Forum posts

Posted 14 years ago2010-03-05 18:19:54 UTC
in Portal 2 Post #279493
It must be an anagram! Quick, who's good at anagrams!?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-05 17:58:57 UTC
in HL2 RPG (cont) Post #279491
I was thinking the player could arrive in the first city on a train, having a nightmare/memory about something as an intro sequence.
Something along these lines:
Dream/Memory sequence- A cutscene wherin the player is running from something, perhaps a hunter that's knocking doors off their hinges, shooting people, ect. Uninteractive, short, but heart-pounding. The sound of a train horn sounds as the cutscene ends.
Then the player gets to choose their character, gender, base model, submodels/flexes, ect.
The player is awakened by a man on the train shaking them awake- the train has stopped, and is empty except for the player and the man. The player gets up.
Details for this idea:
Location: City 15
Approx time: About 2 years before Freeman arrives in C17.
The player, after a short conversation with the man, gets assigned a section of the city- Predinct 15. (Reloaction cupon in inventory, stating where they are and predinct?) They can go through the forcefields leading to that predinct, and that sector of the city is the first area of the game.

That's all I have for intro ideas ATM. I really think we should steer the story away from Freeman either way, because we've all experienced him, and probably have a set persona for him, what he would do, what he wouldn't. We don't want to tamper with that, or force players to do so with their versions.

Ideas/Feedback/Critisisms/Alternate intros?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-05 17:58:23 UTC
in Portal 2 Post #279490
Is this a real news item, or another peice of the puzzle?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-04 21:13:37 UTC
in Looking for a specific texture Post #279471
No, I meant use a base sign texture from HL/Op4/BS ect., and modify it to suit your needs.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-04 19:21:48 UTC
in Looking for a specific texture Post #279468
It's not usually bad enough to make it that noticable if you vary the place you copy from.
Hell, I've done it in paint, using nothing but the select tool and rotations/flips of the area I've copied. Just vary the copied parts and write it in. This is HL1 we're talking about, the textures were never really that crisp to make much difference if you do that.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-04 08:35:54 UTC
in SS_ ?? Post #279458
Yeah, he tends to do that.
In all of his posts.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-03 22:23:33 UTC
in Transmission Received Post #279448
TELL US MORE!
Valve are making the wait between games exciting. What a great time to be a PC gamer...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-03 20:57:26 UTC
in HL2 RPG (cont) Post #279443
There should be a global for alignments and stuff that can be activated through code or the maps.

For example, if the player is a rebel, the citizens will be friendly towards him/her, while if the player is a CP, the CPs will, and citizens will fear/hate him/her.

Being a rebel or neutral would allow citizens to sell the player items, and being a CP would disallow it.
CP status would allow more freedom of movement without combat in cities, and free SMG and Pistol ammo, plus more access to other CP gear.

Rebel status would allow access into resistance bases, and make it easier to get rebel weapons like the crossbow and molotovs, ect. It could also make it easier to get a Field pack (Bag of Holding in HL2 world- It's the top pack the rebels with three backpacks have) and whatnot.

So the player would have choices to make, and they affect the ability to enter areas without combat and get gear.
And with each piece of clothing, there would have to be a new submodel for the v_ models in the final product. Of course, we need a modeler for that. :P

Let me know if you want me to go into further detail for any of these ideas.
It'd also be cool to be able to disguise yourself as a CP, Rebel, or Soldier when you're alone, and have the globals change for that side until you take off the disguse or provoke an enemy- this would only work when you have both the suit and headgear for the unit you're disguised as.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-03 20:51:22 UTC
in Transmission Received Post #279445
Stu: Yeah, I guess you're right, on second glance. Still, when it's not magnified, it does resemble a medkit. Kinda.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-03 08:36:29 UTC
in Transmission Received Post #279431
I don't see the medkit.
Far right. It's not quite straight, and a bit too thick, but it does look like a combine medkit.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-02 22:13:52 UTC
in Transmission Received Post #279426
User posted image
I see a medkit, and two robots holding hands, and a Combine Dropship with the troop container flying off, and a heart, and science, And what looks like they may be areas in Episode 3. And that one looks like a doggy!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-02 19:28:23 UTC
in Compilator wont start up Post #279420
Check manually.
Huntey: I'm using Dialup ATM, we got a free trial of my old ISP's "Highspeed" service (Which is 4KB slower than the normal service, and that's when it's off. It's usually much slower than that when it's on)
I want to save the highspeed bandwidth for when I want to get online with steam, and maybe squeeze in a HLDM game on the server if I have enough at the end of the billing period to.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-02 19:05:02 UTC
in Compilator wont start up Post #279417
That's what I get for trying to post and download the Sheer demo at the same time on dialup...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-02 19:03:12 UTC
in Compilator wont start up Post #279414
Run regedit with the 'run...' tool.
Careful, don't fuck up your computer.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-02 18:27:04 UTC
in Transmission Received Post #279409
From the third page:
I wonder if Adam Foster is behind this, it sort of reminds me of the ARGesque puzzle he originally did to promote Minerva on his website. He works at Valve now after all. His mod was all about radio transmissions and coded messages and stuff too.
This guy is right, Not only did Valve hire Adam Foster, but he's working on
Episode 3!
They're toying with us, then they're going to announce it.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-02 08:36:44 UTC
in Friendly hgrunt Post #279397
It gives Scientists and Barneys the lines you hear in the AM labs at the start of the game, ie. Barney would say "Hey, catch me later, I'll buy you a beer!" when you used him, instead of following you. It also changes the questions they ask each other.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-01 21:17:11 UTC
in changing textures for a poster Post #279388
:|
I meant X as a variable.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-01 21:08:58 UTC
in Sourcey Rooms Post #279387
http://www.twhl.co.za/vault.php?map=5443
It's as done as it's gonna get until I find something else to add it to.
Knock yourselves out, but there are a couple things that have to be done before it can be called a finished map, and I can't do them.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-01 19:45:01 UTC
in changing textures for a poster Post #279383
Yeah, which in the Valve map was every X seconds.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-01 18:41:59 UTC
in TWHL Cubicles Post #279377
Yeah, mine has an entrance, and it's going through a final compile now.
If you don't want that, please just make a hallway and lock the door.
EDIT: It's done. http://www.twhl.co.za/vault.php?map=5442
Now to finish my rooms:s map.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-01 18:40:56 UTC
in changing textures for a poster Post #279380
The ones used in Half-life were multiple func_rotatings with a different texture on each side- I think in HL's map, each one had two textures, put on 4 sides.
Each time they're textured (after a certain amount of time) they would rotate 90 degrees on their middle. There were three or four of the func_rotatings per poster, if that's any help.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-01 18:03:30 UTC
in Friendly hgrunt Post #279375
Yeah, you'd need to do it as a mod, either spirit (which has a lot of other features that are handy) or some other custom code.
http://www.goannasvencoop.com/sphinx/FTP/mods/spirit_of_half-life/
1.5a4 is the latest official build with source code, and 1.8 is the latest offical build.
I'd suggest 1.5a4, however, because 1.8 has ugly random sparks everywhere fsr. 1.6 and 1.7 are made by a different team, and change the gameplay quite a bit, messing around with weapons and such. Plus they broke sitting scientists, which work in 1.5a4.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-28 13:45:36 UTC
in HL2 RPG (cont) Post #279353
I think we should do as much as we can as far as combining the storylines go.
I guess I'm in too far to not contribute... I've still got that hydroelectric dam hanging around, plus the 'slums' area. (Which doesn't look to 'slummy' yet. :\)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-28 11:09:33 UTC
in New ATI Drivers support Hammer 3.5 Post #279349
Now I don't know if I should look at graphics cards again...
:cry:
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-28 09:52:56 UTC
in HL2 RPG (cont) Post #279350
We have two storyline ideas, both with their own setting.
We just need a bunch of people to vote for their favorite- Strider, you're an admin, we...
don't... even... HAVE a poll right now...
:\ Well, I think you can see where I was going with that idea- Have all of TWHL vote.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-27 22:42:48 UTC
in HL2 RPG (cont) Post #279342
Me neither. But still, it's the most annoying thing in games today- there is no excuse for developers doing it.

I've heard that in the original version of Uplink, grunts couldn't see you if you were in the shadows. No idea if it's true, but if it is, I don't know why it would be left out of any modern game.
EDIT: Some tutorials for features you/we may want in the future, once it gets off the ground (also includes a list of programming sites that you've probably already seen):
http://developer.valvesoftware.com/wiki/First_Person_Ragdolls
http://developer.valvesoftware.com/wiki/Programming_Sites
http://developer.valvesoftware.com/wiki/Rain_splashes
http://developer.valvesoftware.com/wiki/Gibs
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-27 21:32:25 UTC
in HL2 RPG (cont) Post #279339
Something else I realized bugged me- The AI in most games has super hearing and 20/20 vision, even in the dark. If possible, the AI should have a higher sound minimum, so you can walk by their back without them noticing you, if you're at a good distance.
They should also have trouble seeing you at a distance, when you're partially hidden, or hidden in the shadows/low lighting, doubly so for any combinations of these. Especially if you're not moving/not moving much.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-27 10:29:37 UTC
in HL2 RPG (cont) Post #279331
I've seen a similar inventory system before- It could work, but it really depends what would be easier- a visual grid, or just a max number of spaces and items take up different amounts of space.
I dunno. It's up to the coders and VGUI artists in the long run.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-27 09:58:44 UTC
in HL2 RPG (cont) Post #279312
Glad you like the ideas.
They shouldn't be overly hard, but yeah, ask around for the XP conversion.

EDIT: I read Chris Livingston's blog posts about STALKER: Call of Pripyat, and I realize what was wrong with HL2's AI. It's only for combat. There are no idle activites, and the actbusy system, which could have been used to that effect, was tossed aside after the opening levels, aside from some scripted sequences on the coast.

If this mod were to get an animator, you could rectify this; Imagine soldiers salvaging parts, or refugees lying against trees near campfires. Soldiers talking when they're fully idle would be cool too. There's a lot of stuff that could be done with they actbusy system and some code for idle talking, given the right sound files and animations.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-26 23:45:20 UTC
in TWHL Cubicles Post #279326
I made the same mistake at first. Then I realized that it would be more like 50 units every direction for that. It's still bigger than I thought.
When I get the will to do it, I'll run a final compile on mine and ship it.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-26 18:21:02 UTC
in Increasing Max Volume In Windows Post #279314
Use windows volume...? SoundMAX probably has a limit so your ears don't end up bleeding.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-26 17:57:09 UTC
in TWHL Cubicles Post #279311
Hey, Jobama;
(Can't be bothered to dig up the map vault entry)
It's good for a start- A great first map, but a few things bugged me:
It's small and cramped- delete half the cubicle walls so you have thinner walls overall in the main room, and give more walking room. Make sure you're using the full dimentions on the X/Y axis- if you have room, add the guys you missed.
You're also using a very small amount of the allotted space on the Z axis- raise the roof a bit, use the second texture for the wall in that space, and add some details like vents.
It's a good start, but I feel you can do better.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 22:48:14 UTC
in How would you like your Zombie Game serv Post #279286
For atmosphere, if you have HL2, take a look at Ravenholm- It creates a tense atmosphere very well, with sharp contrasts between dark and light, ambient zombie calls, and closed off, claustrophobic streets. In the first playthrough, you never knew when you were getting your next health pickup, or how far you were from the exit. Plus, zombies were always spawning and sneaking up on you.
http://developer.valvesoftware.com/wiki/Left_4_Dead_Design_Theory Most of this would apply to you, as well.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 22:37:48 UTC
in HL2 RPG (cont) Post #279284
Weapons! I have ideas for weapons!
1) Molotov: Sure, it's been done in L4D and L4D2, but it was originally in the HL2 beta, and there's something to be said about throwing firebombs.
Workings: Basically a cross between a grenade's timer and a SMG grenade's impact explosions, with env_fire liberally added around the blast radius. Fire!
2) Walther PPK/Glock 17: Could be any pistol that's been commonly fitted with a silencer in the past, but these two are my personal favorites. Secondary fire toggles the silencer, if it's equipped to the pistol. Silencer allows stealth killing.
3) Sniper rifle: Either a more mobile version of the Combine Sniper, or a bullet-based one. Less damage than the crossbow, but faster to get to it's target. Possible silenced as well, if it uses bullets.
4) Stunstick: HL2-DM style. Files already in HL2, just need to code it back in for player use.
5) Knife: Same as crowbar, but with slash damage instead of blunt, more damage, and slightly less range. (I think the crowbar uses blunt, anyway)
6) New weapon scripts: I have a weapon soundscript replacement that gives the pistol the close up sound, and the NPC's AR2 the Player's AR2 sound, for consistency. Comes with a slightly improved pistol sound (Both channels of the sound are now identical, so the sound doesn't sound like it's coming from the left of where it is. Let me know if ya want it. ;)
EDIT:
http://developer.valvesoftware.com/wiki/HL2_snippets Ignitable ragdolls would be nice, and if it's possible, could you make ragdolls always spawn as if they were killed by the airboat? (They always seem to turn into expensive ragdolls when you hit them with it, with the ability to get decals on them and collision with more stuff than just the ground)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 21:49:49 UTC
in Post your screenshots! WIP thread Post #279283
Well, whatever it is, it looks awesome. Very Rimrookish.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 21:18:33 UTC
in Post your screenshots! WIP thread Post #279280
My question is: Is it on source? Because that terrain/rock sure looks like it.
You really have a talent for blurring the lines between the two, visually.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 18:13:46 UTC
in How would you like your Zombie Game serv Post #279277
1) Psycological horror. Dark red/green lighting to create a sense of uneasiness, blood everywhere, ect. Atmosphere, in a word.
2) As long as it has fresh gameplay elements and more than 5 Zombie models, sure.
3) That it came out in such a short time, as opposed to waiting for L4D to die out a bit.
4) Nothing really, though I've only seen gameplay, never played it. Seems solid enough.
5) No. Variety is the spice of life, so games should be as varied as the settings will allow.
Q: Can you give us something to work with for feedback? Even the engine/ engine version you plan to use would work.
Footnote: Both L4D and ZP could use more holdout stuff, like barracading yourself somewhere to rest for a bit, like regenerating health. I'd like to see a zombie game where your goal is to survive in a city for a set amount of time, (maybe a week, game time) then make your way to evac.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 18:04:39 UTC
in Soundscape error Post #279216
Okay, I have a custom soundscape, but it's not working properly- I get the looped stuff, and the first set of random sounds, but not the last two random sets.
Can anyone tell me why this isn't working, and how to fix it?
[quote]"dam.topside"
{
"dsp"	"21"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/levels/canals/dam_water_loop2.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".8"
	"wave"		"ambient/wind/wasteland_wind.wav"
	"pitch"		"100"
}
"playrandom"
{
	"time"		"2,12"
	"volume"	"0.8,1"
	"pitch"		"100"
	"position"	"random"
	"rndwave"
	{
		"wave"	"ambient/levels/canals/swamp_bird1.wav"
		"wave"	"ambient/levels/coast/coastbird4.wav"
		"wave"	"ambient/levels/coast/coastbird6.wav"
		"wave"	"ambient/levels/coast/coastbird7.wav"
		"wave"	"ambient/levels/canals/swamp_bird4.wav"
		"wave"	"ambient/levels/canals/swamp_bird3.wav"
		"wave"	"ambient/levels/streetwar/heli_distant1.wav"
	}
"playrandom"
{
	"time"		"3,14"
	"volume"	"0.8,1.2"
	"pitch"		"100"
	"position"	"random"
	"rndwave"
	{
		"wave"	"ambient/machines/truck_pass_distant3.wav"
		"wave"	"ambient/machines/heli_pass_distant1.wav"
		"wave"	"ambient/alarms/manhack_alert_pass1.wav"
		"wave"	"ambient/levels/canals/swamp_bird5.wav"
		"wave"	"ambient/levels/canals/swamp_bird1.wav"
		"wave"	"ambient/levels/canals/critter1.wav"
		"wave"	"ambient/levels/streetwar/apc_distant2.wav"
	}
"playrandom"
{
	"time"		"29,36"
	"volume"	"1"
	"pitch"		"100"
	"rndwave"
	{
		"wave"	"ambient/alarms/train_horn_distant1.wav"
		"wave"	"ambient/alarms/train_horn_distant1.wav"
		"wave"	"ambient/alarms/train_horn_distant1.wav"

	}
}
[/quote]
Thanks.
EDIT: I'm starting to consider just releasing the map and letting Strider sort it out as well as the water particles at the outtake pipes.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-25 18:01:01 UTC
in TWHL Cubicles Post #279275
Urby: Glad to hear it. Make something beautiful.
Rimrook: Prefab contest? Was that before I got here?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-24 23:02:31 UTC
in TWHL Cubicles Post #279250
You need many many optimization for that.

I'm pretty sure they're meant to be in just a few maps tops, with hallways between the cubicles.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-24 22:24:16 UTC
in TWHL Cubicles Post #279248
2 1/2 storey offices ftw! :D
EDIT: Actually, more like 3-4. I have supercomputers stacked, so that adds to my first floor a bit.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-24 19:41:07 UTC
in TWHL Cubicles Post #279243
I'm not keeping mine a secret: It's my perfect office. Supercomputers lining the wall, a huge TV hooked up to both my computer and a bunch of classic consoles, (Who doesn't get to urge to bash some koopas while working every once in a while? Or maybe that's just me.) A library overtop, the works.
Screenshots when they get taken.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-24 18:49:44 UTC
in TWHL Cubicles Post #279237
[useful picture]
How did I never notice that?
Now I feel stupid.
EDIT: Shall I make mine open, or closed?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-24 17:49:06 UTC
in TWHL Cubicles Post #279227
Hm... Might do this.
But how would I measure 512x512 without counting it out? 3.X doesn't have unit counting on brushes. Or is it on the grid? :\
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-23 22:09:03 UTC
in Barney scripting hl1 Post #279214
The idle animation should be set to sit1, instead of the action.
Make sure he's not in the seat when he spawns, that should get rid of the flies.
You'll also need a chair with the seat being able to rotate (func_rotating) and it has to be named introchair.
That's all I can remember off the top of my head, but there is a thread with this somewhere- or maybe it's in the VERC Archive on the sidebar.
EDIT: http://www.twhl.co.za/articulator.php?art=27 Here it is!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-23 08:37:57 UTC
in Half-life: Guard Duty Post #279193
Posted 14 years ago2010-02-22 21:05:49 UTC
in Half-life: Guard Duty Post #279177
The scanner in the epilouge and the scanner in the comic are one and the same- When he's raving, it passes him, goes in the train, and you see a pair of legs that belongs to freeman exiting the train.
In the next comic (?) You can see his legs climbing the ladder on the fire excape in the alley.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-22 18:51:07 UTC
in Post your "Mini"- Tutorials he Post #279175
Yeah, it can be used to spawn item_ and weapon_ entities. Useful tools.
Also, I think we already have a thread for mini-tutorials. Maybe a moderator can merge them? It's a good idea, but it's been done.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-22 17:49:55 UTC
in HL2 RPG (cont) Post #279172
:(
I just can't see myself working on something big that I can't test, sadly.
If this is still going when I get Ep2 and find a way to download it, then I will contribute, but... If it has more than just the shared, HL2 and OB shared content, I can't do anything for you.
I'll try to add ideas when I can, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-22 09:03:25 UTC
in Doctor Deathmatch Post #279158
I'll say. :D
User posted image
:|
Notewell NotewellGIASFELFEBREHBER