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Posted 4 years ago2020-11-17 23:16:33 UTC
in Half-Life continuity deep dive Post #344873
Now Life's End I can totally get behind. That mod inspired me so much to make a mod of my own back in the day. Naturally I was nowhere near talented enough to complete and upload anything of worth, but I would like to return to something like that in future, set in Black Mesa but maybe a little more tongue-in-cheek that The Core is going to wind up.

Azure Sheep though... I dunno. It was certainly never one of my favourites. The only thing I can say that's remotely positive is that it's long. However, I feel it's only long because of how padded it is with countless hallways or maze like areas. Yes, some of it looks great but there are a lot of sections that don't.

I've also never played a DAV level, even to this day. I think I got one or two on a PC Gamer CD back in the day, but for some reason I never got them to work.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-17 09:38:31 UTC
in Half-Life continuity deep dive Post #344869
Well, the original was tripped out, the Napalm edition tipped it just over the 'serious' edge into satire...
The original was pretty satirical. Napalm Edition just made it unfunny.

Regarding Azure Sheep, I really enjoyed the way it expanded on the areas seen during the intro tram ride from Half-Life. Nowadays I can see how it was so appallingly made. So many featureless corridors.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-16 00:05:28 UTC
in Review everything! [2nd edition] Post #344865
Coffee
This stuff gets me through the day, though I must confess I am certainly not a coffee connoisseur. I'm easily pleased with various brands of instant coffee and always take lots of milk and two sugars. Sacrilege according to the world's coffee snobs I'm sure. I drink it morning, noon and night which often results in mockery from my internet buddies, but you know what? If a cup of coffee in the evening means I'm going to lose sleep, I'll just make a slightly stronger one in the morning. Haha!

Toast
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-15 12:07:06 UTC
in Half-Life continuity deep dive Post #344860
I am all for alternate timelines and I never consider a mod canon. Even the REALLY good polished ones like Poke 646 that tie into the original story. A lot of great mods came out before Half-Life 2 was ever confirmed. They often revolve around Freeman as a special operative, picking up work for the G-man. I simply assign them to their own little microverse and disregard the franchise canon entirely. The Black Mesa Incident happened, after that it's fair game.

Honestly the official lore is completely incomprehensible anyways. Even my absolute favourite video concerning the aftermath of the Black Mesa Incident has some inconsistencies and errors, such as the date the experiment takes place and so on. However, I do agree that canonically the seven hours war probably occurred within a month of the disaster.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-11-09 16:01:59 UTC
in TWHL Tower 2 Post #344838
I genuinely did not believe it when I read this had been going for a year, but now coming back to this thread and seeing the first post... Wow.
monster_urby monster_urbyGoldsourcerer
I have much fonder memories of GoldSRC maps so Source maps don't really affect me in this manner. The last time I had anything close to the feeling of dread was more of a small existential crisis.

The map Carbaseus was a major hit on the TWHL HLDM server waaay back in the day. If I recall we had a 16 player server and when it was full it was an absolute blast. For the next few weeks, it was THE map we wanted to play. Then, back in 2012, it wound up being chosen for Map of the Month as nobody had voted for any map released on that particular month. In order to get the footage for the review, we had to play a few rounds. This time however, there were only four of us.

For the most part, the map was deathly silent. Given the scale of the thing and the sparse number of players, battles were infrequent and over quickly. It was sombre, like we were watching HLDM slowly fade away.
Running around in that map now, it's eery. From the chaotic, multi-sided skirmishes from 16 years ago, to the occasional quick shoot out in 2012's review, to the sheer silence of 2020. It almost feels as though you are surrounded by the ghosts of TWHL's former members who have since moved on to other things.
monster_urby monster_urbyGoldsourcerer
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 4 years ago2020-10-13 17:37:54 UTC
in Post your screenshots! WIP thread Post #344767
Looking good. :D
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-09-09 18:00:16 UTC
in button states Post #344713
Since it's not using a switchable texture, you will need to use func_wall_toggles.
  • Create your two brushes, one textured with flatbed_lite1 and the other with flatbed_light2.
  • Turn them both into func_wall_toggles.
  • Give them the same name.
  • On one of them, check the "Starts Invisible" flag.
  • Now create a button or trigger that targets the func_wall_toggles.
  • Voila!
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-27 20:17:11 UTC
in I am convinced scripted_sentences hate me. Post #344660
It's not something I've done personally, but I know that sentences can be stopped. It happens in Half-Life right before the test chamber. One of the sentences is longer in the audio files, but in game it gets cut off. Not sure how exactly they did that.

Otherwise, you'd need to edit the audio yourself, but that'd only work with a mod with it's own sentences.txt file and so on.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-27 07:42:47 UTC
in How do i insert prefabs in jack editor Post #344657
Also, something that I find good in J.A.C.K. are the entity connections. It draws lines between triggers and targets, so you can know what entity should be triggering what entity at all times
I turned this on recently and it's a Godsend. Shows you the path between path_corners as well as the start and end points of env_beams too.

Honestly, fuck prefabs. That's easily solved with a prefab map. I'll take all of J.A.C.K's perks any day of the week, thank you.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-27 07:35:15 UTC
in I am convinced scripted_sentences hate me. Post #344656
scripted_sentences will always trigger their target immediately, you cannot set the delay this way. You would need to time the sentences with a multimanager, and have the trigger_once target that instead.

Interrupt Speech flag is correct as that will prevent regular speech lines or player interaction from interrupting the sentence.

As for the yellow blobs, that doesn't specifically mean that the NPC is stuck IN something. Just that they are stuck in general. This can also occur if they are on too narrow a ledge over a void or too close to an edge and they essentially cannot move from that spot. I can't quite picture the scene based on your description, but my guess is that the NPC's origin points are too close to a drop or void of some sort and they are essentially "floating."
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-26 13:06:04 UTC
in How do i insert prefabs in jack editor Post #344652
Doesn't work how? It's just copying and pasting.
besides transparent objects in editor i don't really see any improvement over free Valve Hammer Editor 3.5 .
Well, JACK is also free. It also allows you to use multiple game profiles so you're not forever swapping out WADs when you want to make a map for another game or mod. Not having a prefab library is a small price to pay imo. I quite like seeing all my prefabs laid out in their own map anyway, haha.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-23 19:20:58 UTC
in Now Gaming: ... Post #344640
PokeMMOPokeMMO
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-16 09:52:17 UTC
in GoldSource error - model stuck in wall Post #344626
Why does nobody use monster_furniture...
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-14 20:50:10 UTC
in TWHL! Sound off! (who are you) Post #344625
Blimey. You've been around for some time. :P

Welcome back.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-10 10:32:38 UTC
in Custom sprites not animating in game Post #344613
I assume that this sprite animates appropriately in the Hammer/Jack 3D view and the sprite wizard used to make it?

If so then it might be worth showing the settings and flags you have set for said sprite in the level editor.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-08-03 00:07:42 UTC
in Some level design Post #344587
The aesthetics aren't bad at all, but the gameplay doesn't look particularly engaging to me. That second one especially is just endless corridors and random heaps of pick ups. Not really sure what to make of it, but I know that I wouldn't play it.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-07-20 17:41:02 UTC
in Dumb Question, But..... Post #344557
Yeah, it's a Simpsons reference.
monster_urby monster_urbyGoldsourcerer
Wait, does the sentences.txt limit actually matter? I've never actually encountered any limit when adding new lines to it...
monster_urby monster_urbyGoldsourcerer
Alright, glad you got it sorted. :)
monster_urby monster_urbyGoldsourcerer
OK, so it's not the usual issue that I am aware of. Very strange. Are you able to get a simple level change working between a couple of example maps, like say, just a short corridor? Or does this only affect a specific couple of maps that you are working on?

If you can get a simple levelchange example map to work, then it might be an issue with the setup in the map you're working on and you might need to upload them to the problem maps vault so that we can see the setup, or post screenshots of your map grid and the entities used to changelevel.

But first things first, can you get a transition to work between two simple example maps?
monster_urby monster_urbyGoldsourcerer
That's not really a lot of information to go on, but I assume this is for GoldSource? Are you using Hammer or JACK? Also, are you running the map from the console or the compile process? Level changes can act strangely if you run the map from the editor after compiling. It's best to disable this and run the map via the console.
monster_urby monster_urbyGoldsourcerer
I've always liked GoldSRC more for some strange reason. Maybe it's due to the glut of Source related content in recent years? I am tempted to dip my toes in Source though, maybe after this project is done.
GoldSRC has that 90s charm so you can get away with making a compelling and engaging experience without having to worry about fancy effects and super realistic environments. At the same time, if you really want to lean in and pile in the details, GoldSRC can handle that as well, within reason.

I'll always hold GoldSRC close to my heart, and having attempted to work with Source a couple of times in the past, it just doesn't gel with me.
monster_urby monster_urbyGoldsourcerer
I look forward to hearing more about this mini-mod. More GoldSRC! Yum yum!
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-29 13:38:11 UTC
in problem compiling hl1 alpha model Post #344482
Well, here's your red flag
/reference.smd.smd doesn't exist
Otherwise the problem is pretty vague without getting more details. What's in the .qc file? What have you tried changing? Are all the files present that should be?
monster_urby monster_urbyGoldsourcerer
Wow!!. Keeping Matrix alive!!
Well, I mean the 4th movie is also doing that, but yes. :D

This looks great by the way.
monster_urby monster_urbyGoldsourcerer
I won't be keeping it on my drive forever, so grab it now and put it somewhere safe. Why not reupload it if they're your maps @Cabo. :D

Clickity!
monster_urby monster_urbyGoldsourcerer
I actually still have Mrpo's corridor and dormitories maps, but not the wad they need to run. (I think this was a combination of textures from Blue-Shift and Opposing Force)

As for the others, Jessie is currently working her way through the entire map vault on stream, and noting those that are missing. Any older ones that have not been recovered by now are potentially lost forever.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-21 08:29:28 UTC
in Fix broken lighting Post #344444
Sounds like a compile error. If any of the tools encounter a problem, RAD likely won't run at all.

Are there any errors in your compile log?
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-15 12:48:14 UTC
in Half-Halo:Black Evolved (idea for a HL1 mod) Post #344404
Sounds interesting I guess. I personally don't really go in for these kinds of mods since I've played the Half-Life campaign to death... and then a little more.

I'd much prefer to play an entirely new campaign with the same old characters and weapons over another remix of the Half-Life campaign. Of course a complete overhaul of the gameplay which INCLUDES a brand new set of maps to play through is the best case scenario.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-09 11:41:27 UTC
in Competition 39: The Buddy System Post #344382
In my opinion, I would agree with that. I tend to write the summary of each map based on how the voting went. Personally, I'd say Captain P's entry is great, but in terms of the theme of the competition, it was my third place compared to the other two.

hermanJnr definitely deserved the win and I'm happy to see that others agreed with me as such. :D
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-09 00:40:57 UTC
in Competition 39: The Buddy System Post #344380
And the results are up! Congratulations to hermanJnr. for getting 1st Place!

A bunch of really great entries for this one, and I'm impressed at the amount of content you put out given the time limit.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-02 10:20:58 UTC
in Competition 39: The Buddy System Post #344354
Posted 4 years ago2020-06-01 21:33:57 UTC
in Competition 39: The Buddy System Post #344351
Just over two hours left on the competition. If you're still working, better get things wrapped up and tested. :D
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-06-01 13:13:21 UTC
in Gaming For Your Sins Post #344348
These are entertaining as well as being informative. I already disagree with some of the tools you recommended, but you know what? Who asked? :P

Also big thumbs up for Nobuo Uematsu every time.
monster_urby monster_urbyGoldsourcerer
Assuming they took the images themselves, you're likely looking at a harbour in Bellevue, WA where Valve is based. There's no way to know for sure though.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-29 23:00:41 UTC
in Competition 39: The Buddy System Post #344322
I mean, all the information is on the briefing page :P
2020-06-01 23:59:59 UTC
Best of luck.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-27 00:29:16 UTC
in My Old HL Maps wont start Properly Post #344310
Yeah, I just fired up your warehouse map in Half-Life via the console and it played with no problems.
monster_urby monster_urbyGoldsourcerer
Glad you solved it, but yeah. When it comes to audio, record in high quality, then kill the background noise and compress the clean recording down to 22k Hz. :D
monster_urby monster_urbyGoldsourcerer
Euw. No.

I mean it may be possible with significant coding.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-22 20:40:22 UTC
in Competition 39: The Buddy System Post #344279
Indeed, as the rule says, mini-mods are a-ok. Overwriting /valve content is not. :)
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-20 08:39:50 UTC
in Source 2 hl Alyx workshop maps Post #344245
I have no intention to work with these tools as I don't even like Source 1. What I will say though is that the way the editor works actually makes me think of the Unreal Engine, hollowing out world spaces rather than building them wall by wall.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-20 08:35:55 UTC
in How to edit already existing Half-Life maps? Post #344244
In a word, no. You can decompile the existing maps but this is more for the purpose of reference. There is no way to recompile them into a playable map.

The only option would be to decompile the maps for reference, and then completely rebuild them, which I would say is far more hassle than it is worth for what you're suggesting, personally.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-11 00:17:01 UTC
in Post your screenshots! WIP thread Post #344198
That's looking pretty neat.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-10 10:19:21 UTC
in item_antidote in TFC Post #344194
Other than triggering some in-game effect using the entities available in the editor, I doubt there is anything that can be done without some form of coding. Otherwise I'm sure somebody would have found some way to implement it in the last 20 years. :heartbreak:
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-05-05 20:57:15 UTC
in Competition 39: The Buddy System Post #344167
I have no issues with that. It simply wasn't in the checklist of games I could select when setting up the competition.
monster_urby monster_urbyGoldsourcerer