Forum posts

Posted 8 years ago2016-06-01 00:28:53 UTC
in Hi Post #330284
Ay.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-05-24 01:03:17 UTC
in HL3 Post #330211
I'm also waiting for "GabeN Simulator 2016"
What do you mean 'waiting'?
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-05-21 19:07:16 UTC
in HL3 Post #330185
Fuck HL3, I'm just waiting on Valve to release an actual game.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-05-01 13:09:50 UTC
in Portalflow takes ages to compile Post #330007
Have you been using func_detail like a good boy?
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-02-03 15:59:33 UTC
in Post your screenshots! WIP thread Post #328644
No, doomsday machines.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-25 18:20:59 UTC
in Enhanced halflife engine? Post #328491
Half-Life: Source?
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-17 20:10:15 UTC
in Prospekt Post #328333
Remember when I was a little kid who thought I could make shitty little mods and sell them on Steam?

Well now that's actually happening.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-16 20:51:18 UTC
in TWHL World - Community Project Post #328308
It has sort of a feeling that you were just copying one of your previous mods and just cleaning it up a little instead of setting up an entirely new mod from scratch?
. . .Kinda. Feel free to clean it up in any way, you probably know more about proper Source stuff than I do.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-16 20:00:28 UTC
in TWHL World - Community Project Post #328306
Posted 8 years ago2016-01-15 21:16:06 UTC
in TWHL World - Community Project Post #328298
Rules for Source Maps

Engine Version
We're going to map for Half-Life 2: Episode 2.

The Plot
Teleporting through space and time and through parallel universes, so basically your plot can be as related to the Half-Life story as you like.

Maps Structure
Go as crazy with custom content as you like. Just not too much I suppose. Please refrain from using Pakrat for your map.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-15 20:25:30 UTC
in TWHL World - Community Project Post #328296
For Source, we need to decide an engine to work with. Is everyone associated with Source able to work with EP2 engine?
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-15 19:15:23 UTC
in TWHL World - Community Project Post #328294
Can the Source one diverge a bit from the main HL2 plot? Also, does each map require arming the player or HEV Suit? A general list of requirements would be rad.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-14 15:51:35 UTC
in TWHL World - Community Project Post #328245
Tet, what if we made this a sort of competition between Goldsource and Source? Same idea, but with different teams working with different engines working on a similar idea simultaneously. All I need are the people willing to work in Source.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-14 15:46:47 UTC
in Now Playing: ... Post #328244
Ahhh yeahhhh.

Undertale's OST is really, really, really good.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-13 23:34:18 UTC
in TWHL World - Community Project Post #328222
:`(
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-13 22:33:01 UTC
in TWHL World - Community Project Post #328219
How about Source?
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-12-10 01:25:56 UTC
in TWHL4 Suggestions Post #327734
Only if the button can randomly ban Dimbark 10% of the time!
Sounds fair enough, seeing as that I know not a single Dimbark.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-12-10 00:29:19 UTC
in TWHL4 Suggestions Post #327732
You should add a big red button that says a random swear word every time you press it, and underneath is a scoreboard of people who've pressed the button the most, and it resets each week.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-30 20:14:14 UTC
in We Should Play Space Station 13 Post #327604
The graphics are a complete mess across the board, with the interface as messy and unreadable as the spritesheet. A large part of the game involves paying attention to a server-wide chat screen which is moving at the pace you'd expect of a Habbo Hotel room with 60 occupants.
It's a neat idea that everything can be tinkered with by players, but with everyone following their own personal objectives and the absolutely pitiful way the game conveys information, it's simply chaos at all times.
I agree with the UI and graphics being a mess, though not with the chaos thing. Most of everyone has a similar objective; perform their duty on the station, which all works in tandem like the real world. To play an assistant, however, which has no objective, I can understand why you got the impression of chaos.

Part of the appeal for the game, for me, is knowing that there's a whole station full of people doing their jobs, all of which are capable of working together to stop whatever obstacle is being thrown at them.
You might be able to get some enjoyment out of it if you're the sort of person who has time to dedicate to reading hours of vague wiki documentation to understand just the basics.
:)
the horrific mess of a UI removes any chance of me touching this shit again.
I do agree that the UI is horrific, but once you get used to it (which I understand is a big but) it actually proves to be quite a robust system for roleplaying.
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 may be hard to get into, but there's something about this style I quite like. There are times when the game can be really immersive--chatting over tea with a crew member, or when the lights go dark and the radios go out and you're all alone on the station with something that may or may not want to kill you, so you immediately break a window, snatch some cable coil and a rod and build yourself a spear for the sake of protection.

Part of what makes roleplaying in it, for me, is imagination, honestly--the same reason I'm really able to get into Final Fantasy VII. When you have such basic graphics to work with, your mind fills in the gaps and it makes roleplaying a lot of fun. But maybe that's just me.
It's a nice idea, executed in the poorest possible way.
I suppose that's why I like it. It's an idea which I haven't seen executed in any other way. The closest game I can think of comparing it to is Trouble in Terrorist Town, and obviously there's a huge distance.

All in all, I understand Urb & Arch's complaints with the game, but I would like to comment that they both missed out on the roleplaying aspect, since neither of them spoke to any other character, and they missed out watching the station function, since they never left the maintenance area and played as the basic job for learning the rules.

But hey, SS13 isn't for everyone. Very niche title for a very niche reason, but I'm just glad you tried it before completely dismissing it.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-28 00:18:49 UTC
in We Should Play Space Station 13 Post #327572
Been trying to learn telescience in SS13, and good lord is it fucking hard. A game is actually requiring I use trigonometry.
If you're incapable of math, ask yourself what the hell are you doing in the Research Division of the most high-tech space station ever built, and apply to Head of Personnel for the Clown's job.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-26 16:52:16 UTC
in Is the site dead? Post #327556
User posted image
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-25 17:31:54 UTC
in We Should Play Space Station 13 Post #327541
Shouldn't confuse simple with ugly.
I'm bound to the popular opinion of most Internet users. But hey, ugly is subjective, so nevermind the whole matter.

Christ, make one off-handed comparison to another game and the world goes mad. The comparison wasn't to point out that Deus Ex was ugly, but that despite how they look, they're still complex, deep, and atmopsheric.
Deus Ex isn't super ugly, but this sure is. What a mess!
Shouldn't confuse intricate with ugly.
I know you play RP on gmod as well, and I just find the whole thing a bit unfulfilling.
Gmod RP is a very different bag and is nowhere similar. In Gmod RP, people break character all the time, and you're not actually roleplaying as much as you're just trying to play a game. SS13 is made easier by the fact that all roleplaying is done via keyboard, not microphone. It takes some getting used to, but once you are, it's a hell of a ride.
Deus Ex still oozes atmosphere, and it's absolutely consistent and on point with it's graphical fidelity, world building & detail.
So is SS13's. SS13 is intricate and quite ugly for 16-bit graphics, but it's consistent, and the atmosphere for this game comes across brilliantly with the sound design. The hum of the station, the vacuum of space, the muttering digital voices in the AI chamber, the loud generators in engineering. Oh, and every time you depart into outer space all alone, you hear Space Oddity.

Either way, I'd honestly recommend playing this game. It doesn't look like much, but it is. I would gladly take this game over Fallout 4 any day. A bold claim to make, but one worth checking out for yourselves.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-24 21:10:49 UTC
in We Should Play Space Station 13 Post #327531
Absolutely.
User posted image
At least by modern standards. Say what you like about the context of the time a game is released, ugly is still ugly and context won't change that. So if a new game looks as ugly (or uglier) than Deus Ex, it could still be good--it's just ugly.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-24 15:52:10 UTC
in We Should Play Space Station 13 Post #327526
I feel as though I've undersold the depth of this game, so let me make a list of the things you can do in the game (and I'll put them in bold if I've actually done it.)

-Set up a gravitational singularity
-Release a gravitational singularity
-Deactivate the gravity generator
-Put on a space suit and go exploring for abandoned stations, ships, and crashed clown ships full of bananium

-Use a cryptographic sequencer to hack an arcade machine to kill the user if they lose
-Spend an entire round as the clown slipping donuts into peoples' pockets
-Steal a welder's mask and a chainsaw and start chasing peoples whilst' screaming
-Escape from permanent detention by breaking open a window and convincing the A.I. that you would die if it didn't let you out
-Lock someone in a locker, weld it shut, and launch it out into space
-Put a hat and armor on a corgi puppy and flush it down the waste disposal system
-Succeed in a high-speed chase by utilizing slippery mopped floors and banana peels
-Download a sad trombone synthesizer
-Cut off a spider's legs and skin it, and make a burger of nothing but its legs
-Make a burger out of nothing but donk pockets

-Successfully colonize an asteroid
-Discover bananium on the mining asteroid and build a H.O.N.K. Mech for the clown.
-Hack a cyborg to secretly follow your directives
-Download a personal AI and have it appear as the hologram of a corgi puppy

And many more.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-11-23 20:33:06 UTC
in We Should Play Space Station 13 Post #327509
Guys, guys, guys. There's a game that I've been playing for the past year and I need to tell you people about it. It is an absolute masterpiece. It's called Space Station 13.

Space-Station 13 is probably my favorite game at current time. I've been playing it more than any other game--including Fallout 4.

So what is SS13? It's a round-based 2d roleplaying game. And when I say roleplaying, I mean, full on in-character roleplaying running the space station. Every job has its own unique set of mechanics, and some complicated job to run the station. At any given time, 30-60 players are running a station.
User posted image
Let's get some things out of the way, first. Yes this game is butt ugly. But so is Deus Ex. And much like Deus Ex, once you get used to how it plays, the graphics won't matter.

Let's talk about some of the jobs you can get on the station--there are a lot of those. Firstly, there's Command.
User posted image
Then engineering.
User posted image
And some misc. jobs
User posted image
You get the idea.

But, there's a twist. One of these listed traitors is given a specific task, which goes against the goals of the station. The antagonist(s) are decided at the beginning of each round.
User posted image
User posted image
The round ends when either the antagonist has won, or the Emergency Shuttle has been called, waited for, boarded, and landed at Central Command. Rounds on average tend to last 1-3 hours on some servers, and 4-6 hours on more serious servers.

This game is too good. It's free, so you have no reason not to try it.

It's located on BYOND, which you can download here. I recommend playing Yogstation.

The Yog wiki is here. Try it out--this game deserves many more players.

And now, some random screenshots from the game.
User posted image
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Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-11-11 05:12:33 UTC
in Now Gaming: ... Post #327440
Fallout 4 lives up to a lot of the hype, so far.
User posted image
I seem to have found the car equivalent of Stonehenge here...
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God I can't wait to visit this city.
User posted image
Realtime dog engine at work.

Gotta go to bed, but to make up for it I'm skipping school tomorrow just to play through more Fallout.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-11-06 03:20:44 UTC
in "1on1 without Gauss" Song Post #327422
If you guys want to cringe harder than ever before, beware.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-31 22:25:52 UTC
in Halloween 2015 Post #327372
User posted image
Spook.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-25 13:06:47 UTC
in TWHL Tourney Post #327339
csgo is ridiculous. I'm being honest when I say that comp is a huge waste of time. Theres loads of undetectable hackers running around and I fail to see how nobody realizes this. I'm not talking about the obvious aimbot hackers, but rather, the subtle hackers who pretend their not hacking but is in fact actually using cheats as well. It's crazy.
Someone's talkin' shit on CSGO! To the computer!

There was recently a huge update on CSGO that has forever gone down in history as The VAC Banwave. Things have been going a lot better in CSGO after that. Pretty much everyone was bumped up two ranks, and matchmaking has become a lot more interesting as a result.

It's just a shame that it took so long for this to happen, but hey, here we are.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-23 11:50:46 UTC
in TWHL Tourney Post #327307
hangs self
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-13 14:16:05 UTC
in Post your screenshots! WIP thread Post #327263
It doesn't look like your static props are casting shadows, and that would instantly improve the map by 4000%.
Yeah, I haven't been doing full compiles for the build yet because of how huge the map is.
Will it have gameplay too?
Sort of. It's designed for Fallout-style Garrysmod roleplay, I've been talking with a server about using this to replace the god-awful map they're using now.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-12 20:52:18 UTC
in Post your screenshots! WIP thread Post #327251
More Fallout.
User posted image
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Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-04 15:02:05 UTC
in Easy light_spots Post #327201
Basically the point-at function in Source
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-03 13:58:26 UTC
in TWHL Tourney Post #327175
Posted 9 years ago2015-10-03 01:39:07 UTC
in TWHL Tourney Post #327157
Let's play Ricochet.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-10-02 02:15:22 UTC
in TWHL Tourney Post #327142
Hey, I promise to cool it on the yelling. Life's kicked in me in the balls and made me slightly more reserved as of late.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-30 23:29:12 UTC
in TWHL Tourney Post #327126
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-28 12:42:25 UTC
in TWHL Tourney Post #327065
Next time I'll lie off the coke.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-27 13:31:58 UTC
in TWHL Tourney Post #327035
Dimbeak shoots self in background of game
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-20 19:25:02 UTC
in Big Map Doesn't Fully Compile Post #326995
I turned off radius culling. The entirety of the map was still not compiled, though.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-20 11:43:59 UTC
in Big Map Doesn't Fully Compile Post #326993
Still no luck with this! Making a new map and copy-pasting everything has the same effect.

I'm going to try using an external compiler and see if that changes things. If that doesn't work, I must just try and hand out the .vmf and see if I could get some help fixing it.

Yep. Compiler did no good. If anyone's got any ideas on what's wrong with the map, I'm giving away the .vmf. Yoink!
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-16 00:54:55 UTC
in Big Map Doesn't Fully Compile Post #326968
Oooh, good idea. I'll try that when I get ahold of some more free time.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-16 00:07:20 UTC
in Big Map Doesn't Fully Compile Post #326966
Try deselecting everything then hitting shift + c (camera tool) and then hit del.
Tried that with full compile, no success. That was the most of the map I managed to have compile, though.
Also try tapping '2' which should increase your back clipping plane if you're not at the max already.
It's at max.
See if there's a "compile visible only" flag in your compile options.
There isn't.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-15 11:13:43 UTC
in Big Map Doesn't Fully Compile Post #326961
Whatever that red circle is, delete it.
That's the render distance for the 3d view. I've looked through the options menu, but I couldn't find anything to disable it.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-14 18:40:28 UTC
in Big Map Doesn't Fully Compile Post #326957
I want to try and explain the predicament in more detail.

My map is this big.
User posted image
However, only this much in it is visible in Hammer's 3d view, which translates to what is viewed on the 2d view.
User posted image
And for some reason, only this bubble is being rendered.
User posted image
The map has been getting leaks because it hasn't been recognizing the edges of the skybox.

How do I render the whole map, and not just this bubble from the 3d view?
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-14 18:07:25 UTC
in Big Map Doesn't Fully Compile Post #326956
I've got a lot of displacements.
User posted image
But not really any giant brushes that aren't entities, except the skybox which isn't rendering in its entirety.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-14 17:57:23 UTC
in Big Map Doesn't Fully Compile Post #326954
Make sure your visgroups are all enabled when you compile.
All but areaportals, which I'm positive aren't the cause of this.
Have you tried doing a full compile?
I'm still gonna have to optimize my level before I want to attempt a full compile of this monstrosity.
Alt-P checks out ok?
Yep.
There's no giant groups anywhere?
Nope.
Are the cordon bounds enabled?
Nope.

AAAA
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-14 14:45:35 UTC
in Big Map Doesn't Fully Compile Post #326951
The pointfile goes straight through a wall. But there couldn't be a leak because I've literally just put a regular hollowed cube around the entire map. The problem isn't that the compiling is getting halted, it's just that for some reason only PART of the map is being compiled.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-13 23:28:20 UTC
in Big Map Doesn't Fully Compile Post #326948
I chose not to post the log since it was inconsistent every time I compiled the map, and I couldn't read too far into it about why only part of it was getting mentioned. I know it's currently plagued with errors, but none of them are indicative of why my map is compiling like this.

- SNIP -
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-09-13 22:37:06 UTC
in Big Map Doesn't Fully Compile Post #326946
So, I've been working on this big-ass map in Source. But due to the limitation of the camera, at any given time I can only see this much of the map (on its highest settings):
User posted image
This wouldn't be such a big deal if it weren't for the fact that only that much of the map is compiling.
User posted image
Why is it that only this chunk of the map is compiling?
Dimbeak DimbeakRotten Bastard