Forum posts

Posted 1 week ago2018-10-03 23:55:09 UTC
in Competition 35: Vanilla Half-Life Post #340980
Could make that nice five-second room a little more observable but adding combat during on a slow moving door or requiring some additional path and a lever to unlock something. :/
Rimrook RimrookGoldsource Guru
Posted 4 weeks ago2018-09-16 13:05:14 UTC
in Cs 1.6 - Spawn with dif. weapons each round Post #340894
You’ve seen this on specific maps or on specific servers?

If it’s by map, you could use a bsp explorer and examine the triggers yourself.

If it’s by server, that server is likely running it’s own scripts.

Now, if this trigger setup changes based on time (handled by maybe a multi manager) that could retarget a trigger to different player equip.

Just guessing.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-09-08 19:54:12 UTC
in Post your screenshots! WIP thread Post #340820
User posted image
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-30 12:30:12 UTC
in do you even see a 100 meter tall tree? Post #340741
I saw some big trees over in Muirwood while I was out in California a couple months ago. Super relaxing for a little nature walk, beautiful place.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-29 19:51:54 UTC
in Gaming Rage Post #340737
I have friends in Jax and god damn this shit is getting so fucking olde.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-24 19:42:14 UTC
in Competition 35: Vanilla Half-Life Post #340649
Anyone could attempt to map the ‘expert’ design and see what could be learned from it.

Edit: anyone but me. Don’t even ask. I have like 6 projects and 2 birthday presents to do.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-23 19:00:43 UTC
in SharpLife - Dot Net Core based modding p Post #340645
So awesome to hear that it’s going well.

Also, drag and drop mod support? Like turning mods on and off, and playing smaller self contained ones with all sorts of new stuff. Doesn’t svencoop do something like that? It’s kinda like that on L4D2.

Edit: what if we Minecraft this bitch? What if mods could easily stack, like if I download a new weapon, it adds the weapon to the list rather than replace it? Modders and modelers would have a field day with self contained files and scripting. Same with items and such.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-23 12:35:33 UTC
in SharpLife - Dot Net Core based modding p Post #340641
Wow, this all seems so ambitious. I certainly hope you have help, or at least the time to complete it. The end product sounds like the engine we all need.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-21 23:26:36 UTC
in SharpLife - Dot Net Core based modding p Post #340625
What kind of new tools would there have to be to meet the new requirements?
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-17 02:15:52 UTC
in Competition 35: Vanilla Half-Life Post #340573
I haven’t used it in a while. It’s not my original,
My original was a clone of the first release copy. This is the November 8 1998 GOTY Edition.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2018-08-17 01:04:01 UTC
in Competition 35: Vanilla Half-Life Post #340571
I’m using only what’s on the disc.
User posted image
Rimrook RimrookGoldsource Guru
Posted 2 months ago2018-08-15 14:31:05 UTC
in Competition 35: Vanilla Half-Life Post #340548
Damn I could enter. Better warm up that software mode.
Rimrook RimrookGoldsource Guru
Posted 2 months ago2018-08-13 12:22:54 UTC
in SharpLife - Dot Net Core based modding p Post #340514
Are there going to be additional capabilities like a user level scripting api to allow mappers to control more of the gameplay? Like maybe better storing and altering of game data like max health/armor or max bullets amounts and custom monsters that actually work?
Rimrook RimrookGoldsource Guru
Posted 2 months ago2018-07-16 23:25:22 UTC
in REV - Resident Evil Valiant Post #340160
Totally sold on that regular storyline.
Rimrook RimrookGoldsource Guru
Posted 2 months ago2018-07-16 15:43:35 UTC
in SharpLife - Dot Net Core based modding p Post #340154
What are the advantages or additional capabilities that expand upon what we already have as users?
Rimrook RimrookGoldsource Guru
Posted 4 months ago2018-06-13 16:20:08 UTC
in E3 2018 Post #339910
E3... I am whelmed.
Rimrook RimrookGoldsource Guru
Posted 4 months ago2018-05-30 14:27:49 UTC
in I Am Jesus Post #339739
I’m 31 and oh my god there’s a spider living in my fucks jar.
Rimrook RimrookGoldsource Guru
Posted 4 months ago2018-05-17 18:51:38 UTC
in SharpLife - Dot Net Core based modding p Post #339640
Once upon a midnight dreary there was 8-bit. It was invented of the technological limitations of its day. As technology grew more powerful and advanced, so did everything around it. Graphics changed and polycounts increased 20% by the year. Yet the diehards stay behind and give their favorite titles the love they deserve before they get buried in the sands of progress.

Along comes the indie developer. Mr. Indie doesn’t have the tools, talent, processing power, or even the man power to compete with AAA title quality. He lives by the only rule he knows; do what you can, with what you have, right here, right now. And thus he studies his 8-bit ancestry. There is a fundamental difference between then and now as he creates his game. He has better tools and far more computing power than his ancestors. With this, he creates with less limits, so his game naturally has less technical limits. He doesn’t have to consider palettes, or color count, z-fighting, or fitting his game into a 2mb cartridge. Out of a lack of necessity, a new style had been created, this is high-bit.

It is time we see what we can do with goldsource with better tools, better computers, and without limits. It’s come a long way so far, and it still has a long way to go. Let’s high-bit this bitch.
Rimrook RimrookGoldsource Guru
Posted 4 months ago2018-05-17 18:23:15 UTC
in Asta la vista! Post #339638
K
Rimrook RimrookGoldsource Guru
Posted 4 months ago2018-05-17 18:18:46 UTC
in Revert3D Post #339637
No I never got anything working properly.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-05-10 19:10:16 UTC
in Half-Life RPG (one for the coders) Post #339551
Oh.

There ARE blocks that let me run straight Haxe, I use them all the time. I’ve made changes to the engine itself.

I like my power tools a bit much, don’t I?
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-05-10 14:18:32 UTC
in Half-Life RPG (one for the coders) Post #339548
The reason I ask is because mapping entities, in a simple sense, is node based logic. You place blocks of logic to handle most of the raw code with a few inputs and parameters. UE4 has a 'Blueprint' mode that's essentially that. Node based material editors in 3D packages like Maya and Blender are quite popular, even Stencyl and its logic blocks lets you string your own logic together and writes raw code flawlessly.

If you're comfortable with mapping entities, there might be a kit you could use. Stencyl exports out to windows exe and it has tons of features that make the testing and publishing process really painless.

This is a behavior I wrote myself using drag-drop blocks. It detects if any "Bricks" are in an area using X and Y coords and a lot of if statements with greater than and less than comparisons.
User posted image
All the blocks are laid out on the palette, and it's even searchable. There's a lot of information at my disposal.

The reason I'm pushing it is because I tried for a long while to make a game in Goldsource. Turnstile, 6D, and a few more failed attempts for example. I made the jump to stencyl and have been happy ever since.

My advice is refuse to live vicariously. Make the game you want to make. There are soooooo many tools available that make the process far more tolerable, sometimes easier. Truth be told, you would have help. You would never have to do any of this alone. I would help you, shit I'd share some SMJ tech.

I know it'll be a while so take the time to look and feel it out. We're all waiting patiently for The Core, but I'm more curious what you will be making after that.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-05-10 10:41:26 UTC
in Half-Life RPG (one for the coders) Post #339541
Urby, are you adept with node-based coding? You can do a lot with such a platform. I’m building SMJ that way and it’s worked phenomenally well for me so far. If you want to make an rpg, make an rpg.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-05-08 23:38:57 UTC
in Half-Life RPG (one for the coders) Post #339530
I thought you were going to say you were going to use RPG Maker. If you made a RPG Maker game, I’d play the fuck out of it.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-05-06 23:10:59 UTC
in SharpLife - Dot Net Core based modding p Post #339509
Wow. Hope this works out epically.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-04-25 15:48:29 UTC
in Revert3D Post #339438
Yeah, strangest thing. Nothing ever happened when I pressed it.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-04-25 15:23:38 UTC
in Revert3D Post #339436
Yeah I got a good number of crashes in.

I agree it needs to be finished. For some reason I can’t place objects. It’s like the O hot key just doesn’t work or something and I can’t find a workaround.

Also, adding new textures is stupid easy, but it’s weird that they are all so large. I thought they were going to be 64 squared but they were all 256 in the Saturn group and 128 in the Shocktex group. I tried a 64x64 texture and found it doesn’t look good with the texture filtering. That might just be my gfx card. However, playing the example ship map, I noticed nothing else was filtered, just the walls, floor, and ceiling. Everything else was pixelled and sharp which looks good.

The kit and engine could use a good phoenixing. Someone needs to adopt it, just don’t know who would.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-04-25 13:55:19 UTC
in Revert3D Post #339431
User posted image
I kinda tried. It's really clunky. It would take more effort than I currently have to give to make something impressive.

I see the potential as a self-contained game kit in of this type, but it has a looooooong way to go to be anything substantial. It also appeals to a niche group that is possibly dying out. I honestly though I'd be able to get into it, but I didn't even like games in that style when I was younger. My first FPS was Halflife anyway, and I've never played Wolfenstein, Doom, Duke Nuken 3D, or any of those.

I could literally write a thesis on what the developer could or should do with this engine, but what would be the point? Nothing has been updated in like 5-6 years or more, not even sure. Also, working with it makes me want to fire up Halflife and map something, but I JUST got back from an incredibly stressful California adventure and I do have to prioritize my projects for pretty much the rest of the year.

This has been a weird experience for me. I would certainly encourage anyone else to try it. It's not bad, but it's not good. It's simply a tricky canvas if you want a challenge.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-04-24 12:10:39 UTC
in Revert3D Post #339425
Anyone got a link for this that works?
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-04-23 18:54:44 UTC
in Revert3D Post #339420
Aw very true. The more I look at it, the more I want to retrotize goldsource and just use that because I know it’ll be good.

Still haven’t tried Revert yet though. Might be soon.

It appealed to me because it seems quick and easy to use, as well as being lightweight and self-contained.
Rimrook RimrookGoldsource Guru
Posted 5 months ago2018-04-22 10:49:07 UTC
in Post your screenshots! WIP thread Post #339409
:heart: fitted textures.
Rimrook RimrookGoldsource Guru
Posted 6 months ago2018-04-10 18:32:25 UTC
in Revert3D Post #339280
Retro is a style. I want to try a thing or two with it and see what happens.
Rimrook RimrookGoldsource Guru
Posted 6 months ago2018-04-10 00:12:06 UTC
in Revert3D Post #339271
Not entirely true. Sometimes it’s healthy for the project and person to step back and clear your head of it for a while with something else. It’s not always about faster results, but better results.
Rimrook RimrookGoldsource Guru
Posted 6 months ago2018-04-09 18:04:39 UTC
in Revert3D Post #339266
:0
Rimrook RimrookGoldsource Guru
Posted 6 months ago2018-03-17 11:57:37 UTC
in Post your screenshots! WIP thread Post #339041
I just noticed that those two pics were different because of the texture filtering. That isn't very clear on a phone screen.

I like the unfiltered one, and I've always like unfiltered HL1. :)
Rimrook RimrookGoldsource Guru
Posted 6 months ago2018-03-16 13:10:50 UTC
in Post your screenshots! WIP thread Post #339036
Nice. Try putting a bright env_light in front of the door. Let the shadows play across the geometry of those cylinders. Make it dramatic, ya know?
Rimrook RimrookGoldsource Guru
Posted 7 months ago2018-02-27 23:55:59 UTC
in Creating Textures Post #338882
You can get the line work for your brushes in hammer for painting purposes rather easy.
You can turn on black and white scheme and turn off the grid then print screen the viewport ofnthe side you want to paint. Paste that into photoshop and crop the wireframe line work. Resize to your texture dimensions and start painting. :P

A lot of things in 6D and Riverpool were made this way.
Rimrook RimrookGoldsource Guru
Posted 7 months ago2018-02-25 17:32:23 UTC
in Pseudo Science Olympics Post #338867
That’s actually really good.
Rimrook RimrookGoldsource Guru
Posted 7 months ago2018-02-24 06:05:47 UTC
in Pseudo Science Olympics Post #338862
Welcome to the games sucka!

The rules are simple.

Use MS Paint or whatever to design an original piece of science fiction technology. Then in a short paragraph, describe what it does, how it works, how to use it, etc.

Judges will be... idfk... urby and tetsuo... yeah... no... yeah.

Winner earns street rep.
GO!
Rimrook RimrookGoldsource Guru
Posted 8 months ago2018-01-19 02:08:30 UTC
in Modular level design in Half-Life? Post #338670
Go nuts with func_instance
Rimrook RimrookGoldsource Guru
Posted 9 months ago2018-01-11 22:31:03 UTC
in Modular level design in Half-Life? Post #338625
Yeah I was making a tile set of sorts that had textures fitted to them. Looked good for the most part.
User posted image
Rimrook RimrookGoldsource Guru
Posted 9 months ago2018-01-01 20:53:26 UTC
in RMF Importer now in Wall Worm Post #338545
Yeah I don’t use 3Dsmax anymore. Got cozied up wth Blender with Sketchup on the side for art purposes.

Still love seeing this kind of development. Always wished modeling in hammer wasn’t so plopped.
Rimrook RimrookGoldsource Guru
Posted 10 months ago2017-12-07 03:00:35 UTC
in Has mapping for games "ruined" Post #338324
Honesty is rare thing these days. I fully admit to some shit, like I did want to turn SMJ into a Kickstartered game so I could make some money to continue doing it. Turns out money ruins everything. The guy that’s making Ghostsong is quite inconfident with his stuff despite he’s made tons of money and has lots of fans already. He has lots of artistic quality despite there being better methods.

I’ve remade SMJ and it’s parts so many times over, but this year has been the most productive. I am waiting on a kit update to see if it would fix a few pesky performance issues that are making my stuff look bad. It’s superficial. I also want to work with a ‘kit’ of my own. I have made so many templates and systems that interlock and exchange data that just about anything is possible within the rules I’ve set up for the game’s world. THAT’S what I’ve been working on for 5 years. I want to gain a status where I can just sit down and do art and make it all pretty. At this point I could also hire an extra artist and there’d be a clear path of what to do. I also am carefully plotting where the game’s shortcomings will occur, which is important to me as a designer.

I’m not a programmer. I do see stuff in other games and just whisper to myself ‘how the fuck?’

Edit: ok didn’t mean to kill the mood. Been a little on edge lately because half of my country is literally on fire and I can feel the guillotine of the dark ages slowly descending on the American people. Carry on lads.
Rimrook RimrookGoldsource Guru
Posted 10 months ago2017-12-05 16:07:44 UTC
in Has mapping for games "ruined" Post #338320
The truth is that there is no right way to create a masterpiece and most of the time a masterpiece is a fluke attempt or a half experiment that just was seen to completion and people decided they liked it. All of SMJ is a chaotic mess that churns through my own creative crucible. I have no clue what the final result will be but when it is done, it will be unique solely based on the unconventional processes necessary to make it. I have no idea what I’m doing, and that’s the best way to make something unique in my own style outside the norms and conventions of of the typical design standards. It’s indie as fuck and I do it this way because I like to do it this way.

User posted image
Rimrook RimrookGoldsource Guru
Posted 10 months ago2017-12-05 13:59:46 UTC
in Has mapping for games "ruined" Post #338318
I’m currently learning writing stuff from a indie game guy and he had some great insights. Imagine the game as a book. What we don’t read is the exploratory gameplay, which takes place between scenes and chapters. Depending on the scene or chapter, parts of the story can be playable events like boss battles and such. A story heavy game could be put mostly into prose, and the tip I got was to actually write major scenes in novel story format and attach the writing as a an additional note along side the screenplay. The extra writing would provide extra information like atmosphere, tone, mood, emotion, movement, acting, and all sorts of sensory stuff that would be missed otherwise that would bring the scenes to life so it’s not just two talking heads.
Rimrook RimrookGoldsource Guru
Posted 10 months ago2017-12-04 15:33:34 UTC
in Has mapping for games "ruined" Post #338306
Personally mapping became complicated. Source seemed too elaborate for my tastes and I could never make anything that seemed real or authentic looking. Gold source is candy.

Anything with good tools is a plus, but again, the number of considerations and steps has the potential to make it not fun. Everyone is different though, and if you can wrap your head around the process, anything is possible.
Rimrook RimrookGoldsource Guru
Posted 10 months ago2017-12-02 21:39:43 UTC
in Post your screenshots! WIP thread Post #338279
Did someone say func_vehicle?
Rimrook RimrookGoldsource Guru
Posted 11 months ago2017-11-02 11:15:27 UTC
in Post your screenshots! WIP thread Post #337930
Photoshop can always export 8bit bmp.

Image > mode > indexed color
Then save it as a .bmp and you’re set.

I’ve confirmed that Krita cannot do 8bit color since it’s engine works strictivly in channels.
Rimrook RimrookGoldsource Guru
Posted 11 months ago2017-10-28 15:42:15 UTC
in Post your screenshots! WIP thread Post #337853
I know it saves the .bmp format, as for 8-bit, that may require some sciencing to figure out. Never actually done it since I have no need to. :/
Rimrook RimrookGoldsource Guru
Posted 11 months ago2017-10-27 15:36:25 UTC
in Post your screenshots! WIP thread Post #337851
Krita officially replaced Photoshop for me. It’s an impressive program and it’s free. It may seem like a photoshop clone but it’s more stable on newer systems which is why I got it. It combines media editing, art and painting, animation, and can export pretty much any known format. It’s super lightweight since it differs much of its work and processes out to different engines to drive the canvas, brushes, text, and so on.

Just tossing that out there, take it or leave it :P
https://krita.org/en/
Rimrook RimrookGoldsource Guru