Forum posts

Posted 5 years ago2019-09-02 23:05:01 UTC
in Now Gaming: ... Post #343096
User posted image
I might have caught the Minecraft bug. Been marathoning it again since it's been a while since I played it.
User posted image
User posted image
User posted image
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monster_urby monster_urbyGoldsourcerer
Well, that's not quite what I meant, but at least it's working. I would guess there was a typo somewhere with your previous setup.
monster_urby monster_urbyGoldsourcerer
Have you tested with a standard HL line? If that doesn't work your entity setup needs tweaking. If standard lines work and yours doesn't then it's a problem with your audio file.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-22 15:32:00 UTC
in Fate of Gunman Chronicles Post #343068
Always intriguing to see what became of these old development teams. Rewolf was dissolved after Gunman Chronicles shipped (i hope the devs got paid...)

The founders went on to start some new company, while the devs founded Streamline Studios which is still operating today in three countries. :)
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-21 15:04:50 UTC
in Turret muzzle flash light combo. Post #343062
We wouldn't know without seeing your setup that wasn't working :P
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-18 15:10:27 UTC
in About " hud_color " Command Post #343044
Well... I can't even get hud_color to work when I enter it in-game. I was always given the impression that hud colour is a coding change.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-18 13:00:20 UTC
in Post your screenshots! WIP thread Post #343040
Intriguing.
monster_urby monster_urbyGoldsourcerer
First, this is not the right board for this. It's a GoldSRC question. Second, this thread already exists... on the right board... Clicky.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-14 19:49:09 UTC
in Fate of Gunman Chronicles Post #343006
Mmm... dunno. Sounds like something an organised person would do.

That aint me.

Besides, I'm pretty sure you can just download it from ModDB now.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-14 13:26:36 UTC
in Fate of Gunman Chronicles Post #343002
Gunman Chronicles is such a severely underrated game. I'm never letting go of that CD. It'll be a real pisser when that stops working.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-07 13:12:33 UTC
in What's new for HL1 in 2019? Post #342966
It's definitely worth making your own prefabs these days. You can still have an authentic Half-Life look but modernised a little. Goldsource is quite robust and there is no need to stick to the terribly outdated WorldCraft 2.0 prefabs. :P
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-06 14:37:06 UTC
in Now Gaming: ... Post #342963
I have dabbled in Subnautica and as I suspected, it's got me hooked. Properly reeled me in. I have only brushed the surface and may stream it the next time I decide to immerse myself.

Heh.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-06 14:34:30 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342962
Just a word of caution... I recently started playing Subnautica and your maps will be judged in relation to that.

It won't be very fair.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-06 14:30:04 UTC
in What's new for HL1 in 2019? Post #342961
Fortunately, The Core has a prefabs map that we can just dip into and grab the prefab we need. Helps with collaboration between myself and Archie this way too, rather than having two separate prefab libraries.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-01 20:07:33 UTC
in What's new for HL1 in 2019? Post #342951
Been using Hammer v3.5 for like months now.
Months. Haha. That's cute. :D
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-01 08:28:23 UTC
in What's new for HL1 in 2019? Post #342947
Yeah, check Pb's link above, but I highly recommend J.A.C.K / Sledge and Vluzacn's compile tools.

If you're last experience was Hammer, I think you'll be pleasantly surprised. Also welcome! Glad to see new members keeping the HL1 modding community alive. :D
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-08-01 08:26:18 UTC
in Now Gaming: ... Post #342946
You did.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-30 21:38:24 UTC
in Now Gaming: ... Post #342942
Thought I'd share some shots from the Divinity Original Sin II campaign that Archie and I are working through.
December 31st, 2018December 31st, 2018
This was the end of our first play session after Archie picked up the game. I had owned the game since 2017, but in one session we got much further in the campaign than I ever had alone. The characters from left to right are:
  • Eichra, the Might Ba - Archie's original character created at the start of the game. At this point, his build was a hammer wielding metamorph barbarian who would transform enemies and herself as needed to turn the tides in battle.
  • Sebille - One of the origin characters available in the game, recruited by Archie earlier in the evening. A rogue who was dealing incredible crits, even at this early stage. She was also our designated thief at this point, picking locks and pockets alike.
  • Lohse - Another origin character from the game, recruited by myself. At this point she was a battlemage, using a combination of physical and magical attacks, excelling at neither. She was mainly used as cannon fodder and would die in most fights.
  • Spiggot McQuibble - My original character. A noble scholar way past his prime and fallen from grace. A crossbow wielding librarian with a few healing spells up his sleeves. Spent the early game in the thick of battles where he most certainly did not belong. He can also talk to animals, for better for worse...
  • Also pictured, Sir Lora the squirrel knight and his skeletal cat mount, Quercus. Both very much part of the physical world. He started following Spiggot at the start of the game and wouldn't go away.
July 28th, 2019July 28th, 2019
The same group, seven months later:
  • Eichra is now a summoner, often bringing a ten foot tall demon and a collection of totems into each fight. She traded in her hammer for a ridiculously large axe.
  • Sebille is less of a thief and more of a completely overpowered mofo. Archie picks a target for her and then that target dies very very quickly.
  • Lohse is a full on enchantress who heals the team and inconveniences enemies with disabling spells, including a hilarious ability to teleport anyone, anywhere.
  • Spigot is... largely the same, but with a bigger bow and far greater damage if given a high tower and clear line of sight.
  • Also, Sir Lora and Quercus are now very much a part of the spirit world after getting accidentally, if not violently successfully murdered by Eichra during a "friendly" arena battle...
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-30 00:01:16 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342940
Two weeks remaining as of right now.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-29 13:11:05 UTC
in Now Gaming: ... Post #342938
I hear a lot of good things about the batman games (mostly anyway) but I was never able to play Arkham Asylum for more than an hour before I just got really really bored. I guess I'm just really not into superheros. :P
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-29 10:32:25 UTC
in The "Video Game Screenshots" Thread Post #342936
Please use the existing Now Gaming thread for sharing screenshots and tales from your many and varied digital adventures. :)
monster_urby monster_urbyGoldsourcerer
I completely missed this as well. Grabbed it immediately. :D
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-25 13:52:59 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342910
Is that a lost Rodless Reel, Zeeba? Hahaha.Is that a lost Rodless Reel, Zeeba? Hahaha.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-24 13:14:04 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342900
When somebody puts more effort into a single background prop than I do into an entire map sometimes...
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-23 13:13:07 UTC
in The Gildryte Chronicles Post #342899
Since The Core is such a massive project that has spanned years, I've recently been thinking that rather than immediately starting a massive new project, the first few installments of GC would be much smaller in scale.

I would like the originals to include some of the custom coding I want in order to build up a base template of sorts, but essentially the first release would be the equivalent of id's Wolfenstein 3D and its expansions, before stepping up to Doom and then Quake.

For the record, I'm not saying that GC would in any way worthy of id's ground breaking library of games, just that I would start relatively simple with the initial release before stepping things up with each subsequent release. This all hinges on my coding ability (or access to somebody with such ability) and not getting bored with the whole thing...
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-22 13:10:09 UTC
in Post Your Photos Post #342888
Your neighbours sound smart. :P
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-17 13:25:47 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342872
Yup
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-15 14:54:20 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342864
Nice work.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-12 14:02:38 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342853
Absolutely.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-07 19:53:50 UTC
in SoHL, entities help? Post #342844
Xash 3D?
Bleh. Between those two, use Spirit.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-04 14:06:26 UTC
in SoHL, entities help? Post #342838
Honestly, I only noticed the pre-disaster flag was missing in SoHL recently as well. Sorry to say but the only solution I found was to open a map using the vanilla Half-Life FGD, place the entity, check the pre-disaster flag, then copy and paste them into the SoHL map.

Speech group will not help in this situation. That is a way of changing the sentences they use, so you could enter BA for a scientist and they would use barney's lines (assuming relevant lines exist). Some spirit mods use this method to add Otis into their maps without needing to code a new NPC.

SoHL also comes with a selection of maps that show you how to create certain entity setup which include player controlled, laser guided miniguns. Not sure if these were included in the latest version, but definitely one of them.

Truth be told, after basing The Core on the SoHL engine, I've really gone off it. It's a butchered mess of an engine with more problems than positive additions.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-04 13:49:46 UTC
in Current Tools for Mapping Post #342837
I really ought to keep an eye on that page. There's stuff in there I've never tried using and I might be making things far more difficult for myself as a result...
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-02 09:42:17 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342832
I would prefer if you would start a new map for the competition. Part of the challenge is seeing what can be accomplished within the time limit.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-01 16:30:27 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342825
I actually have no idea how that works... Basically, if I should happen to play through Half-Life 2 again, I shouldn't encounter your custom content. Likewise, installing another entry that changes the same thing shouldn't stop your custom map from working correctly... if that makes sense.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-07-01 14:37:20 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342823
Another mini competition is upon us! Check out the brief here and ask any questions... well... here.

As this is a mini competition, you must manage your time effectively. Don't bite off more than you can chew, and leave plenty of time for testing. Good luck and have fun!
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-29 00:19:07 UTC
in problem at monstermaker-aiscripted relation Post #342813
That is about as useful as posting "My map doesn't work." and leaving it at that. Describe your current setup, show screenshots, post a link to an example map. :P
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-25 22:13:56 UTC
in Black Mesa Xen Post #342801
I shall wait on the full release.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-25 13:29:43 UTC
in Black Mesa Xen Post #342798
That's absolutely stunning and it certainly makes up for all the content that was cut out of the game particularly the "On a Rail" and "Surface tension" which were reduced in size by 75% each.
Surface Tension has now been extended in the Steam release, in case you didn't know. It was a LOT longer when I did another run recently.

This looks good though. A Hell of a lot better than what we got with HL1, but then that was their goal in the first place.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-22 17:35:04 UTC
in Half-Life 3 Confirmed! Post #342778
All these teams are doing it wrong if you ask me. They should be creating the final episode as a retro shooter as a proper send off for the GoldSRC engine.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-21 14:11:54 UTC
in Half-Life 3 Confirmed! Post #342768
I'm keeping a very close eye on Project Borealis, but it's clear that a lot of their fans don't know how game design works...

"Looks pretty rough."
"The sounds are pretty bad."

Just... urgh.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-15 22:07:48 UTC
in Found several new Hl1 SP mods..... Post #342738
Oooh, nice find. Always happy to see more Half-Life mods.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-14 10:25:54 UTC
in BM:S style guide? Post #342734
I've never mapped for Source or Black Mesa, but I've worked with the original Half-Life content for longer than I care to admit.

The Black Mesa Research Facility has very distinct sectors that are very different from one another aesthetically. The "style" of each area really depends on the sector's function, its age and the people who work there.

The Anomalous Materials labs are all teal and poured concrete on the upper levels, relatively modern compared to the more industrial, heavy panelling of the lower levels. The office complex is very much stuck in the 1950s, all plaster walls and chequered floor tiles. The back areas and stairwells are less appealing to the eye, as they are not meant to be occupied for an extended period of time. The Questionable Ethics and Lambda Complex are far more modern and deal with a lot of high tech stuff. As such, they are clean and organised, but also full of exposed piping and wiring. The storage areas in We've Got Hostiles or Forget About Freeman are obviously basic concrete structures with wide open spaces for trucks and forklifts to move without hindrance.

It really does depend on what area you are building and what it was used for.

It's an underground complex, build into a decommissioned missile silo complex. Some areas are going to be refurbished, some completely disregarded and run down. Newer areas will likely be as cramped as possible, to save costs on the tunnelling and construction involved. Areas with a lot of employees during the day will have much easier access to cafeterias and restrooms, while the storage and freight areas will have smaller break rooms and very few places to do ones business.

To summarise, you just need to consider the following things and then design your map accordingly:
  • What does this department do?
  • What kind of people work here? How many?
  • Is it new, old, refurbished or recently built?
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-13 15:28:15 UTC
in my compo idea making (tl dr included) Post #342732
It's an interesting concept, but a little open ended for a competition. I would suggest reeling it in a little for a competition pitch, but even then I would prefer a game play challenge over an environmental one.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-11 17:53:44 UTC
in E3 2019 Post #342730
Yeah, a Switch looks like the next thing going on my gaming shopping list... Dammit.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-09 20:40:40 UTC
in E3 2019 Post #342717
The Outer Worlds - Out October. 25th
Cyberpunk 2077 - Out April 16th

Thanks E3. That's all I need.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-08 19:18:24 UTC
in E3 2019 Post #342709
I am waiting on details about two games: The Outer Worlds and Cyberpunk2077

I guess that means I should just check out the Microsoft presentation and then... I guess just sleep until E3 is over.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-06-06 21:50:20 UTC
in Gun with laser? Post #342702
You might be out of luck with vanilla GoldSRC in that case. I've only ever seen targeting lasers on a func_tank in the Spirit of Half-Life engine. :(
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-05-31 13:31:47 UTC
in npc actions in another room Post #342678
Actually i am using the big box to get rid of leaks since as you may already know i copied the map from Opposing forces and deleted many many things
Yeah, I suspected as such, but that doesn't change the fact that it's bad practice. As painstaking as it can be, it's far better to actually seal the leaks in your map that simply throw a box around the whole thing.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-05-30 14:49:55 UTC
in npc actions in another room Post #342675
I took a brief look at this last night, compiled it and ran it and I'm honestly stumped. I created a simple test map where I triggered two grunts to run to the player through a series of corridors and they worked without any issues...

What I will say is, though it's obviously an unfinished map, that big box surrounding the map is very bad practice. You're going to be compiling and rendering so much more that you actually need to. I doubt that's the cause of the issue, but it's not great.

I got a little lost amongst the entities and triggers, but what is actually prompting them to move to the first room after killing the houndeyes? I couldn't find a trigger.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2019-05-29 22:58:08 UTC
in Gun with laser? Post #342672
Haha! I knew I'd be overlooking something really simple.
monster_urby monster_urbyGoldsourcerer