Forum posts

Posted 7 years ago2017-02-20 23:22:12 UTC
in Competition 34: HL Re-Imagined Post #333659
Well it doesn't look like much since it's mainly a conversion from the single player chapter, but here goes:
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Posted 7 years ago2017-02-19 17:08:01 UTC
in Competition 34: HL Re-Imagined Post #333636
I support the extension request. :) Been really busy lately - new job, going to GDC next week etc.
Posted 7 years ago2017-02-11 18:40:25 UTC
in Competition 34: HL Re-Imagined Post #333439
Looking great, Archie.

My map isn't so much a reimagining as it is a conversion. :| Shots soon.
Posted 7 years ago2017-02-11 04:27:36 UTC
in Exist textures these kid of textures...? Post #333429
He probably meant button_target which should also do what he wants.
Posted 7 years ago2017-01-24 16:48:49 UTC
in Osprey model without rotating rotors! Post #333165
Perhaps late, but you might be able to use an env_sprite with the original model. In my experience that freezes the model even if it would normally be performing an idle sequence.
Posted 7 years ago2017-01-02 23:25:09 UTC
in Compile log mentions leaks but there are Post #332954
Ok, although I've never seen multiple lines when I've loaded the pts.
Posted 7 years ago2017-01-02 22:04:13 UTC
in Compile log mentions leaks but there are Post #332951
Never tried loading the .lin at all - is it better than the pts?

And you used to have to load the pointfile in game back in the day before you could load it in-editor - but it only worked in software mode. I was glad they finally added that ability to Hammer.
Posted 7 years ago2016-12-31 17:00:17 UTC
in HLDM Server! Post #332922
Cool, thanks for adding the requests. Anxious to play these finally, hopefully this weekend.

If you guys start playing, hit me up on Steam. If I'm around I'll join. :)
Posted 7 years ago2016-12-18 16:50:58 UTC
in Need someone to test my map Post #332789
Both nowadtextures and wadinclude only embed used textures
Posted 7 years ago2016-12-17 17:37:46 UTC
in HLDM Server! Post #332761
Well here are my suggestions for what it's worth. Note I haven't actually played any of these besides running around solo for Goldsource Gold screenshots - but would like to. :hammer:

The Hill - official but little-known Valve map - https://dl.dropboxusercontent.com/u/687546/thehill.zip
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Trempler's dm_silowar - http://www.moddb.com/addons/dm-silowar-b11
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ReNo's Torrent - http://www.snarkpit.net/index.php?s=maps&map=449
Winner of a Snarkpit mapping contest
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Campaignjunkie's Nocturnal and Erratic's Stack - https://dl.dropboxusercontent.com/u/687546/MapCore_HLDM2.zip
Entries in a Mapcore Nightwatch mapping contest
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Posted 7 years ago2016-12-16 22:43:16 UTC
in Now Gaming: ... Post #332743
Definitely do. NOLF is awesome.
Posted 7 years ago2016-12-13 15:37:51 UTC
in Competition 34: HL Re-Imagined Post #332689
You actually have an alpha now, too. :)
Posted 7 years ago2016-12-10 17:54:38 UTC
in Competition 34: HL Re-Imagined Post #332652
Nice, who doesn't love crossfire?
Posted 7 years ago2016-12-09 14:51:22 UTC
in Competition 34: HL Re-Imagined Post #332634
Yes, Blast Pit - with some artistic license. Although the Lambda Core reactor could make a good deathmatch map, perhaps even with a small Xen area to teleport to. Hmm...
Posted 7 years ago2016-12-09 03:12:09 UTC
in Competition 34: HL Re-Imagined Post #332630
Looking like Anomalous Materials to me.

Does this look familiar? :)
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Posted 7 years ago2016-12-04 04:46:08 UTC
in Post your screenshots! WIP thread Post #332539
Very cool, I thought it was Residue Processing for a moment. I actually hate Residue Processing so I'm glad it's On A Rail. :)
Posted 7 years ago2016-12-03 19:18:47 UTC
in Competition 34: HL Re-Imagined Post #332530
I think i'm just about layout-complete.
Dammit stop mapping so fast.
Posted 8 years ago2016-11-13 19:22:16 UTC
in Competition 34: HL Re-Imagined Post #332272
But... there are 17 HLDM maps. More if you include the PS2 exclusives.
Posted 8 years ago2016-09-17 01:43:22 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331703
Yeah not sure about this one. On the other hand, I'm definitely looking forward to Strafe.
Posted 8 years ago2016-09-14 01:19:52 UTC
in TWHL World - Community Project Post #331667
OK here's a tease from my map. Hopefully it helps inspire you guys to get working on your maps!

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Keep mapping!
Posted 8 years ago2016-09-11 19:28:36 UTC
in TWHL World - Community Project Post #331636
Yeah, not dead. I am finished with my map, but the hub map needs some work.

Everybody please keep working! I expect to need about 2 weeks to complete the hub - but I need stuff from all of you.

If your maps are ready, great!

WHAT I NEED
1) name of the item you are adding to your map for the player to collect
2) the model of the item or a small rmf/map with containing the item - I'm going to add them all to the hub map
3) the name of your map
4) a screenshot from your map, a shot you want to show off
5) how you want to be listed (e.g. Urby vs. Urbanebula)
6) your map!
Posted 8 years ago2016-08-24 00:10:59 UTC
in TWHL World - Community Project Post #331410
Yes it's OK to use 2 maps, you'll just have to put the relevant level change stuff in the right maps.

Though to be honest I think compile time is a really weak reason for splitting a map up. :)
Posted 8 years ago2016-08-23 19:15:13 UTC
in vis noclip brush entity ? Post #331400
There is a brush you can use to block VIS and be passable by the player. You can't switch it on and off but you can use it in combination with some kind of func_illusionaries to hide it and make it look like a portal.

There is a little-known texture called TRANSLUCENT. If you texture a brush with this, it will be what I described: VIS-blocking but passable by the player.
Posted 8 years ago2016-08-23 00:11:05 UTC
in TWHL World - Community Project Post #331383
Yeah, you know what? This is so far down on the list of things I care about. Do what you want. I just don't want to end up with a dozen pak files. It makes zero difference to the player.
Posted 8 years ago2016-08-22 22:44:39 UTC
in TWHL World - Community Project Post #331379
1. I don't need the texture wads
2. Putting them in a pak is more work, please don't bother
Posted 8 years ago2016-08-22 20:13:18 UTC
in TWHL World - Community Project Post #331374
Goldsource TWHL World level mapping guidelines REV B

HEV SUIT
The player will receive his / her HEV suit in the initial level/hub world.

HEALTH + WEAPONS
For playability sake, and to give each person the freedom they deserve, weapons will be stripped upon returning to the hub world. Don't worry about including any of those entities, the hub map will take care of that. Just beware that you'll need to equip the player within your level. This will be much like TWHL TOWER; Armor will be reset to 0. Health will be reset to 100.

LEVEL TRANSITIONS (NEW INFO!)
We are standardizing the level transitions - they will all be displacement/teleport type transitions - that is, I'm not going to include any parts of your maps into the hub map (unlike Tetsu0's original plans). The entities to use for level transition are in the zip download just below. Instructions are included, but the basics are: 1) Green is incoming from the hub to your map, Red is for outgoing from your map to the hub, 2) Ungroup and move the info_teleport_destination and trigger_teleport where you want, 3) Don't move or change the size of any of the entities EXCEPT the destination and trigger_teleport that are outside the boxes.
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Download this: https://dl.dropboxusercontent.com/u/687546/TWHL%20World%20Level%20Changes.zip

LEVEL OBJECTIVES (NEW INFO!)
The player starts out in the hub level, which is an outpost on Xen. The portal back to Black Mesa has been damaged, and the player needs to travel throughout all the other destinations (your maps aka the spokes) to collect items to repair/upgrade the main portal back to Black Mesa. All maps are available to the player at the start - he/she can select them in any order.

So in each level the objective will be to find SOMETHING to help the team get back to Earth (Black Mesa). The player needs to bring back energy sources, computer parts, raw materials, crystals, whatever you can come up with. I've added this info to the author roster.

CUSTOM CONTENT (BIT OF NEW INFO, I DON'T NEED YOUR CUSTOM TEXTURES)
Go wild! The more, the better! I don't need your custom texture wads, see below in the Compiling info.
Models need to reside in a folder with your name in it. Model names do not matter since they will be in separate folders.
If you are supplying content that someone else made, note that person in your README so they are credited.
If you are supplying content that you made, note that in your README so YOU are credited.

COMPILING (NEW INFO!)
I am not planning on recompiling any of your maps, there's no need for it. I don't need your custom texture wads - please just embed the textures into your compiled maps with -wadinclude. I also don't need your lights.rad info. If the level transitions are set up correctly things should just work.

WHAT I NEED (NEW INFO!)
1) name of the item you are adding to your map for the player to collect
2) the model of the item or a small rmf/map with containing the item - I'm going to add them all to the hub map
3) maybe more as time goes on, I'll let you know

UPDATED ROSTER (including items to collect):
:hammer: Strider
:hammer: Themaster12234
:hammer: Loulimi
:hammer: Urby -- pink crystal
:hammer: Shepard62700FR
:hammer: 2muchvideogames -- displacer cannon
:hammer: KB90
:hammer: Unq -- duct tape
:hammer: Ubique -- hard drive
:hammer: TJB
:hammer: Stojke
:hammer: Angry Carrot
:hammer: ChickenFist
Posted 8 years ago2016-08-21 15:58:17 UTC
in TWHL World - Community Project Post #331348
Heh, I think something might have been lost in translation.

But no, we're sticking with Spirit 1.8a1 for this project. I don't want to undo anyone's work on the maps by changing this late in the project.
Posted 8 years ago2016-08-19 20:34:26 UTC
in TWHL World - Community Project Post #331310
@23-down: Yes, you can still join, although the nominal deadline is September 5th. You'll likely have a couple more weeks than that but not a ton more time.

Tetsu0 isn't involved in the project anymore - Loulimi and I have assumed control of the Goldsource mod. Updates are above on this very page.

The mod uses Spirit 1.8, and the maps can be whatever you want. The player must find or receive an item before leaving your map, which will be part of getting the teleporter working to return to Black Mesa.
Posted 8 years ago2016-08-15 17:51:59 UTC
in Tracking entities? Post #331256
Are you just using -developer? There is also developer 2 and 3 which give more info about what's happening. I don't know of any way to 'track' the status of an entity though, other than specifically adding a temporary visible entity that is triggered.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-08-14 16:43:59 UTC
in TWHL World - Community Project Post #331239
Welcome, ChickenFist. I always meant to ask you about your water shader way back in the day. :)
This post was made on a thread that has been deleted.
Posted 8 years ago2016-08-13 18:13:07 UTC
in TWHL World - Community Project Post #331215
Why there are no hammer next to my nick?
Because you didn't post here to tell me you were still in!

Don't worry, I don't expect Sept. 5th to be a hard deadline. It's something to shoot for but I expect we'll need more time to coordinate everything with the hub map. Keep working!

Update:
[ ] Jessie
:hammer: Strider
:hammer: Themaster12234
[ ] potatis_invalid
[ ] Captain Terror
[ ] zeeba-G
:hammer: Loulimi
[ ] Big_rock.mdl
[ ] voyager
[ ] AJ
:hammer: Urby
:hammer: Shepard62700FR
:hammer: 2muchvideogames
:hammer: KB90
:hammer: Unq
:hammer: Ubique
:hammer: TJB
:hammer: Stojke
:hammer: Angry Carrot
Posted 8 years ago2016-08-12 18:58:28 UTC
in TWHL World - Community Project Post #331198
Still working on my entry, I don't know yet if it will be a "kill a target", " item to collect" or something else objective.
Please keep it to "item to collect" - even if you have to make it a reward for killing a target.

TJB, glad you're interested. Good luck on your exams and we'll see what you can create after that's out of the way.

Does that post mean you're in, Angry Carrot? You can come up with something. :)

Stojke, please do join if you're interested and can get a map together in a few weeks.

Strider, great, I'll plan on including you.

:hammer: More are welcome to join, post here soon! :hammer:

Updated list:

[ ] Jessie
:hammer: Strider
[ ] Themaster12234
[ ] potatis_invalid
[ ] Captain Terror
[ ] zeeba-G
:hammer: Loulimi
[ ] Big_rock.mdl
[ ] voyager
[ ] AJ
:hammer: Urby
:hammer: Shepard62700FR
:hammer: 2muchvideogames
[ ] KB90
:hammer: Unq
:hammer: Ubique
:hammer: TJB
:hammer: Stojke
:hammer: ? Angry Carrot
Posted 8 years ago2016-08-12 12:36:07 UTC
in Half-Life Model Viewer 2.0 Post #331194
Great work, Solokiller. Nice to see an improved model viewer.

And I would love a new sprite viewer. Feature requests for this would be ability to create/save sprites, import/export bmp, export all frames to bmp sequence, export to animated gif, and the ability to change the sprite's behavior (parallel upright, parallel, oriented, etc.). Basically combining SprWiz, Sprite Explorer, and SpriteMage into one program. :cool:
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-08-08 19:54:04 UTC
in Batch file issues Post #331127
Well it'll embed used textures from the standard HL wads, so in that respect it did inflate the bsp size larger than it needs to be, since everyone has halflife.wad etc. But these days computers are so powerful it's very little difference between wadinclude and nowadtextures.
Posted 8 years ago2016-08-08 16:39:35 UTC
in Batch file issues Post #331125
Only used textures.
Posted 8 years ago2016-08-08 12:41:49 UTC
in Batch file issues Post #331123
-nowadtextures also only embeds used textures.
Posted 8 years ago2016-08-07 20:50:18 UTC
in Batch file issues Post #331116
So instead of calling -wadinclude for every single wad file, you can also specify a folder like -wadinclude <folder> to wadinclude every wad file in that folder?
Correct. Wadinclude does complete and partial matching for wad filenames and directory names.

It's done that since the beginning. :) http://twhl.info/articulator.php?art=80
Posted 8 years ago2016-08-07 15:44:54 UTC
in Batch file issues Post #331112
1. No, you can have many many wads in Hammer and in your map. The warning given by the compile tools was made up by Merl long ago and I argued strongly with him against putting it in, but he insisted. The real cause of the problem was the total length of the wad file paths, not the number of wad files themselves.

2. Wadinclude can match partial filenames and directory names. You don't need to wadinclude each and every file. However the folder name "wads" might be causing some problems, if I were you I would give this a different name, like "milduty" or something. Then if you -wadinclude milduty it will include any used textures from any wad files in the milduty folder.
Posted 8 years ago2016-08-05 19:03:16 UTC
in TWHL World - Community Project Post #331094
Yeah, that's basically it in a nutshell. There will be a base of sorts on the alien world, where portals will take the player to the connected maps. Once all items are collected, the final portal to return to BMRF can be activated.

It's a basic but functional plot. It's really just an excuse to justify the hodgepodge of different maps that we're likely to include.

@Stojke, is that what you were looking for? Maps can be of anything - even Black Mesa style maps are fine with me. I'm not interested in restricting what can be added to this project.
Posted 8 years ago2016-08-03 20:44:56 UTC
in TWHL World - Community Project Post #331072
Hi everybody! Loulimi and I are going to build the hub map and gather everything together and get this [Goldsource version, that is] out in the wild finally.

First, I want to take the pulse of the team and see who is still interested and willing to contribute a map. From going through this thread, here's everyone I could find (minus Tetsu0) that has posted showing interest in the Goldsource version:

[ ] Jessie
[ ] Strider
[ ] Themaster12234
[ ] potatis_invalid
[ ] Captain Terror
[ ] zeeba-G
:hammer: Loulimi
[ ] Big_rock.mdl
[ ] voyager
[ ] AJ
[ ] Urby
[ ] Shepard62700FR
[ ] 2muchvideogames
[ ] KB90
:hammer: Unq
[ ] Ubique

Your first assignment: please post here and let us know whether you're still going to make a map for this pack. I know some of you are still working diligently, but please also reply since I don't want to assume anything. Please post your interest/disinterest by Wednesday, August 10th.

Deadline for map submission: Monday, September 5th. This is a month away and for you Yanks it gives you Labor Day weekend to finish up.

Story: The basic story (credit Archie + Tetsu0) is the same as it's been:
A portal experiment is damaged and teleports the player and a gaggle of his or her colleagues (and a couple of Barneys for good measure) to a hitherto unknown alien border world. This border world forms the hub as the story sees the scientists urging the player to travel through various rifts in the hopes of finding a way home.

The objective of each level is to find SOMETHING to help the team get back to Black Mesa. So we need to bring energy sources, computer parts, raw materials, crystals, Big Momma's toenail...
So, if you have already chosen the SOMETHING the player needs to retrieve for your map, great. Please let us know what you've chosen in the post you make. If we need to we can choose for you.

What we still need to get to you: changelevel setups to and from the hub map. I'm not planning to incorporate any tidbits of your maps into the hub, but instead we'll have a screenshot on a monitor or projector or something to represent the portal to your map.

The player will be able to go from the hub to any map in any order; we're not going to force the player to complete a level to access the next one. Upon returning to the hub map after completing all levels, we will come up with some kind of finale battle. Loulimi has some good ideas already brewing for this.

In a few days I'll post the level transition setups and more info.
Posted 8 years ago2016-07-29 11:56:51 UTC
in hammer editor light tips and problems ab Post #331014
Here's a tutorial about the glowing func_illusionary: http://the303.org/tutorials/gold_texture_p3.htm

If you're using it on top of a regular texture (like you want a glowing monitor screen), it's probably best to use NULL texture on all sides except the one you want to glow.
Posted 8 years ago2016-07-17 18:29:26 UTC
in TWHL World - Community Project Post #330862
Well I propose we perhaps work together Loulimi. I don't want to steal your thunder but I don't want to take on all the work at this point, but I'm willing to help out with the hub design and assembling the pack.
Posted 8 years ago2016-07-07 00:19:50 UTC
in TWHL World - Community Project Post #330725
Bug free Spirit? Hahaha, good one.

1.8a1 is the selected version for this mod I believe.
Posted 8 years ago2016-06-25 01:24:35 UTC
in train issue Post #330592
No the Half-Life limit is normally 2048 entities - but that includes brush entities and temporary ones generated during gameplay.
Posted 8 years ago2016-06-23 14:16:35 UTC
in TWHL World - Community Project Post #330577
Pre-planning had to be done. This was only one "set" of entities that I needed to duplicate & modify a number of times. :)
Posted 8 years ago2016-06-23 14:14:43 UTC
in soldier AI Post #330576
I don't think any of the settings on the info_nodes actually work. You'd probably have to heavily script something like this with a distinct trigger and scripted_sequences, etc.