Forum posts

Posted 10 years ago2014-04-17 13:39:29 UTC
in Rooms: Source - Rooms II Post #318739
I'd be up for this, but I certainly wouldn't want to resubmit my crappy original Rooms:S map. D:
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-04-09 23:18:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318645
Well as long as it's something not implemented yet as opposed to something bugged out, it's fine. :P
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-04-09 15:26:08 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318636
I'm getting different from expected functionality with the clip tool - for some reason clicking on the clip toolbar button will not cycle through clip types for me - I just get the "keep both sides" option.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-04-08 22:09:26 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318621
Alright, will do and report back.
(Guess nobody else had to file error reports today, that's a good sign. :P)
EDIT: Yup, removing the custom WAD I had made fixed the problem. Guess it's corrupt or something. (Or maybe it's smaller than expected? There's only 1 texture in it.)
Thanks for the speedy reply and psychic ability to diagnose errors!
EDIT2: Oh, I understand completely what I did wrong now - I created it as a Quake 2 WAD instead of a Half-Life WAD. Whoops.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-04-08 18:14:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318618
I'm having trouble starting a new map with a configuration I made today. I have an older one for a different mod (sven-coop) that works perfectly fine, but whenever I try to make a map with the new one, I get an error message.
I'm using the latest build, and the configuration is set up as a goldsource mod in sledge.
This also occurs when opening a .vmf created in the other config in the new one.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-30 03:11:50 UTC
in Post Your Desktops Post #318501
I have it on my desktop which I no longer often use.
I really should upgrade it, (as well as get back into the habit of using it) but then I'd have to scour the entire drive for any files I might miss, and get a new OS, and reformat it...
But yeah, I should probably upgrade. To something.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-28 17:34:12 UTC
in Now Gaming: ... Post #318480
Really, what is this? What is going on? Are game devs so dry out of ideas that they just pick a random occupation and turn it into a sim game?
You'd think so, but apparently those 'job simulator' games are extremely popular in western Europe.
It's an unconventional market, but that just means it's ripe for the taking, I guess.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-27 16:42:18 UTC
in Facebook to buy Oculus Post #318458
I'm just surprised that they've managed to actually get so much money stored up from the ad revenue. They must have huge profit margins.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-26 22:22:07 UTC
in Facebook to buy Oculus Post #318434
They also purchased a near-useless application for 8 times that amount.
Not sure how they got so much money, to be honest.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-26 22:14:23 UTC
in Free To Play Post #318435
I do hope it takes off, but I'm going to snicker every time I hear some kid talk about how he wants to be a big shot gamer like its some prestigious goal.
Even once it does take off (I'm working under the assumption it will happen sooner or later) the odds of that actually happening for any particular person is about the same as becoming a player in a national sports league.
It's actually sad the amount of people I've run into who think they'll be the one to get in, though, and stop playing the games for fun in order to become more "Pro".

The film itself was quite good though - I might have to show it to my parents as an example of how games are more important than they think.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-26 02:41:16 UTC
in Facebook to buy Oculus Post #318405
I was really (though quietly) excited for the consumer model ever since I got a chance to try out a devkit.
Now I'm worried that it'll require you to connect to your facebook account to use and contain all sorts of tracking devices.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-22 11:24:59 UTC
in GoldSource chapter names Post #318354
If I recall correctly, you've got two options - use the exact same naming format as HL has (which may also limit the amount of maps you can have in a chapter) or break out the SDK code and modify it there.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-03-03 19:50:29 UTC
in compiling model .smd for episode two, he Post #318180
Yeah, you'll need to make the .qc file, and then compile it into a .mdl using either the default valve tools or a community-made GUI. I recommend Cannonfodder's Studiocompiler, as it still works post-steampipe. You'll need to configure it first, (similarly to hammer) but it allows basically drag and drop compilation to the game of your choice.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-02-28 13:30:36 UTC
in My Book - Source SDK Development Essenti Post #318146
:D
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-02-09 03:34:31 UTC
in Vluzacn's Half-Life Tools v34 Post #317836
Accept Debit. :P
On topic: 64-bit compilation tools are good news.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-02-04 04:04:55 UTC
in Half-Life: The Core Post #317743
Sexy.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-02-02 04:14:13 UTC
in Adding new entities to FGD? Post #317718
I can't recall what version of C++ IDE or compiler you'd need to work with HL - I've never programmed for the engine. I'm sure there's a knowledgeable individual around here somewhere who will pop in soon.
Until then, I'd personally recommend going with one of Sprit's mod skeletons, since the code is already compiled - it gives you a lot more options as a mapper in addition to the new monster options, like having entities moving with other ones - such as having breakable glass in an openable door.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-02-02 00:40:42 UTC
in Adding new entities to FGD? Post #317715
Short answer: You are getting ahead of yourself when it comes to adding NPCs.

Long answer:

The data in the FGD is seperate from the game's code. Just because there's a reference to the entity in the FGD doesn't mean it's coded into the game, and just because it's coded into the game doesn't necessarily mean it's referenced in the FGD. To introduce new code into the game will require at least a rudimentary knowledge of C++ and analysis of the existing code. We have a few tutorials here that can help you along your way for that.

So, to get monster_zombie_barney and monster_zombie_grunt into your maps, you'll need to do one of three things, all of which require making your map and/or mappack into a full mod:
1) Use the Op4 DLL files, which will include code for all Op4 entities. Use of Op4 is needed, extra code is not possible.
2) Use the HL SDK code to make your own mod DLL that includes copies of monster_zombie using the desired models/sounds/etc. Coding is needed.
3) Use Spirit of Half-Life, (Backup/download links courtesy of our own Penguinboy) and then use regular monster_zombies with the model field set to the desired models. Coding is optional, but possible.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-28 21:50:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317642
They don't work properly with custom game configs without a crapton of hassle.
But a recent bug forced my hand.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-26 18:48:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317640
Yeah, I'll be sure to test it thoroughly - as soon as Sledge supports Source fully, I'm planning on ditching hammer before the SDK launcher goes completely belly up instead of just being unsupported.
Any issues I find, I'll pound on your door. :glad:
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-26 00:17:34 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317636
Archie: Thanks, I'll go see if I can dig up a hex editor get the relevant Notepad++ plugin, then.
Though it's beyond me why the VMF format was based on MAP rather than RMF.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-25 18:59:26 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317628
I lost a fair amount of previously on-grid brushwork in Hammer 4.1 today due to decimal loss.
Does sledge operate the same as a VMF on a technical level to prevent this, or have some other way to make it a non-issue?
If not, I know making a workaround would take a fair amount of re-engineering, but I'd like to request it for sometime down the line.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-21 20:32:39 UTC
in Creating a custom animation for an exist Post #317582
Depending on whether or not you're in animation mode, yes. It also depends on what file you load and whether or not you load the mesh with the skeleton.
I'm not really an expert in using MS3D, though, so you may need to do some experimenting or tutorials before doing everything.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-21 14:44:33 UTC
in Developing a party game Post #317580
I've made a few for a Game Design course for uni, but they were all cardboard prototypes, and I haven't got any contacts or actual skills.
Good luck with it, though, I hope you can get in contact with somebody in the industry!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-20 14:50:30 UTC
in Creating a custom animation for an exist Post #317562
There are various tools you can use, but I recommend getting the trial version of Milkshape 3D and use Kristatio's (May not be exact spelling) MDL decompiler under the tools menu. It's much more accurate than any other HL MDL decompiler I've come across.
You can also do the animation in MS3D, but if you're familiar with a different 3D modelling software, I'd import the skeleton into that instead.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-15 03:58:51 UTC
in Sounds for NPC's do not move their mouth Post #317521
Well what do you know. Old memory does still work. ^_^

Good luck, and have fun developing!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-15 00:22:10 UTC
in Sounds for NPC's do not move their mouth Post #317519
You need to be using a specific frequency and bitrate in your sound files to get NPCs to move their mouths. I can't remember off-hand for sure, but I think it's somewhere around 11,025 Hz, and 8-bit.
Sorry, it's been a while since I worked with Goldsource, and I don't have my old presets in my software anymore.
Welcome to TWHL, by the way. Enjoy your stay!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-08 17:56:04 UTC
in Introduction - PKGamerX Post #317430
The add more screenshots option doesn't currently have functionality.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-08 13:29:59 UTC
in Introduction - PKGamerX Post #317422
Welcome, and enjoy your stay!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-01-06 14:46:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317385
Just had a crash trying to use the model/file browser interface in entity properties. This is replicable.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-30 16:39:35 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317317
Definitely testing this out once I get back onto stable internet. Liking how the list of features is shaping together, keep it up!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-22 21:30:25 UTC
in Half-Life: The Core Post #317214
Besides a visit to what appears to be the famous Area 9 Hub, will The Core feature the Black Mesa transit system to any extent? If so, what stations will the player see?
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-21 14:08:00 UTC
in Half-Life: The Core Post #317207
I'd say surviving something like the Black Mesa Incident is important in and of itself, personally.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-19 14:11:23 UTC
in Half-Life: The Core Post #317171
Wow, top mod overall?
Not bad at all for two level designers and a programmer. You two are now without question the golden standard for all TWHLers to strive for.
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-13 13:27:53 UTC
in Half-Life: The Core Post #317094
Well that's a major publicity boost.
:D
Though I have to say I'm really dissapointed in the lack of knowledge shown by the Kotaku community.
They should have used the recent "Black Mesa Source" graphics engine instead. It was a complete graphical redo of HL that is far superior to the original and is great fun to play.
What this guy is saying is that a) Black Mesa is just a graphical overhaul and not a remake, and b) You should have been working on something NOBODY HAD ACCESS TOO since you started the mod years ago.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-13 01:58:02 UTC
in Half-Life: The Core Post #317086
Dat shit has been clicked.
:gak:
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-05 23:26:51 UTC
in Now Gaming: ... Post #317000
Clever response.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-04 13:37:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316980
Please forgive my excessive excitement, but model viewing was the last major thing I was waiting for as far as Goldsource is concerned. I am very pleased you're going to the trouble of getting it in there.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-04 13:12:28 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316978
OH MY GOD YES I LOVE YOU!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-02 13:00:42 UTC
in Half-Life: The Core Post #316946
I voted as well.
I... don't need sex to my face, though.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-02 00:39:51 UTC
in Nootropics Post #316934
I personally try to avoid ingesting or otherwise consuming anything that alters the chemical balance of my brain, natural or artificial, for any purpose.
I don't even take painkillers if I can avoid it. (Last time I took a tylenol I couldn't sleep all night, but that's another matter altogether)

I have on occasion used Binaural beats to try and help me concentrate while studying or sleep better, though.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-11-24 16:42:12 UTC
in Post your screenshots! WIP thread Post #316863
But of course, since he's the one who keeps asking for Occulus support.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-11-24 14:26:21 UTC
in Post your screenshots! WIP thread Post #316861
Well that joke backfired. :P
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-22 03:17:48 UTC
in SMJ Q&A Post #316843
Sweet, so I can play with keyboard or my Logitech gamepad?!
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-18 18:23:35 UTC
in SMJ Q&A Post #316818
What was the original catalyst to the idea - what made you decide to make SMJ into a game?

What's been the biggest difficulty in making the game?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-18 15:01:22 UTC
in Decals in Trinity renderer Post #316813
While I support Source as Archie does, I can see why some people would prefer to work in a simpler system - Goldsource lets you just drop stuff in, without having to do extra physics stuff for models and the like.

I think trinity uses a different system for decals, if I recall correctly from when I checked it out, it uses .tga files located in a specific folder whose name and location I can't recall for sure but might be "decals" and located in gfx.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-16 22:28:22 UTC
in Win Arkham Origins Post #316793
It looks like the corner to me.
User posted image
Though it's entirely possible that it varies from version to version.
User posted image
Though which version has the alley, I am unsure.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-16 15:58:17 UTC
in Win Arkham Origins Post #316790
User posted image
User posted image
I spent at least as much time on this as Tetsu0 did on his. Probably.
Maybe not.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-14 13:42:02 UTC
in Win Arkham Origins Post #316772
I'm not much of a batman person, but I hear Arkham Origins is a good game, so I may enter if I have time this weekend.

Also, Archie, even if it's not working, good on you for trying to incentiveize us to actually finish something.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-11 18:01:49 UTC
in How to make zombie and vorts blood red? Post #316746
I seem to recall that the sprite blood colour is defined in code, though, so changing their blood colour to be red would be the best solution. And it would allow for yellow blood to still be a thing.
Notewell NotewellGIASFELFEBREHBER