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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).
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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 :)
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-10-24 22:48:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #341071
One runs on Linux and one doesn't.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-10-24 21:35:38 UTC
in Sledge (Hammer Alternative) Alpha Build Post #341068
Sledge is Windows only. Try JACK on Linux instead.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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?
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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?
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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?
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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 :(
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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 :(
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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).
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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!
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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!
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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!
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-28 00:05:23 UTC
in Half-Life : Catastrophe Post #340291
Wait, there's a TWHL Discord? Where is it?
Penguinboy PenguinboyHaha, I died again!
Posted 5 years 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.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-22 21:37:19 UTC
in SharpLife - Dot Net Core based modding p Post #340229
Posted 5 years ago2018-07-22 14:23:07 UTC
in SharpLife - Dot Net Core based modding p Post #340227
Yeah it works in Winforms, but pulling .NET Standard into a .NET Framework project adds about 100 extra DLLs, at that point you might as well just use .NET Core to begin with. (Though I suspect the extra DLLs may just be shims to the framework, since they're all pretty small)

Sledge will support extra formats with the plugins in the latest branch, but at the moment it's... not too great, stability wise. Which is why I'm looking into doing some side projects to polish up my 3D rendering skills.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-22 10:44:35 UTC
in SharpLife - Dot Net Core based modding p Post #340224
I'm seriously considering swapping to Veldrid for Sledge. The API is way better than the half-assed OpenTK wrapper I've rigged up, and you get Vulkan/DirectX11 support for free. I've been doing a few tests and it embeds into Winforms with multiple viewports very easily. It's a bit inconvenient to require both .NET Framework and a bunch of .NET Core DLLs at the same time, but I can wait until .NET Core 3 is out which will ship with Winforms support out of the box.

Your last screenshot inspired me to try and write my own BSP renderer, I'm running into a lot of walls at the moment with Sledge and I need something different to play with for a while.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-17 13:41:47 UTC
in TWHL4 Discussion / Bug Reports Post #340171
You need to clear your browser cache to get the updated JavaScript. Press Ctrl+F5.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-17 11:39:35 UTC
in TWHL4 Discussion / Bug Reports Post #340169
Thanks for the bug report, it's fixed now.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-16 11:42:17 UTC
in 6 minutes speedrun of Half-Life Post #340153
Yeah, it's technically pretty cool but I prefer to watch the more interesting speed runs where you can at least sort-of-tell what's going on.
Penguinboy PenguinboyHaha, I died again!
One of my old programs called Twister will convert displacements in a VMF into brushwork. I'm not sure how well it works because I made it a long time ago, but it's worth a try.
Penguinboy PenguinboyHaha, I died again!
I've not used HLFix in a long time so perhaps it's broken now? Sounds like an error with the app itself so maybe it's no good anymore. As for editors, try JACK/Jackhammer, Sledge, or Hammer with the floating point hack installed (download here).
Penguinboy PenguinboyHaha, I died again!
Alternatively, a program called HLFix can convert an RMF into MAP with floating point coordinates and a bit of extra rounding to avoid seams in your geometry.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-02 06:51:14 UTC
in TWHL4 Discussion / Bug Reports Post #340042
The list of categories in a subcategory is already in the big orange header though...
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-07-01 23:51:21 UTC
in TWHL4 Discussion / Bug Reports Post #340040
Darn, I thought I fixed that yesterday, it's because it's an older journal without a title. I'll take another look later.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-23 05:47:27 UTC
in TWHL4 Discussion / Bug Reports Post #340001
Well, it should be fixed, I just tested using www and it redirected correctly.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-23 02:09:16 UTC
in TWHL4 Discussion / Bug Reports Post #339999
Seems like a Chrome problem to be honest, but I've added a DNS record for www which should hopefully fix it.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-21 08:52:02 UTC
in TWHL4 Discussion / Bug Reports Post #339985
Holy vulnerability, you need to update that! Browsing with an unpatched 4-year-old browser is just asking to be infected by malware.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-14 13:18:49 UTC
in TWHL4 Discussion / Bug Reports Post #339918
Hmm, they don't look too bad, I'll experiment a bit when I have time. I do kinda like having the blue in some places to balance out the orange though...
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-14 08:29:03 UTC
in Problem Compiling map using Hammer Editor v3.4 Post #339913
1. Yes, just press F9. Some people use .bat files or an external compiler app so Hammer doesn't freeze during compile, but you don't have to do that.

2. Usually the error is in the log file, just take a look through it and it will probably be easy to see. Here's the one in your log file:
CreateBrush:
Error: Entity 25, Brush 2, Side 3: plane with no normal
Error: plane with no normal
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

Error: Entity 25, Brush 2, Side 5: plane with no normal
Error: Entity 25, Brush 2, Side 5: has a coplanar plane at (266, 952, 139), texture DRKMTLT_BORD11
Error: Entity 25, Brush 2: outside world(+/-4096): (-8286,-2562,-10000)-(266,7681,141)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8286,-2562,-10000)-(266,7681,141)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8286,-2562,-10000)-(266,7681,141)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8302,-2578,-10036)-(282,7697,177)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8302,-2578,-10036)-(282,7697,177)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8302,-2578,-10036)-(282,7697,177)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8318,-2594,-10032)-(298,7713,173)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8318,-2594,-10032)-(298,7713,173)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8318,-2594,-10032)-(298,7713,173)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8302,-2578,-10018)-(282,7697,159)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8302,-2578,-10018)-(282,7697,159)
Error: Entity 25, Brush 2: outside world(+/-4096): (-8302,-2578,-10018)-(282,7697,159)
(0.07 seconds)
In this case you should press Alt+P to open the "Check for problems" window in Hammer, fix all the issues and then try again. Check for problems doesn't catch everything, but it will find all the common issues for you. The ZHLT website is offline but you can see the page linked in the log by using the Internet Archive here. It's a very useful reference.

Also you should use VHLT tools as they are quite a lot better than the older ZHLT tools.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-13 00:33:16 UTC
in TWHL4 Discussion / Bug Reports Post #339905
  • I can't replicate your laptop issue on any screen size, is your browser up-to-date?
  • The website URL has to start with a protocol (e.g. http://).
  • I have un-stickied a bunch of old threads in general discussion.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-11 02:58:18 UTC
in TWHL4 Discussion / Bug Reports Post #339884
Like anything on TWHL, if it gets abused I'll just ban the offender. I don't see it being a problem, you might be overestimating the number of maps that get uploaded here.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-10 22:33:17 UTC
in TWHL4 Discussion / Bug Reports Post #339875
It's not like it's a big deal. You update your map? Welcome to the front page. Yeah there will be few times when somebody updates all their maps, but what's wrong with that?
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-10 22:26:21 UTC
in E3 2018 Post #339874
Don't forget Sekiro: Shadows Die Twice for us FromSoftware fans.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-10 12:15:40 UTC
in E3 2018 Post #339863
Yeah, but in terms of announcements E3 has been pretty boring in the last few years. It's more about digging through the trash to find the few things that really excite you. But unfortunately sometimes you just get nothing....

Anyway, next up is Microsoft's presentation, probably nothing exciting here unless you like Halo or maybe Gears of War. Oh, and they'll probably spend a lot of time talking about Minecraft. That all said, Microsoft does usually pull out a few random new IPs from their smaller studios, so maybe they'll have something good hiding amongst their usual stuff.

I sure hope they don't try and pretend Hololens is still a good idea for gaming. I've tried a Hololens, the visible region is the size of a postage stamp and the gesture interactions are shoddy at best.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-10 00:43:08 UTC
in The Hype-o-matic (Upcoming games) Post #339856
I really enjoyed BOTW too Archie, but I played 90 hours and finished it, and that's enough for me. I don't want more now, maybe next year...
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-09 18:57:17 UTC
in E3 2018 Post #339850
EA just executed the C&C series live on stage :(
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-06-09 04:08:36 UTC
in E3 2018 Post #339837
It's that time of year again!It's that time of year again!
Here's my traditional E3 thread. This year we have LOTS of variety, such as:
  • Battle royale
  • Battlefield
  • Battlegrounds
  • Insert more battle things here
Anyway, E3 is pretty exciting if you're interested in games, even if you're not too interested in most of the announcements. If you're keen on watching the presentations live, some kind soul has created a website to help you know when they're on in your region.

The first presentation is EA, in about 14 hours from now. Expect a lot of Battlefield, starring random celebrities and youtubers.
Penguinboy PenguinboyHaha, I died again!
The same is happening for me. It looks like you have a bug in your code, I think you need to put the first statement underneath the next two:
let { lastId, lastCreationTime, username, maxAge } = await storageGet(
	{"lastId": 0, "lastCreationTime": "0001-01-01 00:00:00", "username": "", "maxAge": "02:00:00"}
);
lastId=0;
lastCreationTime = "0000-01-01 00:00:00";
Or maybe even remove the last two lines altogether, since you get the defaults from the storageGet function.
Penguinboy PenguinboyHaha, I died again!