Forum posts

Posted 9 years ago2015-05-12 12:43:54 UTC
in Post your screenshots! WIP thread Post #325518
The entire game is played from the perspective of a point_viewcontrol (Camera).
I'm literally parenting a group of brushes to the Camera to act as a HUD.
So all those counter brushes are parented to the HUD and will move with the camera.
The setup works nicely but you need to compensate positions for frame of view distortion if they're above the HUD plane.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-12 10:03:35 UTC
in Post your screenshots! WIP thread Post #325516
No prize. Just something I really wanted to do. I'm making killer progress on it every day.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-12 01:49:29 UTC
in Post your screenshots! WIP thread Post #325514
First screenshot was a single, dull light environment.
I'm creating another top-down game within half-life. (Anyone remember Antlion Adventures?) However, this one works MUCH better, and you don't need cheats for the game to function correctly.

The current features:
-7 Digit Scoreboard (Score counts by 10's, 100's or 1000's)
-Life Counter / 1-Up rewards
-10 New particle effects
-Functioning, real time HUD and Minimap (Not limited to a grid, displays enemy and player positions)
-Every enemy is pre-fab based with auto-indexing entity names. (Quick level design / efficient bug fixing [Even the score counter digits are pre-fabbed so i can go up to however many digits i want])
Prefab Example:
User posted image
So I just click once and I get a pre-configured version of that :D

I recently learned how to send the value of a math_counter straight into a logic_case. Had I known this a while ago, I could have made some epic logical decisions.
My next major hurdle is setting the global variables so the score and life count transfer between levels.
After that, I'll set up a 5 level beta pack and release it for comments / criticism.
And if you guys really want me to, I'll make some fancy tutorials showing you the TRUE POWER of the source IO system - I really unlocked the next level.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-11 22:54:39 UTC
in Post your screenshots! WIP thread Post #325511
I think there needs to be some more definition beneath the water, doodle.
What's it gonna be?
Teaser #2 for my.. project...
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-11 22:52:53 UTC
in The Core Post #325510
Oh Urby. :ciggie:
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-11 11:39:12 UTC
in The Core Post #325508
Heh. Jamie Lannister is in that movie. Who knew.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-07 12:18:33 UTC
in Now Gaming: ... Post #325480
I've never played the game, but can you fight off the giants somehow?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-07 12:13:00 UTC
in Competition Proposition Post #325479
^^^^^^^
This is why you don't do drugs, kids.
Zeeba wut
what about making a limited but reasonable set of construction materials, prefabs like beams, pillars, pipes, lamps etc, pretextured probably, and giving everyone the freedom to build anything they want out of it
I swear I had that idea months back, can't find the thread i mentioned it in though.

I also vote for this!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-06 12:53:05 UTC
in Post your screenshots! WIP thread Post #325476
getting the set pieces together :D
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-01 19:35:18 UTC
in Post Your Photos Post #325452
I can't tell if I like the shirt because of the Girl or the design.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-28 19:24:10 UTC
in Competition Proposition Post #325430
If I were making the decision, I would think that the 'date' we're looking at is the release date of the content... However..The official compo has not been decided yet.
When it is, there will be an official thread and list of rules and guidelines.

We're just tossing ideas around right now.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-28 16:33:56 UTC
in TWHL Tower Post #325427
Well he made a baby.
That counts for at least 4 floors.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-28 16:33:24 UTC
in One Super-Sized Source map... Post #325426
Source could work with an overworld-like system.
Map transitions in source are very powerful.
You'd just need to make your transition points pretty small - aka a town entrance or dungeon or a gap in an otherwise impassible wall.

Tis but a pipe dream to make an rpg :-P
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-28 16:31:00 UTC
in Competition Proposition Post #325425
I would also vote for Remake any pre-2000 game. Arcade for the win!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-28 16:29:46 UTC
in Recommend me how to make a map (house) Post #325424
Ok so Hammer doesn't come with vehicle prefabs, you'll have to make your own. There are tutorials floating around - which we can help you with later - but for now you need to properly setup hammer to work with Counter-Strike 1.6.

You'll need the proper FGD which stands for Forge.. game something.... idk but an FGD is a list of all the entities that interact with the game code.

Basically without it, counterstrike wouldn't know that you wanted something to be a door, or a bombsite, or a trigger etc etc..

you can grab one of them here: http://www.slackiller.com/tommy14/cs-fgd-xp_8u.zip

Notice that I said "One" because there are many different FGDs out there, but that's a popular FGD. (another is ZAZA's FGD which I can't find right now)

Anyway, once you have the proper FGD, slap it into your steam\steamapps\common\counter-strike folder, and then follow this tutorial: http://twhl.info/tutorial.php?id=47 to help you along with setting up hammer.

Use the search field up to to find some answers. It's a bit vague at times, but it usually points you in the proper direction.
Or post here - good luck
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-26 20:53:42 UTC
in One Super-Sized Source map... Post #325400
I've always wanted to. But i never took the time to develop a storyline and an experience system would require code.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-23 12:35:50 UTC
in Competition Proposition Post #325351
I would so a source version of Bosconian if i could.
User posted image
I love all these ideas.
Re-makes are always fun because there's already a blue-print for you.
Fire theme is sweet because we already did a water themed level.
Speed run would be fun because I haven't seen a challenge like that yet.

So methinks we should call a vote - perhaps in a news post?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-23 12:25:14 UTC
in Another Changelevel Problem... Post #325350
Right. You might want to create a 'new chapter' autosave in your first level.
every time you run your map pack you should be over-writing your saves so they update with the new maps
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-21 11:52:35 UTC
in Recommend me how to make a map (house) Post #325335
To post images, use image tags inside square brackets. [] and [/]
So
[img]image address here[/img]
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-20 16:41:04 UTC
in Recommend me how to make a map (house) Post #325325
Hi! Welcome to TWHL :D
The first thing you want to do is draw something on paper. Draw a floor plan with room names and doors and hallways.
Then you need to look at each room individually.

What's in the living room - Couch, chairs, tables, lamps, television, possibly an entertainment center, pictures on the walls, windows, curtains..

What's in the kitchen? - Sink, counters, drawers / cabinets, appliances (stove, microwave, refrigerator). Is there a bathroom? Is there a basement? Is there a bedroom? If you treat each room in the house as it's own little world, the details pretty much fill themselves in.

Aside from it being realistic, that really depends on the object scale and the texture quality. Feel free to post some development screenshots and we'll all be happy to comment and give some constructive criticism.

P.S. A lot of people like to use imgur.com as a host. It's easy and free!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-20 14:28:04 UTC
in Competition Proposition Post #325323
make a single player speed run map.
standard half-life 1 gameplay but time is against you and if you do not complete your objectives in time you DIE :pwned:
Like... power the backup generator so the teleport can send you to somewhere but the marines launched a missile at the base and it'll be there in 5 minutes.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-20 11:58:00 UTC
in Another Changelevel Problem... Post #325320
You do have an info_player_start in each level right?
Each level should be playable on it's own first.
As far as landmarks go, if you have 2 level transitions in a map, you need 2 landmarks.
So if you're going from level 2 to level 3, name one info landmark: 2_to_3.
If you're going from level 3 to level 4, name the other landmark: 3_to_4.

You don't need to name them like that, you can call one "bologna" and the other "space_farts" so long as both levels reference the same name.

Other than that, just check that your BSP names are correct in your trigger_changelevels
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-17 19:44:50 UTC
in Post your screenshots! WIP thread Post #325289
I've made iris doors with 6 func_door_rotating ents all named the same.
Only enable sound on one of the doors.
Map Example
Video Example
The hologram can be a func_wall toggle or a func_illusionary and env_render. The toggle is probably easier
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-12 12:34:38 UTC
in Post your screenshots! WIP thread Post #325257
When you're working on subdivided displacements, remember this nifty trick:
http://twhl.info/journals.php?id=8136
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-12 12:33:20 UTC
in TWHL Tower Post #325256
yeah sorry bout that DX
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-09 19:45:53 UTC
in A lighting problem Post #325228
You could also put an env_glow at the light origin to simulate the light glow effect.
If you don't use texlights, definitely use the point light / spot light combo that jeffmod mentioned.

Recommended pointlight brightness below 50.
Recommended spotlight brightness above 500.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-07 16:26:37 UTC
in Looking for all your SP maps and mods Post #325213
Hey Phillip!
Here's a few of mine of varying length:
The Escape: HL1 - Built for The Mighty Atom's Map From Base mini-compo, Gordon must escape a transit area overrun with aliens.

Lost in Transmission: HL2EP2 - Built for TWHL's compo 33, Gordon gets diverted in a teleporter mishap. Unlock the mysteries of the floating islands to get back to where you belong.

Crowbar of Time: HL1 (Mod Format) Built for TWHL's compo 25, A Half-Life edition of the Kokiri forest and Great Deku tree from Legend of Zelda: Ocarina of Time.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-05 11:30:47 UTC
in Model Compiling Dilema (Sorry!) Post #325208
No.. Haven't had time to experiment.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-04 17:42:11 UTC
in Bad I/O link Post #325204
Use the cordon tool and only compile what you're currently working on.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-03 21:24:38 UTC
in Bad I/O link Post #325201
Good!
Glad it works.
Now release the map for all to see!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-03 19:21:51 UTC
in Bad I/O link Post #325199
Hmm
I just tested it and it works fine for me.
Try triggering it like this:
User posted image
I'm not sure why you're using a trigger_multiple, or even a relay for that matter, but the above image works.

You need to send a value along with the Startcharge and stop functions. So OnTrigger|StartCharge|3 will charge it over the course of 3 seconds. The StartDischarge just starts the beam effect, and the Stop function should look like this:
OnTrigger|Stop|3. It doesn't stop as soon as it's triggered, it waits the seconds you send to it in the parameter field.

Also make sure your alyxemp has a target
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-03 18:30:37 UTC
in Bad I/O link Post #325197
What's your I/O setup?
Why are you using a relay?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-03 02:14:36 UTC
in Model Compiling Dilema (Sorry!) Post #325195
haha wow no not that bad.
My models aren't deformed.... the only issue i'm having is a prop model that only animates the root bone..
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 18:58:25 UTC
in Model Compiling Dilema (Sorry!) Post #325187
Did you grab the Source - Goldsource SMD converter i mentioned HERE?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 12:03:54 UTC
in TWHL Tower Post #325178
:walter: :lol:
Take your time Urby :hammer:
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 11:21:02 UTC
in TWHL Tower Post #325174
Urby is going to be otherwise occupied for a little while. I'd be patient with this project. (PS not the core)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 11:19:33 UTC
in Model Compiling Dilema (Sorry!) Post #325173
Blender is fantastic to work with, I have always just had issues exporting animations.
I know that you need to convert the Blender-Exported SMD into a Goldsource SMD because they're different formats.

Let's try to start from the beginning...
What happens if you decompile, then re-compile? Does it work without modification?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 11:10:15 UTC
in Empty rocket launcher. Post #325172
that's interesting.
I stand corrected.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 19:30:01 UTC
in Model Compiling Dilema (Sorry!) Post #325163
I have also been having issues with getting animations working properly when exported from blender.
It seems that only the root bone moves.
My milkshape demo ran out and i'm not paying for that.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 19:23:59 UTC
in Empty rocket launcher. Post #325161
the RPG's name is player_spawn_items
Not exactly correct.
There's a game_player_equip entity with the name player_spawn_items.
I think that code is referencing the caller. It's right inside the level entity list. I dislike valve's code because something like that is VERY misleading.

Everything else you said Is correct (i think)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 12:23:52 UTC
in Competition Proposition Post #325155
Compo Please :D
It's the only time I map (That or other deadline-based things)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 12:12:03 UTC
in Model Compiling Dilema (Sorry!) Post #325154
Select the mesh, then hold SHIFT and select the skeleton. With both selected, press CTRL-P and select automatic weights.

Try moving the bones around in pose mode to check the parent relationship. If it's not working the way you want, you'll have to edit the bone weights. While you're still in pose mode, select the bone whose child relationship you want to modify. Select the mesh, then enter weight paint mode. You should see different colors along the mesh from RED to BLUE. Weights are stored per vertex, so you're pretty much assigning each vertex a parent bone.
BLUE has a 'move with' scale of 0 in relation to the selected bone. (Not parented)
RED has a 'move with' scale of 1 in relation to the selected bone. (Fully Parented)

The toolbar to the right holds the option for weight painting.
You want to use the add tool to increase the relationship, and you want to use subtract decrease the relationship.

Google for BLENDER WEIGHT PAINTING for more information.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 02:46:18 UTC
in Empty rocket launcher. Post #325145
Only happens if you start a game from that level.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 02:43:30 UTC
in TWHL Tower Post #325144
Submitted!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 02:41:25 UTC
in Model Compiling Dilema (Sorry!) Post #325143
What bones are in the mesh file you modified?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-30 18:33:01 UTC
in TWHL Tourney Post #325133
I think the time's work fine, we just have to pick a day (like saturday / sunday) where everyone can adjust their schedule, and it's far enough in advance for people to prepare their calendars.

I missed only because I had a pre-planned vacation.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-30 18:22:14 UTC
in Empty rocket launcher. Post #325132
Bastards!
I was looking in the wrong place. This is a bittersweet victory; we found an answer but we have to take a different route to accomplish your goals.
Perhaps you can 'cheese' it like Captain mentioned, or just give the player a rocket launcher when the need arises.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-30 12:49:28 UTC
in Empty rocket launcher. Post #325129
I ran the level with developer 4 and inspected the console when the map loaded. A logic_auto is triggering a player_equip entity (among other things for AI control) If you can find a way to decompile the map, you'll find an answer.

I tried to play with console commands seeing if I could inspect the entity details but I'm afraid I couldn't find anything.

I also tried equipping weapon_rpg entities with various arguments passed along with it (-1, 1, 0, etc) and all those had no affect on the ammo provided.

Valve is either hard-coding that event, or there's a way to access player ammo counts via the I/O system that we don't know about. I'm curious to keep playing around with this though; it's an interesting challenge.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-30 02:29:25 UTC
in TWHL Tower Post #325124
Gave him plenty of room. I've scripted than in smaller spaces before. I might scrap my ending.. Or at least change it around a bit
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-29 20:23:05 UTC
in TWHL Tower Post #325114
i'm having issues with scripted sequences. i can't make an a_grunt run around a corner.... argh
Tetsu0 Tetsu0Positive Chaos