Forum posts

Posted 1 day ago2018-10-14 14:27:18 UTC
in Competition 35: Vanilla Half-Life Post #341038
Really feels like an OG HL map, big fan so far
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Posted 2 days ago2018-10-12 18:06:42 UTC
in SharpLife - Dot Net Core based modding p Post #341027
I think you've hit the nail on the head. Nobody really knows about looping sounds in GS; this makes sense as I've tried multiple cue points in those files and doesn't have the same effect it does in source.
I've always just used goldwave with two named loops of start and end, but now I'm enlightened with the knowledge this does almost nothing at all.

Embedded cue points are really odd, the half life games are the only thing I'm aware of that use them and support
for them is so rare hence that only cooledit / goldwave are the only programs that support it. A sound VMT style thing would be perfect as a replacement
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Posted 1 week ago2018-10-07 18:33:18 UTC
in Showing/Hiding entities? Post #341004
Would highly advise against a multi-manager targeting itself. Torekk is correct with using two separate env_renders if you simply want the visibility of an object to change (whether this be sprites or normal entities). func_wall_toggles will change it's own visibility and solidity. To make a loop, make a normal multi manager and a separate, invisible func_button who's target is the multi manager. Trigger this func_button at the end of the "loop" - this will sidestep the instability that will inadvertently arise. Can simply use a changetarget entity on the func_button to jump out of the loop at any point.
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Posted 3 weeks ago2018-09-23 11:05:08 UTC
in Rack77 Post #340940
Manually build a clip brush around the models if your collision is wonky.

Sorry, what is that comment meant to mean
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Posted 4 weeks ago2018-09-17 17:08:47 UTC
in Competition 35: Vanilla Half-Life Post #340904
The idea of doing a competition "roundup" once done is really good IMO - having one single thing to download rather than having to download a bunch of maps is much easier for punters to digest. I think rather than trying to have any sort of coherent transition between levels, a fade in / out or just straight level transition would probably be best to minimise any huge workload that may entail.
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Posted 1 month ago2018-09-11 15:20:13 UTC
in SharpLife - Dot Net Core based modding p Post #340850
Just to clarify, these are rendering the maps with no visibility testing, ie. No form of blackface culling, visleaf rendering etc?

If so, that's bloody impressive. Wonder how much of an improvement visibility testing will have if added in
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Posted 1 month ago2018-09-09 13:41:07 UTC
in Wtf bug in game Post #340832
What is that texture assigned to? Personally I'd avoid starting any names with "env_" as who knows what weird hackery was done to make the engine work. Seems more of a case that the brush you've assigned that texture to is an illusionary or doing something weirder.
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Posted 1 month ago2018-08-28 00:26:04 UTC
in Competition 35: Vanilla Half-Life Post #340701
What on earth was any of that post meant to mean? I'm pretty sure Urby is using VHLT and also knows how to use texlights
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Posted 1 month ago2018-08-21 22:43:41 UTC
in Competition 35: Vanilla Half-Life Post #340624
@Urby have you tried doing a really shit / rough plan on either paper or blocked our in Hammer before mapping proper? I'm very guilty of exactly what you've said, corridors upon corridors and not really thinking about how it goes together and the purpose for this. Could help potentially!
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Don't think that's possible without some sort of counter-strike overview map implemented as part of a mod or something
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Posted 1 month ago2018-08-19 15:55:47 UTC
in Xbox 360 with XNA Sunburn Post #340606
I can't imagine trying to homebrew a Dreamcast would be any easier - have you considering trying to conquer smaller tasks that maybe aren't as ambitious but are actually doable in a reasonable period of time?
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Posted 1 month ago2018-08-17 14:53:28 UTC
in Competition 35: Vanilla Half-Life Post #340582
SSB, it was just a joke about how the competition is being as close to half-life / vanilla as possible, so the joke was that to be vanilla / original, they would use the outdated and dysfunctional original compile tools and worldcraft. It's nothing to get up in the air about.

Think I've got the plan for my map already in my head. Just to confirm, it's meant to look as if it's part of Black Mesa, but not necessarily something we've seen before or include recognisable areas, right?
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Posted 2 months ago2018-08-15 12:06:42 UTC
in (Release) Half-Life: Echoes Post #340546
Haven't had a chance to play it yet, but most people on Facepunch are practicslly creaming over the mod. You've clearly done something pretty good man!
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Posted 2 months ago2018-08-14 15:39:22 UTC
in Competition 35: Vanilla Half-Life Post #340538
I'm so glad there's a rule to stick to normal HL architecture. Will mean I'll have to force myself to stick to low detail which hopefully means I can actually get around to make a full, proper entry.
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Posted 2 months ago2018-08-11 02:55:31 UTC
in The ~Video Game Music~ Thread Post #340478
I think tracker music being made with "passion unlike modern music" is a bit of a trope, honestly I think the unique sound is genuinely just down to how it's constructed. Rather than something like MIDI where only instrument and note data is saved ( and thus it's up to the midi device to decide what the instruments sound like), tracker files usually self contain the samples of the instruments inside it, allowing the instruments to be totally defined by the composer but it's still ultimately being made by the sound engine at runtime (allowing stuff like tempo changes or instruments being added / removed on the fly ). I think that's the real unique part of tracker music.

There's a game called Rez for the PS2 and I think PS4, this took advantage of trackers but cutting existing tracks into chunks that a tracker could use, and then adding beats, individual samples etc. On the fly in time with the music. Real cool, shame it hasn't had any form of sequel
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Posted 2 months ago2018-08-09 14:54:17 UTC
in The ~Video Game Music~ Thread Post #340462
Fucking love VG soundtracks me. I could post literally anything from Metroid, but one of the more impressive soundtracks that's underrated is the Total Annihilation OST. A full bloody orchestra!

This is my fave by far:
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What? You think source is easier than Goldsrc? I think the opposite!

There's a few rules you need to follow, such as ensuring your texture dimension are powers of two, and that your image is (finally saved) as an 8bit BMP file.

If you're using Photoshop this is crazy easy, just make a texture as normal and then change the image mode to indexed colour once finished, and Photoshop will do it's best to find out the best palette that keeps the image as close to the original as possible. Drag and drop your final image into Wally, save as a wad, it's literally that easy.

Wads are completely self contained, so once your images are in the wad file, that is the only thing you need to keep in your folder. You don't need to keep the individual images around like with vtfs
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Posted 4 months ago2018-05-28 17:37:17 UTC
in I Am Jesus Post #339715
ft
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Posted 4 months ago2018-05-28 17:37:03 UTC
in I Am Jesus Post #339714
I'm glad you've come back and not actually properly ran away for good, we aren't actually all soul eaters!

First maps are always a difficult thing and to be fair it's pretty good that you took the step to go out and bring something you worked on and thought highly of to the public, takes courage!

I'm glad you're wanting to pursue a FB3, I honestly hope it goes well. I would seriously suggest though regularly posting updates on the work in progress thread on here or on other sites just so you can keep in contact with folk and see whether people are really vibing with what you're working on or if there's anything they've noticed that you haven't managed to. There's nothing better than being in touch with your playerbase!
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Posted 4 months ago2018-05-27 19:44:59 UTC
in SharpLife - Dot Net Core based modding p Post #339710
Former definitely seems like the best option, if you rush to support operationality people will observe it as sort of "Spirit of HL 2" rather than fully realise the potential of what's at hand. Feel like people need stuff to work and play with from the get-go rather than trickle down over time.

Having an initial framework also allows the opportunity for there to be decent documentation from the get-go, something which UE4/UDK seriously suffered without in its infancy.
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Posted 4 months ago2018-05-22 08:16:30 UTC
in Sentences.txt - no lip sync Post #339683
Honestly, audacity has given me nothing but trouble when trying to export to WAV. Almost never seems to want to export in the bit depth & sample rate I select.

I'd suggest using GoldWave (technically free for non-commercial) , when saving files you can really easily select it from a drop down menu. Make sure that you use the "Resample" effect in the effects tab to reduce the sample rate from 44.1kHz to 11.025kHz.
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Posted 4 months ago2018-05-17 17:04:43 UTC
in Forgotten Bunker 2 (Looking For Feedback Post #339635
You've done nothing throughout this thread but make it clear that you have an over inflated sense of self worth. You nor this map are god's gift to this planet. You're welcome back when you've calmed down and got your ego back in order.
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Posted 4 months ago2018-05-17 11:06:26 UTC
in Asta la vista! Post #339630
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Posted 4 months ago2018-05-17 10:57:04 UTC
in Forgotten Bunker 2 (Looking For Feedback Post #339628
Yeah man I've got to completely agree with what's been said in the rest of the thread here.
I don't understand why you're trying to attack my character and somehow using my name as insult because I apparently have a bad social life because I gave someone - who asked for feedback - my opinion.

What you completely failed to see but Jessie picked up on was that I was obviously aware and impressed by the entity work. My entire criticism was the lack of awareness of what makes a good "death match" level. All you've done is acted like a child and thrown a tantrum at myself and other members here simply because we didn't give this our utmost praise.

I don't care about the map anymore. You've got a genuine attitude problem and your content will not improve until you allow yourself to realise that your work is not perfect. You can't fix what you don't think is broken.

No, I don't think exploding balls are cool. No, I don't think the trollface is cool. Objectively. You may think they are and that's totally fine, but if you are bringing your content to the masses and wanting feedback, you should be expecting to hear that.

I make plenty of music but I rarely upload it because I make it purely in the knowledge that I like it and that's all that matters and that's ok. It's music for me and nobody else, so why would I put it online for others to say it's not what they like, and then get angry at them for it?

If you enjoy the map, that's fine, but don't get angry at us because we don't share or view it in the same light that you do.
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Posted 4 months ago2018-05-16 18:25:44 UTC
in Forgotten Bunker 2 (Looking For Feedback Post #339601
Ok, whilst I completely and utterly disagree with your final statement (you wouldn't see a pearl* if it was in front you), I still completely hold my viewpoint. Your arguments do not invalidate or counter my own, you are merely saying "but yeah it's something different so it's fine!". What you have produced is what you've produced and whether it is or is not your dream is irrelevant, it should stand on its own two feet with no emotional support. I saw the original forgotten bunker map with its lack of lighting in its original threads. My viewpoints are my own and have got to that way from noticing and understanding gameplay and game design. My playtime in HLDM is irrelevant.

Please take criticism where it is due. I also can't really fathom half of your response, what are you talking about percentages of social lives? What on earth has social life got to do with it? I'm putting my two cents forward on a map that someone has tried to claim is "pushing the goldsrc engine to its limits"..
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Posted 4 months ago2018-05-16 12:24:10 UTC
in Forgotten Bunker 2 (Looking For Feedback Post #339596
I've played through the map a bit and honestly, whilst stuff like lighting has been improved, the map still has serious flaws.

First off, the whole thing feels like a Zombies map. Not in the sense that there should be zombies, but that there's an area that's filled with random and un-obvious easter eggs and quirks, things to do etc. It doesn't make sense or fit in with a deathmatch map, in which players will be actively trying to murder the shit out of each other rather than cooperate or let others try and activate these easter eggs. Tunnels through fridges that lead to other rooms, a washing machine you can climb in, a ridiculously long vent with codes in.. how is anyone meant to know this? how does it contribute? It doesn't feel like a deathmatch map at all, it doesn't feel like it should be a deathmatch map either.

On that note, gameplay. This seems like a good basis for a Sven Coop map, but the layout, general design, etc. just objectively does not work for deathmatch. The Engine room is absolutely horrendous from a gameplay perspective ( can't see half the bloody time, ridiculously low gravity in a fairly packed area, so much crap in the way it's nigh impossible to find another player unless they're trying to leave the room). I don't know what the craic with the failsafe tunnels by the conference room are, these just massively distract from gameplay and if any more than one player were in there, they'd just instantly kill the other.

I just get an overwhelming feeling that the team has just wanted to add or show features in a map without thinking whether it contributes to the overall play of the map, or whether it fits in. This sorta gets amplified with how much time and effort was put into the "trailer" - but not a single bit of the trailer had any multiplayer gameplay in it - just playing about with the doodads. Personally, I think these doodads do neither, and doesn't really add or improve much from the original forgotten bunker. I appreciate that people's ability to make interesting entity combinations or keypads is still a pretty cool thing to do in the engine, but putting it in places where it feels out of place or getting in the way - it just doesn't make it better.

Architecture doesn't seem to have been improved at all from initial comments about the map, and easily looks like something from 1999. Look at any of the tutorials on how to improve architecture on either here or gamebanana or the like. Lighting is exactly the same.

I think next steps from this would honestly be to downscale from all the entity stuff and just work on making really small maps that look pretty and have an obvious sense of gameplay around them.
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Posted 5 months ago2018-05-10 16:24:35 UTC
in Half-Life RPG (one for the coders) Post #339550
@Urby - video.. Guys been fairly quiet but looks like some of the shit is there.

@Rim

Yeeahhh, gueuegh, I don't know. I was a big fan of visual coding like that back when I used construct and attempted UE4, but I've realised that it's all really just a bit pointless and you should really delve into actual code. Visual scripting is very good to get the baseline logic down, but there'll be a point that there will be something you want to do but are limited by what's been made available to you.

Learn something piss easy like Python, then move onto more complex things. Got a pretty start writing my own framework and base for Love2D, a 2d engine based on Lua. Shame lua's a fucking shit language - vaguely OOP and has really dumb shit like array indices starting at 1
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Posted 5 months ago2018-05-10 11:37:54 UTC
in Half-Life RPG (one for the coders) Post #339543
Urby, have a look at this "vault 88" or "vault 77" thing someone on YouTube was doing. It's incredibly similar to what you are asking in the goldsrc engine
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Posted 5 months ago2018-05-08 11:18:23 UTC
in SharpLife - Dot Net Core based modding p Post #339519
Putting anything to do with Half life into a C# environment gets a big ol' thumbs up from me. Very happy to see C# get popular, Facepunch are doing a "gmod 2" by putting a layer of C# over UE4 for ease of use purposes. Would be great to see!
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Posted 5 months ago2018-05-05 13:43:21 UTC
in Windows XP usage Post #339498
Windows 10, no idea why anybody in this day in age would still use XP. Plenty of programs I've been using have been phasing out XP support over the last couple years.

XP was released 17 years ago, think it's time people moved onto an objectively more stable OS.
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Posted 5 months ago2018-04-23 16:55:09 UTC
in Post your screenshots! WIP thread Post #339418
Inspired by Victor, doing some oldskooly things. Sticking to a large grid size so I don't overdetail like I always do, trying to use really saturated lights to give it a Doom 64 / Quake 64 vibe. Also made a bunch of light textures w/ corresponding color temperatures - automatically makes things look peng.
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Posted 5 months ago2018-04-23 16:51:41 UTC
in Revert3D Post #339417
nothing "needs" to be used. It's old and outdated, seems to no longer be developed for, hugely lacking in features (even in comparison to goldsrc). There's a reason things vanish, and that's because they become obsolete - just like this engine. I know you want to make projects using it, but you can't force people to want to use something they have no interest in
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Posted 5 months ago2018-04-23 15:11:38 UTC
in Revert3D Post #339415
Not sure it does to be honest
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Posted 5 months ago2018-04-22 18:28:54 UTC
in Post your screenshots! WIP thread Post #339411
Looking good! What's the solution to stuff like this, have never figured it out?
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Also pissing about with trying to stick to a big grid size to stop myself from over-detailing shit, and experimenting with from-scratch textures (ie. no overlays or use of stuff from textures.com )
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Posted 5 months ago2018-04-20 20:13:38 UTC
in Now Gaming: ... Post #339398
oh my god fallout 4 was such a disappointing snoozefest. Since I saw the E3 footage I was giddy as hell with excitement, come release day... still haven't even got halfway through the main story yet. Suffered from Borderland's "but if the guns are totally customizable we only need like 3 right?". That, and the settlement system which I literally could not give a shit about apart from being forced to use it at certain parts of the game.. the game really seemed like "let's just take popular F3 mods and make them part of the game, without really thinking about it too much". I still think F3 and NV are superior in almost all ways.
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Posted 5 months ago2018-04-20 13:15:56 UTC
in Best Half-Life Chapter Tournament Post #339397
BMI. Anomalous materials is certainly worldbuilding, but the intro is far too unique and iconic in comparison.
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Posted 6 months ago2018-04-15 09:40:52 UTC
in Best Half-Life Chapter Tournament Post #339325
Black mesa inbound.

One of the most iconic video game opening sequences in my opinion. Definitely stuck with me as a child, I always wondered how barney managed to get onto that platform..
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Posted 6 months ago2018-04-13 17:48:57 UTC
in Best Half-Life Chapter Tournament Post #339309
well, we cant'y say for certain that it's unethical, but the point is that it's questionable
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Posted 6 months ago2018-04-03 11:51:27 UTC
in Best Half-Life Chapter Tournament Post #339163
power up 4 defs; endgame is an art peice rather than exciting bit of gameplay
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Posted 6 months ago2018-04-02 20:52:29 UTC
in Post your screenshots! WIP thread Post #339149
Now it's looking a lot like Red Faction. Keep it up!

@Trempler are those DN3D sounds I hear? Direction seems like SS2 had a child with Natural Selection. I can feel a dissonance between the high quality lights and refraction in water with the engine - low quality sounds, fully lit models, that inconsistent texture pack that I see everywhere.. I like the idea you're going for, just unsure whether that approach with GoldSrc is the best shout. Feels like Source would be a much better shout if you want to stick with HQ models and effects
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Posted 6 months ago2018-03-25 15:48:47 UTC
in Post your screenshots! WIP thread Post #339104
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
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Posted 7 months ago2018-03-15 17:41:18 UTC
in Post your screenshots! WIP thread Post #339028
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?
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Posted 8 months ago2018-02-15 17:06:36 UTC
in Post your screenshots! WIP thread Post #338834
Victor I absolutely love that artstyle & vibe you've gone for. Hope this is for a mod and not just death match maps!

Yeeeeaaahh don't see J.A.C.K being massively adopted by anyone. I tried using VHE to create .obj files and that turned out so awfully that I resorted to properly learn blender
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Posted 9 months ago2018-01-04 17:01:52 UTC
in Help me Post #338562
Without trying to be rude man, have you considered seeing a therapist or doctor? You seem to have this wild, entirely unprovoked mood swings that cause you to make these strange and confusing posts. Why are you talking about PC gaming being overrated - what relevance does that have to anything? Does it matter if people love the content you create? as long as you like it, doesn't really matter what anyone else thinks to be honest. And why on earth do you keep coming back to this site, then claiming out of nowhere that you don't want to be here or don't belong, disappear, then come back with some deviantart apology? Your behaviour is erratic man, please speak to someone in real life, not over the internet. It's concerning.

Maybe the reason you aren't getting support for these things is because nobody can understand what you're talking about?
Games are difficult and take forever to make. There's a reason proper indie developers can disappear for years on end trying to make stuff; it's a time consuming process to do correctly. If you enter expecting to make AAA gold, you're wasting your time. If you enter expecting what you make to be a failure, you're wasting your time. Be an optimist for once, that's coming from me, a nihilistic pessimist.
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Posted 9 months ago2017-12-30 16:17:01 UTC
in Post your screenshots! WIP thread Post #338527
Throwing some serious shade there, arch!
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Posted 9 months ago2017-12-24 14:47:08 UTC
in Post your screenshots! WIP thread Post #338485
Oooh, very cool - very cool
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Posted 9 months ago2017-12-22 12:49:01 UTC
in Old HL1 mapping tutorial sites? Post #338472
I remember there was a site that hosted a metric shitload of prefabs and such that I'd actually burned onto a ( now broken ) disc years ago, I think they had tutorials as well but they had an absolute wealth of interesting content. Can't really remember their name, think it was gamedesign or something, might be worth checking
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Posted 9 months ago2017-12-20 14:48:22 UTC
in Post your screenshots! WIP thread Post #338441
oui, dey be caged lights. Only reason the cage is on them is so something doesn't swing / hit into it and smash the glass so they're mostly used in industrial applications. Probably wouldn't be used on the almost street lighting you've got going on but it fits the aesthetic so well so w/e
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Posted 10 months ago2017-11-29 02:02:08 UTC
in Post Your Desktops Post #338244
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Nice 'n minimal. Nothing cleaner than a hidden taskbar
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Posted 10 months ago2017-11-29 00:56:08 UTC
in Forgotten Bunker 2 - Upcoming Release Post #338243
aight that's a tad passive aggressive.

Not adding lighting isn't seen as a crime here, lighting is literally one of the prerequisites of a functional map. A map without lighting is unfinished, there is a reason why 100% of all official maps, and I can hazard a guess that >95% of all popular maps all have lighting. It's part of the creation process, just as adding entities and brushes is. People will objectively not want to play a map without lighting, that's just how it goes.

Honestly, I'd say people have been positive here alongside the constructive criticism. They could easily have been a lot harsher..
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