Forum posts

Posted 8 years ago2015-12-23 07:51:46 UTC
in Now Gaming: ... Post #327851
Classic
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-22 12:54:49 UTC
in Clipping objects lead to errors Post #327837
It all depends on how you're actually clipping the object, but the six sided cylinder (I assume when actually using the cylinder tool) makes me think that you may have something configured incorrectly. Six sided cylinders are actually very basic even by goldsource standards. I'm also assuming you aren't trying to make them too small or anything...?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-22 10:12:48 UTC
in Quick Question About 512x512 Textures Post #327835
Probably. It's old. People need to stop using it. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-19 12:11:47 UTC
in Now Playing: ... Post #327813
They Might Be Giants - At The End Of The Tour

A song about a horrific, fatal car crash, disguised as a love song. Good old TMBG
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-16 16:06:35 UTC
in Mods: What's most important? Post #327788
Good day to you, TWHLers. I just got a thought in my head to make this thread to discuss what you think is the most important thing you look for in a mod.

Story?- I want an involving experience

Naturally, you want an original and coherent plot to follow, right? You don't want to just be dropped in a room, given a crowbar and a horde of zombies and be simply told to 'Have at it!' Even if the overall setting is the same and you are dropped into Black Mesa or some district of City 17, you want to be guided to some degree, and to meet new and interesting characters.

Visuals?- Eye candy or GTFO

You certainly want it to look good. Anything that is orange mapped or put together in MS Paint simply won't do, am I right? If the developer hasn't taken the time to put in the time and effort, why should you bother even taking it seriously? It needs to look good and the setting should well realised.

Something new- I don't want to play Half-Life again!

It needs to be new. You don't want to shoot headcrabs anymore! You know their attack patterns off by heart and could dispatch them in your sleep. It simply isn't challenging anymore. You demand something fresh! In fact, maybe you don't want to shoot anything! You want a puzzle platformer that will challenge you in an entirely different way!

Something else?- Urby! You didn't mention mash up mods! I love mashup mods and I am also a moron who deserves to get some kind of disease that only really stupid people get!

Maybe you look to get something else entirely, that I haven't suggested. Pitch in! Let's hear it.
  • - -
My Thoughts

Of course, a combination of all the above would be nice, but is rare. If I had to chose the most important aspect, I would say visuals. I can forgive a total lack of plot and an overall objective if I get something pretty to look at. Story is certainly a close second for me though.

As for completely new experiences, meh. I could quite happily run through a thousand different peoples take on Black Mesa, or even if the environment is completely different I would be totally cool with Half-Life's FPS mechanics as standard.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-13 08:56:30 UTC
in Post your screenshots! WIP thread Post #327772
Looks good! My only nit pick is the upper wall texture, specifically where it's slanted.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-11 14:09:22 UTC
in TWHL4 Suggestions Post #327751
I really enjoyed making the MOTMs back in the day, but the strict schedule didn't tie in well with other projects and a general cannotbefuckedification.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-11 13:24:15 UTC
in TWHL4 Suggestions Post #327749
Should video reviews become a thing again, (I'm looking to pick mod reviews back up after The Core is released in 2 million years), will YouTube embedding be possible? :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-10 00:19:01 UTC
in TWHL4 Suggestions Post #327731
I personally think at least one screenshot should be mandatory. Then again, I guess if people didn't want to include a screenshot then they could still just upload a random image. I certainly wouldn't download it though. :P
That feature is planned for TWHL5! Coming 2087!
Holy crap! That soon? Don't overdo it, man.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-04 14:31:34 UTC
in Can't load map and get this console mess Post #327666
Which game is this for and are you sure the map is compatible?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-03 13:18:16 UTC
in Post your screenshots! WIP thread Post #327648
Sexy battery, Alberto
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-03 09:47:45 UTC
in Spirit Of Half Life Problem Post #327643
Depends what you're looking to do with it. Here's the features post from the ModDB page:

Well when it comes to features SoHL has a lot: -weather effects -lightning -reflections -physics -supports advanced rendering (code it yourself) -supports bump mapping (code it yourself)

First off is the well know aurora particle system that has been implemented in SoHL, with this you can multiple sprites as particles to make rain, snow, fog, and clouds. The Locus system allows you to link events with entities and this allows for more advanced calc_entities. SoHL also added many new special effects in its fgd like: env_shockwave, env_quakefx, env_decal, env_warpball, env_rain, env_beam, env_laser, env_sprite, env_fade, env_dlight, and env_elight. Along with special effects SoHL has drastically improved triggers and scripted sequences.

My personal favourite feature is being able to change NPCs alliances and how they act, as well as their model and skin. So you could have a three way battle between red, blue and green grunts for example, without any coding. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 15:24:06 UTC
in Pets! Post #327633
I must admit, it's a real pain in the arse finding a rental property if you've got a cat.

Archie very nearly went to a shelter this year... :rly:

Fortunately we found the ideal place in time. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 10:53:28 UTC
in Spirit Of Half Life Problem Post #327631
Depending on the version of Spirit you have gone with, you may need to place some files in your root Half-Life directory as well. You may have a directory in the spirit folder called "Additional Files You May Need"

As far as I recall though, the latest version of Spirit (1.8) shouldn't require this.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 10:50:45 UTC
in Pets! Post #327630
Archie has a twin
WHAT HORRIFYING REALITY IS THIS YOU SPEAK OF!?

Also, just noticed that the auto focus on my phone camera focused on Archie the cat's plates, rather then his face... Stupid phone.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 20:06:51 UTC
in Pets! Post #327621
User posted image
This is Archie, affectionately referred to as 'Little Shit Bag' around the house.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 16:32:39 UTC
in Your Fallout Settlements Post #327617
Eventually, I will make it back to my settlement and be able to contribute to this thread. Keep getting bloody side tracked...

Screw Bethesda, filling their worlds with awesome crap.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 16:26:29 UTC
in hpw to make enemy npc friendly and able Post #327616
While you can certainly modify the code yourself, you should seriously consider looking into Spirit when making GoldSource mods these days.

They let you set your NPCs allegiances, model, skin and behaviour. Not to mention all the other cool crap and streamlining it features.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 16:23:33 UTC
in Gmod problem... Post #327615
Best bet for GMod issues would be to ask over at Help & Support on the FacePunch forum. It's where GMod lives after all.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 13:49:14 UTC
in Gmod problem... Post #327612
Seems you need a ULX mod to make yourself a super admin.

Google 'gmod superadmin' and there are a few guides and forum posts about it.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 13:34:22 UTC
in Post your screenshots! WIP thread Post #327611
That is so cool.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-11-30 14:12:49 UTC
in We Should Play Space Station 13 Post #327601
simply chaos at all times
That's exactly what it was. An absolute clusterfuck of information with Dim on TS and that text window. I like to RP, don't get me wrong. I wouldn't have played MMORPGs for so long if I didn't.

But when I hear 'roleplay,' I think 'immersion.' I don't feel immersed when I move a 2D sprite around on a (hideous) board and get a text prompt saying "You are doing a thing."

It's a nice idea, executed in the poorest possible way.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-11-28 02:52:17 UTC
in Your Fallout Settlements Post #327573
You HAVE to use VSync in Fallout 4. The game speed is based on your framerate. Good luck picking a lock at over 120 FPS :|
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-11-27 16:10:21 UTC
in Post your screenshots! WIP thread Post #327567
Welcome. Look forward to seeing more of your HRaFD project. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-19 14:22:13 UTC
in Scientist sit idle without interruptions Post #327479
Moved to HL Engine Discussion

That only works if you want him at a keyboard though.

There should be another animation field in your scripted sequence. Something like Idle Animation? You should be using that for looping animations.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-19 14:15:33 UTC
in Can you trigger events based upon a dama Post #327478
Not as standard I'm afraid.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-17 23:03:50 UTC
in The Official HRAFD Progress/Troubleshoot Post #327464
Off the top of my head, this is the method I have used in the past. There may be some points that others can correct me on.

Fire up Wally and open Half-Life's decals.wad

Open one of the exiting textures and click the 'Colors' tab in the top menu. Click 'Save Palette...' and stick the .pal file somewhere you can find it again later.

Now, make your decal in photoshop or another graphics app of your choosing. Stick to greyscale and remember that the darker the colour, the more opaque it will appear in game.

Copy the image when you're done and paste it into Wally to create your texture.

Then open the texture and go to 'Colors > Load Pallete...', pulling in the .pal texture you saved before.

Then, click 'Colors > Edit Pallette' and you should see that it is a greyscale series of colours, with the bottom right being a certain colour. This is the colour that will appear ingame. For the blood, this should be a dark red, for alien blood, yellowish green, etc.

Hope this is clear enough. Sorry for assuming you were using Wally, but I don't actually know what else there is... :)

NOTE #1: Ideally, you need to use the filename decals.wad in your custom mod folder in order for the engine to refer to your custom decals rather than the regular ones.

NOTE #2: I would refrain from adding NEW textures to your custom decals.wad as this can cause issues in game. (Blank white squares appearing in some cases) For the best result, I always just replace the existing textures.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-16 21:27:18 UTC
in Spirit of Half-Life 1.5 - Alien Grunt is Post #327455
Slight issue there as well I'm afraid. I dunno if this is an old spirit bug, but teleported NPCs don't always appear right away.

They are there, and can attack you, but their model doesn't render for a few seconds.

To be honest, I would love to see a Spirit 2.0 release with all of the bugs ironed out. They broke a lot of stuff in the later versions. There are even a couple of errors in one version due to a couple of sections of the code not being closed. Hammer seems to be OK with it, but JackHammer and Sledge can throw out errors in the console.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-16 16:51:41 UTC
in Now Gaming: ... Post #327453
I'm not going to lie. Every single one of my Fallout 4 sessions has ended with me looking at my watch and saying "Whoa, shit!"

As usual, I may have spent FAAAR too long in the character creation screen...
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-16 16:37:37 UTC
in Spirit of Half-Life 1.5 - Alien Grunt is Post #327452
There is indeed an issue with the alien grunt attack sounds in spirit. Furthermore, if you plan on changing the player movement sounds, bear in mind that the ladder sounds are used for alien grunt footsteps.

We had these issues with The Core. I would send you our fixed DLLs but, we have made... other changes

Both issues are resolved by finding the following in agrunt.cpp:
void CAGrunt :: InitialiseSounds()
Then, adding the following to the bottom of the list
pStepSounds[0] = "agrunt/ag_step1.wav";
pStepSounds[1] = "agrunt/ag_step2.wav";
pStepSounds[2] = "agrunt/ag_step3.wav";
pStepSounds[3] = "agrunt/ag_step4.wav";

pFireSounds[0] = "agrunt/ag_fire1.wav";
pFireSounds[1] = "agrunt/ag_fire2.wav";
pFireSounds[2] = "agrunt/ag_fire3.wav";
I should point out that none of the above files actually existed in the agrunt sound folder. I added them to keep them all in one place.

As for the monster maker velocity issue, I'm well aware of it, but never looked into it. All I can suggest is that you enter a low value such as '1' in the velocity field of the entity.

As for the alertness, I have only seen this when the entity already was in place prior to switching to Spirit. I resolved it by remove the monster_maker and recreating it.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-12 14:18:19 UTC
in Now Gaming: ... Post #327445
My sleep pattern is all to fuck since Fallout 4 came out... I love it.

For all the hype, it is by no means a PERFECT game and they have made some really dumb decisions. Nothing a few mods can't fix.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-08 22:33:30 UTC
in The Official HRAFD Progress/Troubleshoot Post #327431
It's certainly possible, but a little tricky.

You need six 256x256 pixel .TGA images in 256 colour format, as follows:

skyup.tga - Directly upwards
skydn.tga - Directly downwards
skyft.tga - Front face (North)
skyrt.tga - Right face (East)
skybk.tga - Back face (South)
skylf.tga - Left face (West)

Where 'sky' is the name of the skybox that you would enter into Hammer's map properties. The tricky part is making sure they all fit together without warping the perspective.

It is usually best achieved through 3D modelling as the perspective can be difficult to emulate. Take a look at some photosphere images online for example.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-06 13:43:58 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327424
It's not taking a back seat by any means. It's still my main priority after family, but there are times when I have to chose between polishing TWHL Tower or The Core.

What I'm getting at is with TWHL Bakurai, the only thing I had relating to it on my PC was the logo I made for this thread. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-06 01:05:14 UTC
in "1on1 without Gauss" Song Post #327421
Ah ok. No point if it's a headset mic. Haha :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-05 23:18:04 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327418
Hey guys. Maybe don't worry about this one so much. Perhaps it was too soon to call another gathering for a project like this.

I know I said I was going to take a back seat on this, but to be honest while staying true to the metaphor, I'm actually in a folding chair somewhere outside the gathering... You know?

I'm going to continue to polish TWHL Tower, bit by bit, and then focus on The Core a lot more.

I do like this concept though, and I intend to pick it up again in future, so don't throw away what you have. I also have other ideas that I think would make cool map packs.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-05 23:10:18 UTC
in TWHL Tourney Post #327417
In that case, Formula SnC this weekend? :D
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-05 23:09:24 UTC
in "1on1 without Gauss" Song Post #327416
Desperately need a pop shield for your mic. Otherwise, pretty funny. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-05 23:04:32 UTC
in The Official HRAFD Progress/Troubleshoot Post #327415
It's the bottom option under the Home menu tab at the top. Should take you to a form where you can fill in your details. :D

I'm sure Phillip will pick up your mod soon regardless, because he's mentioned it in a couple of his podcasts. Still, not a bad idea to send it direct. :D
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-05 00:30:34 UTC
in TWHL Tourney Post #327410
Heh, Fallout is going to be a major time sink, but I don't mind delaying the tourney for a week or two. I'll still be there if not just for the banter.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-03 13:11:28 UTC
in The Official HRAFD Progress/Troubleshoot Post #327398
Posted 9 years ago2015-11-02 14:24:03 UTC
in The Official HRAFD Progress/Troubleshoot Post #327390
And, Urby...go easy on me...
The review is written out and the footage is recorded. Just need to do the audio and the editing.

That's all I'm going to say. :badass:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-02 14:22:11 UTC
in TWHL Tourney Post #327389
With it being a Saturday night, I can confirm that the other SnC Guys have no issue starting at a time better suited to the Aussies. We've basically been doing that anyway since Ant clamped on to us...

I can't really start gaming until 10pm GMT anyway, since my daughter doesn't settle until 8pm and I spend the following two hours tidying up after her...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-02 12:33:38 UTC
in TWHL Tourney Post #327386
Sooo... is this still happening this weekend? Did we settle on a game / time?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-29 15:54:13 UTC
in Halloween 2015 Post #327357
Halloween falls on my niece's birthday so the last few years it's just been a birthday party with some Halloween twists.

Not this year though. She's 4 and wants to go trick or treating, so I'll be sitting in the dark, ignoring the doorbell and waiting for the Half-Rats: A Fever Dream download link to appear. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-29 12:44:20 UTC
in TWHL Tower Post #327354
Sure thing, I'll take a look.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-27 13:34:54 UTC
in TWHL Tourney Post #327348
I'm on the fence about recording the next one. This one alone was five hours of footage that maxed out my HDD, and took 7 months to edit...

With Fallout 4 out on the 10th, it doesn't bode well for anything being done.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-25 22:22:00 UTC
in TWHL Tower Post #327344
Today's TWHL Tower update

Tetsu0's Floor:
  • Fixed grunt escape sequence so that the grunt will ALWAYS bust the glass
  • Swapped out the cycler entities for Spirit's env_model and corrected the file paths
  • Added sprite to keycard pickup
JeffMOD's Floor:
  • Altered stairwell door so that NPCs cannot use it. This prevents the bad guy from running away up the stairs when fleeing.
  • Increased size of keycard pickup trigger so player no longer needs to jump onto the desk.
  • Added sprite to make keycard more obvious
  • Clipped wooden frame behind the set so that the player cannot get stuck.
General
  • Did a test run in Xash3D and can confirm the mod works from start to finish. Some issues with sound in places, but that's down to the engine.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-25 13:07:02 UTC
in TWHL Tower Post #327340
I'll take a look, I should just be able to correct the file paths in his map.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-25 00:14:58 UTC
in TWHL Tourney Post #327329
I'd be up for a CS1.6 tourney as well to be fair
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-24 19:04:03 UTC
in TWHL Tower Post #327321
Now that I got the last of that pesky CSGO footage edited and uploaded, I've been working on this today for about 5 hours straight. Done a detail pass on the lobby, some entity tweaking on a couple of floors and made some minor cosmetic changes to Malle's floor to eliminate the guess work / odd behavior of buttons (which may have been a vanilla to spirit transition problem).

A lot of the other floors are pretty straight forward in terms of the tweaks you guys listed, so i should be able to get this released tomorrow, otherwise some time during the week. :)
monster_urby monster_urbyGoldsourcerer