Forum posts

Posted 6 days ago2020-08-03 00:07:42 UTC
in Some level design Post #344587
The aesthetics aren't bad at all, but the gameplay doesn't look particularly engaging to me. That second one especially is just endless corridors and random heaps of pick ups. Not really sure what to make of it, but I know that I wouldn't play it.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 weeks ago2020-07-20 17:41:02 UTC
in Dumb Question, But..... Post #344557
Yeah, it's a Simpsons reference.
UrbaNebula UrbaNebulaGoldSourcerer
Wait, does the sentences.txt limit actually matter? I've never actually encountered any limit when adding new lines to it...
UrbaNebula UrbaNebulaGoldSourcerer
Alright, glad you got it sorted. :)
UrbaNebula UrbaNebulaGoldSourcerer
OK, so it's not the usual issue that I am aware of. Very strange. Are you able to get a simple level change working between a couple of example maps, like say, just a short corridor? Or does this only affect a specific couple of maps that you are working on?

If you can get a simple levelchange example map to work, then it might be an issue with the setup in the map you're working on and you might need to upload them to the problem maps vault so that we can see the setup, or post screenshots of your map grid and the entities used to changelevel.

But first things first, can you get a transition to work between two simple example maps?
UrbaNebula UrbaNebulaGoldSourcerer
That's not really a lot of information to go on, but I assume this is for GoldSource? Are you using Hammer or JACK? Also, are you running the map from the console or the compile process? Level changes can act strangely if you run the map from the editor after compiling. It's best to disable this and run the map via the console.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-30 14:01:40 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344487
I've always liked GoldSRC more for some strange reason. Maybe it's due to the glut of Source related content in recent years? I am tempted to dip my toes in Source though, maybe after this project is done.
GoldSRC has that 90s charm so you can get away with making a compelling and engaging experience without having to worry about fancy effects and super realistic environments. At the same time, if you really want to lean in and pile in the details, GoldSRC can handle that as well, within reason.

I'll always hold GoldSRC close to my heart, and having attempted to work with Source a couple of times in the past, it just doesn't gel with me.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-29 13:39:17 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344483
I look forward to hearing more about this mini-mod. More GoldSRC! Yum yum!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-29 13:38:11 UTC
in problem compiling hl1 alpha model Post #344482
Well, here's your red flag
/reference.smd.smd doesn't exist
Otherwise the problem is pretty vague without getting more details. What's in the .qc file? What have you tried changing? Are all the files present that should be?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-27 10:46:16 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344477
Wow!!. Keeping Matrix alive!!
Well, I mean the 4th movie is also doing that, but yes. :D

This looks great by the way.
UrbaNebula UrbaNebulaGoldSourcerer
I won't be keeping it on my drive forever, so grab it now and put it somewhere safe. Why not reupload it if they're your maps @Cabo. :D

Clickity!
UrbaNebula UrbaNebulaGoldSourcerer
I actually still have Mrpo's corridor and dormitories maps, but not the wad they need to run. (I think this was a combination of textures from Blue-Shift and Opposing Force)

As for the others, Jessie is currently working her way through the entire map vault on stream, and noting those that are missing. Any older ones that have not been recovered by now are potentially lost forever.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-21 08:29:28 UTC
in Fix broken lighting Post #344444
Sounds like a compile error. If any of the tools encounter a problem, RAD likely won't run at all.

Are there any errors in your compile log?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-15 12:48:14 UTC
in Half-Halo:Black Evolved (idea for a HL1 mod) Post #344404
Sounds interesting I guess. I personally don't really go in for these kinds of mods since I've played the Half-Life campaign to death... and then a little more.

I'd much prefer to play an entirely new campaign with the same old characters and weapons over another remix of the Half-Life campaign. Of course a complete overhaul of the gameplay which INCLUDES a brand new set of maps to play through is the best case scenario.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-06-09 11:41:27 UTC
in Competition 39: The Buddy System Post #344382
In my opinion, I would agree with that. I tend to write the summary of each map based on how the voting went. Personally, I'd say Captain P's entry is great, but in terms of the theme of the competition, it was my third place compared to the other two.

hermanJnr definitely deserved the win and I'm happy to see that others agreed with me as such. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-06-09 00:40:57 UTC
in Competition 39: The Buddy System Post #344380
And the results are up! Congratulations to hermanJnr. for getting 1st Place!

A bunch of really great entries for this one, and I'm impressed at the amount of content you put out given the time limit.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-06-02 10:20:58 UTC
in Competition 39: The Buddy System Post #344354
Posted 2 months ago2020-06-01 21:33:57 UTC
in Competition 39: The Buddy System Post #344351
Just over two hours left on the competition. If you're still working, better get things wrapped up and tested. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-06-01 13:13:21 UTC
in Gaming For Your Sins Post #344348
These are entertaining as well as being informative. I already disagree with some of the tools you recommended, but you know what? Who asked? :P

Also big thumbs up for Nobuo Uematsu every time.
UrbaNebula UrbaNebulaGoldSourcerer
Assuming they took the images themselves, you're likely looking at a harbour in Bellevue, WA where Valve is based. There's no way to know for sure though.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-29 23:00:41 UTC
in Competition 39: The Buddy System Post #344322
I mean, all the information is on the briefing page :P
2020-06-01 23:59:59 UTC
Best of luck.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-27 00:29:16 UTC
in My Old HL Maps wont start Properly Post #344310
Yeah, I just fired up your warehouse map in Half-Life via the console and it played with no problems.
UrbaNebula UrbaNebulaGoldSourcerer
Glad you solved it, but yeah. When it comes to audio, record in high quality, then kill the background noise and compress the clean recording down to 22k Hz. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-26 19:51:09 UTC
in Is it possible to add motion blur to GoldSource? Post #344305
Euw. No.

I mean it may be possible with significant coding.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-22 20:40:22 UTC
in Competition 39: The Buddy System Post #344279
Indeed, as the rule says, mini-mods are a-ok. Overwriting /valve content is not. :)
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-20 08:39:50 UTC
in Source 2 hl Alyx workshop maps Post #344245
I have no intention to work with these tools as I don't even like Source 1. What I will say though is that the way the editor works actually makes me think of the Unreal Engine, hollowing out world spaces rather than building them wall by wall.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-20 08:35:55 UTC
in How to edit already existing Half-Life maps? Post #344244
In a word, no. You can decompile the existing maps but this is more for the purpose of reference. There is no way to recompile them into a playable map.

The only option would be to decompile the maps for reference, and then completely rebuild them, which I would say is far more hassle than it is worth for what you're suggesting, personally.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-11 00:17:01 UTC
in Post your screenshots! WIP thread Post #344198
That's looking pretty neat.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-05-10 10:19:21 UTC
in item_antidote in TFC Post #344194
Other than triggering some in-game effect using the entities available in the editor, I doubt there is anything that can be done without some form of coding. Otherwise I'm sure somebody would have found some way to implement it in the last 20 years. :heartbreak:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-05-05 20:57:15 UTC
in Competition 39: The Buddy System Post #344167
I have no issues with that. It simply wasn't in the checklist of games I could select when setting up the competition.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-05-04 17:28:50 UTC
in Competition 39: The Buddy System Post #344164
Well, it's good to have you back. That's looking like a pretty solid foundation so far. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-29 07:02:06 UTC
in Competition 39: The Buddy System Post #344155
Well... Holy balls.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-28 19:11:45 UTC
in Competition 39: The Buddy System Post #344153
This is actually one I would have loved to make a map or series of maps for myself. Likely would have gone for a mini-mod starring a uniquely skinned and fully voiced Barney, but there is no way I have time for that. Maybe I will revisit the idea once The Core is out of my life.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-15 21:31:02 UTC
in TWHL! Sound off! (who are you) Post #344117
Pineapple pizza is the shit.
You've got one extra word you don't need there.
Yeah, honestly that sentence is absolutely fine if you remove either pineapple, pizza, or the. Otherwise it's just wrong.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-14 09:16:30 UTC
in TWHL! Sound off! (who are you) Post #344107
Respectfully disagree. They miss the mark completely in my opinion.
Exactly my opinion, but aimed at Doom 3. :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-14 09:15:27 UTC
in Competition 39: The Buddy System Post #344106
In this competition, no. I would prefer if maps were strictly single-player for the sake of the community vote.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-13 12:36:00 UTC
in TWHL! Sound off! (who are you) Post #344100
Regardless of the glory kill mechanic (which is a perfectly reasonable means of getting a small health boost in terms of gameplay) DOOM 2016 feels a lot closer to the frantic fun my friends and I had with Doom 1 and 2 back in the early 90s. They were never scary, but they were always hilarious. I enjoyed Brutal Doom for a while, but I much prefer the vanilla Doom experience.

DOOM 3 was such a massive disappointment in terms of the overall feel and sluggish pace. At the time it was visually stunning, but I never finished it because it was boring and it got uninstalled as soon as Half-Life 2 came out.

Looking forward to grabbing Eternal on pay day. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-13 10:29:34 UTC
in TWHL! Sound off! (who are you) Post #344097
You don't like the new Doom games? But they're so good
This is correct.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2020-04-10 18:11:00 UTC
in TWHL! Sound off! (who are you) Post #344081
Finish Time's End
Solid goal. I approve.
UrbaNebula UrbaNebulaGoldSourcerer
Yeah, the first thing you're going to need is an image that can actually work as a skybox. The image you're using is only really wide enough to make up a single side. You need a panoramic, 360 degree shot to work with.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 17:17:41 UTC
in Help with my first map Post #344068
This one is actually in the right place. :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 15:24:08 UTC
in Help! Post #344064
Try Alt+P to check for errors. It might find these problematic brushes and allow you to fix them from there. Otherwise, you can use the Go To Brush button and then hit delete. It might not look as though you have anything selected, but hit delete anyways.

I've had to do that in the past. :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 15:02:27 UTC
in Help! Post #344061
Error: Entity 0, Brush 10: outside world(+/-4096): (4079,-4112,-4132)-(4112,4112,4132)
Error: Entity 0, Brush 11: outside world(+/-4096): (-4112,-4112,-4132)-(-4079,4112,4132)
Error: Entity 0, Brush 12: outside world(+/-4096): (-4111,-4112,-4132)-(4111,-4079,4132)
Error: Entity 0, Brush 13: outside world(+/-4096): (-4111,4079,-4132)-(4111,4112,4132)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
That's your problem this time. Something has gone terribly wrong with some of your brushes and they've gone beyond the limits of the grid.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 14:25:55 UTC
in Help! Post #344059
Not quite sure what you mean. You shouldn't need to change the compile tools and you certainly don't want to be using Half-Life's original tools. :D

If it's not compiling with that wad in place, post a new compile log so we can see where it's tripping up.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 13:43:57 UTC
in Help! Post #344057
Huh, that's odd. It should be included with the ZHLT compile tools because of their usage.

Best bet would be to just grab a fresh copy of the wad from the ZHLT files here.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 12:33:10 UTC
in Help! Post #344055
Yeah
valve/zhlt.wad
Count: 0
Size: 0 B
Get that out of there and add it again using the correct location. Or, place a copy of the zhlt.wad in your valve directory. That's what's breaking your compile.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 10:05:11 UTC
in Help! Post #344052
That's issue number one then because the compile tools are looking for it there. Let's take a look at your textures tab in JACK. Alternatively, you could place a copy of the zhlt.wad file (this might be in the same directory as your compile tools: Compile Tools/zhtl/) in your valve folder and try the compile again.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-08 07:17:44 UTC
in Help! Post #344049
Error: Could not open wad file /Steam/steamapps/common/Half-Life/valve/zhlt.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist
Here's your problem. It's an odd one though because I was under the impression that zhlt.wad textures aren't actually rendered when compiling... I assume that zhlt.wad is at least in the right place? (Steam/steamapps/common/Half-Life/valve)
UrbaNebula UrbaNebulaGoldSourcerer
Moved to the site comments and suggestions. I set up the competition but neglected to notice that Black Mesa isn't actually an option when setting up the competition rules. It's also not an option when submitting maps to the vault... Well spotted.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2020-04-07 08:07:06 UTC
in TWHL! Sound off! (who are you) Post #344035
To be fair TJB, that graph was getting dangerously high. This crash is good for everyone.
UrbaNebula UrbaNebulaGoldSourcerer