Forum posts

Shush. I'm writing it. I'm also doing maps and family crap while on leave.
UrbaNebula UrbaNebulaGoldSourcerer
A: 4
B: 2
C: 0
D: 2

Black Mesa Security Team appears to be the clear winner at this stage. Nice nice. There is equal interest for some HECU action as well as experiencing the full extent of the Xen invasion outside of Black Mesa. As for option C, I think we can accept that Half-Life 2 is just a little bit shit. I shall start writing then. Let's see how many chapters it takes before I give up this time.
UrbaNebula UrbaNebulaGoldSourcerer
So, a few years ago I used to absolutely love writing these multiple choice fan fictions, where I would write a portion of a story set in the Half-Life universe and then offer a handful of choices at the end. Members of TWHL could then choose the path of the protagonist and the story would continue based on the most popular choice.

Having looked back at these recently, I can honestly say that they were pretty awful. It’s always been an aspiration of mine to write a book or a series of books and as such these little stories have really helped me improve over the years. So, I figured why not start a new one and see how it goes now. First and foremost, I need a setting. The Half-Life universe is pretty expansive, so there are a few options in terms of the location and timeframe in which a story could take place. So, without further ado, here is the first choice. This will help me to first of all decide what to actually write, as well as gauge the number of people that would even be interested in such a thing.

A) I want to hear about a band of new recruits on the Black Mesa Security Team during the Resonance Cascade.
B) I want a story about a squad from the HECU during the events of Half-Life
C) Let’s hear about a citizen of City 17 just before the uprising
D) How about a story about an average Joe, living a normal life as the catastrophe begins to unfold across the globe.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 weeks ago2020-10-13 17:37:54 UTC
in Post your screenshots! WIP thread Post #344767
Looking good. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-09-09 18:00:16 UTC
in button states Post #344713
Since it's not using a switchable texture, you will need to use func_wall_toggles.
  • Create your two brushes, one textured with flatbed_lite1 and the other with flatbed_light2.
  • Turn them both into func_wall_toggles.
  • Give them the same name.
  • On one of them, check the "Starts Invisible" flag.
  • Now create a button or trigger that targets the func_wall_toggles.
  • Voila!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-27 20:17:11 UTC
in I am convinced scripted_sentences hate me. Post #344660
It's not something I've done personally, but I know that sentences can be stopped. It happens in Half-Life right before the test chamber. One of the sentences is longer in the audio files, but in game it gets cut off. Not sure how exactly they did that.

Otherwise, you'd need to edit the audio yourself, but that'd only work with a mod with it's own sentences.txt file and so on.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-27 07:42:47 UTC
in How do i insert prefabs in jack editor Post #344657
Also, something that I find good in J.A.C.K. are the entity connections. It draws lines between triggers and targets, so you can know what entity should be triggering what entity at all times
I turned this on recently and it's a Godsend. Shows you the path between path_corners as well as the start and end points of env_beams too.

Honestly, fuck prefabs. That's easily solved with a prefab map. I'll take all of J.A.C.K's perks any day of the week, thank you.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-27 07:35:15 UTC
in I am convinced scripted_sentences hate me. Post #344656
scripted_sentences will always trigger their target immediately, you cannot set the delay this way. You would need to time the sentences with a multimanager, and have the trigger_once target that instead.

Interrupt Speech flag is correct as that will prevent regular speech lines or player interaction from interrupting the sentence.

As for the yellow blobs, that doesn't specifically mean that the NPC is stuck IN something. Just that they are stuck in general. This can also occur if they are on too narrow a ledge over a void or too close to an edge and they essentially cannot move from that spot. I can't quite picture the scene based on your description, but my guess is that the NPC's origin points are too close to a drop or void of some sort and they are essentially "floating."
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-26 13:06:04 UTC
in How do i insert prefabs in jack editor Post #344652
Doesn't work how? It's just copying and pasting.
besides transparent objects in editor i don't really see any improvement over free Valve Hammer Editor 3.5 .
Well, JACK is also free. It also allows you to use multiple game profiles so you're not forever swapping out WADs when you want to make a map for another game or mod. Not having a prefab library is a small price to pay imo. I quite like seeing all my prefabs laid out in their own map anyway, haha.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-23 19:20:58 UTC
in Now Gaming: ... Post #344640
PokeMMOPokeMMO
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-16 09:52:17 UTC
in GoldSource error - model stuck in wall Post #344626
Why does nobody use monster_furniture...
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-14 20:50:10 UTC
in TWHL! Sound off! (who are you) Post #344625
Blimey. You've been around for some time. :P

Welcome back.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2020-08-10 10:32:38 UTC
in Custom sprites not animating in game Post #344613
I assume that this sprite animates appropriately in the Hammer/Jack 3D view and the sprite wizard used to make it?

If so then it might be worth showing the settings and flags you have set for said sprite in the level editor.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months 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 3 months 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 3 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 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 4 months ago2020-06-02 10:20:58 UTC
in Competition 39: The Buddy System Post #344354
Posted 4 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 4 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 5 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 5 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 5 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 5 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 5 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 5 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 5 months ago2020-05-11 00:17:01 UTC
in Post your screenshots! WIP thread Post #344198
That's looking pretty neat.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 5 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 5 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 5 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 6 months ago2020-04-29 07:02:06 UTC
in Competition 39: The Buddy System Post #344155
Well... Holy balls.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 6 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 6 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 6 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 6 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 6 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