Forum posts

Posted 17 years ago2007-03-21 12:18:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216598
everything that was GOOD in turnstile is in 6D now. Also, good planning goes a very long way.

edit:

YAY! I finished my ferret rig!
Watch the Video (39.1 mb)

Sorry, this is the best I could do with Compression vs Quality. Hopefull this guy makes it in 6D
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-20 21:21:58 UTC
in GoldSource Mapping Tips Post #216564
You should already have a good idea of that by the time you finish your abstract, and test it out when you box the basic geometry.

Also, I found a new way of plotting levels. Draw lines that first represent the flow of a map, then box it in with a quick layout sketch. I think scribbling a few lines just plain works the best. just blot our some lines and connect them as you see fit naturally.
User posted image
Good way to spawn ideas quickly. :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-20 20:55:30 UTC
in Half-life quiz (perhaps hard...) Post #216560
:|
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-20 10:35:18 UTC
in [WIP][HL1] Xen Assault Post #216481
eye spy with my little eye and eye of the siaph, are you using it?
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-19 19:45:11 UTC
in Mini Compos Post #216433
i'll count it in.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-19 18:00:49 UTC
in Mini Compos Post #216416
Add speech to this unlettered comic.

Source Image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-19 17:44:53 UTC
in Mini Compos Post #216411
ok. i guess i'll try another, but this one will still stand if anyone wants to try it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-19 16:58:36 UTC
in The Artifact Post #216407
this is probably the most anticipated mod around tbh
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-19 16:38:35 UTC
in Mini Compos Post #216406
its hard for me too, but that makes it challenging and fun. just try it, it might turn out good.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-19 11:17:54 UTC
in Mini Compos Post #216367
Here's the new one. Screenshot it and post it here though.
http://www.etchy.org/

As far as the old one, it was a total bust.
But i must admit. Cyclops does win.
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-17 14:46:26 UTC
in The Artifact Post #216164
I thought you would warp it more. either way, i found a way around the crapped up weapons when you increase the FOV ammount. There is a command draw_viewmodels 0 which will turn off the weapon model, then switch it to 1 (on) after the effect and it looks fine, if you realy want to, play the draw animation after it.

Keep it up! :glad: :heart: :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-17 13:22:35 UTC
in Mini Compos Post #216152
:| :|
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 20:11:20 UTC
in Mini Compos Post #216114
think of the kind of sorry-assed lamer it takes to make that caliber of bullshit. Then its funny. but stilll...

:|
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 18:38:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216102
I plan to since Turnstile is dead. I won't be using all of them though, so they could go to a good home someplace.

Using: Hewshot, Blitz Rifle, Volt Arm, Dronefly, Acorns.

any of the others can be adopted for anything else you guys want. They're easy to retexture as well.

EDIT: Brattylord: your too kind :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 18:07:09 UTC
in Mini Compos Post #216097
:|
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 18:05:11 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216096
crap, the way i transition my maps deletes the global entity data. Which means no hub or portals for the actual game. Don't worry, i found and equally cool alternative.

As for the warp FOV effect, Chickenfist can own it cuz he could apply it to his mind controlling mod. Thats a better use for it anyway.

Using a delicate setup of entities and globals, i can have a form of upgrade system I couldn't accomplish with Turnstile. The application of it is different which makes it possible for 6D. So there will be more than just the crowbar at your disposal. So every stage, you get your income of weapons, ammo, and armor. Of course, I'll give the player a necessary amount of each to move along, but the more you find and collect, the more you can fight back, and defeat bosses.

I think its worth it. So thats the latest dev news.
:glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 17:52:47 UTC
in Half Life: Town Post #216092
env_forest is the only good part about it. I want action.

Now if it was like Natural Selection but with Combine and the Resistance instead of aliens and humans, it would pwn so friggin hard with the building of tech and research stuff. :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 12:42:12 UTC
in Mini Compos Post #216062
LOLLING!

wtf IS shoop da whoop!?!?
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-15 17:31:23 UTC
in Mini Compos Post #215946
The winner is:

Caboose! With the smily superman comic.
User posted image
So here's the next one. Took me a while to think of it.
User posted image
Yeah its me. :nuts:

If its too large, shrink it. Otherwise fill in the shirt and face. Don't worry, i won't kill anyone.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-15 12:50:24 UTC
in Hilary Clinton, and her Fake Accents Post #215896
this election is stuffed. most of the blacks are going to vote for their own race just to signify. like the segregated version of survivor. Many at school were all supporting their race.

Its a ploy, so we're doomed.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-15 12:24:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215892
Lol!

This weekend is dedicated to 6D for the most part. I'll try throw up a new demo to example the new format. again.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-15 12:19:59 UTC
in Hilary Clinton, and her Fake Accents Post #215891
we doomed.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 21:10:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215845
For starts, robots are fncking easy compared to organic models and mesh weights. If i do make models for 6D, robots all the way.

learn to animate using robots, or even just basic bone setups. Either way, practice.

I'm in a ferret mood 'cuz i had a ferret a while ago but i gave her to my parents just before college. My parents gave her to their neightbor who already has a ferret, so she's not lonely or anything and is probably living a healthier life than me right now. ferrets are the shit, and their better when you give them beer. Not too much, it can kill them. But a hung over ferret is funny because their dizzy and move slow. :zonked: my ferret has probably had more alcohol than me.

/senseless info
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 21:00:34 UTC
in Mini Compos Post #215843
new compo?
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 13:57:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215814
i have some ideas for the crowbar, i will model that much, but it'll be later of course. for now its just the crowbar.

I was thinking something along the lines of a decorated sickle. i'll post concepts when i doodle them off. Thats among my business today.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 10:27:54 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215803
thats just it, i don't have max and modelling can't be done if the school is closed for spring break. I'll mostly be mapping then i guess.

besides, i got a ferret model for class almost done. :heart: :nuts:
User posted image
Edit: I forgot, i got maya. I need to learn to model well enough in that then i can export to max and finish everything up. But still, its unfamiliar software and interface.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 08:00:54 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215792
i kinda don't want to, but i should probably use more enemy types so things are mixed up. Like gargs, tentacles, apaches, and so on. I don't want to keep the tacky original xen monster set, but remodelling is out of the question.

It wouldn't be so bad if i kept the xen monsters for 6D, would it?

Also, i might adapt some turnstile models onto this, like the Siaph Apache model.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-13 17:05:44 UTC
in URB'S TWHL PROJECT (Sims 2) Post #215758
Geeeeeez lay off the man. There are better things to do then play games, like make games, or do homework.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-12 21:41:03 UTC
in Mini Compos Post #215668
shits funneh!
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-12 21:37:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215666
yes. :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-12 17:08:28 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215645
uhm... i was experimenting and... well... the format changed... again... this is definitely worth it. It'll still be good'ol 6D but it will be prettier and more intuitive and interactive than ever. I'll make a new demo and release in a day or so. Plus the new format requires the crowbar at least, so thats added! :nuts: screenshots won't explain much, so perhaps a video or demo. plus i don't know why some of the errors occur. still trying to fix bugs as well. So i have my work cut out. but the new format is both easier and harder to map for, but is open enough to design on paper, which helps considerably in planning and construction, as well as the development pipeline.

The new format goes as such:

There are the traditional pieces as seen thus far, and the puzzles type we all know will still be around. The new twist is the way i'm including the environment with the puzzle, as well as a new element that allows you to push holographic puzzle elements to where they need to be in order to solve the puzzle. Retrieving the pieces is a whole new part of each map.

I made this one already and it works beautifully.
Example: there are two pushable linked to two trackpoints for a slider. The actual block that slides between them is missing. One of the trackpoints is lower than the other and is short of the platform with the goal. The other is at the start area. The solution is simple, switch positions of the two track points. Locating the slider block is easy, its in a room off to the side. Clicking it makes it go to its first stop and connect to the track. Now you ride the block from point A to point B and enter the goal.

This was simple, yes. But I can throw a wide variety of hazards, traps, and enemies in between each part of the puzzle, as well as the traditional puzzle type we all know, just for an obstacle.

Much more research is to be done, but with what little i know, i can make this mod so incredibly nice. I just need time to experiment with spirit.

But for content sakes, I'll finish my little map pack so you guys have something to play. Sorry developement got in the way again. :nuke:
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-10 16:12:14 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215481
I got one made. Will continue to work for the rest of today and tommorrow. Expect some stuff, k.

I'll re-release the mod and see if some of those errors are fixed, the new maps will be included as well.

I'll RAR file it this time.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-10 10:58:12 UTC
in Mini Compos Post #215472
uhm... ok...

Try this one out. :)
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-09 16:30:46 UTC
in Mini Compos Post #215423
well.. i guess by a tally of votes, daubster wins.

Grats!
User posted image
Choose the next one!
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-08 20:05:26 UTC
in Mini Compos Post #215381
This needs to go to someone...
User posted image
theres days left in the compo so keep going. :nuts:

Edit: I got a great idea! I should throw on a white shirt for you guys to add to. Even though i'm a bit unsettled by the image of me being shopped by you guys. :/
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-08 09:31:54 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215330
This weekend is dedicated to 6-D.

R'dia :(

I've got some creative ideas i've written down. Just need to build them.

I hope you don't mind Dev textures... like i need to ask really..... because the maps won't be polished.

hopes up! :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-07 23:09:16 UTC
in Mini Compos Post #215312
nice one kas.

Yeah i get the Physx one too. they were all big talk for a moment and now i hear nothing much of them at all.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-07 18:32:33 UTC
in Mini Compos Post #215294
Why not? I think you guys know what to do. Put something on this tombstone.
User posted image
go 4 it :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-07 16:48:29 UTC
in Cat Macros! Version 2! Post #215283
User posted image
i'm finding some good ones :)
User posted image
User posted image
User posted image
Original Longcat
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-07 11:40:24 UTC
in surf maps? why? Post #215252
i don't know, i played one once and thought it was dumb.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-06 22:39:11 UTC
in Cat Macros! Version 2! Post #215211
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-06 12:57:12 UTC
in URB'S TWHL PROJECT (Sims 2) Post #215170
o i get it haha.

/dipshit
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-05 23:39:26 UTC
in URB'S TWHL PROJECT (Sims 2) Post #215131
if i'm a libra and a cry alone alot at night looking out into the vast new mexico (why, may i ask in new mexico?) than i'm accurate.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-05 23:33:10 UTC
in Estimating the # of twhlers Post #215130
wrong, its 3,683.

You fail.

i'm number 1120 i think...
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-05 19:46:27 UTC
in URB'S TWHL PROJECT (Sims 2) Post #215099
OMG HOW MANY FIRES CAN WE START!?!?!?!?

Hilarious! I only know how to cook breakfast foods, so I nuke frozen stuff in the microwave all of the time.
Rimrook stared out of the window for ages and then started crying
need a girlfriend :cry:

are the personalities based on our birthdays? i hope so for accuracy.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-05 19:16:44 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215095
Rotating sliders?
awsome!

Blocks that follow paths i already have. Thats what sliders are (trains.)

I can make rotating blocks follow sliders like in the original demo, I just overlooked it.

Also, did anyone notice sliders can be stopped at anytime on the track?

EDIT: I'm gonna put out a few maps, they won't be polished, but playable in the most sense.

I will do a minimum difficulty puzzle and a maximum difficulty puzzle to show the threashold, as well as any other ideas I may get along the way.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-05 13:44:44 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215051
I played it and it is a most clever puzzle although most of the challange comes from tricky jumps rather then figureing out how to manipulate blocks.
I've been thinking about that statement, i'm going to see if i can add another element that would involve more interactive and manipulative thinking
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-01 18:42:02 UTC
in Advanced Brushwork Mini-Compos Post #214497
texture making
:nuts:

1 texture would be tough because texturing involves a team of textures to work well with each other. i would say make a new set and apply them to a single scene... and make one single screenshot look as sexy as possible. no need for a whole map or even the rest of the room, since the judging will be based on the screenshot and the bsp (to prevent photoshopping of course.)

heh, HL art. :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-28 16:01:06 UTC
in Cat Macros! Version 2! Post #214337
DAMMIT ZL! THATS HELLS DISTURBING!
:zonked: :zonked: :zonked:

lol'd @t monorail cat!
Rimrook RimrookSince 2003