Forum posts

Or simply using the compass for horizontal directions.
monster_urby monster_urbyGoldsourcerer
What exactly are you struggling with? Set the angle, set the speed and it pushes you when you walk into it. Unless you check the "Start Off" flag, then you need to trigger it to turn on somehow.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2022-05-03 16:57:53 UTC
in Half-Life: The War of Xen Post #346488
I could be wrong, but Pietrekder never had a profile here on TWHL as far as I am aware. If they did, it's long gone.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2022-04-23 12:07:59 UTC
in my model can't walk and shoot Post #346468
That .qc file is not even remotely similar to the Hgrunts. Your combine elite can't move or shoot because it doesn't have the relevant sequences and code references.

Your .QC has the following for attacking:
$sequence "shoot" "shoot_blend1" "shoot_blend2" blend XR -50 50 fps 30 ACT_RANGE_ATTACK1 1 { event 4 0 }

The original grunt has this:
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
Not to mention all of the variations and weapon options:
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 20 loop ACT_RANGE_ATTACK1 1 {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "reload_mp5" "reload_mp5" fps 40 ACT_RELOAD 1 { event 2 47 }
$sequence "crouching_shotgun" "crouching_shotgun_blend1" "crouching_shotgun_blend2" blend XR -45 45 fps 20 ACT_RANGE_ATTACK1 1 { event 4 0 } { event 5001 0 "51" }
$sequence "standing_shotgun" "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 20 { event 4 0 } { event 5001 0 "51" }
$sequence "reload_shotgun" "reload_shotgun" fps 40 { event 2 47 }
Basically, you can't just slap a new model file over an existing one and have it work flawlessly. You would either need to replace all of the grunt's sequences and code references, or apply the mesh the original grunt bones for it to work.

That might not be the exact issue though since I can't even open the model in modelviewer. It fails to load.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2022-03-26 21:53:59 UTC
in Shiny missing texture? Post #346371
I've not dabbled in Source for a long time, but is this not just attempting to show a cubemap?
monster_urby monster_urbyGoldsourcerer
It's quite simple actually. You need a trigger_teleport and an info_teleport_destination.
monster_urby monster_urbyGoldsourcerer
TSSC is simply saying that coding isn't always necessary when making a mod. :)
monster_urby monster_urbyGoldsourcerer
Please post your compile log. :)
monster_urby monster_urbyGoldsourcerer
I believe the mission is to "steal this bad boy." I'm going to need your address.

...and a crossbow.
monster_urby monster_urbyGoldsourcerer
You might want to double check those flags. The flag is "starts open" not "stays open." Uncheck it and set the "Delay before close" to -1
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-12-05 19:57:00 UTC
in Source animation root bone Post #346108
Hey hey, nice work :)
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-11-29 21:46:26 UTC
in TWHL Tower: Source Post #346083
Yeeeah... I'm pretty sure that would be considered straight up copyright infringement. Safest bet: If you cannot explicitly get permission/the right to use an asset, maybe don't use it. :)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-11-21 08:02:27 UTC
in TWHL Tower: Source Post #346072
Something of a TWHL tradition to have an extension or two. :D
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-10-15 10:11:18 UTC
in Half-Life Updated (custom SDK) Post #345974
Damn, that is a shame. At least GoldSRC got a brief little "hurrah" for a time there.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-09-30 23:05:29 UTC
in HLDM Server! Post #345964
dm_chair was hilarious. It taught everyone (including Archie) that the server had a score limit in a most amusing fashion.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-08-12 18:10:51 UTC
in HLDM Server! Post #345875
Chum was a lot of fun. Also made me thing that Rust2021 is a no go and to making something a little more thematically unique.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-08-09 11:45:33 UTC
in HLDM Server! Post #345867
Can I make a suggestion?

Remove dm_rust

Maybe I'll make a dm_rust2021 and actually spent more than a day on it.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-08-06 21:15:37 UTC
in HLDM Server! Post #345858
Heck of a thread bump. You love to see it when it's this thread.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-08-06 21:14:24 UTC
in Spawn monsters on item pickup in hl1 Post #345857
Have the weapon sitting on a trigger_once targeting a monstermaker
Alternatively, just have the weapon_ entity target the monstermaker...
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-08-05 11:53:24 UTC
in Ode to Lockdown [Map Jam] Post #345850
I gave mine to the cat.
monster_urby monster_urbyGoldsourcerer
Just in case the Lords of Coding don't check the site, you might want to ask in the #programming-help channel on the Discord server, linked in the header. :D
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-07-03 09:26:32 UTC
in TWHL Tower: Source Post #345721
Look forward to seeing what comes out of this.

I would normally be tempted to get involved, but I can't guarantee I'll have the time to invest to another project this year...
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-05-16 09:29:08 UTC
in Mod folder Post #345616
In Goldsource (HL1), make a new folder within the Half-Life directory. Take a copy of the liblist.gam file from Valve, place it in your mod folder and edit accordingly.

If you're using Steam HL, restart Steam and your mod's name (as set in your liblist.gam file) will appear in the games list. If you're using Xash3D or WON Half-Life, your mod will appear in the Custom Game tab in the main menu.

Once that's done, you can throw whatever files you like into your new mod directory. :)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-05-15 21:10:04 UTC
in Problems with scripted_sequence Post #345612
Alternatively, you could have also joined the TWHL Discord and asked there.

Have a nice day.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-04-19 20:01:59 UTC
in Post Your Photos Post #345549
Yeah, @IHaveAPlan you used the image link and not the direct link. I've fixed it. Cool shot :)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-03-18 18:11:27 UTC
in Ode to Lockdown [Map Jam] Post #345451
Progress bump
Prump
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-03-16 01:43:20 UTC
in NPC not causing damage and low health Post #345432
I'm no coder, but I do know that the lack of damage output and dying in a single hit suggests that your new entities do not have the appropriate entries in the skills.cfg file for their health and attack damage.

You will likely find that Otis and the guard zombie will also die if you try to get them to carry out a scripted_sequence.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-30 19:56:37 UTC
in TWHL! Sound off! (who are you) Post #345303
Who tf vends cheese?
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-27 21:16:08 UTC
in The mods that never were Post #345292
I've cancelled more Half-Life mods than I dare count. My older posts on TWHL are absolutely filled with absurd ideas that never got further than a badly written plot summary on the forums and screenshots from a single map.

There is one that made it as far as MODDB though.

Half-Life: Off it's f*cking head! was a joint effort between myself and a handful of TWHL guys, collectively called Demonic Puppy Games. It was going to be a collection of completely random ideas thrown at a wall with a full campaign and insane plotline. We had a few custom features coded but never shown off, a couple of maps and even a bunch of custom music created. It would not have been a good mod, but it was fun to work on for a few months. There are videos floating around on YouTube from a couple of the people involved, but you'll have to find those yourself if you really want to...
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-18 17:10:11 UTC
in light_environment not casting light. Post #345244
First, I never knew that. I didn't figure out how to get the null texture until a little while ago, and I just used the trigger cuz it worked.
Well, it seems it doesn't work after all. Haha. Replace the AAATRIGGER with NULL or something else. Just don't use AAATRIGGER for your unseen faces. Problem solved.
monster_urby monster_urbyGoldsourcerer
Haha, very nice. A happy new year to you.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-09 13:00:23 UTC
in Ode to Lockdown [Map Jam] Post #345184
I need to finish The Core dude...

Wait... Wait, you also need to do that!

That is to say "I'm in."
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-05 17:22:12 UTC
in Clean Half-Life Post #345154
I didn't mean to lean in on the rough aspects so much. I'm always happy to see new GoldSRC mods and first time mods are often the most passionate attempts. :D

Indeed, everything is a learning experience and I hope to see you putting out more mods in future.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-05 10:02:32 UTC
in FUNC_VEHICLE 2020 Post #345149
And Urby could finish his map.
Like I'm already not busy enough not finishing The Core...
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-04 22:20:14 UTC
in Clean Half-Life Post #345147
I like a challenge in my HL1 mods these days, but I have had to put this down because it is far too frustrating. There are a number of spots where the player is actively robbed of their health. This is level design 101 because you can never predict how much health the player has, unless you have taken steps to ensure that they are maxed out.

There have now been three occasions where I have had to enable godmode in order to progress because I'm constantly below 25HP and either taking unavoidable fall damage (vent drop into gonome corridor) or being jumped by multiple enemies with little to no cover (three vorts at the bottom of an elevator) and unfair fights (Just had three alien grunts spawn behind me and I only have 5HP). This means that I am playing through the maps by slowly peaking corners and glock sniping enemies, rather than engaging in fun combat arenas.

I don't know who playtested this, if anyone, but I don't think this has been tested on Hard. There aren't nearly enough medkits or healing stations beyond the opening few areas.

Other than that some areas are just a little silly. The generator room with the endless spawning zombies, I could see them appearing out of thin air and killing one immediately spawned another. I just kept running around until the door opened to save ammo.

With a bit more testing testing and and a few more passes to add detail to the maps, this could be an enjoyable little map pack. Currently, it's just a little unbalanced and bland looking.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-02 19:36:20 UTC
in FUNC_VEHICLE 2020 Post #345134
It wasn't a serious session by any means and was only going for 90 minutes, but you can see it on Jessie's stream:
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-19 07:26:52 UTC
in FUNC_VEHICLE 2020 Post #345088
This changes things...

Mainly the deadline. But also the time I'll have to work on this. Thank you.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-05 12:53:42 UTC
in FUNC_VEHICLE 2020 Post #345022
My first ever cs1.6 map... is the dumbest thing I've ever made
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-05 01:48:23 UTC
in FUNC_VEHICLE 2020 Post #345015
Well then... here I go func_vehicling again.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-03 00:09:14 UTC
in Review everything! [2nd edition] Post #345006
Linux

Linux to me is an operating system for work, rather than play. I say this because it's literally the case for me, but also seems to be the case with the people I work with as well. The folks who use Linux outside of work tend to be the ones that either cover our out of hours support line or simply are not gamers.

I'm a sysadmin and all of our servers are linux based. I was using windows at work for a few years, but when it came to setting up working local copies of sites to triage and fix issues, it made more sense to set it up with Ubuntu. I would say that it is a damn good OS to get to grips with if you prefer developing software over using it.

However, I'm only a web developer between 9AM and 5PM, Monday to Friday. This is when I use Linux.

At all other times, I'm a gamer, so Windows suits me down to the ground.

Ken Silverman's BUILD engine
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-01 20:24:54 UTC
in [Help] Half-Life Flipsigns Post #344991
Yea but the high tech weapons are classified, so it makes no sense to have advertising about it
Yeah, but that advertising itself is hidden deep within the facility anyway, so it's not exactly public information.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-29 20:56:15 UTC
in Review everything! [2nd edition] Post #344975
linerider (the game)

A silly little web game that I had all but forgotten about until reading the title... I just played with it for about 15 minutes. Silly and fun.

The 12 year development Hell mod that is The Core
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-28 10:49:23 UTC
in Post your screenshots! WIP thread Post #344961
That's looking good. Nightwatch textures always give great brushwork a little extra kick.

@sirdownloadsalot: That brushwork and the gameplay looks great, but something about the lighting looks off. It's all a little one-note. It looks to use a single colour overall and there isn't a lot of variety and barely any shadows. Talking to a couple of mappers about the shots last night and it could be that you're compiling RAD with too many bounces or there are just too many light sources that are the same colour?

I hate to dwell on the negatives, but literally everything else in those shots and that footage look fantastic!
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-25 21:00:38 UTC
in Review everything! [2nd edition] Post #344955
King Henry VIII 6 marriages

That's a lot of marriages. It's been a long since I learned about Henry VIII and his bat shit crazy methods of trying (and failing) to produce a male heir. Then he got fat and died. It'd be funny if it weren't so horrifying.

Apple (the company)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-25 20:42:28 UTC
in Railroad swapper Post #344954
It's not really that complicated. Make a path_track entity like you would normally.

Name: path1
Next stop target: path2a
Branch path: path2b

By default, the train will reach path1 and then go to path2a. (the next stop target)
If you target "path1" with a button or some other trigger entity, the train will then hit reach path1 and go to path2b (the branch path)
If you trigger "path1" again, it will switch back to path2a. (the next stop target)
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-22 21:57:01 UTC
in Scientist struggling to follow node paths Post #344936
Well, if he seems to be ignoring the nodes entirely, that would suggest that there is a problem with the nodes. Scientists are by far the most finicky of the NPCs to have follow you, but as long as they have a decent network of nodes to follow, they should usually get by.

Maybe upload your RMF/JMF to the problem maps vault and I can take a looksie?
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-22 17:38:50 UTC
in Review everything! [2nd edition] Post #344929
bold text

I love bold text, I mostly use it for simple headings more than anything else, when I don't want to mess about with larger font sizes and underlines and such. Just a simple heading to start a new thought. There's only one thing better in my opinion, and that's bold in all caps.

Cyberpunk 2077 (and the hype build up that it can never possibly live up to)
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-19 00:25:16 UTC
in Review everything! [2nd edition] Post #344885
The Year 2006

I couldn't tell you what was going on in the world, but 2006 was the year I turned 20 and I left home and started living with my girlfriend. We lived in a flat with no phone line, so I "left" TWHL for about a month. Then we moved to a new place because the flat was dreadful and genuinely nearly put my girlfriend in the hospital. Got a phone line, set up broadband and boom, back online.

I moved from checkouts to administration at the supermarket where I worked, then moved to the bakery because admin was over-staffed, then moved back to admin when somebody left.

I was also working on Kinetix (a doomed Half-Life mod) and was 1.5 years into my TWHL membership. Looking back on my posts though, it was mostly cringe.

TWHL
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-18 23:53:36 UTC
in HELP editing decals.wad Post #344884
There are a lot of potential issues when it comes to editing the decals.wad. If you're exporting, editing the textures in some other program like Gimp or Photoshop and reimporting the textures to the wad, you need to make sure the palette isn't updating. The palette for decals are set up in a specific way. You can see this by opening an existing decal and editing the palette.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-18 13:01:43 UTC
in Half-Life continuity deep dive Post #344879
"Major Fracture Detected."
boop boop boop hiss
"Morphine: Administered."

Crack-Life starts.
monster_urby monster_urbyGoldsourcerer