Forum posts

Posted 8 years ago2016-03-02 17:07:39 UTC
in Dumb Entity Game Post #329125
newp :)

0/3
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 16:25:24 UTC
in Dumb Entity Game Post #329123
Is it entity report?
Haha! No, but I'd love to know how you arrived there.
I believe I know yours, but I'll let someone else guess!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 16:17:30 UTC
in Dumb Entity Game Post #329121
player_weaponstrip :cool:

Lol'd
User posted image
This one might be a little harder :]
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 15:25:19 UTC
in Dumb Entity Game Post #329119
Haha, great job with illusionary!
User posted image
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 10:57:04 UTC
in Dumb Entity Game Post #329110
ooooh. Multi-fruit i guess? Multimanager is a good call. I was going down totally the wrong route. Splash screen? No... Orange Box? No....

Urby got it, I'm sure :>

Perhaps expand it a bit beyond just entities? Mapping-related things in general?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-03-02 10:45:01 UTC
in Dumb Entity Game Post #329107
I love this idea, but I'm already completely lost.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-02-26 20:10:02 UTC
in Lighting prop models? Post #329034
I cannot understand why Valve doesen´t release an upgraded HL.exe
They did. WON users still whine about it.

And now for the alternative joke:
I cannot understand why Valve doesen´t release an upgraded HL.exe
They did. It's called HL2.exe.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-02-25 16:52:32 UTC
in TWHL World - Community Project Post #329018
monster_scientist

model field: [mr. valve.mdl]
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-02-22 03:47:42 UTC
in Half-Life: The Core Post #328976
User posted image
Probably not structurally sound...
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-02-12 18:22:33 UTC
in TWHL4 Suggestions Post #328827
The Source 2 tools are available already, and Dota 2 runs on Source 2.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-31 17:26:34 UTC
in Half-Life: The Core Post #328585
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-22 11:57:05 UTC
in TWHL World - Community Project Post #328439
No, they'll be in the hub map. Take a few into your level if you want, but they're not going through every rift with the player.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-17 20:29:09 UTC
in Prospekt Post #328335
As opposed to all the free mods which, what, don't have a huge time commitment invested?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-17 04:27:44 UTC
in Prospekt Post #328316
Looks a bit crap, tbh.

It's average-at-best mapping and looks worse than HL2 which came out in 2004. Come ahhhn. Demanding money for that is nonsense. It looks like myfirstmap.bsp.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-14 17:31:36 UTC
in TWHL World - Community Project Post #328251
Black Mesa surviving the nuke seems unlikely. How about a small intro map set during the events of Half-Life wherein a portal experiment is damaged and teleports the player and a gaggle of his or her colleagues (and a couple of Barneys for good measure) to a hitherto unknown alien border world. This border world forms the hub as the story sees the scientists urging the player to travel through various rifts in the hopes of finding a way home.

?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-07 00:26:39 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328120
And The Core is released, right? :3
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-06 20:05:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328116
Yes, and it's just Sledge :lol:

Pebs is also busy on TWHL4 and The Core at the moment, so production has slowed a little.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-02 21:19:52 UTC
in Looking 4 a Senpai Post #328058
User posted image

Post a journal
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-01 00:32:39 UTC
in Good looking textures Post #328018
It absolutely does count as a version. Also the subscription model is fine & makes a lot of pro software a lot more accessible. Be less cynical :P

CC 2015.1.1 is the latest version of Photoshop & is the 16th major version. CS6 was the 13th, so it's pretty out-of-date.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-30 18:37:52 UTC
in Making parts of textures/sprites transpa Post #327983
User posted image
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-30 05:37:21 UTC
in Making parts of textures/sprites transpa Post #327976
Add a gradient. I don't want flat colors slapped on there and then be called a railing.

In seriousness, though, Rendermode: Solid and Render Amount: 255.

This is covered in tutorials.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-30 01:36:40 UTC
in TWHL Rocket League Post #327971
I can't recommend this enough.
The current roster is Ant, Scoots, Urby, Jessie, Penguinboy & myself. Joebama and Livewire have bought it today, but haven't joined us yet. Honestly guys, this is something special. Grab it while it's on sale right now!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-28 16:26:18 UTC
in Building (or buying) a new desktop Post #327939
There's unfamiliar and there's objectively bad. Win8 tried to implement a bizarre hybrid of a touch interface with a traditional desktop and it just clashed at every single point.

It'll be forgotten to time along with ME and Vista.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-26 18:13:37 UTC
in Building (or buying) a new desktop Post #327921
Suggesting 8 is better than 10 is mindblowing to me. That said, I've not had any of the problems with 10 I've seen reported - although neither has anyone else I know who uses it, which is most people by now.

10 is, for the most part, exactly what we wanted - Win7, but far faster under the bonnet. I stand by my original review in the desktops thread:
Well I'm just about a week into my Windows 10 experience and so far it's performed great! I've had no compatability issues whatsoever, and my niggles are so minor that they're barely worth mentioning - and will almost certainly be addressed in the first Service Pack, if not in smaller patches.

Firstly, the aforementioned inability to rename items in my Quick Access list.
Second, after finally adding an easily-accessed New Folder button in W7, it's been hidden away again behind another menu. Mildly irritating.
Thirdly, programs don't automatically come to the front when they start up. This is good in some ways - dialogue boxes no longer reduce games to the taskbar, for example. However, I use a lot of keyboard G-key binds as shortcuts to my browser, my email and media players and it's a little annoying that they don't start in the foreground. I've caught myself waiting for a program to start for quite a while before noticing it's just sitting behind whatever else is running.

These are all barely even problems. Overall, I think W10 is a winner. It's exactly what we wanted - Windows 7 with all the performance advantages of Windows 8 and none of the horrendous design choices.
For comparison, it's always fun to read about my Windows 8 experience.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-23 00:18:54 UTC
in Now Gaming: ... Post #327847
Me and Urby got into some... issues.

Click
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-21 22:35:09 UTC
in Quick Question About 512x512 Textures Post #327831
The Core is like 90% 256 & 512+ sized textures and I've only hit the engine's texture memory limit once or twice.
You're not limited to 512 x 512, incidentally. You're limited to 262144 pixels per texture, so 256 x 1024, for example, is totally fine.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-17 01:46:38 UTC
in Mods: What's most important? Post #327793
I was right with you with visuals until I played the previous build of The Core. Holy hell is it better now that the offices and cendark have been rebuilt with gameplay at the forefront.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-09 17:39:41 UTC
in HL2 style lighting/Demaking HL2 maps? Post #327725
The lower your texture scale, the sharper your shadows. I use 0.50 texture scale and get pretty decent results.
A more directional environment light would help as well.

Make sure you're not compiling with too many light bounces - 3 or 4 is plenty and also compile with -extra.

Avoid the light entity - it's garbage. Use textlights for subtle ambient tones, and use light_spot for the majority of your lighting. Ideally, your spots should contrast the textlights for a more stylised look.

Finally, don't ignore your skybox tones. Grab some RGB values from the sky texture and use them to properly blend your geometry with the skybox. Look at ravenholm - the moonlight is almost completely white, allowing a stark contrast with the extremely blue/green spotlights and orange tungsten interior lighting.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-09 16:20:29 UTC
in TWHL4 Suggestions Post #327723
How different is this TWHL4 to the TWHL4 I got to play with a couple years back?

As for suggestions, have you considered adding a random texture spread feature to the face editor and also adding a tile-to-fit option? I PM'd you about this years ago and it's a shame it was never implemented to TWHL3.
User posted image

:crowbar: :crowbar: :crowbar:
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-01 10:15:33 UTC
in Post your screenshots! WIP thread Post #327608
Dude! That is stunning, great work!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-11-30 11:10:42 UTC
in We Should Play Space Station 13 Post #327596
So after infinite badgering from Dimbark, me and Urby had a go of this last night.
It's exactly what you'd expect, if not worse. The graphics are a complete mess across the board, with the interface as messy and unreadable as the spritesheet. A large part of the game involves paying attention to a server-wide chat screen which is moving at the pace you'd expect of a Habbo Hotel room with 60 occupants.

It's a neat idea that everything can be tinkered with by players, but with everyone following their own personal objectives and the absolutely pitiful way the game conveys information, it's simply chaos at all times. Chaos can be great in a game - but it's only effective when it's a disruption of the norm, not the entire game.

You might be able to get some enjoyment out of it if you're the sort of person who has time to dedicate to reading hours of vague wiki documentation to understand just the basics.

I understand why people get into these games, but I'm just so not interested in putting in hours of work to maybe get some enjoyment out of it, and the horrific mess of a UI removes any chance of me touching this shit again.

TL;DR:
Look at the screenshots. It's exactly what you think it is from looking at those.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-11-27 11:36:01 UTC
in Your Fallout Settlements Post #327565
I've never actually monitored my framerate in Fallout 4, but I have Vsync on and I've not noticed any dips, so a constant 60 is likely - maybe occasionally slightly lower, but not noticeably.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-11-26 21:17:36 UTC
in Your Fallout Settlements Post #327559
Show your devious creations!

Life is good at Fort Fuckity-Bye.
User posted image
User posted image
User posted image
No mods for my first playthrough, although it was daaamn tempting to remove the settlement size limit. Next time!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-11-25 10:29:17 UTC
in We Should Play Space Station 13 Post #327537
Deus Ex isn't super ugly, but this sure is. What a mess!

You've been trying to get me to play this for ages, but I just can't get into this sort of roleplay in games. I know you play RP on gmod as well, and I just find the whole thing a bit unfulfilling.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-11-24 00:04:57 UTC
in Hammer Editor CS:S Map crash Post #327512
Post the compile log, please. You might have missed something
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-10-23 08:57:40 UTC
in TWHL Tourney Post #327305
*bitter

Bitter context.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-10-17 15:35:26 UTC
in TWHL Tourney Post #327291
I have it on good authority that Archie has no trouble getting drunk in the morning, so you don't even have worry about having to listen to him sober.
Did that goddamn slimy spy Ant tell you that? He's such a fucking spy.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-10-13 08:36:39 UTC
in Post your screenshots! WIP thread Post #327261
No, it's clearly Goldsource ¬_¬

Not too shabby, Dimbark. Glad to see you working on this again!
Good that you're detailing a bit more with brushwork as well. Earlier iterations were very much just props being the only details.

It doesn't look like your static props are casting shadows, and that would instantly improve the map by 4000%. Check your compile settings!
$light_exe -both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-10-04 13:44:30 UTC
in Easy light_spots Post #327200
I'm amazed that Urby doesn't know about this since I use it extensively in The Core. :P

I use info_targets
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-10-03 20:57:11 UTC
in TWHL Tourney Post #327182
Rocket League? :3
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-10-01 22:46:04 UTC
in TWHL Tourney Post #327139
The server has 12 slots. Any more than that and nobody would get a word in anyway amidst Dimbark's yelling, my drunken rambling and Urby's MC'ing
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-27 17:28:38 UTC
in TWHL Tourney Post #327040
So much Urby mouth-breathing.

Still no TWHL tournament moment has ever surpassed this.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-16 18:21:41 UTC
in Wait Till Seen spawnflag Post #326971
I guess it was implemented in Source!
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-15 11:38:04 UTC
in Big Map Doesn't Fully Compile Post #326962
Well they're clearly related.

Try deselecting everything then hitting shift + c (camera tool) and then hit del.

Also try tapping '2' which should increase your back clipping plane if you're not at the max already.

Why either of these would be affecting your compile, i have no idea.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-15 07:34:56 UTC
in Big Map Doesn't Fully Compile Post #326959
Whatever that red circle is, delete it.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-13 23:06:01 UTC
in Big Map Doesn't Fully Compile Post #326947
> Compiling question
> Doesn't post compile log
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-05 16:06:37 UTC
in Wait Till Seen spawnflag Post #326918
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-05 13:22:18 UTC
in Post your screenshots! WIP thread Post #326914
Why are you scared of wpolies?
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-01 23:14:57 UTC
in Windows 10 Desktops Post #326897
Still worried about Windows 10 privacy?

This should help ease the pain!
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-09-01 02:47:28 UTC
in Displacement level change? Post #326896
Exactly the same as a corridor level change, just make the second map something completely different! Use env effects (fades and... Well, pretty much just fades) to hide the transition.

info_landmarks simply tell the engine which part of each map in a changelevel corresponds to the opposing map. They don't need to be anywhere near the changelevel and serve only to provide a point of reference in each map. The landmark must be in both maps.

The player will not 'spawn' anywhere in a standard changelevel. They will simply transition between maps in exactly the same place they leave the previous map - this is what the landmark entity exists to accomplish.

Wherever the player is relative to the info_landmark is where they will appear relative to the info_landmark in the next map, basically. This is the case no matter how you trigger the changelevel entity (it can be triggered like any other entity, or used as a walk-into trigger itself).

Here are two examples:
User posted image
The yellow box is the landmark, the green box is the player and the orange rectangle is a trigger_changelevel.
Note that regardless of how the changelevel occurs, the player will always be in exactly the same position relative to the landmark.

In the second example, the trigger_changelevel has been triggered by something else - perhaps a button on the wall. The location of the trigger_changelevel has no bearing whatsoever on the location of the player in the next map.
Archie ArchieGoodbye Moonmen