Forum posts

Posted 3 years ago2021-01-30 19:56:37 UTC
in TWHL! Sound off! (who are you) Post #345303
Who tf vends cheese?
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-27 21:16:08 UTC
in The mods that never were Post #345292
I've cancelled more Half-Life mods than I dare count. My older posts on TWHL are absolutely filled with absurd ideas that never got further than a badly written plot summary on the forums and screenshots from a single map.

There is one that made it as far as MODDB though.

Half-Life: Off it's f*cking head! was a joint effort between myself and a handful of TWHL guys, collectively called Demonic Puppy Games. It was going to be a collection of completely random ideas thrown at a wall with a full campaign and insane plotline. We had a few custom features coded but never shown off, a couple of maps and even a bunch of custom music created. It would not have been a good mod, but it was fun to work on for a few months. There are videos floating around on YouTube from a couple of the people involved, but you'll have to find those yourself if you really want to...
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-18 17:10:11 UTC
in light_environment not casting light. Post #345244
First, I never knew that. I didn't figure out how to get the null texture until a little while ago, and I just used the trigger cuz it worked.
Well, it seems it doesn't work after all. Haha. Replace the AAATRIGGER with NULL or something else. Just don't use AAATRIGGER for your unseen faces. Problem solved.
monster_urby monster_urbyGoldsourcerer
Haha, very nice. A happy new year to you.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-09 13:00:23 UTC
in Ode to Lockdown [Map Jam] Post #345184
I need to finish The Core dude...

Wait... Wait, you also need to do that!

That is to say "I'm in."
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-05 17:22:12 UTC
in Clean Half-Life Post #345154
I didn't mean to lean in on the rough aspects so much. I'm always happy to see new GoldSRC mods and first time mods are often the most passionate attempts. :D

Indeed, everything is a learning experience and I hope to see you putting out more mods in future.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-05 10:02:32 UTC
in FUNC_VEHICLE 2020 Post #345149
And Urby could finish his map.
Like I'm already not busy enough not finishing The Core...
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-04 22:20:14 UTC
in Clean Half-Life Post #345147
I like a challenge in my HL1 mods these days, but I have had to put this down because it is far too frustrating. There are a number of spots where the player is actively robbed of their health. This is level design 101 because you can never predict how much health the player has, unless you have taken steps to ensure that they are maxed out.

There have now been three occasions where I have had to enable godmode in order to progress because I'm constantly below 25HP and either taking unavoidable fall damage (vent drop into gonome corridor) or being jumped by multiple enemies with little to no cover (three vorts at the bottom of an elevator) and unfair fights (Just had three alien grunts spawn behind me and I only have 5HP). This means that I am playing through the maps by slowly peaking corners and glock sniping enemies, rather than engaging in fun combat arenas.

I don't know who playtested this, if anyone, but I don't think this has been tested on Hard. There aren't nearly enough medkits or healing stations beyond the opening few areas.

Other than that some areas are just a little silly. The generator room with the endless spawning zombies, I could see them appearing out of thin air and killing one immediately spawned another. I just kept running around until the door opened to save ammo.

With a bit more testing testing and and a few more passes to add detail to the maps, this could be an enjoyable little map pack. Currently, it's just a little unbalanced and bland looking.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-01-02 19:36:20 UTC
in FUNC_VEHICLE 2020 Post #345134
It wasn't a serious session by any means and was only going for 90 minutes, but you can see it on Jessie's stream:
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-19 07:26:52 UTC
in FUNC_VEHICLE 2020 Post #345088
This changes things...

Mainly the deadline. But also the time I'll have to work on this. Thank you.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-05 12:53:42 UTC
in FUNC_VEHICLE 2020 Post #345022
My first ever cs1.6 map... is the dumbest thing I've ever made
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-05 01:48:23 UTC
in FUNC_VEHICLE 2020 Post #345015
Well then... here I go func_vehicling again.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-03 00:09:14 UTC
in Review everything! [2nd edition] Post #345006
Linux

Linux to me is an operating system for work, rather than play. I say this because it's literally the case for me, but also seems to be the case with the people I work with as well. The folks who use Linux outside of work tend to be the ones that either cover our out of hours support line or simply are not gamers.

I'm a sysadmin and all of our servers are linux based. I was using windows at work for a few years, but when it came to setting up working local copies of sites to triage and fix issues, it made more sense to set it up with Ubuntu. I would say that it is a damn good OS to get to grips with if you prefer developing software over using it.

However, I'm only a web developer between 9AM and 5PM, Monday to Friday. This is when I use Linux.

At all other times, I'm a gamer, so Windows suits me down to the ground.

Ken Silverman's BUILD engine
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-01 20:24:54 UTC
in [Help] Half-Life Flipsigns Post #344991
Yea but the high tech weapons are classified, so it makes no sense to have advertising about it
Yeah, but that advertising itself is hidden deep within the facility anyway, so it's not exactly public information.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-29 20:56:15 UTC
in Review everything! [2nd edition] Post #344975
linerider (the game)

A silly little web game that I had all but forgotten about until reading the title... I just played with it for about 15 minutes. Silly and fun.

The 12 year development Hell mod that is The Core
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-28 10:49:23 UTC
in Post your screenshots! WIP thread Post #344961
That's looking good. Nightwatch textures always give great brushwork a little extra kick.

@sirdownloadsalot: That brushwork and the gameplay looks great, but something about the lighting looks off. It's all a little one-note. It looks to use a single colour overall and there isn't a lot of variety and barely any shadows. Talking to a couple of mappers about the shots last night and it could be that you're compiling RAD with too many bounces or there are just too many light sources that are the same colour?

I hate to dwell on the negatives, but literally everything else in those shots and that footage look fantastic!
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-25 21:00:38 UTC
in Review everything! [2nd edition] Post #344955
King Henry VIII 6 marriages

That's a lot of marriages. It's been a long since I learned about Henry VIII and his bat shit crazy methods of trying (and failing) to produce a male heir. Then he got fat and died. It'd be funny if it weren't so horrifying.

Apple (the company)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-25 20:42:28 UTC
in Railroad swapper Post #344954
It's not really that complicated. Make a path_track entity like you would normally.

Name: path1
Next stop target: path2a
Branch path: path2b

By default, the train will reach path1 and then go to path2a. (the next stop target)
If you target "path1" with a button or some other trigger entity, the train will then hit reach path1 and go to path2b (the branch path)
If you trigger "path1" again, it will switch back to path2a. (the next stop target)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-22 21:57:01 UTC
in Scientist struggling to follow node paths Post #344936
Well, if he seems to be ignoring the nodes entirely, that would suggest that there is a problem with the nodes. Scientists are by far the most finicky of the NPCs to have follow you, but as long as they have a decent network of nodes to follow, they should usually get by.

Maybe upload your RMF/JMF to the problem maps vault and I can take a looksie?
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-22 17:38:50 UTC
in Review everything! [2nd edition] Post #344929
bold text

I love bold text, I mostly use it for simple headings more than anything else, when I don't want to mess about with larger font sizes and underlines and such. Just a simple heading to start a new thought. There's only one thing better in my opinion, and that's bold in all caps.

Cyberpunk 2077 (and the hype build up that it can never possibly live up to)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-19 00:25:16 UTC
in Review everything! [2nd edition] Post #344885
The Year 2006

I couldn't tell you what was going on in the world, but 2006 was the year I turned 20 and I left home and started living with my girlfriend. We lived in a flat with no phone line, so I "left" TWHL for about a month. Then we moved to a new place because the flat was dreadful and genuinely nearly put my girlfriend in the hospital. Got a phone line, set up broadband and boom, back online.

I moved from checkouts to administration at the supermarket where I worked, then moved to the bakery because admin was over-staffed, then moved back to admin when somebody left.

I was also working on Kinetix (a doomed Half-Life mod) and was 1.5 years into my TWHL membership. Looking back on my posts though, it was mostly cringe.

TWHL
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-18 23:53:36 UTC
in HELP editing decals.wad Post #344884
There are a lot of potential issues when it comes to editing the decals.wad. If you're exporting, editing the textures in some other program like Gimp or Photoshop and reimporting the textures to the wad, you need to make sure the palette isn't updating. The palette for decals are set up in a specific way. You can see this by opening an existing decal and editing the palette.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-18 13:01:43 UTC
in Half-Life continuity deep dive Post #344879
"Major Fracture Detected."
boop boop boop hiss
"Morphine: Administered."

Crack-Life starts.
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 3 years ago2020-11-17 23:16:33 UTC
in Half-Life continuity deep dive Post #344873
Now Life's End I can totally get behind. That mod inspired me so much to make a mod of my own back in the day. Naturally I was nowhere near talented enough to complete and upload anything of worth, but I would like to return to something like that in future, set in Black Mesa but maybe a little more tongue-in-cheek that The Core is going to wind up.

Azure Sheep though... I dunno. It was certainly never one of my favourites. The only thing I can say that's remotely positive is that it's long. However, I feel it's only long because of how padded it is with countless hallways or maze like areas. Yes, some of it looks great but there are a lot of sections that don't.

I've also never played a DAV level, even to this day. I think I got one or two on a PC Gamer CD back in the day, but for some reason I never got them to work.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-17 09:38:31 UTC
in Half-Life continuity deep dive Post #344869
Well, the original was tripped out, the Napalm edition tipped it just over the 'serious' edge into satire...
The original was pretty satirical. Napalm Edition just made it unfunny.

Regarding Azure Sheep, I really enjoyed the way it expanded on the areas seen during the intro tram ride from Half-Life. Nowadays I can see how it was so appallingly made. So many featureless corridors.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-16 00:05:28 UTC
in Review everything! [2nd edition] Post #344865
Coffee
This stuff gets me through the day, though I must confess I am certainly not a coffee connoisseur. I'm easily pleased with various brands of instant coffee and always take lots of milk and two sugars. Sacrilege according to the world's coffee snobs I'm sure. I drink it morning, noon and night which often results in mockery from my internet buddies, but you know what? If a cup of coffee in the evening means I'm going to lose sleep, I'll just make a slightly stronger one in the morning. Haha!

Toast
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-15 12:07:06 UTC
in Half-Life continuity deep dive Post #344860
I am all for alternate timelines and I never consider a mod canon. Even the REALLY good polished ones like Poke 646 that tie into the original story. A lot of great mods came out before Half-Life 2 was ever confirmed. They often revolve around Freeman as a special operative, picking up work for the G-man. I simply assign them to their own little microverse and disregard the franchise canon entirely. The Black Mesa Incident happened, after that it's fair game.

Honestly the official lore is completely incomprehensible anyways. Even my absolute favourite video concerning the aftermath of the Black Mesa Incident has some inconsistencies and errors, such as the date the experiment takes place and so on. However, I do agree that canonically the seven hours war probably occurred within a month of the disaster.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-11-09 16:01:59 UTC
in TWHL Tower 2 Post #344838
I genuinely did not believe it when I read this had been going for a year, but now coming back to this thread and seeing the first post... Wow.
monster_urby monster_urbyGoldsourcerer
I have much fonder memories of GoldSRC maps so Source maps don't really affect me in this manner. The last time I had anything close to the feeling of dread was more of a small existential crisis.

The map Carbaseus was a major hit on the TWHL HLDM server waaay back in the day. If I recall we had a 16 player server and when it was full it was an absolute blast. For the next few weeks, it was THE map we wanted to play. Then, back in 2012, it wound up being chosen for Map of the Month as nobody had voted for any map released on that particular month. In order to get the footage for the review, we had to play a few rounds. This time however, there were only four of us.

For the most part, the map was deathly silent. Given the scale of the thing and the sparse number of players, battles were infrequent and over quickly. It was sombre, like we were watching HLDM slowly fade away.
Running around in that map now, it's eery. From the chaotic, multi-sided skirmishes from 16 years ago, to the occasional quick shoot out in 2012's review, to the sheer silence of 2020. It almost feels as though you are surrounded by the ghosts of TWHL's former members who have since moved on to other things.
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 3 years ago2020-10-13 17:37:54 UTC
in Post your screenshots! WIP thread Post #344767
Looking good. :D
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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!
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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.
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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.
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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."
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-08-23 19:20:58 UTC
in Now Gaming: ... Post #344640
PokeMMOPokeMMO
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-08-16 09:52:17 UTC
in GoldSource error - model stuck in wall Post #344626
Why does nobody use monster_furniture...
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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.
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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.
monster_urby monster_urbyGoldsourcerer
Posted 3 years 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.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-07-20 17:41:02 UTC
in Dumb Question, But..... Post #344557
Yeah, it's a Simpsons reference.
monster_urby monster_urbyGoldsourcerer
Wait, does the sentences.txt limit actually matter? I've never actually encountered any limit when adding new lines to it...
monster_urby monster_urbyGoldsourcerer
Alright, glad you got it sorted. :)
monster_urby monster_urbyGoldsourcerer
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?
monster_urby monster_urbyGoldsourcerer
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.
monster_urby monster_urbyGoldsourcerer
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.
monster_urby monster_urbyGoldsourcerer