Forum posts

Posted 7 years ago2017-02-18 01:40:31 UTC
in HLDM Server! Post #333585
I'll keep the first post of this thread up to date with the map cycle and server info.

As always, let me know if you want a map on the list
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-17 15:47:09 UTC
in HLDM Server! Post #333582
The server has moved!
It's now here:

62.104.168.193:27015

and I have FTP access
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-17 01:09:59 UTC
in Competition 34: HL Re-Imagined Post #333568
Y'all be trippin when you should be submittin' :crowbar:
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-17 01:09:11 UTC
in Justin Dejong Post #333567
That is on the level with homeopathy, Stojke. Dangerous nonsense.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-16 18:20:17 UTC
in Competition 34: HL Re-Imagined Post #333554
I heard that one guy played it once and his face melted like the nazis at the end of Raiders.

In other news, I guess I'm finished. Still tweaking a bit of voice acting, but other than that I think I'm throwing in the towel in terms of detailing. I'm right back on the AllocBlock limit (Although many thanks to Trempler for assistance there) and I'm reasonably happy with how it's looking.

Incidentally, I didn't use any direct references, but I was mainly thinking of HL2: Episode 2 when it came to designing the bunker interior.

I'll try to schedule a playtest this weekend.
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-13 20:29:36 UTC
in Competition 34: HL Re-Imagined Post #333489
That'd be great if you don't mind. PM'd the link.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-13 19:14:42 UTC
in Competition 34: HL Re-Imagined Post #333484
There's not a single texture under .5, and most are now 1
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-13 18:15:31 UTC
in Competition 34: HL Re-Imagined Post #333480
Received any entries yet, pebs?

[quote]models 141/512 9024/32768 (27.5%)
planes 8273/32768 165460/655360 (25.2%)
vertexes 29340/65535 352080/786420 (44.8%)
nodes 9198/32767 220752/786408 (28.1%)
texinfos 1728/32767 69120/1310680 ( 5.3%)
faces 20470/65535 409400/1310700 (31.2%)
  • worldfaces 17504/32768 0/0 (53.4%)
clipnodes 20305/32767 162440/262136 (62.0%)
leaves 5705/32760 159740/917280 (17.4%)
  • worldleaves 3790/8192 0/0 (46.3%)
marksurfaces 27342/65535 54684/131070 (41.7%)
surfedges 96203/512000 384812/2048000 (18.8%)
edges 51363/256000 205452/1024000 (20.1%)
texdata [variable] 28652/33554432 ( 0.1%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 46621/2097152 ( 2.2%)
  • AllocBlock 64/64 0/0 (100.0%)[/quote]
Properly juggling that AllocBlock.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-13 15:54:12 UTC
in Is my mapping way very old? Post #333479
the only way I know to measure something is using the "info_player_start" entity´s size in the 2D wiew in Quark..
:gak:
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-11 22:12:47 UTC
in (Windows 8.1 x64) hl.exe suspended after Post #333441
I guess the only solution to this problem would be running the app in a virtual machine.
Solution
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-11 14:50:09 UTC
in Competition 34: HL Re-Imagined Post #333434
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Gameplay and layout complete. It's a mix of crossfire and *REDACTED* for the bunker. Going to attempt to detail what I can before it crashes, then I'll submit.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-11 12:22:04 UTC
in (Windows 8.1 x64) hl.exe suspended after Post #333431
It's the price of a sandwich. Just buy it.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-11 12:21:29 UTC
in Im gonna make a map of my school Post #333432
EDIT: Actually, I don't know if you have access to an N64, but playing Goldeneye on Runway with all guns, invincibility, and infinite ammo also made for a good stress reliever, what with the infinite spawning enemies.
I did exactly this after bad days! Ha, great to see someone else had the same idea :crowbar:
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-09 16:54:08 UTC
in Competition 34: HL Re-Imagined Post #333388
I wanna see more screenshots, people!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-09 02:27:34 UTC
in Im gonna make a map of my school Post #333380
What a pointless thread. Come back when you have screenshots.

You should really find someone to talk to. I read your website - you've got a lot of misplaced anger.
This is one of the kindest, most productive communities it's possible to find on the net. If you want to have a rant about shit at school, I'm sure you can find someone here to listen.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-03 14:36:37 UTC
in Competition 34: HL Re-Imagined Post #333316
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More progress, more setbacks. I'm not sure how I'm going to detail this since every new room results in AllocBloc: Full and further reductions in brushwork & texture detail to get it running.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-01 14:08:07 UTC
in Post Your Photos Post #333285
He'll be out before you know it and little will have changed.
Tell that to immigrants, refugees, women, the environment, trade partners, foreign leaders and Mexicans.
A generation of kids just grew up with a black man in one of the most powerful seats in the world, sticking up for individual rights and campaigning for the environment.
Now a generation of kids will grow up with an entitled manbaby who promotes xenophobia, homophobia, misogyny, pettiness, dishonesty and violence.

Do not underestimate the power a figurehead can have.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-30 20:49:21 UTC
in Post Your Photos Post #333257
Joining my homies and homettes around the world tonight!

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Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-28 19:54:19 UTC
in Competition 34: HL Re-Imagined Post #333212
Spectacular work, Trempler. Seriously, that's beautiful.

Work has resumed on mine, but I've kinda fallen out of love with it. Hopefully I can finish the bunker layout soon and start detailing without the engine shitting on me again.
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-20 15:14:36 UTC
in Competition 34: HL Re-Imagined Post #333131
AllocBlock Full.
Urgh.

Temptation to abandon this is strong.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-20 15:09:04 UTC
in Now Gaming: ... Post #333130
When they make an ARMA game on an engine that doesn't suck I'll play the hell out of it. Same with DayZ. They just feel horrendous, and such a disconnect between player inputs, game response and world clipping is useless for a game that purports to be all about realism and immersion. It sort of takes me out of the experience when I clip through every doorframe I encounter and basically float over ground obstacles.

Battlefield is an entirely different genre - the comparison is pointless.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-15 01:30:46 UTC
in Competition 34: HL Re-Imagined Post #333065
User posted image
Progress is so slow. Life is too insistent on getting in the way right now >_<
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-14 13:58:24 UTC
in Half-Libs Post #333057
crowbar
cloistery
parsnip
think
reload
sheep
sheep
tau cannon
dicks (its verbasciousness is not up for debate)
blow
cups
buckets
elbows
dragon
sniff
dancing
seductively
G-Men
aggressive
teacup
Gravity Gun
'Gravity' on DVD
nun
tepid
mollusk
barnacle
Barney's Monocle
squelching

A good list if ever I've seen one.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-09 14:38:04 UTC
in Post your screenshots! WIP thread Post #332998
Looks cool. Could use a bit more visual contrast and focal points, imo. Some varied lighting would really help.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-01 23:59:08 UTC
in Compile log mentions leaks but there are Post #332946
+1 didn't know you could load a pointfile ingame.

But yeah, I find using the .lin in Hammer to be most effective. It can be time consuming to follow it on huge maps, but on a relatively small map, you'll find the red end-point with ease.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-31 18:32:57 UTC
in Competition 34: HL Re-Imagined Post #332907
Heh, yeah, Christmas really put a spanner in my works.

A couple of hours more work from what you last saw:
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-30 22:35:07 UTC
in HLDM Server! Post #332912
It's multiplay. They used to be the best back in the day.

That's those maps added now, at least. Amazing how quickly people get work done when you use words like 'refund'
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-30 13:18:56 UTC
in HLDM Server! Post #332905
Hi,

I recently attempted to add several maps from my mapping community (twhl.info) to the server I'm renting from you.
Only one upload-ticket was answered, however none of the maps were actually added to the available maps list.

The maps and ticket numbers are as follows:

• toughworks (ticket #4803489)
• dm_absurdum (ticket #4803483)
• deadlab (ticket #4803465)
• dm_undergroundlab (ticket #4803450)
• The Hill (ticket #4807137)
• Torrent (ticket #4807144)
• Nocturnal & Stack (ticket #4807153)
• Silo War (ticket #4807160)

To be clear - none of these maps have been added, yet all the tickets have been closed by your support agents. A service that requires weeks of waiting to simply upload a map is not good enough. There's no point in renting this server for a mapping community if we can't reliably add maps.

If this issue can't be resolved for prompt future uploads, I'd like a full refund. It should clearly say when purchasing the server plan that direct FTP access is not provided. I could add these maps myself in about three minutes if I had access.

James Archibald
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-18 14:12:34 UTC
in Need someone to test my map Post #332780
Wadinclude includes specified wads, you use it thusly:
-wadinclude cs5s.wad
There's also -nowadtextures, although iirc it includes all listed wads in their entirety, so filesize becomes an issue.
You should try to avoid having more than 8 .wad files loaded into Hammer at any given time, and note that even if you don't use their textures, a .wad loaded into hammer will be required to run that map regardless.

The best option is to put all the (non official) textures you're using into a single .wad file and wadinclude that.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-17 22:13:45 UTC
in Competition 34: HL Re-Imagined Post #332768
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Definitely starting to come together. I've got some pretty cool ideas for the bunker.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-17 15:18:10 UTC
in Maximum texture size Post #332754
Don't know your skybox answer, but normal textures can be 262,144 pixels.

So 512x512 works, but so does 1024x256. I've never tried having a side larger than 1024 in Goldsource.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-17 04:04:24 UTC
in HLDM Server! Post #332748
Added a few new maps and removed Utopium (looks great, plays terribly).

Any further map suggestions? Chuck 'em at me
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-16 12:01:13 UTC
in Competition 34: HL Re-Imagined Post #332736
You can just set a black-matted texture to additive to achieve that glowing effect, Abbadon. FX amount will define how opaque the brights are, and it'll be fullbright.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-14 06:11:51 UTC
in TWHL4 Design Crowdsourcing Post #332701
I quite like many of the aspects of the Red Giant site. Not the overall design per se, but elements of it like the dropdown menu under "Products" being very, very readable whilst containing a lot of information. Just neat colour organisation and spacing.

The Product pages themselves maybe have some elements that could be borrowed for tutorials, etc.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-10 19:22:29 UTC
in Half-Life Model Viewer 2.0 Post #332658
Bumping for thread unlock
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-10 19:20:58 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332657
I've been using Sledge again for my competition map, but the weird texturing behaviour still persists. It's really difficult to describe exactly what's going on, but it was my niggle right from the very first version of Sledge I used.

I can only describe it as a sort of disconnect between values and what happens when you right click to apply textures and values (which should be default behaviour as in Hammer, btw)
Changing rotation values seems to uncheck whether a brush is tied to world or face... sometimes.. and applying texture and values with right click seems to try to approximate the exact look of the source brush, rather than taking the standalone values.

So I'll highlight a whole area of my map - tie it all to world and zero all the shift values and rotation values, but then if I apply one of those brushes' texture and values to another brush, it won't be world tied or 0 0'd. It's like nails on a chalkboard for my OCD.

Sorry, I know I'm making a mess of describing this, but the truth is I don't know exactly what's happening. It's just not how Hammer does it and it makes me feel like I never know what values a face actually has, because it's never what I expect it to be.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-10 05:01:33 UTC
in Competition 34: HL Re-Imagined Post #332645
User posted image
Super early days, but I am enjoying the hell out of making this. No prizes for guessing what it's based on :crowbar:
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-07 14:12:38 UTC
in RMF Serial Error: Save My Map! Post #332609
I'm using win10 and Hammer saves RMFs correctly. I've never had this issue.

Try opening it in Sledge and then, either, resaving it as a VMF to continue working in Sledge or exporting it as a .map to return it to Hammer.

Good luck; there's nothing worse than losing work.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-06 16:20:10 UTC
in Competition 34: HL Re-Imagined Post #332590
I sincerely hope I didn't come across as an asshole. My feedback was intended constructively... At the very least, it should be lit, no?
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-05 22:50:57 UTC
in Competition 34: HL Re-Imagined Post #332584
It runs now...

Don't want to be overly critical, but I think you should use a bit more of the allotted time on your competition entry.

It's fullbright, very basic in brushwork, quite difficult to navigate narrow areas and only has one section resembling anything out of snark_pit (although even there, the green goo doesn't even kill you).

You've got loads of time to improve this!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-05 22:43:55 UTC
in Bad Surface Extents?? Post #332582
He's already switched to Vluzacn's tools, Zerotech. They're far superior to ZHLT.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-05 19:21:32 UTC
in Competition 34: HL Re-Imagined Post #332579
I don't use batch compiler, but if the setup is anything like Hammer, you need to use -wadinclude and specify the custom wad
(i.e. -wadinclude mwad.wad)
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-05 19:19:44 UTC
in Bad Surface Extents?? Post #332578
If you're using Windows Vista or 7, you probably don't have write access to the Program Files directory. Try giving yourself permission to write to that folder, running Hammer as an administrator, or just disabling the UAC through user options in the control panel. I don't know all the details of getting around errors like this if you don't have control over UAC, because I always have it disabled.
Check all your paths (Tools-->Options...), the "Access denied" error is usually the result of not setting up the paths correctly.
Have you tried compiling to a location in your documents folder, and copying the BSP into the correct location afterwards?
Make sure all folders exist, I remember getting errors when I didn't have a "maps" folder.
i was so happy to not see access is denied all i did to make it go away was make sure all the folders where there and i just the maps folder to one on a different drive and it worked sort of.
Source: http://twhl.info/forums.php?thread=17104
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-12-02 14:18:02 UTC
in Competition 34: HL Re-Imagined Post #332519
I think i'm just about layout-complete. Routing seems to flow nicely and it shouldn't be complicated to learn. Quite pleased so far. Gonna start detailing tomorrow!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-11-24 14:19:00 UTC
in Post Your Photos Post #332423
tiny 8-year-olds held an M16 in their tiny hands, so cute
Maybe it's just because I'm a big ol' leftist hippy, but this really disturbs me.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-11-24 12:52:08 UTC
in Competition 34: HL Re-Imagined Post #332418
Oh shit, that's a much better idea.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-11-24 12:05:07 UTC
in Competition 34: HL Re-Imagined Post #332416
I'm 1000% onboard. Considering either Crossfire, Bootcamp, Lambda Bunker or Subtransit at the moment as they give me the most feels from when I first discovered half-life.

Also possibly a deathmatch version of the Garg chamber in Power Up..
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-11-23 20:48:13 UTC
in HLDM Server! Post #332401
We're back in business!

User posted image


85.236.100.11:27015

Let me know if you want your map added to the rotation.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2016-11-23 20:21:50 UTC
in Post Your Photos Post #332400
I guess they weren't teaching trigger discipline! :walter:
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-11-20 19:51:08 UTC
in Competition 34: HL Re-Imagined Post #332362
It's private, we can't view it. Switch to unlisted :>
Archie ArchieGoodbye Moonmen