Forum posts

Posted 4 weeks ago2019-04-22 23:55:57 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342507
Pretty sure it uses the Source I/O system but I would strongly recommend against making an entry for HL:S. Not only is it rather broken, not many people own it so they won't be able to play your entry.
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Posted 1 month ago2019-04-10 13:39:13 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342446
Here you go: http://www.the303.org/tutorials/gold_texture_p8.htm

Anybody can update tutorials on the wiki, Urby. Including you!
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Posted 2 months ago2019-03-16 22:47:46 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #342269
You're going to be up for a long time, because the results are manually published after some reviews are written up.
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Posted 2 months ago2019-03-13 02:15:23 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #342247
I kinda think it's funny the reason displayed by the website about why I'm not eligible to vote is that my account was created after the competition started... is the backend not able to link submission entries and user profiles and realise the far more important reason why I'm not to vote is because I authored one of the entries?
Don't worry, it checks that too, you couldn't vote if you entered even if your account was older :P

It just so happens that the check to see if you've entered the competition comes after the check to see how old your account is (because checking if you entered requires an extra database query and it's better to avoid those when possible) so you triggered that reason first.
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Posted 2 months ago2019-03-13 02:07:45 UTC
in TWHL4 Discussion / Bug Reports Post #342246
There's a rule in the competition that says you need a readme file that clearly states what game it's for... but it might be a good idea to add a game selector when you post a competition entry too so it's easier to spot.
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Posted 2 months ago2019-03-12 02:03:33 UTC
in The Gildryte Chronicles Post #342224
Another suggestion here for SharpLife, it still has a lot of stuff to be done from the looks of it but by the time you release The Core it'll probably be ready to use :P

If it was in C# I could probably help with coding! C++ makes me physically ill at this point, especially if it's Valve-style C++. Of course I can't predict if I can help with coding when you start work in 2043, so ask me then.

Also....
Mysterious prothean technology magic material found on mars the moon
Discovery allows space travel and advanced technology
Humans accidentally encounter an alien race
Alien race is hostile and a war begins
So when do they find the mass effect relay?
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Posted 2 months ago2019-03-05 12:09:44 UTC
in The Core Post #342155
Only if you feel like it!
yes you should
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Posted 2 months ago2019-03-03 06:12:52 UTC
in Can't Test Blue Shift Mod Maps Post #342123
I don't think you can make a standalone mod for BS because it itself is a mod already. If you want to do that I think you'll need to make a regular HL mod, and copy the BS content you need into your mod. Apparently Valve doesn't care if you release copies of their files as long as they're only being used for non-commercial HL mods.

Hopefully you can just add the DLL files from BS and hook them up with your liblist.gam file. Otherwise if that doesn't work you'll have to add custom code for the BS entities, but you can probably just compile malortie's bshift branch: https://github.com/malortie/halflife/tree/branch-malortie-bshift

(Again I can't confirm that any of this will work, not many people try modding for Blue Shift because of these issues. I don't know if you'll need the regular BSP format or the BS one if you do this, so try both)
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Posted 2 months ago2019-03-03 03:07:39 UTC
in Can't Test Blue Shift Mod Maps Post #342120
Blue Shift uses a different BSP format compared to all other Goldsource games, so they won't work by default. I did a quick search and it looks like there's a tool called bspfix that will convert a normal HL map to a BS map. You could probably hook it up to the advanced compile / batch compile so you didn't need to manually convert it every time. (I haven't tested this so I don't know if it'll actually work or not)
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Posted 2 months ago2019-03-01 12:09:21 UTC
in TWHL4 Discussion / Bug Reports Post #342103
Thanks, fixed!
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Posted 2 months ago2019-03-01 05:50:20 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #342097
EDIT: Ok, updated. You should be able to upload your entry now. Closing time changed to Sunday, extensions are traditional anyway.

Ah yeah, the community vote was originally meant to be for screenshot-only competitions. I'll fix it up tonight, and then extend the close date for an extra few days so people can update their entries. Sorry about that.
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Posted 3 months ago2019-02-08 06:20:55 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #341989
No, it's your content - it belongs to you and you can do whatever you like with it.
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Don't be stupid. Engine limitations don't prevent you from making a good game. Many older games are amazing products despite (and possibly because of) their engine limitations.
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Now they just can't compete with UE. Probably the only way for them is to use UE to develop HL3 now, if they want to make a masterpiece.
Hard disagree. While Valve is dragging the chain big time with Source 2, all evidence suggests that they have the talent and the knowledge to make an independent engine that can compete with the big leagues. They just don't want to anymore. They have always been an incredibly independent company and have made a huge investment in Source 2 even though us plebs haven't ever been able to see it in all it's glory. By stalling on Source 2 they're not showing that they can't compete, they're showing that they don't really care about competing.

If their "prime" studio ever made a real game again (they won't), they'd do it with Source 2 and it'd be a high-quality engine. But Valve isn't really a game developer anymore, so they don't really have any reason to finish Source 2 and make it release-quality. Though I wouldn't be too surprised if their "child" companies (only Campo Santo at this point, but you could argue for VR tech demos and the like as well) used Unity or UE for their games - but that's no different than Arkane using CryEngine for Prey even though their parent company ZeniMax already owns both the Creation Engine and idTech. It's a solid business decision to let your subsidiaries operate somewhat independently and not force unproductive decisions on them. (Looking at you EA)

Furthermore, a "masterpiece" can be made in any engine. The idea that engine choice dictates if a game is good quality or not is incredibly ignorant.
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Honestly, when you deconstruct both Half life and HL2 there wasn't anything amazingly unique about the games. They did the right things at the right point in time, but it's not as if those things were unique in and of themselves. The physics and graphics of HL2 were mindblowing at the time, but now physics is expected from games, and the graphics aren't exactly stellar by comparison to today's games. HL1 played out in a cutscene-less, continuously flowing world that hadn't really been attempted before, but again, is now the norm. What would people expect to see from a HL3? What's the big draw, the big thing that has people go "woah" when they see the game for the first time that the previous two had?
That's not quite correct. Both HL1 and (to a lesser extent) HL2 defined the genre. Sure, they might not seem particularly special in hindsight, but these games did things that nothing else was doing at the time. HL1 created a template and a baseline for thousands of games to come, just like Doom and Quake did before it.

Now as to what the big draw for HL3 is? Well it's a good question. My dumb theory that I don't really believe is that Valve has already determined what to do with the HL series: hand it over to the community. They have always been big supporters of mods and indie games and have hired from those groups very frequently. They're also encouraging community development with the Steam Workshop and by allowing games like Black Mesa to be sold. Valve thinks that the next big thing in gaming (and HL) is that amateur teams will form and create games that big studios aren't able (or willing) to create. They themselves started behaving like a big studio and became hostile towards their fans in order to push their point harder. Unfortunately their tactics weren't working as well as they'd hoped, so when Marc Laidlaw left Valve they asked him to publish the "Epistle 3" document in an attempt to rustle some jimmies and get people working on fanmade HL games. And look - it worked. There's now at least two teams involved in making a game telling the story and several others remaking HL levels in modern engines. If they do well, maybe those teams, and others, can continue HL's legacy with community-driven, fan-made games, just as Valve intended.
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This isn't a C# coding forum, you need to ask somewhere else if you want an answer.
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Posted 4 months ago2019-01-10 11:23:07 UTC
in RunThinkShootLive's Ville Competitions Post #341612
"Map a boss fight" reminds me of this map being played on Jessie's stream
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Posted 4 months ago2019-01-09 05:56:25 UTC
in RunThinkShootLive's Ville Competitions Post #341600
First up, I give Urby permission to create competitions. ....Done.

And then I run away.
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Posted 4 months ago2019-01-09 05:27:41 UTC
in RunThinkShootLive's Ville Competitions Post #341598
Yeah it's pretty simple, you can vote for up to 3 entries (you can't vote for yourself), and the winners are whoever gets the most votes.

You'd still want somebody to do the write-ups for the entries, but that could potentially be done by someone who entered (probably not for their own entry though), or I'm sure you could rustle up some moderators/admins/randoms to do the write ups.
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Posted 4 months ago2019-01-09 01:02:01 UTC
in RunThinkShootLive's Ville Competitions Post #341595
TWHL already supports community voting for competition judging!
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Posted 4 months ago2019-01-08 06:54:55 UTC
in RunThinkShootLive's Ville Competitions Post #341586
It supports multiple competitions running at once, not that it'll probably happen much. I think a smaller competition could still be labelled as a regular competition on the site though, there's probably no need for a mini-competition distinction.
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Posted 4 months ago2019-01-08 03:41:22 UTC
in RunThinkShootLive's Ville Competitions Post #341582
I like the idea, if Urby (and others!) wants to help organise them, I'll make them official competitions too. Why not! People keep asking for more compos anyway.
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Posted 4 months ago2018-12-27 09:50:47 UTC
in SharpLife - Dot Net Core based modding p Post #341492
@SourceSkyBoxer: He has blocked you for a reason, please stop harassing him or you will be banned.
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Posted 5 months ago2018-12-14 10:08:48 UTC
in Custom Entity Sprites Post #341453
Sure, just use a model. There's FGDs floating around that do that already.
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Yeah, it looks like the Quake 2 format stores the actual brushes in the BSP alongside the regular CSG mesh. The brushes are used for collision physics but conveniently they can be used for decompilation as well. This is the same reason Source BSPs decompile nicely.
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Perhaps this person could be encouraged to document their ideas on decompilation techniques so somebody more motivated can attempt it? Instead of this weird "holding knowledge for ransom" vibe that's going on in this thread (intentional or not).
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Posted 5 months ago2018-11-23 10:26:25 UTC
in Competition 35: Vanilla Half-Life Post #341301
This is who we got entries from, if you thought you submitted an entry but you're not in this list please get in contact with us within the next few days:
  • Dr. Orange
  • DocRock
  • Sirlion
  • Moaby
  • Rokin1
  • UrbaNebula
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Posted 6 months ago2018-11-22 05:40:13 UTC
in Competition 35: Vanilla Half-Life Post #341299
@Dr. Orange: Yes, it's your work so you can do whatever you like with it :)
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Posted 6 months ago2018-11-20 04:01:47 UTC
in Laptop For Friend Post #341284
Yeah, I was looking at laptops recently and that Optane thing is being advertised very misleadingly by some brands. It cannot be used as RAM, so that machine only has 4GB which is too low for Photoshop, 3D modelling, and definitely After Effects. Stay away from anything pretending that Optane is RAM.

You need something with at least 16GB of (real) RAM and a good graphics card. You're certainly not going to get acceptable performance out of Photoshop without those. An SSD is borderline mandatory for productivity apps as well, that 1TB hard drive will be 5400RPM and as a result After Effects will run like refrigerated molasses.

Laptops are not good value for workstation grade performance, but for many people a desktop isn't viable. Be prepared to pay at least 50% more than a desktop for a laptop of the same performance. I would double, or possibly triple your current budget to get a laptop that will perform well with those apps. Adobe and 3D applications require high-end hardware.
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Posted 6 months ago2018-11-03 10:40:49 UTC
in NotGod Post #341135
You're obviously having some troubles, but this website isn't an ideal way to reach out for help. There should be support services in your country you can call. They will listen to you and they will be able to help you with whatever you're going through. Please give them a call.
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Posted 6 months ago2018-10-25 06:15:18 UTC
in Competition 35: Vanilla Half-Life Post #341073
No, the constraint is on the design and visuals only. You can have whatever gameplay you like, or no gameplay at all.
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Posted 6 months ago2018-10-24 22:48:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #341071
One runs on Linux and one doesn't.
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Posted 6 months ago2018-10-24 21:35:38 UTC
in Sledge (Hammer Alternative) Alpha Build Post #341068
Sledge is Windows only. Try JACK on Linux instead.
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Posted 7 months ago2018-10-21 09:35:29 UTC
in Now Gaming: ... Post #341058
If they truly deliver proper remasters then I'll buy it, but I'll remain sceptical until we can actually be sure they haven't ruined it. EA has a tendency to do that.
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Posted 7 months ago2018-10-03 04:02:00 UTC
in c1a0e .rmf? Post #340978
Please use the edit button instead of double posting.

You can try decompiling the Goldsource BSP but you will have trouble modifying and compiling it because decompiled Goldsource maps are terrible. On the other hand decompiled Source BSP files are much cleaner and can be modified easily. The steps I listed will let you convert the decompiled Source map to RMF so you can use in whatever editor you like.

You might need to do a search & replace on the VMF in notepad before converting to RMF to convert Source texture names to Goldsource texture names, but that won't be difficult.
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Posted 7 months ago2018-10-03 01:51:00 UTC
in c1a0e .rmf? Post #340974
You'll need to use a decompiler. The best results will be from decompiling the Half-Life: Source BSP because Source maps decompile a lot better than Goldsource maps. Then you can open the decompiled VMF in Sledge to save it as RMF.
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Posted 7 months ago2018-10-02 04:13:16 UTC
in thewall.de archive Post #340972
Would a translation of this be a good candidate for the TWHL Archiving Project?
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Posted 8 months ago2018-09-21 00:44:07 UTC
in SharpLife - Dot Net Core based modding p Post #340927
WPF will run on .NET Core 3 but it'll still only work on Windows. A model viewer doesn't have an overly complicated UI so maybe one of the cross platform UI frameworks is viable?
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Posted 8 months ago2018-09-15 13:18:58 UTC
in Rack77 Post #340887
Yeah, that article wasn't very well written, so I removed it. You can still read it here if you want.

Perhaps I shouldn't have deleted it?
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Posted 8 months ago2018-09-05 00:29:20 UTC
in Restore HL1 moving camera from WON Post #340796
I've fixed the formatting for that page! Remember it's a wiki and anybody can edit a page if they notice something that needs fixing :(
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Posted 8 months ago2018-08-31 00:55:47 UTC
in Competition 35: Vanilla Half-Life Post #340750
I'm really loving what I'm seeing of the WIPs so far, they're all great! There's a good variety of the different HL chapters so far too, which is exactly what I was hoping for :D
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Posted 9 months ago2018-08-22 08:15:45 UTC
in Can we get a new poll? Post #340628
MOTM is automated now, but in order to get MOTM the map needs to be rated at least 5 times... Unfortunately not many people are uploading or rating maps so there's not really anything to give MOTM to :(
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Posted 9 months ago2018-08-19 04:51:29 UTC
in Competition 35: Vanilla Half-Life Post #340602
@Carrot: The restriction is on design - it should look like part of the Black Mesa complex (or Xen). The architecture/lighting/etc judging will be based on the quality of them in your entry, unrelated to how similar they are to HL1. The overall design is what matters, we're not looking for you to replicate the mapping techniques of HL1.
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Posted 9 months ago2018-08-15 00:54:52 UTC
in Competition 35: Vanilla Half-Life Post #340544
Yes, as stated in the rules, no custom content aside from wadincluded textures. No custom models, sounds, code, sprites, or anything else. And it needs to run on base Half-Life (not Opposing Force or Spirit).
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Posted 9 months ago2018-08-14 22:14:45 UTC
in Competition 35: Vanilla Half-Life Post #340541
@torekk: We can't really enforce prefabs, so they're fine to use.
@savva: Multiple bsp files are allowed.
@JeffMOD: Either is fine, be sure to include instructions in your readme if you need them off, otherwise HD models will be on since that's the default.
@Striker: I highly doubt Urby had any intention to work on The Core in the next 100 days even before a compo was posted!
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Posted 9 months ago2018-08-13 14:19:35 UTC
in Competition 35: Vanilla Half-Life Post #340520
@Dr. Orange: Only BSP files in your submission please. No custom content aside from wadincluded textures.
@Unq: Is it? I didn't know there was a limit...
@Jessie: Yes, this isn't looking for a remake, but an original layout in the style of HL1.
@SSB: Unmodified Steam HL only. I'll put the BSP file(s) in the Half-Life/Valve folder and run it, so it needs to work without any custom mods.
@Phillip: Thanks! Helping spread the word would be much appreciated in any format you like, even just a quick tweet or something.
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Posted 9 months ago2018-08-13 10:28:15 UTC
in Competition 35: Vanilla Half-Life Post #340510
A new competition is up! To celebrate the 20th anniversary of HL1, the aim is to make a map that fits into the HL1 campaign using the standard HL assets. Hopefully we can get some good entries!
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Posted 9 months ago2018-08-11 06:41:09 UTC
in (Release) Half-Life: Echoes Post #340481
This was very cool to play, the work on scripted sequences is really impressive, and the creative re-use of environments works really well and doesn't feel like backtracking at all. I did encounter a few programming bugs, which @torekk has already mentioned above, but aside from that there was nothing too bad. Really nice work, very impressive!
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Posted 9 months ago2018-07-28 00:05:23 UTC
in Half-Life : Catastrophe Post #340291
Wait, there's a TWHL Discord? Where is it?
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Posted 9 months ago2018-07-27 23:31:17 UTC
in Half-Life : Catastrophe Post #340288
A week ago?! Those screenshots are very impressive for somebody with 1 week of experience. Keep it up!

Also you're looking for mapping tutorials, we have lots of them.
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