Forum posts

Posted 18 years ago2006-02-14 11:15:41 UTC
in Cake Decorating Contest Post #163206
Daubster wins, he picks next compo.

Congrats!

In war, there is no prize for the runner-up. Sorry.

:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-14 11:10:02 UTC
in What TWHL stands for Post #163199
Trapped While Heavily Lacerated
Today With Higher Lag
This Will Hack Losers
Thy Will h0r Lasers
Tosse With Hamster Launcher
Tycell Whores Habboi Lol
sevenTh Will Have siLence

:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-14 09:42:28 UTC
in [CS:S] - de_venetia (WIP) Post #163174
damnyou kasperg, you mentioned it before i did.

Very nice work. Looks like a professional default map, maybe one day a year from now, it will be a default map. But i can't say too much, i don't map source stuff yet.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-13 16:07:31 UTC
in New Mod: "Turnstile" Post #163077
D: Making this for 1.6 will be more fun, traditional and good.
it's all good.

What's wrong with hl1 stuff anyway? are you all so quick to jump into the latest fads? i really don't care. Mostly, yes. hl1 is easier, the editor is well refined and non-buggy. Texturing is easier, easier to incorporate, smaller size for easy distribution, etc.

Why do i keep saying this? do you have no respect for my choices? :furious:

I don't think source is "better" but is only "different" from 1.6 stuff.

This thread is for MOD DEVELOPEMENT ONLY:
keep all of this crap to the shout box or if you want to, spam my pm inbox.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-13 15:08:10 UTC
in New Mod: "Turnstile" Post #163058
: Maybe i should build every gun in 3d before i do that.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-13 14:51:47 UTC
in New Mod: "Turnstile" Post #163051
UPDATES:
User posted image
This is a pic of the new egon gun. I like it alot.
User posted image
This is the pregraphic for a new sky set. I just took it into max, messed around a little and made a sky out of it. As seen below.
User posted image
An in-game of the sky. Also pointing out that block that is only destroyable by explosives, without code or anything extra :)

As of now:
NO NEW CODE WILL BE REQUIRED
as i figure things out, i won't need it and now i only need modelers and skinners. i need modifications for the:

Crowbar
9mm Handgun
9mm Assault Rifle
Shotgun
RPG
Grenade

I can build the model, but i can't do nothing more than that. I'll need someone to add the arm and animate it, then a skin it or pass it to a skinner. I'll try export the model to a workable format. Let me know which format you can use if you offer to model. Once done, the modifications are done and we can bring in the mapping. I'll be making all new skies and textures for each area, as well as a layout to somewhat follow by.

Post if you want to help out or have any thoughts please.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-10 19:05:31 UTC
in New Mod: "Turnstile" Post #162542
I know the coding ones will be tough, yet i don't think they will be added. The energy one could become too difficult, as people would be running around searching for energy just to open a door.

I thought that the HEV suit has "Reactant Armor" so I was thinking that a player would regenerate suit power slowly. This compensates for the low amounts of Health and armor at the start. Given the starting stats are 10 Life and Energy. there will be 18 life support upgrades and 18 suit power upgrades overall, as well as the many other miscellaneous ups you'll find.

Before things start happening, i guess i need to know what will be done in code and if anyone will do it instead of saying "yeah, you need code for that."

I was thinking of making the gravity diffuser a weapon, only it's not a weapon. Clicking and holding will lower your gravity for jumping, and has an ammo limit that recharges similar to the Hornet gun. Again, more code. I like this idea, the whole personal gravity device.
breakables where they can't be shot, but only hit by splash damage.
I hope spirit has flags that will let me do this. This is a very important milestone.

The whole double back thing is just a weird realization for the player that they went through all of that to travel a few feet over. Only when you return, the lab has undergone the whole cascade look and you ride the train you came in on with gman or something.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-10 17:11:49 UTC
in Something for Mac haters Post #162522
Who cares how old it is, that was f*****g awsome!
Who cares how old it is, that was f*****g awsome!!!!!!

(More !'s than j00! :P)
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-10 17:03:19 UTC
in New Mod: "Turnstile" Post #162521
i found an awsome melee weapon. if anyone wants to model and skin it, be my guest. this would be just plain cool to have as a replacement to the crobar.

of course, when modelling, a simpler form would be better. but i like the whole cross thing. the fancy crap in the middle i could do without.
The split base of the blade is pimp, keeping that.

though it doesn't show, the blade is about 4 feet long.
User posted image
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 13:27:07 UTC
in Cake Decorating Contest Post #162251
fearian, you probably have 5th place.

Is anyone getting hungry from this thread?

:glad: :heart: chocolate opera cayk
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 13:20:26 UTC
in happy 17th! (NOT work-friendly) Post #162246
bl4m it now before it hits page 3.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 12:42:55 UTC
in Cake Decorating Contest Post #162242
LFOL! CAYK PWNS J00!
:biggrin: :biggrin: :biggrin:

:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 12:33:53 UTC
in UNB's Mod in the making. Post #162241
Here is what I did with it. I'm at skool so i can't test it, and i don't know if there is a grid that matches the sprites. I did what i could.

In technical terms, it's a bit more dynamic and hopefully visible.
I'm wondering if you can overide the single color mode and use transparency type sprites. Has anyone tested this?
User posted image
and try 8080FF [RGB 128 128 255] which is a bright royal blue.

wow... f!cking technical :D
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 11:39:58 UTC
in UNB's Mod in the making. Post #162228
After i do this, you'll need to up the blue color. A good choice would be something like [RGB 0 128 255]
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 11:34:56 UTC
in Cake Decorating Contest Post #162226
Then it's not really a compo, but just a place to show off some stupidly creative humor.

But still, there's more to image manip than cake. Such things like:

Decal a Car
Put an image on this Television
Do something to this white cat

these were some of the ideas i had besides cake decorating. The issue is that it must be able to work with those who don't have photoshop or are lesser experienced. o__O...
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 11:07:23 UTC
in UNB's Mod in the making. Post #162221
Thanks. I could do the sprites for you really quick if you pass me some of the bmp or png files.

[smartass]
Green is the most naturally visible color to the naked eye. Then red, then blue, etc. But there are more natural shades of green than any other color. To make a color more visible in terms of RGB, we add green to it. [/smartass]

EDIT:
Is this source, btw? I can't really tell by the screens.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 10:11:16 UTC
in UNB's Mod in the making. Post #162212
The blue is hard to see naturally.
Add a really light blue or white base image with a royal blue glow.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 09:50:18 UTC
in Cake Decorating Contest Post #162211
aw ok.

COMPO IS STILL GOING!!!

But the leader board is evident. If you want to win, you better step up. Otherwise, here's something new.
User posted image
Have fun.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 01:13:33 UTC
in New Mod: "Turnstile" Post #162173
:aghast:
i forgot about using allies. Uber Th4nks!

I'm gonna switch the format to something more workable. Instead of an RPG format, i'm gonna change it it to a discovery type game. Basically, your find all of your upgrades in "HEV Suit Booster Packs" and other such ups.

On another note:
The game will have accessibility milestones. Example:

-You can't go too far until you find the eepee to chop through vines that are covering certain doors.

-The Pistol allows you to shoot buttons that are out of reach in high places to open doors.

-If Possible, explosives will blast closed parts of certain areas open.

-Long jump will let you acccess new areas.

-A gravity diffuse upgrade will half your personal gravity. This opens more areas up to access.

-Spending specified amounts of suit energy to power and open doors.

-if possible. an upgrade that minimizes your crawling sized so you can fit through smaller crawl spaces. Only if possible though.

more feedback would be sweet.

EDIT:
i'm thinking this mod will have roughly 50 maps. Originally, HL has 96. So yeah, mapping help would be nice, but things need to get going first.

I'm using Spirit of Half-life 1.4 i think. I also found the source code so you can code it. anyone who wants some work might want to grab spirit.

Also, if you can pass me some links to the .smd exporter and all of that for 3ds max 8 or blender, that would really help out the developement.

Soon, a prefab map and a world layout will come around. DCC and I will layout the entire world in detail, so it might take a while. Probably a whole two months. Once then, and after a wad is made, mappers can map away.

If your jumpy for mapping, i advise you to grab the batch compiler, as much custom compile and lighting parameters will be used. All maps must seem to have the same lighting and compile style.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 01:00:11 UTC
in Cake Decorating Contest Post #162172
OMFGTACULOUS!

i thought this thread was gonna suck like every other fun thread,
but NOT! this is the most hilarious and successful fun thread EVER! I LOVE YOU GUYS! I NEVER LAUGHED SO MUCH!

1st: The Hunter
2nd: Daubster
3rd: Saco
4th: Habboi

And so on...

... hunter wins. he chooses and judges next compo :D
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 16:19:08 UTC
in New Mod: "Turnstile" Post #161973
ok, i got some ideas for simple scenes for Turnstile.

Ambush 1:
In a room with an involving puzzle that sucks the player into trying to solve the puzzle. After doing so and after a short delay, enemies warp in via warpballs and ambush the player in this odd arena.

Ambush 2:
Once entering a room, the safety locks on the doors in that room lock and leave you in a stand off with enemies. You must kill all of the enemies to unlock the doors or find a switch. Much like the traditional Zelda and Metroid games.

Map Style 1:
A general map style that is perfect for this mod is to branch out and give the player many paths to choose from, and perhaps b=must backtrack to explore where the other path goes. Such as two switches at the end of two paths, then back track and travel a third path to get to the door that blocked you earlier.

Map Style 2:
Making areas that are seperate from other rooms visible through window like structures in the wall. Sometimes an item on the other side may lead you to think about secrets and go back to check every n00k and cranny for any such secret passage.

Map Style 3:
Maps should be as pretty as possible, but functional. Like it appears as if the contraption you initiates follows the wall to another room. But the player is stopped by a window grate and must go around.

Map Style 4:
At certain points of the game, an event should happen where a section should cave in and change the path of the player completely.

Enemy 1:
In some parts of the game, ghost like monsters should appear and be much more difficult after the player has gained much since the last time in that area.

Enemy 2:
Random enemies, if possible.

Enemy 3:
Evil Clones?

Event 1:
It was recommended to me to make some climbing parts that has acid rising after you. I think it should be weak acid, so on the returning trip, the player has to sacrifice some life and swim through it to escape the area.

Event 2:
I want the ending to be like the intro. You come in on a train like in the intro of hl1, you suit up for the test. You beat the game, return through on the other side of the teleport, five feet from where you started, and the lab is destroyed because of the cascade. You escape on the same train you came in on. End of game. The ending isn't supposed to be flashy or special or cool. Just something weird and thought provoking.

Feedback please.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 15:55:12 UTC
in Cake Decorating Contest Post #161970
geez i have no f!cking idea...
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 15:45:46 UTC
in Cake Decorating Contest Post #161968
User posted image
Rules are easy: Take an image that would pwn on this cake and show it off in this forum. Anything goes... except things like meatspin. We all don't want to get banned for this.

Here is the blank image. Have at it.
User posted image
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 15:40:59 UTC
in Your first map noob mistakes. Post #161963
i couldn't figure out how to change the grid for 2 weeks. i got really good at making stuff really fast after that.

My second mistake was joing twhl. :D :P :glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 14:31:23 UTC
in Muzz's HLDM Server Post #161943
are you SURE you want to give out admin rights... be careful muzz.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 13:49:56 UTC
in free counter-strike lessons from cheese Post #161937
It sucked.

Awsome with beer tho.

:zonked:
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 13:45:38 UTC
in happy 17th! (NOT work-friendly) Post #161935
careful. seventh might drop in and give you a gift.

This forum has been closed by a moderator.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-07 13:31:56 UTC
in happy 17th! (NOT work-friendly) Post #161928
look like his mom after she got fired by my brother.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-06 17:19:54 UTC
in New Mod: "Turnstile" Post #161758
Ok, chickenfist. Before anything, you think you can rig up an experience and level gain system. I can do almost half of that in spirit, so something simple and easy would be fun.

but only if your serious. Besides this one small element, the rest i can do with help from mappers, moddlers and skinners. That's it.

EDIT:
I'm plotting some basic layout for... well... the whole game. Nothing specific, just the general shape of each area and where they connect. I'm plop a pic soon.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-06 17:02:24 UTC
in NEW MAP! "Poison Garden" Post #161753
i thought item_antidote was a b0rked item from singleplayer. :
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-06 14:44:33 UTC
in NEW MAP! "Poison Garden" Post #161715
I ripped those trees from Day of Defeat and left them unaltered. They're already clipped and I couldn't make them nonsolid. The Blood thing is (i guess) some cheap leaf gib thingy when damaged.

I'm thinking about dropping the plants out. They add nothing but eye candy and lag.

Any thing else. please say.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-06 14:29:12 UTC
in happy 17th! (NOT work-friendly) Post #161712
User posted image
sorry

me, elon yariv, muzzleflash, and the hunter couldn't wait any longer.

HAPPY BIRTHDAY!
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-06 14:16:29 UTC
in NEW MAP! "Poison Garden" Post #161711
OK, Ok, I've read the reviews and feedback for Posion Garden. Besides the unbalanced amount of poison, what else can be included in:

DM_POISONGARDEN_LITE

More feedback would be nice. Please leave advice in the forum.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-03 19:35:38 UTC
in New Mod: "Turnstile" Post #161381
Heh, i took advantage of that HL glitch and made it where you have to go slow if you haven't noticed, but yea, it has it's bugs.

EDIT: Now that i think about, i can smooth it out and make it glitch free but functioning. Was any of that climbing stuff too difficult?
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 15:14:40 UTC
in New Mod: "Turnstile" Post #161144
oh wait, i found it. i think. I'll let you know. Thanks again pepper
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 14:55:05 UTC
in Bad maps, why are they played?! Post #161135
This just proves that the primitive elements that make a map up matter more than anything else. Elements such as ambush points, chokes, and good cover and objective placements. I find this remarkable information.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 14:52:00 UTC
in Worlds ugliest cat Post #161133
that's so wrong its a sin.

I'm putting this on the PUBLIC HARD DRIVE AT MY COLLEGE!!! w00teh!
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 14:41:04 UTC
in Personal Feedback Please Post #161129
Taking requests... awsome idea.

Aside from the bullsh!t in this thread, some great ideas have appeared.

Thank Hunter. I needed that slap in the face.

THIS THREAD IS OVER!!!

:nuke:

EDIT: I don't think i'll ever have the guts to leave TWHL and we both know that, Hunter
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 14:22:47 UTC
in Personal Feedback Please Post #161120
and here we are at a full circle. starting to reason back to WHY i decided leaving twhl in the first place a while back. Don't i deserve some pride for my work, some self gratitude for my acievements? I don't know about you, but i take mapping rather seriously. It's an art form I take pride in completion. Am i expected to cure some disease? I've learned so much about mapping, the HL engine, the compiler, how to hint, how to optimize all of that AND SHARED THE KNOWLEDGE! I've proven that this knowledge is a powerful tool in my latest map. I don't care if someone else at a different website has already found this stuff out, it's the fact that I brought it to THIS website and shared it. Am I really arrogant if I am willing to share my experiences with the community? Read my journal, it will tell you of my discoveries and the basics of their functions. Don't i deserve a little credit? Just a little "feel-good" moment in my life?

@elon yariv: ya know, that's a wonderful idea. I glad some constructive ideas have come out of this thread. :D
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 13:25:57 UTC
in Personal Feedback Please Post #161108
you're not exactly attracting new friends either.
That statement is like getting crobarred. ouch.

But I guess you have a point. I'm not leaving or anything, just thinking about expanding a bit.

@m_gargantua: For actually and accurately answering my questions, many thanks. But I don't understand that whol craning necks looking at God thing. :

I could write a tutorial on texture editing for noobs, but i don't think many will pay much attention to it.

A resolution of mine from here on out is to learn more triggering. Expect to see more quick-maps in the vault. Thanks for the advice.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 12:46:27 UTC
in Personal Feedback Please Post #161095
yeah, i look up to rabidmonkey too. i think you all are missing the point though. I just want to do more than map for the community. It's not about arrogance.

Frankly, i'm bored of mapping but i still want to be involved with it in other ways, like to help others. That's the point of that part of my questions. I have an unusual urge to expand the community right now.

I don't want to piss anyone off right now. can't i ask a few questions?
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 12:10:33 UTC
in Personal Feedback Please Post #161085
Not being arrogant here. the problem is that i think i show off more than i help. from now on i'm trying to be less arrogant and offering more of my services and advice for the n00b and casual mappers. That's why i asked if i should offer texturing skills and optimized compiles as well as whatever i can. I have already proved that i can map like no one else, but I think i haven't been that great of a contributor. I should write some tutorials and try help the community.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 10:02:59 UTC
in Personal Feedback Please Post #161067
How badly am I pwning TWHL right now?

Should I move on to a more mature community or stick around like a big fish in a small pond?

How badly do you want to see a co-op map done by Kasperg and I? I know this has been in several forums and poses an interesting scenario. I'm willing to team up with Kasperg.

If I offered more personal services like compile-farming and textures, would you care about this?

Please drop in some feedback.

~ Your friendly Neighborhood Rimrook
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 09:54:40 UTC
in Who the f**k are you? Post #161063
wow, i haven't noticed this. for some odd reason, i thought urb was a girl. don't ask, please.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-02 09:53:03 UTC
in counter-strike mapping question Post #161062
pwnt

Anyway, read the tutorial carefuly. that's where I learned to apply custom textures to my maps. It worked, that's not ironic.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-01 21:55:31 UTC
in Game project... Post #161015
i've been designing games for 7 years now, now in college for 3 years, and soon in the industry for who knows how long until i get the opportunity to develop the game, then add 5 years to make the first game.

screw luck, you'll need passion and experience to shove your way into the industry. sorry for being dreadful, but i'm in school for this, and they teach about the industry all of the time and all of the misunderstandings. I could go on, but a crack in your dream is bad enough.

But on the plus side, it IS possible and has happened the way we all hope. Make a 400 page tome of your design and send it to adeveloper and get a deal. It has happened, but the chance is slim. Don't rely on it.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-01 21:19:03 UTC
in New Mod: "Turnstile" Post #161010
i still need modellers and skinners. possibly coders. I'm not great with skinning so i wouldn't mind some helpers with that. Coding...pfft. make me an offer.

A link to this blender program would be better than telling me about it.

i should release the zoo map soon so you all can know what kind of mapping we're dealing with.

EDIT: I released the zoo map testing some things. But i think i'll have to wait with this mod until after valentines day. I need to do something special for my girlfriend. Ya know, someone i know outside of HL...
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-31 18:37:49 UTC
in New Mod: "Turnstile" Post #160823
the hlsmd.dle doesn't work with 3ds max 8. sorry, i tried it. I'll need some assistance with this mod, that's a matter of fact.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-31 16:59:28 UTC
in New Mod: "Turnstile" Post #160800
All that sounds good, but code is not something I can personally do. I was thinking about using a epee for the melee weapon instant of the standard crobar, but i don't have any modlers yet.

EDIT: Awsome, Saco. I'll let you know what we're dealing with when I make an example map for Spirit. If you want to help, i suggest you get Spirit if you don't already have it.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-31 16:51:36 UTC
in Old TWHL vs new TWHL Post #160797
TWHL doesn't feel different except that I joined when there were only 250 maps in the completed vault. This place has become popular, and popularity spawns crap because people come and sign up but have no interest in mapping. They prbably think it's cool to fit into a dev community. First of all, sometimes spamming some random thoughts into a forum is fun, but smiley after smiley isn't. I wish I could get back onto IRC, but at school, programs like that are banned.

Rimrook: The Original Old Skoola
Rimrook RimrookSince 2003