Forum posts

Posted 3 weeks ago2021-02-06 21:08:33 UTC
in The mods that never were Post #345321
I don't have any mods that never were. Just a few that are taking a long time to be.
Posted 2 months ago2020-12-05 18:23:43 UTC
in Half-Life continuity deep dive Post #345027
This guy on reddit claims to have worked out the exact dates of HL, HLA, HL2 and the episodes. He narrows vague dates down by the phase of the moon in the skyboxes, and spotted exact dates in Half-Life: Alyx.

https://www.reddit.com/r/HalfLife/comments/hwoxla/i_have_found_the_exact_dates_of_every_single/?utm_source=share&utm_medium=web2x&context=3
Posted 3 months ago2020-11-20 10:55:19 UTC
in Half-Life continuity deep dive Post #344901
yup, i have the ps2 version and there is a bonus mission in decay where you play as a vortigaunt, also there's a cheat code in that version that allows you to play through the HL1 campaign as a vortigaunt, that was an awesome bonus.
I'm so curious, was there a plot to the Vort mission?

Wait, never mind just googled it. Youtube playthroughs are the best :D
I thought HL A was a prequel to HL2
That's how it starts out, but the more I think about it the less sense the overall plot makes. It's very convoluted.
The Alyx in HL2 and Episodes One and Two can't have ever visited the Vault (in fact there would be no Vault at all) since G-Man wasn't imprisoned in that timeline. If he was and she released him, those events would never have happened. I'm guessing the change in the timeline starts with G-Man going back from some point after Episode Two to do something, fucking up by getting captured. Kinda like the Star Trek reboot, X-Men: Days of Future Past or Terminator Genisys in how it messes with things.
Posted 3 months ago2020-11-19 12:42:20 UTC
in Half-Life continuity deep dive Post #344890
I forgot to mention the biggest wrinkle HL: Alyx adds to the continuity. And it's huge:

Adding filler text

So the spoiler doesn't show on the front page

Is this enough? I hope so

Let's find out

Namely, that Alyx is plucked from 5 years prior to HL2, jumped to the end of Episode Two to undo her father's death and then put into stasis by the G-man. The entire timeline of HL2 and the episodes should be erased by the removal of Alyx, but that doesn't happen. From Gordon and (now alive) Eli's perspectives, Alyx simply vanishes at the end of Episode Two. But should Alyx re-appear, it'll be an Alyx who never met Gordon Freeman and who never experienced the events of HL2, and Episodes One and Two.

I'm really curious how Valve plan to address this going forward.
Posted 3 months ago2020-11-18 17:01:56 UTC
in Half-Life continuity deep dive Post #344880
But why are we trying make mods tie into the canon though?
I get a kick out of trying to make everything fit together into one epic, super deep mythos. It kinda started with laying out a chronology of the Half-Life universe for Time's End (which was originally gonna be far more spammed with references to other mods than it turned out to be) but when I play something, a small voice in my head wonders if/how/where it can fit. Of course it's not essential.
"Major Fracture Detected."
boop boop boop hiss
"Morphine: Administered."
Crack-Life starts.
Perfect.
Posted 3 months ago2020-11-18 00:05:33 UTC
in Half-Life continuity deep dive Post #344876
I just wanted to make something and figured if I liked what I made, someone somewhere will like it too. And here I am inspiring and shaping people's mapping :o
I've also never played a DAV level, even to this day. I think I got one or two on a PC Gamer CD back in the day, but for some reason I never got them to work.
DAV also did Point of View, which was fascinating and had noticeably fewer corridor mazes. I loved the mechanic of zapping characters and stealing their health and playing as an alien. I'm not 100% sure but I think I read somewhere the Vort gameplay was originally a bonus mode in PS2's HL: Decay?

Back to the main topic, it's kinda hard to reconcile POV plot-wise with canon, but Alyx does give us a damaged Vort cut off from the hive mind, so maybe some have more individuality than others. Or something.
Posted 3 months ago2020-11-17 23:13:55 UTC
in Half-Life continuity deep dive Post #344872
I 100% see the crust in Azure Sheep's corridor maze design, but I've got such warm fuzzy nostalgic feelings for it I will forever love it. Played it through probably a half dozen times. It was the first fan made mod I played that crossed over with Half-Life 1's levels, and I was so excited to explore those opening tram areas I'd been so curious about. Something can be technically flawed but still be hugely enjoyable.
And since it is a good time to mention it, I also consider "Life's End" one of the greatest mods ever made for the game and it has shaped my mapping style (not overly detailed, set-piece heavy) which I still follow the rules of.
See? Technically awful, maps in such a state I built new ones from scratch for crossovers in Time's End. But some people like it for some reason.

And I thank them for it :)
Posted 3 months ago2020-11-17 09:19:27 UTC
in Half-Life continuity deep dive Post #344868
Azure Sheep > Blue Shift :P

Half-Life games/mods being first person accounts of events, you get a lot of wiggle room. Ever see true crime shows where two people who were there have wildly different accounts of events? And that's when the events aren't alien invasions. Maybe Barney Miller thought he came out through the door in the HL1 intro that (doesn't) lead to Barney Calhoun's opening levels but actually it was a different similar one. Maybe Gordon was wearing a red shirt that morning (AS) or blue like all the others (BS)
Posted 3 months ago2020-11-15 18:23:53 UTC
in Half-Life continuity deep dive Post #344862
I agree 100% mods shouldn't have to follow canon if they don't want. When I'm playing, it's the mod's version of the story that matters at the time and nothing else.

BUT! I also like to headcanon a bunch of random things into some epic overall story: Heart of Evil is a Xen ship crashing down in 'Nam causing all of that chaos and could even be humanity's first contact with those creatures and set research into motion that ended in the Black Mesa disaster. USS Darkstar and Gunman Chronicles are the centuries-forward future of the HL universe following the defeat of the Combine. They Hunger somehow happened somewhere in the US before the Black Mesa disaster because why not?

Urby, that video is epic. Lots of thought went into it.
Posted 3 months ago2020-11-15 09:16:03 UTC
in Half-Life continuity deep dive Post #344858
The continuity of the HL universe is a hodgepodge of retcons and revisions as all long running franchises are. Gameplay always comes first. That being said, I love stuff like HL: Alyx explaining Alyx's gun and the toxic gloop all around City 17 in HL2, or Dr Magnussen being the guy whose lunch you ruined at the start of HL1. Blue Shift Barney being the one you pass on the tram at the start of HL1. The Portal 2 workshop made the infinite multiverse HL canon, which kinda accounts for every fan mod and discrepancy you could imagine. But, I like to wonder how things might tie together into one continuity.

Specifically I was curious about the timing of the Seven Hour War. I saw a very rough HL mod timeline on ModDB once which tried to put as many SP HL mods as possible into and around the canon HL games. He fudged a little so the Seven Hour War and Combine invasion didn't come immediately after HL1 but a few years later, allowing for mods like Redemption and Poke646 to happen in a world where the inital Xen invasion was taken care of and life returned to normal for awhile. Gman takes Gordon out of stasis to deal with a few minor and major crisis before sealing him away for 20 years for HL2.

Does the idea of a break of a few years between Black Mesa and the Combine invasion make much of a difference? Does it ruin the continuity or am I the only one who cares?
I think you can get more atmosphere in older games where you use your imagination to fill in the blanks. I recall the street scenes in Timeline II being super crude, but really feeling the desolation of the world overrun by a new ice age and Xen monsters.

Even those old destroyed city skyboxes, where you kinda wish you could explore what's going on in the buildings and whatnot even though they clearly weren't explorable.
Posted 10 months ago2020-04-14 10:17:52 UTC
in TWHL! Sound off! (who are you) Post #344109
I'll always remember that Doom 3 expansion pack, featuring the most blatant gravity gun rip-off ever :lol:
Posted 10 months ago2020-04-12 12:56:27 UTC
in TWHL! Sound off! (who are you) Post #344086
Thirded.
claps
Posted 10 months ago2020-04-09 21:49:35 UTC
in TWHL! Sound off! (who are you) Post #344079

About You

Name: Dan
Age: 36
Hometown: Somewhere in Essex, England
Relationships: all disastrous
Occupation: Retail
Current goal(s): Finish Time's End and any other ongoing projects that work and life keep derailing. I'll never have a better opportunity than being stuck in lockdown!
Politics: Just when you think things can't get any worse, they do. Boris is clueless berk and Trump is a monster.
Religion: Atheist

Favourite Things

Food: Pizza, burgers, Chinese... the more unhealthy it is, the more I enjoy it
Hot drink: Tea
Cold drink: Lemonade, ice tea, orange juice.
Snacks: If it's unhealthy I probably like it
Movies: The Prestige, Star Trek, Fight Club, Logan, Man of Steel, Joker and so many more
Videogames: Half-Life universe games and mods. Super Mario 64 is the best videogame ever made.
Music: My playlist looks like a random mashup of genres and styles. Pretty much anything but country.
Other: I only drink socially but sometimes I'm very social.

Disliked/Hated Things

Food: Seaweed.
Hot drink: Black coffee
Cold drink: Iced coffee
Snacks: Seaweed again. A friend offered me some to try once and I had no idea anything in life could be so hideous.
Movies: I tend to enjoy "bad" movies. That said, After Earth was the worst piece of shit ever.
Videogames: If I don't like it, I stop playing and move on. There's no point forcing yourself to keep going.
Music: Country
Other: I hate all the crazy toxic negativity in many online fandoms. How about people enjoy things for what they are rather than hate them for not being exactly how they imagined they'd be?
Posted 10 months ago2020-04-06 21:08:32 UTC
in Half-Life: Alyx Post #344031
I'm curious what others think of HL: A's storytelling style. Based on the gameplay videos I've seen, like HL and Portal it's all done in-game without cutscenes but unlike Gordon, Adrian, Chell and the rest Alyx actually talks. So basically you're walking around and the game plays sound files which other characters react to. It gets a lot more story across far easier than working around a mute player character, but it's something of a change for HL.
Posted 11 months ago2020-03-11 16:17:27 UTC
in New computer, nothing compiles, pls help Post #343887
Sorted! I remembered I had to rename the default lights.rad to something else and then rename valve.rad to lights.rad.

Thank you all so much for your help! Back to mapping...
Posted 11 months ago2020-03-11 10:09:31 UTC
in New computer, nothing compiles, pls help Post #343883
Yes! The map compiles and runs now, thank you.

BUT the level has no texlights. I vaguely remember having this issue a decade ago too and had to do something with lights.rad. Just gotta figure that out then I'm good
Posted 11 months ago2020-03-10 22:46:13 UTC
in New computer, nothing compiles, pls help Post #343881
-= hlvis Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlrad.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlrad v3.4 VL34 (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)

-= hlrad Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-waddir folder : Search this folder for wad files.
-fast : Fast rad
-vismatrix value: Set vismatrix method to normal, sparse or off .
-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-limiter # : Set light clipping threshold (-1=None)
-circus : Enable 'circus' mode for locating unlit lightmaps
-nospread : Disable sunlight spread angles for this compile
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-smooth2 # : Set smoothing threshold between different textures
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-texlightgap # : Set global gap distance for texlights
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

-minlight # : Minimum final light (integer from 0 to 255)
-compress # : compress tranfer ( 0=32bit 1=16bit 2=8bit )
-rgbcompress # : compress rgbtranfer ( 0=96bit 1=48bit 2=32bit 3=24bit )
-softsky # : Smooth skylight.(0=off 1=on)
-depth # : Thickness of translucent objects.
-blockopaque # : Remove the black areas around opaque entities.(0=off 1=on)
-notextures : Don't load textures.
-texreflectgamma # : Gamma that relates reflectivity to texture color bits.
-texreflectscale # : Reflectivity for 255-white texture.
-blur # : Enlarge lightmap sample to blur the lightmap.
-noemitterrange: Don't fix pointy texlights.
-nobleedfix : Don't fix wall bleeding problem for large blur value.
-drawpatch : Export light patch positions to file 'mapname_patch.pts'.
-drawsample x y z r : Export light sample positions in an area to file 'mapname_sample.pts'.
-drawedge : Export smooth edge positions to file 'mapname_edge.pts'.
-drawlerp : Show bounce light triangulation status.
-drawnudge : Show nudged samples.
-drawoverload : Highlight fullbright spots
mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life\hl.exe
** Parameters: -game TimesEnd +skill 3 +sv_cheats 1 +map "d_portal_hack2"
Posted 11 months ago2020-03-10 22:46:07 UTC
in New computer, nothing compiles, pls help Post #343880
I have a new computer and am set up with all my Half-Life stuff but nothing compiles. It's been 10 years since I've had any kind of issue like this, I feel like it's 2001 and I'm trying Worldcraft for the very first time. Please help. Because of the 10,000 character limit I can't post the entire compile dialogue at once so here it is, awkwardly split up. I'm thinking maybe it's the file paths?

** Executing...
** Command: Change Directory
** Parameters: D:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps_src\d_portal_hack2.map" "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2.map"

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlcsg.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlcsg v3.4 VL34 (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)

-= hlcsg Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-clipeconomy : turn clipnode economy mode on
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-wadcfgfile file : wad configuration file
-wadconfig name : use the old wad configuration approach (select a group from wad.cfg)
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-noresetlog : Do not delete log file
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-nonullifytrigger: don't remove 'aaatrigger' texture
-nolightopt : don't optimize engine light entities
-notextconvert : don't convert game_text message from Windows ANSI to UTF8 format
-dev # : compile with developer message

-wadautodetect : Force auto-detection of wadfiles
-scale # : Scale the world. Use at your own risk.
mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlbsp.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlbsp v3.4 VL34 (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)

-= hlbsp Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-nobrink : Don't smooth brinks (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noinsidefill : Don't fill empty spaces
-noopt : Don't optimize planes on BSP write (not for final runs)
-noclipnodemerge: Don't optimize clipnodes
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-nohull2 : Don't generate hull 2 (the clipping hull for large monsters and pushables)
-viewportal : Show portal boundaries in 'mapname_portal.pts' file
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlvis.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlvis v3.4 VL34 (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
Posted 1 year ago2020-02-26 15:45:39 UTC
in Shameful mapping confessions Post #343801
smiles and hopes everyone assumes I knew all these
Posted 1 year ago2019-12-30 10:25:02 UTC
in Post your screenshots! WIP thread Post #343537
It is and thank you :)
Posted 1 year ago2019-12-29 07:08:06 UTC
in Fate of Gunman Chronicles Post #343530
Gunman was a lot of fun. I remember when it first came out, I just assumed it was the distant future of the Half-Life universe with Xen-ish aliens on alien worlds.

I think it still kinda fits assuming the Combine is somehow defeated, although it's been forever since I played.
Posted 1 year ago2019-12-17 22:28:13 UTC
in Post your screenshots! WIP thread Post #343473
TE57TE57
Although Spirit of Half-Life has skyboxes, they don't always work so I'm using a lot of forced perspective to convey large objects in the distance. Here's something familiar.
Posted 1 year ago2019-11-30 08:49:05 UTC
in Half-Life: Alyx Post #343414
I'm gonna guess that we're gonna see that Combine mothership (or whatever it is) in at least a half-dozen maps and mods before Alyx is even out.
Posted 1 year ago2019-11-23 08:54:20 UTC
in Half-Life: Alyx Post #343397
I played the VR Rick & Morty game at a friend's house aaaages ago. It blew my mind when I was crouching down, reached out to steady myself on a table that wasn't there and fell over.

But while that was fun for an hour, I'm not sure I'd want to spend 14 hours playing a full game that way.
Posted 3 years ago2017-08-25 21:16:19 UTC
in HL2: Episode 3 Post #337057
So, apathy killed Half-Life? That's sad. I was imagining something a bit more substantial - lawsuits, or some sort of infighting at Valve about the direction the series was going, that sort of thing.
Posted 3 years ago2017-08-25 20:10:12 UTC
in HL2: Episode 3 Post #337053
I've been out of the loop for a long time... can someone please explain why HL2: Episode 3 never happened?

The story sounds fascinating, and I like the bleak ending but I wonder how the scenes on the Borealis would have played out, it reads like the gameplay would have been simple defence with cool stuff happening out the window.
Posted 5 years ago2015-08-12 14:54:03 UTC
in TWHL Tower Post #326692
If the sequel happens, I'm in.
Posted 5 years ago2015-08-07 15:11:29 UTC
in TWHL Tower Post #326643
Played this, loved it. Wish I'd known about it, cos ten seconds in I got an awesome idea for a floor! Thanks, all.
Posted 8 years ago2012-10-11 19:13:31 UTC
in Best program for recording Half-Life vid Post #310327
Reissues also had a fantastic HL2-style Gman. I'll look into it. Thanks!
Posted 8 years ago2012-10-08 10:57:32 UTC
in Best program for recording Half-Life vid Post #310276
Those models look supurb. I don't suppose anyone knows of any Hi-def HL1 versions of HL2's Combine soldiers or citizens? Original creations, not conversions of the HL2 models themselves.
Posted 8 years ago2012-10-06 11:52:44 UTC
in Best program for recording Half-Life vid Post #310252
Thank you all for your comments, especially Archie for the detailed analysis. If I ever make another trailer I'll heed your advice (and use a program better than Wax)

I'm torn on which models to use. Part of me wants to remain true to the original HL ones, but another wants TE to look as good as humanly possible. I've been going back and forth between the originals, the HD versions and even the PS2 ones.

I'm glad you all enjoyed it to some extent :)
Posted 8 years ago2012-09-30 22:09:49 UTC
in Best program for recording Half-Life vid Post #310174
Hey again,

I ended up using Xfire, which worked perfectly! Thanks, 23-down :)

Here's the finished trailer: http://www.youtube.com/watch?v=7fhNhqNhbT4
Posted 8 years ago2012-09-05 10:21:28 UTC
in Best program for recording Half-Life vid Post #309630
^A Time's End trailer is exactly what I have in mind :)

Thanks for the advice everyone. Bandicam just gave me a black screen, so I'll probably end up buying FRAPS after all.

Also: Bread is yummy. It's, like, 15 breads here.
Posted 8 years ago2012-08-29 15:34:30 UTC
in Best program for recording Half-Life vid Post #309453
Hiya. I'm curious what the best programs for recording HL videos are. I know FRAPS is the best, but I'm looking for something a little more.... free.

I've tried HyperCam 2, Taksi Desktop Video Recorder and a free trial of Camtasia Studio 7 without success. All they record is black screens.

Thanks.
Posted 10 years ago2010-09-05 08:31:05 UTC
in HL1 Editing under Windows 7? Post #284989
Have you seen www.moddb.com/mods/times-end ?

There's a long way to go yet, but that's what I've been up to.
Posted 10 years ago2010-09-05 04:55:06 UTC
in HL1 Editing under Windows 7? Post #284983
Awesome. Thanks, everyone!
Posted 10 years ago2010-09-04 20:00:47 UTC
in HL1 Editing under Windows 7? Post #284967
It's been a while, TWHL!

I'm replacing my system soon, and in doing so am moving from XP to Windows 7. I was wondering if there were any problems using the following tools under Windows 7:

Valve Hammer Editor 3.4/3.5

Wally

Pakscape (or equivelent pak explorer)

Half-Life Model Viewer (I know of at least two different ones, if either work it's fine)

Zoner's Compile Tools

Thanks.
Posted 11 years ago2009-08-12 09:00:56 UTC
in Life's end mod bug? Post #271878
Sorry to hear about that bug DicoStu. I never experienced it (nor has anyone else contacted me about it) while testing or playing Life's End.

I'm happy you enjoyed it up until the crash, tho :-)

I built Life's End on WON HL, version 1.1.1.0. Is that the version you're using?

Are you using Windows Vista? I've been told about weird errors with that.

Otherwise i'm afraid i have no idea. Sorry.
Posted 11 years ago2009-06-19 08:58:19 UTC
in Post your screenshots! WIP thread Post #268476
Lots more Time's End screenshots uploaded. You might recognize a few places.

http://developer.valvesoftware.com/wiki/Time%27s_End
Posted 12 years ago2009-01-28 11:09:30 UTC
in Post your screenshots! WIP thread Post #262064
Posted 12 years ago2008-04-28 08:58:18 UTC
in Pre-Criminal Stunstick Damage? Post #249308
I got home, tried it and it worked perfectly ? it?s the ?OnStunnedPlayer? Metrocop output and I had it activate a giant trigger_hurt for .1 of a second.
Thanks again Madcow ? you saved future players from a tedious ?You-lost-your-suit-but-it?s-ok-here?s-a-new-one? scene ;-)
Posted 12 years ago2008-04-26 07:01:40 UTC
in Pre-Criminal Stunstick Damage? Post #249185
Great idea Madcow! Thanks!
Posted 12 years ago2008-04-24 08:32:27 UTC
in Pre-Criminal Stunstick Damage? Post #249136
Picture the scene: You?re wandering though City17 in your bright orange HEV suit. All is calm. You get a few weird looks from oppressed citizens and cops but you are mostly ignored. If you harass a metrocop, he smacks you a few times with his stunstick, just like the start of HL2. The problem is that because you?re already in your HEV suit (this is essential to the plot), it?s obvious the hits do no damage. How can I make it so each hit takes off about 10hp? It there a nice script file in the resources folder where I can change a number? Or do I need to learn coding??
Posted 13 years ago2008-02-28 11:10:29 UTC
in multi_manager entity subtitute for sourc Post #246778
You want logic_relay. Then target stuff with the 'outputs' tab. You can output from lots of other HL2 entites, though.
Posted 13 years ago2008-02-18 10:41:15 UTC
in Anyone know a good decompiler? Post #245898
Here?s how to do near-perfect HL1 decompiling, but you need HL: Source as well.
Extract the HL1S map then decompile it with VMEX. Then open it in Crafty (the Source object viewer, NOT Worldcraft) and export it to MAP. Then open in HL1 Hammer :-)
The entities will be ruined, some textures might have to be re-applied (mostly water ones) and outdoor sections (where HL2-style terrain and 3D skyboxes have been used) won?t work correctly but indoor areas, labs etc. work fine.
I tested it on c0a0d and the brushwork seemed perfect.
If you?re feeling really ambitious, maybe you can fuse the decompiled and converted HL1S brushwork with the entities of the HL1 map ripped with BSPtoMAP or WinBSPc.
Posted 13 years ago2007-12-27 10:52:41 UTC
in The Orange Box graphics card question Post #241994
Just in case anyone cared?
Portal ran 100% perfectly on my ancient PC.
Episode Two ran fine ? a little slow (occasionally) near the end (the awesome Magnusson Device / Strider Buster bit) and the end sequence itself was ruined by slowing to one frame every ten seconds when the end Advisors appeared (can?t see why though ? some weird non-effect, I guess).
Other than those bits it ran perfectly.
The games were very, very good.
Posted 13 years ago2007-12-17 10:50:20 UTC
in Black Mesa Xmas Post #241330
On Xmas day at Black Mesa all is not well ? the Block-Heads have gone missing!
It?s up to Gordon Freeman to save Christmas!

A 3 minute-ish Xmas mini adventure.

Enjoy!

http://www.twhl.co.za/mapvault_map.php?id=4918
Posted 13 years ago2007-12-06 11:01:42 UTC
in Hammer + Prop + Browse = Crash. Please Post #240041
Quick update?

I?ve found a fix (i hope)...
Posted 13 years ago2007-12-03 10:42:17 UTC
in Annoying HL2 Torch/decal bug? Post #239758
For some reason, whenever I point my torch at a decal (or overlay) in HL2 (or mods) the surface behind is lit but the decal itself stays dark. This doesn?t happen in Episode One.
All my Steam stuff is fully updated, as is my graphics card driver.
I had this problem before my prior Steam update (Episode One?s release) and assumed it would be fixed now?but no.

I don?t suppose there?s a nice console command to fix all this?