Forum posts

Posted 15 years ago2009-03-06 07:25:06 UTC
in Looking for a coder Post #263868
Say what again. SAY WHAT AGAIN. I dare you, I double dare you, motherfucker. Say what one more goddamn time.
What?
Shoots Strider in the Arm

For those who are still lost, watch that, then get it. Uncultured moron.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-05 22:22:28 UTC
in Looking for a coder Post #263848
oder nicht sehr gut
Thats "or not very good" to all you Jules Winnfield types out there.
Thats "or not very good" to all you Jules Winnfield types out there.
Thats a Pulp Fiction gag to all you uncultured morons out there.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-05 22:16:22 UTC
in Post your screenshots! WIP thread Post #263847
OMG. Take it back Captain! Think of the box filled with kitten.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-05 07:55:57 UTC
in Looking for a coder Post #263795
^_^
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-05 07:41:50 UTC
in Name the Map ! Post #263791
Correct!

Oh wait...no. Sorry Huntey but I'm not as stupid as you think sometimes.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-05 07:31:21 UTC
in Name the Map ! Post #263785
Topic Guise?
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-05 07:20:08 UTC
in Looking for a coder Post #263787
Basically, a good leader would go out and get himself a coder. Not send random people out to find one.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-04 21:23:28 UTC
in Looking for a coder Post #263767
i will ask the leader...
...sounds cryptic :P
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-04 07:03:16 UTC
in gmax question... Post #263730
You do after a 30 day trial.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-04 05:40:13 UTC
in Unreal Editor Post #263727
Heh, I quite often go back to UT:GOTY Edition.

At college we had a gaming club during Wednesday lunch hours. Myself and 3 others were on red and the other 12 were on blue. We won most of the time.

We then became 'The LavaGiants.' and were an active clan for 2 years.

Thats when I tried my hand at mapping for UT. As it happens, another of the guys did too, and created a primitive version of the college itself. I boasted how I could create a much more accurate version using Hammer but the college wouldn't allow us to install Half-Life on the machines. :(
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-04 04:52:24 UTC
in Unreal Editor Post #263724
I think The Hunter used GTKRadiant at some point, which as far as I know is built on the same technology or something.

I glanced at it but like you said its the exact opposite to Hammer. Therefore I concluded that it must be the Devil.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 21:15:41 UTC
in Name the Map ! Post #263706
Why does everyone have to drink everyone's milkshake now? You don't even have an oil well.
Its my custom username ---->

So it's only true when I say it.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 19:35:39 UTC
in Now Playing: ... Post #263696
Posted 15 years ago2009-03-03 19:17:45 UTC
in Rooms (mini co-op project) Post #263694
That doesn't mean it won't run in Steam HL, because it does.
Oh right. I knew you could get Steam mods to run in WON but not vice versa. I tried with both my GoldSource projects, HL:OiFH and Complex Opinions, to run with Steam HL but both crashed at the menu.

EDIT: Yeah, made this for WON menu in case we stick with the minimod thing:
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 18:23:14 UTC
in Rooms (mini co-op project) Post #263692
Also, I can still see glitches through JeffMOD's glass roof.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 17:40:32 UTC
in Desktops of March Post #263688
Epic banana is epic and bananesque
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 17:16:27 UTC
in Rooms (mini co-op project) Post #263679
I tested in WON seeing as it wasn't configured for a steam mod. :P
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 16:36:22 UTC
in Rooms (mini co-op project) Post #263676
I noticed a load of dodgey strobe lighting throughout the maps. It was annoying as hell and extremely unpleasant to look at. Remember, little things like that can cause headaches.

Also, the minimod version seems to run better for me. The messages in each room didn't work for me earlier.

BTW Muzz, your room is awesome.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 15:35:34 UTC
in Rooms (mini co-op project) Post #263670
I shall take a glance now.

EDIT: Gah! Or at least I will do once I reinstall WON HL.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 15:29:12 UTC
in gmax question... Post #263671
Yeah, I was gonna say. Just by looking I wouldn't recommend using it for anything other than Flight/Train Simulators.

Looks as old and ugly as sin.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 14:59:47 UTC
in Rooms (mini co-op project) Post #263667
Minimods make the valve folder so much less cluttered. The original ETC map pack wasn't in mini-mod format and despite it running with no issues at all it completely fucked over my original Half-Life installation (replaced a few files that the game needed)

Also, I'd like to make use of the titles.txt in my room but I don't want to edit the one in the Valve folder as other titles may not work afterwards. Of course if you don't want to use minimod format I guess my room can just be another 'just-run-through-and-look-at-the-design' entry.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 12:16:25 UTC
in Desktops of March Post #263655
Jesus christ. With that many icons and a wallpaper thats so...lively, I couldn't find shit on there. :rly:
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 09:24:27 UTC
in Name the Map ! Post #263644
OpFor is pretty awesome. Blue-Shift not so, but still nice to return to BMRF again.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 05:31:03 UTC
in Name the Map ! Post #263628
I haven't got time to post a screenie today. Someone else go.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 23:55:33 UTC
in Name the Map ! Post #263623
Adam Baldwin?
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 23:43:38 UTC
in Spirit Post #263622
Sounds like something isn't set up right. Your definatly using the spirit.fgd right?

Post some screens of your configurations.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 16:37:53 UTC
in Spirit Post #263603
Basically. I personally (used to) build all my Goldsource mods on Spirit. It makes it easier to implement new enemy (or even friendly) characters with little to no coding. Its nice to have a gargantua on your side. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 16:35:17 UTC
in THE SIMS 2 TWHL PROJECT 2! Post #263602
The MotM team is almost a whole year behind, right?
We don't always tell you what we're up to behind the scenes. :ciggie:
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 15:53:57 UTC
in Spirit Post #263598
I believe spirit is simply a modified version of the Half-Life code. You probably could implement into the counterstrike code but obviously that would take a fuck-load of coding and people would have to download it to play any of the maps.

Spirit acts as a 3rd-Party mod, rather than overwrite HL's original files, so Counter-Strike spirit would also work as a seperate mod.

As for entity guides, its pretty much like the original except with a few more fields/flags added to entities (allowing things like multiple models for barney or sprites that follow monsters and so on) and some new effects entities such as smoke and lighting effects.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 13:53:53 UTC
in THE SIMS 2 TWHL PROJECT 2! Post #263594
urby is dead

As it happens, Saturday morning was a pretty tight schedule and The Sims 2 just didn't slot in as nicely as I'd liked.

I think I may be able to get an episode out tonight. Also, to make it up to you all, a fresh MOTM review is also on the way.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 13:38:20 UTC
in Post your screenshots! WIP thread Post #263592
LMAO
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 13:18:32 UTC
in Need coding help Post #263590
You can't. It was made by DPGames, for DPGames. Mwuh ha ha ha ha
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-28 19:16:45 UTC
in New project (tall ship with sails) Post #263468
...whut?
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-28 19:15:05 UTC
in Now Playing: ... Post #263467
Oooh, bad move. Prepare for a shitstorm of emo related comments. :P
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 21:46:15 UTC
in Post your screenshots! WIP thread Post #263431
Looking pretty fucking sweet.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 19:44:18 UTC
in Free models! :D Post #263428
I don't have the modelling experience to do so, but I really wanted to replace the MP5/M16+M203 in Half-Life with an aperture science style assault rifle.

If anyone wants a go at that it might just be the inspiration I need to reconnect my old HDD, copy over all my mod files and carry on with Complex Opinion (Black Mesa based mod)
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 16:52:21 UTC
in Free models! :D Post #263418
Have a link.
Credit info is in the readme
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 15:09:40 UTC
in Need coding help Post #263413
You would need to use a 3d modelling program and make a new animation. You may also need to edit the models .qc file. I simply replaced the zombie model with a scientist using "Spirit of Half-Life"

Then I had my animation guy remake the animations to look better.

So, you need to either:
A) Learn to animate.
B) Get hold of someone who can already.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 15:04:56 UTC
in Desktops of March Post #263411
Bullfrog made pwn games and would have done wonders with todays technology. Then EA bought them out.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 11:30:29 UTC
in Need coding help Post #263399
You can make zombies run faster without editing the code. Thats all down to animations.

Done it myself

Twice ^_^
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 11:26:18 UTC
in THE SIMS 2 TWHL PROJECT 2! Post #263371
Its only been Friday for 40 mins. You'll get your Sims fix in around 17 hours time. I need to sleep first.

[EDIT]

Well, thanks to one of my staff calling in sick at work by day off has now been royally butt-fucked.

As such, today's episode will be done tomorrow morning.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 08:14:37 UTC
in Rooms (mini co-op project) Post #263393
Dinosaurs exist on Isla Nublar and Isla Sorna, both off the coast of Costa Rica.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 08:11:26 UTC
in Free models! :D Post #263392
Speaking of free models, anybody want the Frying Pan crowbar replacement by yours truely?
User posted image
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 06:41:16 UTC
in Desktops of March Post #263391
Thats pretty sweet WC.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 22:11:00 UTC
in game_text and env_fade Post #263378
Not really sure what you need to know.

game_text shows text on screen

env_fade makes the screen fade to / from a solid block of colour (usually black)
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 21:59:29 UTC
in Desktops of March Post #263375
lol. You're still playing that chore of a game?
User posted image
Glorious self promotion. The wallpaper is also available for download. :)
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 21:44:14 UTC
in a mod done by young ones... Post #263373
Haha. MAN FLU!
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 21:38:58 UTC
in Free models! :D Post #263369
Man, that guy has a lot of stolen models, doesn't he?
Indeed. Not to mention one of the ugliest websites in existance.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 21:37:11 UTC
in a mod done by young ones... Post #263368
...no? I can't model.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 21:35:06 UTC
in gameinfo.txt? Post #263366
The link you gave me didn't tell me what I needed to know.
Uhm...the link leads to EVERYTHING you need to know about custom menu screens in Source. It's what I used to create my menu screen.

[quote]Menu Background Material

It is also necessary to create background materials for your menu background .BSP. This is the image that is shown when you first launch the game, but before the background .BSP has finished loading. In Half-Life 2, this was a blurred screenshot of the background map (when recreating this, use a 30px Gaussian Blur filter for a 1280x image). When the background .BSP is finished loading, the screen fades from the static background material to the actual 3D background map.

The following two materials are needed:

<game directory>\materials\console\<map name>.vmt

<game directory>\materials\console\<map name>_widescreen.vmt

For example, if you made a background map named sdk_background.bsp, you would need these two materials:

hl2\materials\console\sdk_background.vmt

hl2\materials\console\sdk_background_widescreen.vmt

The background materials are usually a 1024x1024 screenshot of the background map, blurred in an image-editing application.

You can find the key command to take screen shots under Options -> Keyboard when you run the game. The F5 key is the default screenshot key, and saves a .JPG format screen shot to the <game directory>\screenshots directory. You can also bind a key to the screenshot console command, which will save in the .TGA format.

A menu background material .vmt file should look something like this:
"UnlitGeneric"
{
"$basetexture" "console/sdk_background"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
}

For information on how to create these materials, see the Material Creation doc.

Sample materials for the sdk_background sample map are located in:

\sourcesdk_content\hl2\materialsrc\console (for the source .TGAs)

\half-life 2\hl2\materials\console (for the .VMT and .VTF files).[/quote]
Disabling Background Maps

If you would like to just use the vmt texture as a background (without loading a map), simply create the file \cfg\valve.rc and add the following:
// load the base configuration
//exec default.cfg
// Setup custom controller
exec joystick.cfg

// run a user script file if present
exec autoexec.cfg

//
// stuff command line statements
//
stuffcmds
Helps if you read things properly I guess :rly:
monster_urby monster_urbyGoldsourcerer