Forum posts

Posted 10 months ago2018-05-17 11:06:26 UTC
in Asta la vista! Post #339630
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Posted 10 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 10 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 10 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 10 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 10 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 10 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 10 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 11 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 11 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 11 months ago2018-04-23 15:11:38 UTC
in Revert3D Post #339415
Not sure it does to be honest
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Posted 11 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 11 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 11 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 11 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 11 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 11 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 11 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 11 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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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Posted 1 year ago2017-11-28 13:53:20 UTC
in Forgotten Bunker 2 - Upcoming Release Post #338231
Please add some form of lighting into your map, fullbright levels are never really enjoyed. It's got a good base though, keep on working at it.
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Posted 1 year ago2017-11-25 14:12:11 UTC
in Post your screenshots! WIP thread Post #338206
Wouldn't it be much better to adjust the brushwork now rather than after you've completed half the map? If anything, for making sure everything is still on grid?
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Posted 1 year ago2017-11-24 22:49:27 UTC
in Post your screenshots! WIP thread Post #338200
Your scale is massively off, you're about 1.5x what it should be by the looks of it
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Posted 1 year ago2017-11-23 21:55:18 UTC
in Back without being a prick Post #338186
Impressive, just over 24 hours before you had a meltdown. Is that a new record?
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Posted 1 year ago2017-11-23 18:47:43 UTC
in Here Post #338179
I mean grats for trying to troll, but tbh you're not even good at that
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Posted 1 year ago2017-11-22 02:47:19 UTC
in Post your screenshots! WIP thread Post #338141
I'm starting to get worried that I'm going a bit overboard on faces / brushes. Just a couple quick questions:

1 ) Do faces that are textured in BEVEL contribute to the overall amount of faces in game?
2 ) If so, does this negatively affect performance?
3 ) Is there any performance or resource benefit to making func_details passable, and then manually creating a much simpler clip hull?

MERGE
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Bit more progress. Half the time working on this is being spent making textures, rather than mapping itself. So far the plan seems to be making each "big" room / section in their own maps, and then stitching them into a big one, once I know each small area is perfected. Wish JACK / sledge supported instances, cause this'd be a perfect use for it.
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Posted 1 year ago2017-11-21 11:39:15 UTC
in Post your screenshots! WIP thread Post #338133
I'm having too much fun making it, so I hope I'll actually make the entire thing. Played Sven with a bunch of uni mates a couple days back and remembered how fun it was, and the sense of humor maps like toonrun had. Feel like the game is overdue for something more modern.
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Posted 1 year ago2017-11-21 03:23:41 UTC
in Need Inspiration (Engine Room) Post #338126
Post a screenshot of what you have so far. We'd need something to work on
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Posted 1 year ago2017-11-20 21:38:55 UTC
in Post your screenshots! WIP thread Post #338123
Wonder how Alex Jones makes all of his strange supplements?
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I feel I'm channeling my inner Postal 2 with this map
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Posted 1 year ago2017-11-20 03:55:44 UTC
in Post your screenshots! WIP thread Post #338114
Youtube Link
Got a bit carried away, i might have enough of a satirical desire to actually make a full map out of this as a basis
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Posted 1 year ago2017-09-30 16:03:04 UTC
in Now Playing: ... Post #337642
Posted 1 year ago2017-08-28 10:05:58 UTC
in TWHL Pockets Post #337137
@SSB

"@2muchvideogames Hihi why not the whole map pink? ( like you're gay )"
Associating a colour with someone's sexuality which was stereotypically used as an anti-masculine insult / derogatory comment isn't really that OK. Does adding "Like you're gay" add anything constructive- let alone anything in general - to that sentence?
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Posted 1 year ago2017-08-28 09:33:44 UTC
in TWHL Pockets Post #337135
Wish not to threadshit, but it's incredibly out of touch and offensive to make that sort of association, SSB. It's not 2004 anymore.
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Posted 1 year ago2017-08-26 20:53:34 UTC
in Why is it green? (lighting problem) Post #337077
that is unfortunately how colours and lighting works; you'll just have to choose a less blue ceiling texture. The bounced lighting from the ceiling will have an overall brightening effect, hence why your scene is not very dark orange
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Posted 1 year ago2017-08-26 01:33:00 UTC
in Post your screenshots! WIP thread Post #337061
Man literally just think about what you're posting sometimes
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Posted 1 year ago2017-08-25 15:30:14 UTC
in Post your screenshots! WIP thread Post #337036
I'd be happy to thank the developer by donation, or if there really was some game-changing feature that the full version had in comparison to the free version; however for the amount of money they're wanting, it's not very enticing.

I'd disagree about having to rotate sections of the map Admer; the main arched area of the map has 72 sections; this would be a complete and utter waste of my time to texture, align and edit each individual section of the arch; rather than exploiting the 120 degree symmetry of the map. I also delibrately wanted to go off the standard axes as I think it's fairly noticeable in game that you only really travel in 4 dimensions; adding that extra bit of dimensionality spices it up a tad. Obviously, you have to deal with the issue of the frustrating geometry.

From this, I can tell I prefer doing the bulk of mapping in J.A.C.K due to the model previews and transparent / animated textures and target field selection; doing any further edits (ie. snapping to grid) in VHE.

True Admer, however unfortunately when you have to adult you don't have a large amount of time on your hands, and as a physicist / programmer, I want to optimise everything as much as I can - knowingly redoing parts of the map or doing things that I know I can speed up frustrates me.
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Posted 1 year ago2017-08-25 11:27:09 UTC
in Post your screenshots! WIP thread Post #337025
I'm not going to buy J.A.C.K from steam; unless it has something that's worth the £15+ compared to the completely viable,free tools we've been using for almost 20 years, it ain't worth that price.

I was more implying the inability to snap points to the grid which I can do by firing up 3.5 & rotating by 0. Most of those issues arose from rotating quite detailed sections of the map; if its an accurate rotation the likelihood of any of the vertices remaining on the grid is virtually nonexistent.

I've also realised I can use a shitload of func_trains as doors; the angle of the path_corner allows them to fit in offset hallways, and they also force close by crush - something func_doors can't do. Will post results of the experiment once I'm back from el fringe
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Posted 1 year ago2017-08-25 09:24:58 UTC
in HL2: Episode 3 Post #337019
I know Laidlaw deliberately obfuscated the names of the characters so he could claim "fanfic tho, what they do with it is out of my realm". Gotta admit, a ghastlyhaunt is an amazing name for an enemy, and the Disparate would've been a cool name for the combine proper. Sad to see the story wrapped up, but happy to see that someone's actually gone and stopped the speculation.
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Posted 1 year ago2017-08-25 08:53:08 UTC
in Post your screenshots! WIP thread Post #337018
I gave UMVHLT a bash, seems to have fixed the issues ( and surprisingly seemed like it had a much faster compile time). Doesn't avoid J.A.C.K's offgrid issues however
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Posted 1 year ago2017-08-24 15:14:28 UTC
in Post your screenshots! WIP thread Post #337008
a few brushwork errors that I'll need to investigate ( vertex wise, they are OK ) but apart from that, surprised this thing is even stable. In no rush to recompile it, thing took at least 5 minutes. And it's a single room.
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also absolutely fuck going off grid, it's a pain in the arse trying to keep room dimensions the same at ~120 degrees, but J.A.C.K doesn't have the "rotate by 0" trick to snap all vertices to the grid.. Pain in the arse.
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Posted 1 year ago2017-08-22 22:30:59 UTC
in Post your screenshots! WIP thread Post #336999
Decided to do a wee timelapse of a room being blocked out, give it a watch if you wish: Youtube Video
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Posted 1 year ago2017-08-22 11:14:35 UTC
in Post your screenshots! WIP thread Post #336994
Victor you are nailing the quake vibes man!
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