Post #327867
One thing you can also try in Wally, is to change the 255th colour in the palette to something else entirely, like solid green.

Then, if the image doesn't change, you know that the texture isn't actually using the 255th colour. Then, simply use the fill tool in Wally to ensure that the 255th colour is used. Then change it back to solid blue.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-23 09:46:09 UTC
in The Official HRP "Halp!" Threa Post #327854
Sounds as though you've done everything right... Just to confirm though, you say that the colour value in Wally is definitely 0,0,255? I would assume if the original BMP was saved at 256 colours then it should be fine, but Wally can be... odd.

Other than that, I can't really think of anything else without seeing the files. :(
monster_urby monster_urbyGoldsourcerer