Forum posts

Posted 14 hours ago2019-02-23 09:28:25 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #342071
Got a recurring bug that's making one of my gameplay things frustrating, going to spend some time trying to fix it. Chugging along. I can say that the quality of polish is going to vary wildly as time pressure builds up, but I'm vowing to submit something actually playable, and hopefully complete
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Satchmo raising the stakes! Gonna have to be extra dedicated now
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What does "community vote" actually entail? This seems like one of the only compos so far sans judges
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Here, 2kliksphilip got involved in judging a map competition back on RunThinkShootLive. Might be worth giving him a shout to raise some awareness?
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Cool, think I can still do what I was planning. Makes sense!
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Posted 3 weeks ago2019-02-01 21:19:44 UTC
in HL1 Machinima Post #341910
Recording with Fraps? Is it 2006? Dude, nvidia's shadowplay and whatever AMD's version is will be way, way more than enough. Fraps was for when that wasn't a thing.

As with everything, I suggest you have a solid plan and realise how much work it's gonna take to produce - I wish you the best of luck man!
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Very excited. Have an idea in my head that I've wanted to try for ages. Does it strictly have to be HL1 / Source or is something like Sven Coop applicable?
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Posted 4 weeks ago2019-01-25 10:09:51 UTC
in TWHL Modded Minecraft Server Post #341834
The only reason I never properly got involved was the mods; I don't have an issue with a few quality of life improvements but when it starts to become more complex than factorio ( are considerably laggier as a result) I just can't play. I don't know if that reason is similar to others
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I think there's a variety of reasons.

The singleplayer shooter doesn't really exist nowadays. Why should it, when multiplayer games w/ MTX can provide a steady source of income, whereas a standalone game would just be a one time cash injection. No [large] publisher would get behind it nowadays, especially not when there's more interesting, profitable projects they could focus on instead.

Half Life has gone the way of Duke Nukem Forever - DNF was announced in '97 and released 14 years layer in 2011. It's now 12 years since the orange box released ( wow, is it really that long? - we're almost approaching the same time frame. Remember how terrified the developers were of releasing something that would fit to the hype? Same issue here - no matter what Valve make, it's never going to please the fan's insane hype as to what they expect HL3 to be - so what's the point in making it?

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?

No other company would want to touch the game with a barge pole either for the exact same reason as Valve - they've got nothing to win except the anger of fans for not delivering their expectations.

The story was put to an end by Marc Laidlaw, which although put a lot of fans at ease, would've made Episode 3 or HL3 a bit of a downer that's ultimately pointless, the story wouldn't have been that much of a pull. How on earth were you expected to make good, consistent gameplay on something that's supposedly phasing in and out of existence?

I don't think we're ever going to see a continuation of Half Life unfortunately. I loved the series and still do, but I think it's done. There's not much more that can be done with it. The most I can see is Valve using Virtual Reality as their "woah" thing for a HL3, but that's it's own kettle of fish.
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Posted 1 month ago2019-01-09 23:47:04 UTC
in RunThinkShootLive's Ville Competitions Post #341607
I'd love to see more competitions based around set pieces or entities - lifts, some complex entity work like a keypad or bank vault, some gameplay element? Nothing that requires an extensively large map
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Posted 1 month ago2019-01-05 13:30:29 UTC
in Now Playing: ... Post #341550
vibing with this stuff right now; can't really classify it as much outside of tech / deep house, maybe?
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Posted 2 months ago2018-12-10 15:14:03 UTC
in VHLT source code cleaned up Post #341416
I can do a benchmark on a 12 thread Ryzen 5 2600 - can also test against an overclock and normal clock. RAD is definitely going to be one that benefits the most from multithreading. It's totally radical, man
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Posted 3 months ago2018-11-21 23:48:35 UTC
in Competition 35: Vanilla Half-Life Post #341296
So annoyed I didn't really have any time to work properly on an entry - downsides of being a busy bugger. Good luck to everyone who entered!
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Posted 3 months ago2018-11-14 14:55:53 UTC
in Post your screenshots! WIP thread Post #341245
Audio Technika AT2020? Looks pretty good, the XLR connector at the bottoms looks a tad too small in comparison to the body, would make the radius of that whole bottom part at least 20% larger.
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Posted 3 months ago2018-11-09 16:21:50 UTC
in TWHL Modded Minecraft Server Post #341220
MC Name is Instant_Mix - Might pop along at some point. Any recommendations for a good launcher that'll deal with the mods & skins & whatnot
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Posted 3 months ago2018-11-04 10:17:05 UTC
in TWHL Modded Minecraft Server Post #341176
So on a scale of "not that bad" to "university finals", how difficult is it to learn / get a grasp on most of the mods on this server? Might join if it's not too bad
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My apologies, I'm a bit of a cynic.

Before you continue on your other videos, a checklist might be helpful to go through:
  • What makes your videos unique compared to other hammer tutorials : What can YOU bring to the table that others can't?
  • How can you improve your production quality?
  • What kind of people will watch your videos and hope they learn from it?
Here's a few things from watching the video that in my opinion could be changed or improved:

I'd personally suggest writing a script and having your entire video planned out before recording it, and definitely spend some time clearing up your audio. As the tutorial is for a trigger_changelevel, the viewer isn't interested in watching you build a map from scratch - have this pre-made and jump right into it before adding the tutorial specific entities. There's a lot of electrical interference "pops" coming through your microphone, and there's background noise throughout the video. I'd try using a better microphone if you could - maybe otherwise use Audacity to remove some of the noise and manually take out the pops. When you playtest the level at the end of the video, the audio of HL is so much louder than the previous 4 minutes, which is a bit jarring and makes it difficult to hear your voice - keep this in mind and maybe bring the volume of HL down when playtesting.
There's even smaller things that you could do that would polish your video such as removing the start of the video where the viewer can see you minimise your screen recording software.

It's a good start and would like to see what you can build upon in future videos
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Posted 3 months ago2018-10-27 15:27:56 UTC
in Sledge (Hammer Alternative) Alpha Build Post #341088
MuchoFranco said:i have complee
Couldn't have said it better
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Posted 4 months 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 4 months 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 4 months 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 5 months 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 5 months 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 5 months 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 5 months 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 5 months 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 6 months 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 6 months 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 6 months 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 6 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 6 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 6 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 6 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 8 months ago2018-05-28 17:37:17 UTC
in I Am Jesus Post #339715
ft
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Posted 8 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 8 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 9 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 9 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 9 months ago2018-05-17 11:06:26 UTC
in Asta la vista! Post #339630
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Posted 9 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 9 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 9 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 9 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 9 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 9 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 9 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 10 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 10 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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