Forum posts

Posted 15 years ago2009-11-09 08:47:29 UTC
in The revival of my old project: Persona N Post #275334
That might work.
Perhaps for the escape, we can have the window being closed behind the player, we hear the cops break down the barricade and then the window gets splattered with blood.
Having the mother just stand in front of the window when the cops break through would make sure that happens, I think. And if the player doesn't run soon after that, the cops will kill her.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 22:26:08 UTC
in Civilian Massacre in CoD:MW2 Post #275320
This "mature means sex and violence" bullshit has to stop
True, but there wouldn't be that misconception if all games with sex scenes in them were rated AO, now would it?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 22:02:40 UTC
in Civilian Massacre in CoD:MW2 Post #275317
provoking violence is accepted in movies
Never used though, it's just mindless killing and F bombs most of the time.
but for some reason not in video games. Why?
Because Jack Thompson was born.
This game is obviously not ment for children. The age restrictions are there for a reason, that most parents ignore them is hardly the fault of the game designers
That's the problem. There will always be dumbass parents who are too lazy to spend time with their kids, so they buy GTA for them instead, and ignore the cashier when he goes through all the content. And even if the parents cared, there will always be kids who buy it behind their parent's backs.
Hence why the Gonarch exists. In an attempt to disturb those children, and ensure they don't buy games that are rated for ages higher than they are again.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 21:23:25 UTC
in Civilian Massacre in CoD:MW2 Post #275312
True, hotdog, true. But still, the world is not ready for scenes like this, not while there are still terrorists and mentally unstable children who will play the game and try to imitate it.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 21:14:44 UTC
in Civilian Massacre in CoD:MW2 Post #275310
Still, Jack Thompson is going to shit bricks, move to texas (or other state he hasn't been disbarred in), and sue the developers, yelling and screaming of the "evils" of video games all the way there.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 17:42:21 UTC
in Civilian Massacre in CoD:MW2 Post #275295
^ This. Hell, If they include that map in the final german version, it'll have to be a black screen with white noise.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 16:53:34 UTC
in Civilian Massacre in CoD:MW2 Post #275287
I haven't watched it, but the premise makes me not want to see any of the game ever. Why the hell would game developers put the player in the role of a terrorist whose sole purpose is to kill innocent people? Killing scientists once in a while is fun, but killing hundreds or people in an airport as part of the campaign? Should be an offense to do that. Hell, I don't think any of the GTA games includes missions where you're supposed to kill unarmed civilians to complete the mission.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 09:57:04 UTC
in Half-Life: Static Friction Post #275277
Okay. I just hope you get a zombie without port-crab syndrome for the final release.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 09:51:55 UTC
in Half-Life: Static Friction Post #275275
Which, the zombie, or the character?
If it's the zombie, you could try downloading the AI zombie source files
(I gave you a link, didn't I? :\) and hacking the skull onto it. Maybe it's just a problem with the decompiling/compiling tools I'm using that make it crash. Maybe the default HL DLL can't handle that many displayed polies on a model. I don't know.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 09:46:26 UTC
in Half-Life: Static Friction Post #275272
I dunno, all I have to go on is vs's blog about the mod. It may have changed. All I know is that [censored name from blog] is busy during the beginning of HL, and then has [censored name from game] following him around the rest of the time. [Censored occupation] arms would be nice too, since [Censored] doesn't have an HEV when you [Censored action] him. I think AI has skins for some in his v_arms pack.
And if you can't add bloodstains, I have no idea how I'd do the zombie model. I still need a head since the crabs can come off. :/
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-08 09:44:27 UTC
in The revival of my old project: Persona N Post #275273
Okay, so we have the player in sydney... That opens up a lot of voice acting, as well, since a lot of the TWHL members are from Australia. Time to spew ideas!
The player is in her apartement with her mother; her father died fighting the combine in the 7 hour war. A combine raid starts in the complex, and the mother starts barricading the door. She gives the player a CD, saying not to let the combine get it- it's vital information to the resistance. She kisses the player on the forehead, and opens a window, telling the player to run. It's out the window and down the fire exit unless you want to be shot at by the metrocops. The player picks up a crowbar/pipe (or whatever the main melee weapon is) in the alley below, and starts walking around town, trying not to be seen by the combine forces- If they see you armed, they'll sound the alarm and start shooting. Luckily, most of the cops are busy beating on people inside, and the citizens don't care if you're armed, so you don't have much trouble. Eventually she finds a store with it's plate glass window broken, goes in, and finds a rebel corpse. Beside him/her is a pistol, and nearby a broken part of the floor. underneath is a tunnel with a ladder, plain in sight since half the wooden hatch is gone, so the player breaks the boards with the melee weapon, and goes inside.

Is that good for an intro? Can you work on that?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 23:53:10 UTC
in The revival of my old project: Persona N Post #275260
Okay, well... We need an overarching goal for the player.
We need the starting location, and where the player will end up. We need the kinds of sequences you want. I can try to write some stuff from there.
For instance, why are the combine trying to kill a teenage girl?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 23:46:35 UTC
in Half-Life: Static Friction Post #275184
Could someone model a bloody skull for use on a high-poly zombie model?
EDIT: Like, a full skull/face that looks like the HL2 zombie face, or something similar to that. It'd be helping the mod, since I'm trying to make zombie models for them. Don't you want to help the mod? Of course you do!
EDIT2: If you guys could figure out what makes the gunshot particles show up (Black lines shooting out when you hit a surface) you could probably make it spew different sprites per material type.
EDIT3:
Half-Life: Static Friction is a mod for Half-Life, in which you play as [CENSORED TO PROTECT STORYLINE], a scientist at Black Mesa.
:| But... He didn't have an HEV... And he had to [CENSORED ACTION] with doctor [CENSORED] because he was [CENSORED]. (lol, censored.)

If you want a different character, I could think something up for you. I've already done a lot of work for you anyway. :^_^: Also, do you have a photo editing program that can add bloodstains? Because I've almost decided to use NPC heads for the zombie instead of fleshy skulls. It'd be a bit odd, having the same guy get headcrabbed all the time, but you need a head.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 23:09:45 UTC
in The revival of my old project: Persona N Post #275257
I'm sure you'll be able to find a modeler somewhere willing to give our suited friend a new head. :)
There's tons of folks that can voiceact here, try asking Urby or Huntey, they've been kind to me in the past, voice-wise. And I can toss in ideas for the story if you want.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 22:52:11 UTC
in Swine Flu threat and conspirations Post #275255
You're telling me. :gak:
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 12:20:01 UTC
in Swine Flu threat and conspirations Post #275232
If the US Annexes us, the UK will be all over them. If the US nukes the UK, Europe will be all over them if the US nukes Europe, then there will be a nuclear winter all over the world.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 11:21:37 UTC
in Swine Flu threat and conspirations Post #275229
Sucks to be you!
drives off laughing/coughing back into Canada, the last free state in the world
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 10:57:16 UTC
in The revival of my old project: Persona N Post #275227
I seem to remember that the story involved G-man somehow... Lemme dig through the forums...
http://www.twhl.co.za/forums.php?thread=16073
http://www.twhl.co.za/forums.php?thread=16057
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-07 10:31:40 UTC
in The revival of my old project: Persona N Post #275225
Pop that plot down and let's take a look.
I'd offer to make a few maps, but this is a source mod, yes?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-06 18:03:31 UTC
in Now Playing: ... Post #275215
Queen- Don't stop me now
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-06 09:04:55 UTC
in UDK Released Post #275203
Ow. Sorry to hear, man.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-06 09:00:46 UTC
in UDK Released Post #275201
And I don't doubt that I don't subscribe to any... :(
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-06 08:41:34 UTC
in UDK Released Post #275199
I can't download it, but if I could I might fool around with it as a way of inducing nostolgia. My first 3D maps were for Unreal Tournement 2004, none of them were released, they were boring, ect. Also, I was a noob then.

I moved to Hammer for SP mapping, but if this SDK comes with NPCs, I might consider downloading it when I have more bandwith to do so with.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-05 20:55:19 UTC
in Swine Flu threat and conspirations Post #275190
This is a gay little combo!
This is madness!


THIS! IS! TWHL!

(Couldn't resist, sorry. :( )
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-05 09:05:12 UTC
in Swine Flu threat and conspirations Post #275173
Besides, H1N1 is no different than the regular flu, just tough it out people.
THAT'S WHAT I'VE BEEN TRYING TO TELL EVERYONE! (not just here)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-04 19:13:30 UTC
in Half-Life: Static Friction Post #275140
Still, 5GB every 30 days, that sucks.
EDIT: I figured out an explanation for the Hazmat grunts; They're normal military and partialy trained recruits in Hazmats because of the Hazardus areas/Xen aliens (who knows, maybe the gov't thought they were radioactive)
Anyway, since they're normal military, they only get cheaper hazmat suits, as opposed to the (now mostly dead) HECU, who have expensive PCV units.
:D
EDIT: D'you think you guys could supply me with a zombie model with a different head that the one you're using now? The one you're using now makes the game crash whenever it's shown. I'd use Barney, Slick, and Grunt(?) heads, but they'd all be generic faces, and I'd prefer to use a face that could be anyone.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-03 09:06:14 UTC
in model disappearing Post #275123
It's probably a visleaf bug. Give us a top-down and a side-view diagram of that area of the map.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-03 08:40:26 UTC
in Half-Life: Static Friction Post #275120
Dammit, you got a stick with a download cap?!

I hate ISPs who do that! (And it's the beginning of the month D:)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-02 21:44:22 UTC
in Half-Life: Static Friction Post #275112
Okay, I'll try that. Thanks.
Nope, only makes is worse. Whatever, hopefully the player won't get a good look at their face until they're dead. (when the problem fixes itself exept for the lower part of the nose :/)
EDIT: Hotdog, check your PMs! Also, you were talking about .MAX files?
http://www.twhl.co.za/tutorial.php?id=147
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-02 19:14:19 UTC
in Half-Life: Static Friction Post #275108
Edit: Modelers! Attention! I need a fix (in MS3D)for this problem: The model makes all forign meshes (Grunt face, M4, shotgun) have a flat-shaded mesh ingame.
User posted image
It's the only thing stopping this from being finished... and me working on the displacer...
Good news, I got them to work more or less fully (don't use ARgrenades, though, they only toss them in the animation) and upon further inspection, they don't quite move like the guards from AVP2, so the animations aren't ported! Only one snag so far, and I will work on it more; The model is only using the white grunt's face, and the black grunts face isn't even in the model, even though I reference both in the skins section! :/ I'll work on it, though.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-02 09:12:52 UTC
in Half-Life: Static Friction Post #275103
Don't bother, then. We can wait until the demo is uploaded properly.
Also, a few things about the model: I got them to shoot their Mp5's, but I'm afraid this comes with some bad news. I realized this morning that the walk, run, shoot standing, idles, and sleeping animations (except the death one) are ported fully from AVP2. I'm going to make two three (in case you want ragdolls) versions once I get functionality sorted out, one with Sysop's animations, and one with Valve player animations for shooting, death, ect. (The model seems to use the player bone structure)
EDIT: Oh, yeah, and they walk slowly away to reload when they're injured :P
I blame the ported animations.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 23:03:47 UTC
in Half-Life: Static Friction Post #275097
EDIT4: I finally got them to fire their Mp5s -half of the time. I'll sort out the rest and make him look pretty/use the original HD weapons later.
Good Morning, Good Day, and Good Night!
EDIT3: I am having difficulty making the Hazmat Hgrunts shoot!
Send me the HEV arms and I can try to improve the displacer. I'm not good at porting though, just simple model hacks, but if it can be loaded in HLMV, I could take a look...
Also, I have no Idea how to convert MAX models... I'm not really a modeler, I can only reskin and hack...
EDIT: 1.Where is the hazmat grunt from?
2. WHERE THE HELL IS THE DOWNLOAD LINK?!
EDIT: They can now move, melee, and drop grenades, if not more than that.
EDIT2: They can now die and shoot AR grenades, but I'm baffled on why they won't fire their weapons...
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 20:49:42 UTC
in Half-Life: Static Friction Post #275095
saw1833
Hotdog has awoken, yawns, and has more coding to do do today before work, he sighs.
JeffMOD
Hotdog must make a flying alien and a displacement module Mark II(Now with convinient carrying strap and smaller cooling unit)
You guys want me to port the displacer to HEV arms and make it slightly different from Gearboxes? (So it's an older/newer displacer prototype)
Or do you already have it done?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 19:55:18 UTC
in Coastline Sky texture ? Post #275092
sigh okay, let me open imageshack...
For future reference, http://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen_and_Skypaint_-_Advanced Skyboxes must be 256x256 TGA files.
Just download and convert to TGA:
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Gallery: http://img688.imageshack.us/gal.php?g=pskybk.png
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 19:12:19 UTC
in Desktops of November Post #275089
Creepy.
Actually, Strider, I kinda like it. It shows what Tails would look like if he had enough abuse to snap. :D
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 18:11:44 UTC
in TWHL3: The Buglist Post #275087
It must be daylight savings, and only resets during half of the year or something.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 18:10:27 UTC
in Coastline Sky texture ? Post #275085
Hope they work for you!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 16:27:42 UTC
in Coastline Sky texture ? Post #275079
Try downloading it in an hour or so, aparently they don't have room for anyone who doesn't pay right now.
I've run into this before, just try again off peak hours.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 15:59:52 UTC
in Coastline Sky texture ? Post #275077
I made it about 50m in the air, so the horizon would be more visible than the ground, also, sorry about the sand being so dark, I tried to make it lighter but failed. I've included the source BMPs, as well as directions on how to turn it into a skybox properly. Feel free to photoshop some trees on.
http://rapidshare.com/files/301034083/Pskies.zip.html
Also, sorry about the sun, it's a bit hard to make out because it's so bright. :)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 14:37:41 UTC
in Coastline Sky texture ? Post #275073
Doing final render for your skybox, It'll be a while, though.
Just realized you wanted the back face to be the coastline. Gonna restart rendering in a second.
EDIT: Rendering done, I'll convert and upload it later.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 12:23:33 UTC
in Coastline Sky texture ? Post #275067
I'll make just an Island, I can't do trees or anything, so you'll need to add those yourself.
SO:
|Sun |
| |
| |
___
Like that, as a top view?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 10:04:23 UTC
in TWHL3: The Buglist Post #275060
No, you're probably just an hour off GMT.
EDIT: Or it's because of Daylight savings, I think the problem fixed itself for me... :/
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-01 08:47:15 UTC
in Half-Life: Static Friction Post #275061
Yeah, that's how it works; Depending on the material sound set for the texture (how it sounds when you walk on it) you get different sprites:
Wood splinters on wood, Sparks on metal, chunks of dirt on ground, nothing on glass, ect.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 21:11:13 UTC
in Is this totally win or what? Post #275049
Hotdog, make sure it's WON compatible if you do get a working version!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 20:21:04 UTC
in TWHL3: The Buglist Post #275047
The timezone setting resets when you log out.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 19:54:02 UTC
in Half-Life: Static Friction Post #275046
Yeah, I guess it could be explained away the same as Freeman didn't see any antlions in HL1, they just weren't teleported to where he was.
Also, about the gibs, It should just shoot sprites away from the point of impact with a different sprite for each material sound. I know it's possible in HL, because The Specialists has it.
Also, 'grats on the Xenfly model!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 19:44:39 UTC
in Clipping Post #275043
Oh, I thought you wanted to clip a cylindrical hole into a displacement. :/ I must have not fully woken up when I posted that...
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 19:01:31 UTC
in Do I need anything else? (hardware) Post #275041
I'll get on it soonish then.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 15:57:41 UTC
in Pumpkin Carving! Post #275031
User posted image
Based off my (Uncarved, but drawn on) Jack-o-lantern. And yes, I am left-handed and using a normal mouse.
EDIT: WHAT THE FUCK IS THAT?!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-31 15:45:52 UTC
in Clipping Post #275028
Both. Look up holes in displacements on the Valve Wiki.
Notewell NotewellGIASFELFEBREHBER