Forum posts

Posted 5 years ago2018-07-23 23:10:27 UTC
in Hammer Editor Tutorials Post #340242
More tutorials are never a bad thing, and I hope people find them useful.

(Personally, I really hate (most) video tutorials. Like, conceptually.)
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-22 22:07:49 UTC
in TWHL4 Discussion / Bug Reports Post #340230
Search doesn't search in journals?
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-19 21:32:45 UTC
in SharpLife - Dot Net Core based modding p Post #340206
You have admirable patience to keep engaging him, Solo. Endlessly contrarian is the impression I've gotten.
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-19 21:25:06 UTC
in Baked Physics Model Method Post #340205
Nice. I'm sure the more cinematic maps could make great use of this if they wanted to get fancy.
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-17 10:55:13 UTC
in The ~Video Game Music~ Thread Post #340165
Star Control 2 - Hyperspace
Here's another track that pretty much perfectly captures the spirit of the setting. Star Control 2 is a great game. I think I might just love this exact kind of music, given that JJ and this both came out right around the same time, and both are pretty drum-heavy midi-synth tracks...
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-14 22:01:21 UTC
in The ~Video Game Music~ Thread Post #340142
I've been listening to a lot of video game music lately, and I wanted a place to highlight some. That place is now here! Go ahead and highlight some tracks! As many as you like, but try to space them out between posts.
Jazz Jackrabbit - Theme
I'll kick things off with the music that made me want to make this thread! This isn't the Jazz Jackrabbit track I usually point to (and indeed, there are a lot of great JJ tracks), but it captures the spirit of that game marvelously. Hell, it is the spirit of that game. (Fun fact: Jazz Jackrabbit is almost exactly as old as I am.)
Jessie JessieTrans Rights <3
Let me know how it works!
Jessie JessieTrans Rights <3
I was thinking about how they prevented other monsters from triggering retinal scanner sequences, but then realized (only because I did these tests myself recently) that they probably didn't have a trigger at all.

You might be able to greatly simplify this setup using the Search Radius attribute of your scripted_sequence. Set up correctly, I think you'd be able to just have a scripted_sequence that picks up the first scientist that enters its range. More info here. (Of course, this won't work if you need a specific scientist to do it.)
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-02 07:02:21 UTC
in TWHL4 Discussion / Bug Reports Post #340043
Sorry, I meant, like, links to those category pages. As it stands, you either have to go through the list of categories or alter the url manually.

Subcategory page could also perhaps show the information from the lowest category page. Like, "Entity Guides > Half-Life Entity Guide" could show the content of the "Half-Life Entity Guide" page (provided the page makes it clear that the pages being shown beneath are filtered to more than one category).

I dunno, just some thoughts. I'm not sure how it'd look in practise.
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-02 04:12:37 UTC
in TWHL4 Discussion / Bug Reports Post #340041
A button to quickly un/subscribe to all pages within a category in the wiki would be nice.

Also perhaps, on a subcategory page, have a list of the composing categories. I don't actually remember why I thought this would be a good idea... but oh well!
Jessie JessieTrans Rights <3
Posted 5 years ago2018-06-26 23:15:34 UTC
in TWHL4 Discussion / Bug Reports Post #340016
I don’t know if it’s practical (or aesthetically feasible) to implement, but what say you, Pebs, to differently styled links for pages in the wiki that don’t exist yet (like Wikipedia does), and/or pages that are still Review Required?
Jessie JessieTrans Rights <3
Posted 5 years ago2018-06-26 23:10:20 UTC
in SharpLife - Dot Net Core based modding p Post #340015
So for those of us who aren’t as clued in to the programming side of things (so, any of it), in broad terms, what’s the state of this project so far, and what’s to come?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-20 05:27:40 UTC
in (REQUEST) HL Blue Shift blue hud Post #339973
Could you not just redownload on Steam? (Assuming you've got it on Steam.)
Jessie JessieTrans Rights <3
I don't know if there's a way to find the specific light values within a map.

That said, it's not hard to define your own lights.rad file. Alternatively, you can use an info_texlights entity (available in zhlt.fgd that comes with the VHLT compile tools, which are worth using) to specify texture lights on a per-map basis.

Unless someone else knows of a way to find those values, it might be easier just to tinker with your own values until you're happy with the result.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-18 13:26:55 UTC
in Now Gaming: ... Post #339948
User posted image
It still wasn't the fastest solution.

Oh yeah, Opus Magnum is great, by the way.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-18 05:08:22 UTC
in Problem with cycling with multi_managers Post #339945
What about having the trains trigger trigger_relays with a delay? I can’t test this at the moment, just throwing it out there.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-18 01:21:36 UTC
in Problem with cycling with multi_managers Post #339942
Okay. A couple of questions/points:
Firstly, just for clarification (I don't know if it actually affects anything, but pays to know), which game is this supposed to be for? Half-Life, HL Deathmatch, Counter-Strike, etc.?
Secondly, what is the loop supposed to do? Maybe you cut it out of the file you uploaded, but retriggering those trains doesn't do anything.
Thirdly, I changed nothing but putting some func_walls in (that have toggled textures) with the same names as the trains, and compiling that shows those multi_managers looping just fine. (Testing in Half-Life.)

Y'know, just to rule out some difference in our editor/compile setups, maybe just test this out (and then compile yourself) to confirm. https://www.dropbox.com/s/sfqyxl7ubrjklt0/testmapx.zip?dl=0

I apologize if I'm not reading the issue correctly, just trying to establish exactly what it is we're trying to do :)
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-17 23:50:08 UTC
in Problem with cycling with multi_managers Post #339940
The quick test map I threw together (now that I'm not in bed going to sleep) doesn't seem to have any problem with looping multi_managers. Nothing special going on.

If you're still having trouble, maybe post your test .rmf.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-17 13:14:03 UTC
in Problem with cycling with multi_managers Post #339927
Well, a couple of things. Firstly, if the setup isn't too complex, consider compiling the four multi_managers into one:
multi_manager
  • targetname1 0
  • targetname2 4
  • targetname3 8
  • targetname4 12
  • multi_manager 16
I don't actually remember if multithreaded multi_managers can target themselves, but I'm sure a trigger_relay could be thrown in if not.

Secondly, make sure that it isn't the func_tracktrains that are the problem. Try switching them out with other simpler entities to make sure that they aren't getting triggered and failing to do anything for some other reason.

Otherwise, not sure. Seems like that setup should do what you need, especially if it does actually end up looping.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-13 09:29:36 UTC
in E3 2018 Post #339906
Overcooked was a surprisingly fun game for its simplicity, and I'm all on board for a sequel.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-12 21:09:26 UTC
in E3 2018 Post #339900
I-... is it a spin-off?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-12 10:58:21 UTC
in E3 2018 Post #339894
It's kinda weird seeing the frivolous tone they took with nukes in that trailer, given that the series as a whole ultimately serves as a condemnation of them. Also, I've seen reports to the effect of there being no offline mode at all, with no truly solo experience in turn. That alone makes me care way less than I already didn't.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-11 00:12:36 UTC
in TWHL4 Discussion / Bug Reports Post #339882
You could also end up with one (or more) maps loitering on the front page with regular updates. Potentially abuseable, too.
I dunno, I do see new maps potentially being submerged under old ones being a possible issue. Maybe have two parallel sections, one for new and one for updated?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-10 21:04:26 UTC
in TWHL4 Discussion / Bug Reports Post #339870
I was going to say maybe a map update should only show on the front page if the upload changes, but what would that do for externally hosted maps, and sorting in the map vault? Where does the "update" line get drawn, and how can it always be enforced?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-09 04:31:57 UTC
in E3 2018 Post #339838
I barely care about anything E3 offers, but I do watch Giant Bomb's coverage. I'm willing to listen to any predictions, though!
Jessie JessieTrans Rights <3
That wasn't me. I forget who it was.
Jessie JessieTrans Rights <3
I've seen the same "7 people have shouted" notification the last 4 or 5 times I've opened up Firefox. Is it just pulling that number from when I last shouted?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-05 23:49:24 UTC
in TWHL4 Discussion / Bug Reports Post #339822
Oh no, I disagree. That doesn't seem like an element that needs to be that prominent. It's nice that it's there, but it's not what you come to the site to see.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-05 11:27:26 UTC
in TWHL4 Discussion / Bug Reports Post #339817
There's some text cut-off issues with the journals at some window sizes.
User posted image
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-04 23:31:38 UTC
in TWHL4 Discussion / Bug Reports Post #339813
I like how on mobile the new maps section of the main page is its own scrolly bit to fit the four on there, but - and maybe this is just my exact phone - it’s not immediately obvious that there are more than two maps there. I don’t know how you indicate that it’s a scrolly bit, just that it probably should.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-04 23:16:56 UTC
in TWHL4 Discussion / Bug Reports Post #339811
They seem to be in the right order for me, unless I’m missing something.

Edit: Oh, post number. I was looking at date/time.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-04 03:16:35 UTC
in TWHL4 Discussion / Bug Reports Post #339805
As long as we're on the topic, some of those toggleable timestamps are also part of the links to the things they represent. That is, if you click on the timestamp to see the exact time something was posted, you will also click on the item itself and thus the page changes, which generally is not what you would want. This is true for maps when you are browsing the map vault, and the front page journals and wiki edits. There could well be more, but those are the ones I've noticed.
Jessie JessieTrans Rights <3
I guess I don't know the mechanics of how the notifications are handled, but I have a couple of suggestions:
  • Put some kind of prominent TWHL heading in there so it's clear the notification is regarding TWHL
  • When starting the browser, maybe have it just bring up a single notification saying how many shouts have been made since you last checked, rather than bringing up all the shouts one-by-one. Let's face it, once it isn't actively live, how handy is it seeing individual shouts? I think this would make a nice middle-ground between being bombarded by every shout between sessions and having shouts slip past the two-hour window (especially since two hours could also bombard you).
  • Maybe give an option to suppress avatars, re: your "I hope nobody decides to use a swastika avatar" comment. Maybe just as a safe-for-work insurance.
I literally have never turned on notifications for anything else here on my Firefox, for context.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-03 13:38:42 UTC
in [Idea] TWHL Shoutbox desktop application Post #339790
It seems more suited to a low-weight phone app, if anything. And even then would need more than just the shoutbox.
That's not to say you shouldn't make it if you wanted to make it anyway; there's just a lot more potential left to be tapped if you wanted to make something particularly useful.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-03 12:03:30 UTC
in TWHL4 Discussion / Bug Reports Post #339788
Maybe you could build in some way to flag certain admin-only things, like thread-revival requests and name-change requests.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-06-02 09:01:52 UTC
in TWHL4 Discussion / Bug Reports Post #339760
I don't seem to be able to change the uploaded files for my maps. Attempting to upload a new file brings up a "Whoops, looks like something went wrong." page.
File is not problematic, I successfully made the same edit on the beta site (before it was the actual site). I also tried a blank .zip file and had the same result. Other edits to the vault item that I tried ("files included", description) appear to function as expected.
(I know you know, but for the record, I am doing this through the twhl-beta.info url, just in case that changes anything.)

Also, I can see that pixel Dr. Orange mentions. Using Firefox, have Ctrl+F5'd.
Jessie JessieTrans Rights <3
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-29 01:29:36 UTC
in Now Gaming: ... Post #339725
I feel like if this is going to take me anywhere, it's going to lead me to try some of the Warioware games. I understand they (most of them?) are developed by the same people as Rhythm Heaven, but I've seen very little of them.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-28 22:40:29 UTC
in Now Gaming: ... Post #339722
I recently got back into Rhythm Heaven Megamix (which is still a fantastic game, by the way), and it made me want to go back and check out the games that preceded it. So I've just played through Rhythm Tengoku (with an English translation since it wasn't released outside of Japan; the game is simple enough that I probably didn't need it, but it doesn't hurt) and am now on Rhythm Heaven, which is kind of a pain on an emulator due to its emphasis on the touchscreen of the DS. I'm considering just going and buying a real copy of all of these games since it just so happens I have exactly the right consoles and handhelds for me to be able to play them all...
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-24 23:00:06 UTC
in Darkriders Post #339702
I'm curious exactly how the combat system will be like TES 3, because Morrowind doesn't necessarily jump to mind when I think of good first-person melee combat. Which elements of it are you looking to emulate?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-19 22:34:04 UTC
in Best Half-Life Chapter Tournament Post #339662
Unforeseen Consequences edges it out 6-4! I'm sure it's an honor just to be nominated...

********
User posted image
Surface Tension vs. Unforeseen Consequences! Go ahead and put this final nail in.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-17 08:49:47 UTC
in Best Half-Life Chapter Tournament Post #339624
Nope, I sure didn't forget this again! Surface Tension wiping the floor once again with 8-0! Remember, journey, not destination!

********
User posted image
Anomalous Materials vs. Unforeseen Consequences! Give us a good fight!
Jessie JessieTrans Rights <3
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-13 01:53:47 UTC
in Illegal brushes? Post #339570
Yes, Alt+P is usually pretty good about picking that stuff up. Usually.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-12 21:36:54 UTC
in Illegal brushes? Post #339568
Usually brushes become problematic through vertex manipulation when certain planes become malformed (say, a square plane where a single vertex gets moved perpendicularly, thus causing the plane to become non-flat, which is a big no-no). Some other actions can cause it too under certain circumstances, such as skewing or the clipping tool. Another possible cause is concave brushes, which the engine can't handle. Think making a flat pac-man shape out of a single brush. You would have to divide the shape into two (or more) brushes such that any one brush never had a vertex with an internal angle of 180 degrees or more.

I'm probably forgetting some of the proper mathematical terms.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-05 23:35:25 UTC
in Windows XP usage Post #339504
The only reason I can imagine me ever using XP for is old games that don't function on 64-bit OSs.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-05-02 21:42:58 UTC
in Best Half-Life Chapter Tournament Post #339478
Unforeseen Consequences wins 8-1! Or maybe 8-0! It hardly matters! We're down to the semifinals, and it really is just a battle between two relatively small sections of the game!

********
User posted image
Surface Tension vs. Questionable Ethics! Can the slick, foreboding labs hold out against the military onslaught?
Jessie JessieTrans Rights <3
Posted 6 years ago2018-04-30 09:30:44 UTC
in Best Half-Life Chapter Tournament Post #339462
Except when it's Interloper, apparently.
Jessie JessieTrans Rights <3