Forum posts

Posted 9 years ago2015-06-09 06:41:01 UTC
in Voice actor requested Post #325856
I would like to apply for the role! I even have an audition video ready for opposing force grunts!

Check here, and skip to 0:49 for opposing force samples

:)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-06-08 09:40:59 UTC
in Now Gaming: ... Post #325845
In light of the Fallout 4 trailer coming out last week, I fired up Fallout New Vegas again... on the last day of my holiday... because I'm some sort of idiot creature. It was about 5pm and I figured I'd load my old save file seeing as I never finished the game, maybe poke around for an hour or two to see how I left things.

Then, I'd tied up a bunch of unfinished quests and it was 1am...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-06-02 15:43:18 UTC
in How to put jumpscares? Post #325775
Jump scares are horror mod cancer.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-06-02 09:42:47 UTC
in TWHL Tower Post #325773
Yup, currently on holiday. Just trying to find time to finish up.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-06-01 20:28:24 UTC
in Post Your Photos Post #325765
I'm not a photographer, nor do I have a good camera. These are shots of my back garden a few months back, taken from my phone. :P
User posted image
User posted image
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-31 20:35:40 UTC
in funk_breakable "pressure related&qu Post #325750
The question was if it's actually possible to have closing doors that also rotate with the elevator that are attached to the elevator. But the whole question was pointless anyhow engine wise it's just not possible.
Not with the standard engine, no. This is why more people need to use spirit. That setup would be super easy. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-31 10:43:15 UTC
in Post your screenshots! WIP thread Post #325746
Speak for yourself
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-31 07:11:49 UTC
in Now Gaming: ... Post #325740
I was simply honest with my character customisation. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-30 20:46:35 UTC
in Custom decals in GoldSource/Sven coop, p Post #325732
If you know your stuff when it comes to texturing, that is indeed a much better way to approach it. Gives you way more options. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-30 15:39:27 UTC
in Custom decals in GoldSource/Sven coop, p Post #325729
As the others have said, this may work differently in sven, but all decals must be in the decals wad. It's also really finicky in that if you add a NEW texture info decals.wad, it may cause some decals to show as white squares. This is what happened in The Core at least. I think you can only replace existing ones.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-29 07:13:00 UTC
in Your Apex Map — Your Mapex Post #325710
If hard drive fails are hindering your mod, consider getting an online repository. Some services are free up to a certain size limit, while others you pay from the off but they have very reasonable rates.

It certainly helps with team projects but I've lost count of how many times I could have potentially lost The Core. With it being hosted in a repo I can pick it back up on any machine I work with. I'd probably use hosting for my next project as well, even if it's a solo mod. If you brick a file, you can go back and get a pre-bricked copy :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-28 20:45:36 UTC
in Your Apex Map — Your Mapex Post #325704
:biggrin: HAHAHA
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-28 13:26:50 UTC
in Post your screenshots! WIP thread Post #325702
This has no place in this thread since it is from February and is no longer being worked on. This is my latest dabble in the Source engine.
User posted image
User posted image
NOTE: Yes, those background buildings do shrink between shots. They are a compile apart from one another. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-28 12:43:19 UTC
in Scope' s TGA. How are they done? Post #325701
Right here Tet: ModDB
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-27 14:45:44 UTC
in Your Apex Map — Your Mapex Post #325692
Well now, that is a terrible rule for gaming and life in general. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-26 22:44:16 UTC
in Your Apex Map — Your Mapex Post #325686
If it isn't fixed in the official game, there's no reason to fix it yourself.
Do you mean"If it aint broke, don't fix it" because that's a common rule most people apply to everything. The thing is, as JeffMOD pointed out, some games are broken in places.

I can think of so many things that I would add into Half-Life 2 if I had the ability to model, code and animate everything. Not cinematic mod as such, just an enhanced version with new enemies and gameplay tweaks.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-26 13:22:23 UTC
in Your Apex Map — Your Mapex Post #325679
It would be interesting to see how DOTA2 handles character levelling, as well as when obtaining certain items. The issue is of course that it could well be using commands along these lines, since the "map" never changes during a single round and stats are always reset when starting a new game.

Having said that, this would certainly be a feasible option in a defence style game or mod where you get to choose a perk between waves as the same rules could apply. A "GAME OVER" would prompt a map change or restart, thus resetting the values set in the console. You would need to prevent people from editing the base skills file though, to prevent cheating.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-26 08:11:25 UTC
in Your Apex Map — Your Mapex Post #325669
Man, you could even have perks like "limb and body shots do more damage" or "headshots do more damage" using those commands...

@Tetsu0: This is for you
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-24 18:12:44 UTC
in Looking for all your SP maps and mods Post #325652
Way to read the thread title doc...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-22 18:04:20 UTC
in Now Gaming: ... Post #325632
Shame I missed that session.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-21 19:02:55 UTC
in Your Apex Map — Your Mapex Post #325623
i'd play the heck out of a black & white (mostly) post-apocalyptic fps.
Play Fallout 3 and use your graphics card control panel to desaturate the image. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-20 15:24:33 UTC
in How's everyone been? Post #325607
Not sure how long it's been but...

Moved out.
Started working on The Core
Got a new job
Lost my job when the company went under
Got a new job
Had a baby
Packed to move out before being told the landlord was pulling out
Posted this message

... I may have missed some things.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-20 14:08:54 UTC
in Your Apex Map — Your Mapex Post #325605
I'd love to get RPG elements into a goldsource / source mod.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-20 12:13:06 UTC
in Your Apex Map — Your Mapex Post #325603
I'd make the game I dreamed up before half life even came out. I think it was after I saw the e3 trailers for it though.

Non linear game based in a british city where you need to destroy a series of enemy bases. It had rpg elements such as an inventory system which you could use for health items such as food and drink.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-19 06:53:49 UTC
in TWHL Tower Post #325582
All maps are now linked. All that remains is some voice work on my part, a little texture work and the rooftop finale. Got a holiday coming up... Might actually be able to find time to get this finished and ready for testing. :D
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-17 13:38:27 UTC
in Looking for all your SP maps and mods Post #325562
Holy crap. That's out now? Imma get all up on that like sauce on chips.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-14 13:29:46 UTC
in Static Model Request~~~~~~~~~~~!!!! Post #325547
As a very inexperienced modeller, I recommend Blender as well. Far more documentation and as Tet said above, very easy to model stuff for Source / Goldsource
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-11 21:03:08 UTC
in Half-Life: The Core Post #325509
Jamie Lannister is in that movie. Who knew.
I'll bet HE did.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-07 14:10:27 UTC
in TWHL Tower Post #325485
You should. Bank holiday weekend was spent looking at houses, changing nappies and shooting Ant in Los Santos :(
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-05 12:45:53 UTC
in One Super-Sized Source map... Post #325468
I think the closest there is to a role play game on the Source engine would be Dota 2.
DOTA 2 isn't an RPG at all. It's more like real time strategy than anything else.

The closest thing to an RPG on the Source engine would be something like Dark Messiah of Might and Magic. I don't think the levels are particularly huge though.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-30 06:31:02 UTC
in TWHL Tower Post #325433
After getting nothing done at the weekend, I am now aiming to get the beta ready THIS weekend. It's a bank holiday so I'm hoping that'll be enough time.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-24 07:53:19 UTC
in Competition Proposition Post #325358
I much prefer mapping single player so I went for Now and Then. Though I guess I can map SP for pre 2000s as well?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-23 06:17:02 UTC
in TWHL Tower Post #325348
About half of the floors are linked now. Hoping to get this ready for beta by Sunday. Of course, weekend is usually for gaming... And of course family now as well.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-22 14:04:41 UTC
in TWHL Tower Post #325341
I hope that follow-up mod will be for Source engine.
If that were the case, someone else would need to run it. And I'm out. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-22 06:53:18 UTC
in TWHL Tower Post #325338
I already had an idea for a follow up mod. Only limits would be that the map must focus on ascending from bottom to top. Or even descending.

Started linking the floors last night as well. While feeling ill. Fun stuff...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-21 09:14:43 UTC
in Another Changelevel Problem... Post #325333
I've done that a couple of times in The Core. Accidentally quick loaded a save made before some major adjustments were compiled. The result was... interesting.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-19 20:23:29 UTC
in TWHL Tower Post #325313
The beta would be released here only.

I wish people would read shit before objecting...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-17 14:32:51 UTC
in TWHL Tower Post #325287
:rly:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-17 09:48:42 UTC
in TWHL Tower Post #325282
Fog has never worked for me either.

In other news, I am working on this as often as possible but babies are a major time sink.

I'm thinking a beta release on TWHL first, then fixes and a full release to moddb and RTSL.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-12 08:10:01 UTC
in TWHL Tower Post #325254
Finally got around to playing the last couple of entries last night. Hoping to start on linking things together today. A couple of the maps will need editing as some people forgot to prevent the player from simply running past their floor. In these cases I'll just be adding a key card and a locked door. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-12 08:05:30 UTC
in Post your screenshots! WIP thread Post #325253
Hahaha.

Yeah, fuck Stu.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-08 10:47:47 UTC
in Looking for all your SP maps and mods Post #325220
Even shorter than my recent map, Then & Now, it's my secret Santa entry, Saving Santa
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-05 14:24:44 UTC
in Model Compiling Dilema (Sorry!) Post #325209
I said on moddb that it looked like the skeleton had been manipulated. I know this can really screw up models in Milkshape.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-05 09:04:53 UTC
in Model Compiling Dilema (Sorry!) Post #325207
The media vanished... Did you solve this?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-02 20:34:40 UTC
in TWHL Tower Post #325190
Sorry guys, was expecting to be out of hospital by now. Just my luck that we're not.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-01 12:03:19 UTC
in TWHL Tower Post #325177
Hi guys. Submission deadline has now passed. Thanks for everyone who submitted a floor. I'll be putting this together at some point in the coming weeks. Little preoccupied for the time being.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-03-30 00:07:33 UTC
in TWHL Tower Post #325121
i'm having issues with scripted sequences. i can't make an a_grunt run around a corner.... argh
They tend to struggle with small spaces from what I can tell. Have you given the chunky bastard plenty of space to move? I'm assuming you have info_nodes in place for path finding too?
Urby, please either check my rmf or send it back to me.
Pinged you PM with a link. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-03-29 15:36:46 UTC
in TWHL Tower Post #325107
Woooo
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-03-28 23:46:33 UTC
in TWHL Tourney Post #325079
Posted 9 years ago2015-03-28 19:07:24 UTC
in TWHL Tower Post #325075
Awesome
monster_urby monster_urbyGoldsourcerer