Forum posts

Posted 8 years ago2016-02-05 20:56:04 UTC
in TWHL4 Suggestions Post #328682
What about writing something in a post that's in the middle of it all with updated information?
I just want to say that the (2) other forums I visit doesn't have a restriction on editing, so I would really like to know why one would be approperiate out of curiosity about this system.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-05 14:38:20 UTC
in TWHL4 Suggestions Post #328676
So, will we be able to edit our post after someone else have posted?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-25 15:52:59 UTC
in Use FGD with Blender - ATTN CODERS Post #328483
The .map format is a very generic extension used by a lot of different programs for many different purposes. Are you sure the .map format used by Blender is the same as the format used by Hammer?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-25 13:29:45 UTC
in TWHL Tower Post #328480
Check it out: Our very own speedrun!
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-17 12:11:07 UTC
in TWHL World - Community Project Post #328322
I decided to simply create a basic sourcemod for this project (just for editing files without overriding any default ep2 content). I decided to share it here just in case. Download
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-16 20:45:25 UTC
in TWHL World - Community Project Post #328307
If we provide scene files, will they all be built into the main scenes.image then, along with the default EP2 files?

[EDIT] The Source Mod template have all of the game script files included, bloating the file size something serious. All the scripts will be loaded from the Episode 2 directory automaticly and don't need to be included in the game. There are also several empty folders wich are usually auto generated that doesn't need to be there.
It has sort of a feeling that you were just copying one of your previous mods and just cleaning it up a little instead of setting up an entirely new mod from scratch? Anyway, it's missing it's mandatory "star wars_english.txt" file.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-15 20:52:21 UTC
in TWHL World - Community Project Post #328297
Idk, maybe some of the Source SDK Bases could work? Otherwise, I'm able to work with the EP2 engine. But it really all comes down to assets and not code in the end, doesn't it?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-14 18:36:44 UTC
in TWHL World - Community Project Post #328255
Nah, my idea takes place before the Black Mesa incident. Completely different things.

Anyway, I'd still be up for this project if there is a Source part.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-14 17:48:52 UTC
in TWHL World - Community Project Post #328252
Story idea: Black Mesa was experimenting with portal technology (duh) and accidentaly sent one of their employees to another universe wich is actually a linked multiverse to a bunch of different universes. However, this same thing happens in ANOTHER parallell univerese wich is using the Source engine.

Mind blown. :nuts:
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-14 16:52:14 UTC
in Now Playing: ... Post #328250
OST?
Original soundtrack. The music in the game.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-14 16:51:09 UTC
in TWHL World - Community Project Post #328249
I'd be interested in a Source project. :walter: :hammer:
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-12 15:46:28 UTC
in TWHL4 Suggestions Post #328199
Will you be able to edit your posts even if they're not the latest in TWHL4? So that an old spelling mistake, or even informational mistakes can be corrected.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-31 09:18:38 UTC
in Dev-C++ Compiler Error Post #328002
Yeah, here's the link https://github.com/ValveSoftware/halflife?files=1. Though, it's actually Visual Studio 2010, but I think it has been updated to work with Visual Studio 2012 as well.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-28 08:46:41 UTC
in Changing the HUD color for Steam? Post #327938
To change the hud color for your mod, you're going to have to do some programming. You can find the latest steam compatible source code for Half-Life here and a tutorial for modifying the hud color on this very site here.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-24 18:22:51 UTC
in Post your screenshots! WIP thread Post #327906
Well, all of the "3d" grass in Half-Life 2 are also sprites.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-24 14:40:33 UTC
in Post your screenshots! WIP thread Post #327902
Well, sprites can also be used when a full model isn't needed. Like the back row alien grunts in the "bad" ending of Half-Life, or all of the cores in the Portal ending.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-23 10:02:02 UTC
in The Official HRP "Halp!" Threa Post #327855
The color palette needs to have 256 colors in total in it. I know Half-Life accepts 8-bit indexed color images with less than 256 colors in them, but alphatest images don't. Make sure the blue color is the 256th color in the list. If there isn't an option to move it there, just fill up with the approperiate number of black color slots until there are 256 color slots in total.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-11 16:10:58 UTC
in Post your screenshots! WIP thread Post #327752
Let me introduce you to the Black Mesa Sector F Central IT Operations Control Room:
User posted image
A.K.A your work place in this mod.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-11-25 15:06:52 UTC
in special entity "game_playerdie&quot Post #327539
There's no entity class called "game_playerdie". "game_playerdie" is supposed to be the targetname of an entity. When a player dies, either in singleplayer or multiplayer, any and all entities with their targetname set to "game_playerdie" will be triggered.
Summary: there's no entity with this classname, it's a special targetname. Valve likes to hardcode targetnames to do funny stuff sometimes.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-11-05 18:06:45 UTC
in "1on1 without Gauss" Song Post #327413
Pretty much me the many (2) times I've played HLDM.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-11-01 16:00:19 UTC
in Post your screenshots! WIP thread Post #327379
Well, I was more talking about the polygon count... Also, typing on a non-existant keyboard ftw.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-11-01 09:30:40 UTC
in Post your screenshots! WIP thread Post #327374
Seeing the old 90's Half-Life with modern looking stuff allways seems so weird to me. :confused:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-30 20:15:15 UTC
in Post your screenshots! WIP thread Post #327367
User posted image
Never press the Steam screenshot button within Hammer.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-29 12:41:34 UTC
in TWHL Tower Post #327353
@Urby So, it appears my floor still have some bugs with a couple of voice lines not playing. The scientist is supposed to speak a sentence wich is in the map after opening the door, and another sentence played through an ambient_generic is supposed to play after pressing the security button. Do you think you can fix that?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-16 18:43:26 UTC
in Post your screenshots! WIP thread Post #327287
So, I found this Ravenholm inspired HL2Ep2 map on my Dropbox, and I found it to be pretty good, so I took up development on it.
User posted image
It's also using a secret entity I don't think have been used in any Half-Life game, other than HL2Ep1, but then only with a non-default setting.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-13 14:34:43 UTC
in Post your screenshots! WIP thread Post #327264
Sort of. It's designed for Fallout-style Garrysmod roleplay, I've been talking with a server about using this to replace the god-awful map they're using now.
Oh, so it will not be a singleplayer map?

Also, prop_static entities should cast lightmap sahdows even without a full compile. They'll just be based on their collision model though. It's fine for most props, especially the lightpoles.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-13 12:54:28 UTC
in Post your screenshots! WIP thread Post #327262
More Fallout.
Will it have gameplay too?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-07 08:22:09 UTC
in Post your screenshots! WIP thread Post #327218
I'm going to keep them point lights actually, but I'll make them brighter. If anyone asks, it's becuase Black Mesa predicted something like this could happen, and made every vehicle able to act as an emergency light source if need arisen.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-06 15:34:13 UTC
in Post your screenshots! WIP thread Post #327213
User posted image
Idk, it takes away from the effect a little in my opinion. But yet it adds another. I'm confused wich looks the best.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-04 15:03:57 UTC
in Easy light_spots Post #327202
I use info_targets
I don't know if you allready knew this, but if you didn't, here's something you may want to know: there's another entity called info_null designed specificly to be used with light_spot. It doesn't take up entity memory as it removes itself upon loading up a map.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-04 12:07:52 UTC
in Post your screenshots! WIP thread Post #327198
User posted image
User posted image
User posted image
Part of a section the player will get to after a... surprise...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-03 10:48:34 UTC
in Monster_turret in wrong idle at start of Post #327169
There's a keyvalue for it. I think it's called 'position' or something like that. There you can choose between Ceiling-mount and Floor-mount. I don't know why, but for some reason it defaults to Floor-mount, even though they are only used in Half-Life as ceiling turrets. You have to set that keyvalue anyway. If you just change their angles, their AI will still think they are floor mounted and will aim incorrectly.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-02 18:46:17 UTC
in Post your screenshots! WIP thread Post #327154
Is that the Source Crowbar?
Half-Life: Source confirmed.
Been pissing about with ideas for my zombies map, circular power plant level, with about 6 or 8 blast doors around it, each section being self-sustainable and random lock-ins every 5 or so waves. Takes up a good section of the grid
Is it for a custom mod, or is it map entities controlling everything?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-01 14:38:06 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327134
Agh... My intro assumed the player would be blinded, and then teleported into place.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-01 14:04:24 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327132
Is the transition room a black box outside the level that the player will be faded and teleported to, or will it be more like a visible airlock? Becuase, if it's the latter, I'm might need to rework the begining of my map.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-30 14:14:23 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327116
Is there a specific protagonist, or is the player Gordon Generic Freeman?
I'm asking, becuase the theme and gameplay of my map will make some self-referential 4th wall demolition, and I just want to know what the player character should be referred to.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-29 17:39:56 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327104
Where does the
User posted image
thing come from anyway?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-29 16:00:22 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327096
Annnd... What does "bakurai" mean?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-28 18:11:13 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327078
Sounds great. I'll work on this on the side of every other project I have to work on :)
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-27 15:26:33 UTC
in TWHL Tower Post #327038
User posted image
User posted image
Pistol feels a little bit overpowered imo.

I really like how it sorta feels like a story on it's own the way the floors are ordered.

Also this:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-20 13:38:33 UTC
in Big Map Doesn't Fully Compile Post #326994
Have you tried to turn off radius culling? It's the "R"-in-a-red-circle button at the top toolbar. Allways have it off.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-12 15:15:17 UTC
in Post your screenshots! WIP thread Post #326939
I tried to make the sollution to this puzzle subtle.
User posted image
This is in no way, shape or form a questionable gameplay design decision.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-06 06:39:20 UTC
in Detail textures problem. Post #326920
I was interested in adding detail textures into my mod. I even added a button in the options menu to toggle them! Anyway, they worked great and looked good in my opinion. However, I added just a couple few more textures, and all of a sudden most detail textures just outright refused to work anymore. They still worked on my custom textures, and one texture from the half-life.wad (OUT_GRVL2).
Here's the detail.txt file: https://dl.dropboxusercontent.com/s/w6laaex94oijk99/bmn0a0_detail.txt
I hope someone can help, becuase I really like the detail textures, and I spent a lot of time implementing them.

EDIT: I found the source of the problem. Appearently, I had an invalid line in the file (out_w 3 detail/common/concrete 2.0 2.25) and if you have one, ALL entries below that will be invalidated.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-05 17:10:59 UTC
in Post your screenshots! WIP thread Post #326916
I've started experimenting with detail textures.
User posted image
I personally like them, but I've made them optional and off by default for those who prefer the 'classic' Half-Life look. They can be enabled/disabled through a checkbox in the "advanced" options menu.
Why are you scared of wpolies?
Becuase framerate issues? I don't know, but I think less is more in this case. Bit of irony when dealing with the detail textures, but...

EDIT:For some reason, detail textures all of a sudden without any particular reason stopped working on most default textures. Custom textures and OUT_GRVL2 still seems to work. Anyone got any help with this?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-05 11:40:12 UTC
in Post your screenshots! WIP thread Post #326913
Simple cargo truck. I made it from a vehicle prefab pack I downloaded, removed the canvas and flatbed at the back, and added by own flatbeds with some crates on it. I'm not sure it's entirely polygon budget efficient, but I'll use a killtarget on it anyway once it's rolled out of sight, so...
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-04 16:21:35 UTC
in Post your screenshots! WIP thread Post #326909
It's my mod. Got a few maps, a complete story have allready been written, most of the blueprints and planning are safely stored in the back of my head, and it's sure to have a very in-development-ish name: Black Mesa North... I need to come up with a better name before it's too late :nervous:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-03 17:34:42 UTC
in Post your screenshots! WIP thread Post #326905
Can you believe how bland this shaft originally looked?
User posted image
Fantastic how some changes to lighting, and a few things sticking out and jutting in can drasticly change the look and feel of an area without changing how it works. Even though you are just supposed to sit in a rail car and will only see it for 5 seconds... :rly:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-02 13:16:54 UTC
in The Official HRAFD Progress/Troubleshoot Post #326901
Also, as I said, you can get an HTML document to open up by typing _oem_end_demo into the section property. It will open up (relative to your mod folder) media/order/default.hml. Or at least it did in Uplink. It's a cool feature not enough mods use in my opinion. Rant, rant, rant...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-31 17:39:03 UTC
in The Official HRAFD Progress/Troubleshoot Post #326892
Game_end only works in Half-Life: Deathmatch to end multiplayer rounds. You'll have to use, I think it is trigger_end_logo or something. It's a brush entity, but it can be triggered by targets. An article for it can be found on this site, as well what argument you ned to feed it to exit the game properly. You can even make it open up an HTML document on closing to the main menu!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-30 17:20:38 UTC
in Post your screenshots! WIP thread Post #326883
Comic sans-tastic!
Anyway, two more screenshots from the aforementioned train line.
User posted image
User posted image
(I'm still heavily working on the area in the seconds screenshot. There's a reason I only took a picture from that side...)
Dr. Orange Dr. OrangeSource good.