Forum posts

Posted 3 hours ago2020-04-07 23:10:18 UTC
in Help! Post #344042
Why not ask your questions here? That is what this place is for!
Jessie JessieTrans Rights <3
Posted 3 hours ago2020-04-07 23:09:37 UTC
in TWHL! Sound off! (who are you) Post #344041
There's no time scale on that graph. That could all have been in the second before the comment for all we know.
Jessie JessieTrans Rights <3
Posted 1 day ago2020-04-06 07:51:46 UTC
in TWHL! Sound off! (who are you) Post #344025
I'm not leaving until Archie explains himself.
Jessie JessieTrans Rights <3
Posted 1 week ago2020-03-28 10:36:14 UTC
in TWHL! Sound off! (who are you) Post #343977
We're gonna have a fight about the mushrooms, though
I'm sorry? You, the cheese-hater?
Jessie JessieTrans Rights <3
Posted 1 week ago2020-03-26 23:25:17 UTC
in TWHL! Sound off! (who are you) Post #343951

About You

Name: Jessica [middle name pending] F.
Age: Mid twenties.
Hometown: Let's say near Brisbane, QLD, Australia. No need to get too specific, you won't have heard of it anyway.
Relationships: 2 long term, one of which is current. I am potently lesbian, and possibly polyamorous? (A moot point given the circumstances.)
Occupation: Currently a grocery delivery person. (Well, not currently currently. The deliveries have been suspended in light of current events, so at the moment I'm... basically doing odd jobs when I'm doing anything at all.)
Current goal(s): Survive. And stream a bunch while I've got the time, I suppose. If we're talking grand dreams, I wanna make games.
Politics: ... Once upon a time I would have said that I don't care about politics. It's a lot harder to ignore when the world sees your existence as inherently political. I've also come to understand that ignoring politics is a position of privilege and, in a way, arrogance. Everyone deserves the basic necessities and opportunities of life, and the world could easily provide it if it was inclined to. We won't get there by not caring.
Religion: As long as it doesn't harm others, believe what you want. You don't have to understand someone's perspective in order to respect it. On a purely personal level, I have no grand beliefs about the nature of the universe.

Favourite Things

Food: Can't go wrong with a good roast. Or a steak. Or... I guess what I'm trying to say here is that I love meat.
Hot drink: I generally go for a chai latte. That said, I think on the whole I prefer cold drinks.
Cold drink: Caramel thick shake! If I'm trying to maintain some semblance of health (like I probably should), Pepsi Max or just plain water!
Snacks: I'll take what you got. I'm not terribly fussy when it comes to snacks!
Movies: I'm really not much of a movie person. I have a small selection of old favourites, but I don't often go out of my way to see movies, and even less often do they stick with me. I guess if I had to name a single movie, I'd say Spaceballs.
Videogames: Monster Hunter, Castlevania and Dark Souls I think are my three favourite series. (I've always said they're directly equatable: Monster Hunter + Castlevania = Dark Souls.) Genre-wise, I'm eclectic.
Music: I don't discover new musical loves often, but it's passionate when I do. My collection tends towards 70s/80s rock/prog rock, but that is by no means exclusive!
Other: There's only one sport I've ever been able to get on board with, and it's about as far from traditional sports as you could get: VGCW. (I really need to get back to watching that.)

Disliked/Hated Things

Food: I have never been on board with mushrooms. I don't care for the taste, and good god do I not care for the smell.
Hot drink: I'm not much of a coffee or tea drinker, but I don't hate them.
Cold drink: I don't like orange juice. Most juices I can get down with, but for some reason orange is not one of them.
Snacks: Can't think off the top of my head of a snack I would not partake in.
Movies: As previously mentioned, I don't watch many movies, so I don't get much of a chance to develop dislikes. Actually, you know what? Disney. I don't even care about their films that much, but their growing monopoly on the film industry is concerning.
Videogames: Quest for Camelot. I will not be taking questions at this time.
Music: I try not to passively dislike music based solely on sound, but there really isn't much modern music that has grabbed me.
Other: People who try to gatekeep or invalidate other people's identities. Sexuality, gender et al are flexible as hell and you don't get to tell other people who they are.
Jessie JessieTrans Rights <3
Posted 1 week ago2020-03-26 21:56:41 UTC
in TWHL! Sound off! (who are you) Post #343950
Here's a template since someone neglected to provide one :P
= About You
*Name:*
*Age:*
*Hometown:*
*Relationships:*
*Occupation:*
*Current goal(s):*
*Politics:*
*Religion:*
= Favourite Things
*Food:*
*Hot drink:*
*Cold drink:*
*Snacks:*
*Movies:*
*Videogames:*
*Music:*
*Other:*
= Disliked/Hated Things
*Food:*
*Hot drink:*
*Cold drink:*
*Snacks:*
*Movies:*
*Videogames:*
*Music:*
*Other:*
Jessie JessieTrans Rights <3
You're not likely to get any bites without posting some of the work you've already done.
Jessie JessieTrans Rights <3
Posted 1 month ago2020-02-25 20:30:19 UTC
in Texlights, only for brushes? Post #343789
I don't know much about modelling, but I'm going to presume: almost certainly not.

I think any time that models cast any kind of light, it's via their code and not by some innate property of the model.
Jessie JessieTrans Rights <3
I wouldn't be too surprised if it was originally intended to denote light-emitting textures but was changed later to being specified in lights.rad. By that point, why change the texture names?
Jessie JessieTrans Rights <3
Posted 2 months ago2020-01-20 22:18:49 UTC
in After compile some models cycler_sprite missing Post #343662
It could be an engine limit which is probably hardcoded if it is. But see if someone has more definite info.
Jessie JessieTrans Rights <3
Posted 2 months ago2020-01-20 01:26:03 UTC
in After compile some models cycler_sprite missing Post #343650
So the entities are definitely there in the editor, but they aren't showing up ingame? That's odd. Particularly if it isn't just the models, it looks like the sprites aren't there either.
Just out of curiosity, what editor are you using?
Jessie JessieTrans Rights <3
Yep. Unfortunately, if you want anything other than a static zone what you touch and you teleport, you've gotta use a master. If you wanted a teleport to happen on button-press, you'd have the trigger_teleport over the area, with a multisource as a master. Button targets the multisource.
Jessie JessieTrans Rights <3
Posted 4 months ago2019-12-07 22:10:43 UTC
in Hidden gems / Underrated games? Post #343450
I'll try to name a smattering of different genres, randomly skimmed from my steam library. I'll stick to PC since y'all don't need to hear me shout the virtues of Zelda 2 et al in here.

I second The Talos Principle. Just a fantastic puzzle game all around.

Duck Game is fairly straightforward, but I enjoyed the hell out of it the times I played it. Unfortunately my local friends didn't care much for it and finding an online game is next to impossible, otherwise I'd still be playing it regularly. I love Duck Game!

Celeste is a powerful... Super Meat Boy-esque game? Whatever that genre is, I think Celeste did it far better. Soundtrack, story, the gameplay itself... Celeste is a very good game.

Opus Magnum is, I think, the most approachable Zachtronics game, and I enjoyed it a lot.

Crypt of the NecroDancer is fun and the soundtrack is top-notch!
Jessie JessieTrans Rights <3
Posted 4 months ago2019-12-06 01:05:06 UTC
in Proposal: A community code of conduct for TWHL Post #343436
Maybe I misread what you meant — honestly, I'm still not certain what exactly you're articulating — so how about you lay out how you would phrase the rule?
Examples of harassment include:
  • ________________________ gender, gender identity and expression, sexual orientation, disability, mental illness, neuro(a)typicality, physical appearance, pregnancy status, veteran status, political affiliation, marital status, body size, age, race, national origin, ethnic origin, nationality, immigration status, language, religion or lack thereof, or other identity marker. This includes anti-Indigenous/Nativeness and anti-Blackness.
Jessie JessieTrans Rights <3
Posted 4 months ago2019-12-05 21:29:24 UTC
in Proposal: A community code of conduct for TWHL Post #343430
The Community Covenant code seems solid, honestly. I'd say given THWL's smaller size, it probably could be trimmed down a little and given in somewhat simpler language. If you do, though, just be careful about what you trim down, especially in the "anti-harassment statement section. If your goal is to make the rules more clear, you want that bit to be nice and thorough.

Potato seems to be arguing for tolerance of intolerance, which is a dangerous way to go. Suggesting that offensive shit shouldn't be disallowed because some people (often the same people) are shitheads is a bad idea. I think the mods are capable of telling whether something is being said in good faith. Pretending to not understand the spirit of such a rule should ring obviously hollow.

(Ant's about to word this better than I have, I think.)
Jessie JessieTrans Rights <3
Posted 4 months ago2019-11-22 10:24:42 UTC
in Half-Life: Alyx Post #343381
I'm... not sure why you were addressing me, Bruce, I didn't say anything to contradict that. I just can't pay for it.
Jessie JessieTrans Rights <3
Posted 4 months ago2019-11-22 07:16:37 UTC
in Half-Life: Alyx Post #343377
what if everyone chipped in to buy their favourite resident streamsperson the cool new game and the cool new hardware so they could stream it so no-one else needed to buy it

just saying
Jessie JessieTrans Rights <3
Posted 4 months ago2019-11-11 07:24:57 UTC
in half-life still updating with necessary features Post #343342
But bunnyhopping makes some sense, given that it potentially gives the players more mobility. What exactly does getting seemingly randomly killed by one of the weapons every now and then add?
Jessie JessieTrans Rights <3
Posted 4 months ago2019-11-11 01:09:58 UTC
in half-life still updating with necessary features Post #343340
I have never understood people defending that bug
Jessie JessieTrans Rights <3
Posted 5 months ago2019-11-06 07:41:30 UTC
in TWHL Tower 2 Post #343318
sounds like you need new rar handling software
Jessie JessieTrans Rights <3
Posted 5 months ago2019-11-04 19:39:46 UTC
in TWHL Tower 2 Post #343306
You’ve got plenty of time to figure something out, Muzz.
Jessie JessieTrans Rights <3
Posted 5 months ago2019-10-25 01:12:53 UTC
in Post Your Photos Post #343249
AAAAAAGGH KITTY

I want cat, but I’m so hesitant to actually go and find one due to circumstances.
Jessie JessieTrans Rights <3
Posted 5 months ago2019-10-24 09:25:00 UTC
in Now Gaming: ... Post #343245
I know this is a long shot, but has anyone been playing Apex Legends? I've failed to convince the fine folks I normally videosgame with that it's fun, so I'm all alone out here.
Jessie JessieTrans Rights <3
A monster following another monster? Like, actively? I'm not sure that you could. Unless you faked it or the monster was trying to kill the other...
Jessie JessieTrans Rights <3
Posted 6 months ago2019-09-25 22:20:34 UTC
in "Monster_Generic" as Corpse Post #343160
Also not well known thing is both cycler/sprite and monster_generic entities support "skin" keyvalue as well as "body" to change skins and bodygroups but is not found in most FGD's so you will have to add manually.
Maybe you should add this little tidbit to the entity guides!
Jessie JessieTrans Rights <3
Posted 6 months ago2019-09-13 10:35:00 UTC
in Auto-select a Row of vertices? Post #343124
Do you mean while in vertex manipulation mode? If so, I’d have thought that would just be by drag-selecting in one of the views.
Jessie JessieTrans Rights <3
Posted 6 months ago2019-09-10 07:03:58 UTC
in The ~Video Game Music~ Thread Post #343115
Did I ever mention that Crypt of the NecroDancer has great music? If not, I should have! Have one of my favourites.
Crypt of the NecroDancer - Mausoleum Mash
Jessie JessieTrans Rights <3
Posted 7 months ago2019-09-05 03:15:00 UTC
in Now Gaming: ... Post #343102
Looks neat! I take it that's not some derivative of chisels and bits-style building?
Jessie JessieTrans Rights <3
Posted 7 months ago2019-09-04 05:05:41 UTC
in Now Gaming: ... Post #343099
Where'd we land on a Half-Life resource pack?
Jessie JessieTrans Rights <3
Posted 8 months ago2019-07-16 11:50:00 UTC
in Super Mario Maker 2 Level-Share Thread! Post #342866
Spikestacle Course [WCB-295-JDG]
User posted image
This one should be challenging, but not as punishing as Dreams was. I like this one!
Jessie JessieTrans Rights <3
Posted 8 months ago2019-07-15 00:18:22 UTC
in how to unrender! Post #342862
Assuming you’re triggering the func_rotate, consider just having it start on (but not rendered) and don’t trigger it. Unless you have more advanced ideas in mind, you could just have it always on and just make it visible and invisible as needed.
Jessie JessieTrans Rights <3
Posted 8 months ago2019-07-14 12:37:59 UTC
in Super Mario Maker 2 Level-Share Thread! Post #342860
Super Mario Maker 2 came out recently, as you probably know. The creative bunch that we are, I'm sure some of us have picked it up and been making some levels! If you have, why not share them here? (Remember that when checking out a level, you can go to the creator's profile and follow them to find their stuff easier!)
So far, I've made two levels. The first:
Dreams of Glory [F8X-G19-JCG]
User posted image
This one is a series of trial rooms, each with their own theme. Quite tricky! I put 3 hidden coins in each room, totaling 21 if you want an extra little something.
The second:
Head in the Clouds [Y2P-0LW-SKG]
User posted image
This one is just a pleasant, traditional Mario romp I made to wash the bad taste of the first level out of my mouth. Fairly simple and easy.
Jessie JessieTrans Rights <3
Posted 9 months ago2019-06-17 10:02:40 UTC
in Locking a .BSP file? Post #342746
Yeah, if someone really wants to replicate your stuff, they'll do it one way or another. Generally people don't, though, so I wouldn't worry about it that much. Heck, I'm for including .vmfs.
Jessie JessieTrans Rights <3
Posted 9 months ago2019-06-09 23:52:54 UTC
in how to unrender! Post #342719
No, you don't want the flags checked, you want to have the properties that the second env_render copies over to be the properties that the func_rotating has before it gets triggered by the first env_render.

As for the sound, are you sure there's nothing triggering it again when it shouldn't be?
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-29 01:17:25 UTC
in npc actions in another room Post #342664
Are you able to provide the map, or at least of the section you're having this trouble with? Might make it easier to figure out what's going on.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-28 06:01:59 UTC
in npc actions in another room Post #342659
Yeah, I’m not sure what this question is. All I can think of is you’re trying to make the npc itself trigger something via the Trigger Condition attribute? But then, you’d know that.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-25 00:37:52 UTC
in Triggering blocks Post #342650
To make those blocks disappear after collecting them, yes, I'd make them a func_wall_toggle and trigger them along with the wall blocks. A multi_manager would help with that, as well as for adding sounds.
If your walls are entirely made of entities, then yes, you will have to have a non-entity brush sealing them off from the void. I'd keep that brush up against the walls (that is, don't just drag a big ol' box around everything) so that you're not wasting any resources.

For what you seem to be going for, what you've got going at the moment is probably the ideal way to do it. However, when the walls are made up of so many separate brushes, you might run into framerate issues. I'm not really knowledgeable about how much you can cram into goldsrc before you start running into that on modern computers, but if you enter r_speeds 1 and developer 1, you'll see that even in that small, rectangular room, you're hitting over 2000 wpolys (which is quite a lot). If, when you're building your map proper, you start to run into poor framerate, you'll probably have to make some changes. I'd definitely put the null texture on any faces you can't see if you're not doing that already, since that will help ensure the engine isn't trying to render things it can't see.
If that isn't enough, you could make your blocks bigger, or design the levels such that areas you aren't looking at as much are made of a neutrally coloured block texture that doesn't have to change (and thus are not made up of small blocks). Exactly what you do is up to you, and with luck, it won't be a problem either way.

As for things that happen on a round reset, I can't help much there, as I don't map for CS. You're definitely not the first person to have that kind of trouble though, so maybe try searching the site. I'm sure that info is on here somewhere.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-18 05:14:39 UTC
in Triggering blocks Post #342631
I imagine the method I suggested and the one TMC suggested are pretty much the same thing done in different ways (though I'd use TMC's).
I'm, uh, curious about the 5000 blocks thing you mentioned though. That sounds... impractical. Could you detail exactly what you're trying to do there?
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-15 20:27:47 UTC
in Triggering blocks Post #342624
The Mad Carrot said:I think the tutorial Jessie posted is the old way of doing switchable texture lights. Nowadays, with Vluzacn's Half-Life Tools, you can get a better result when you use the light_surface entity.
Oh, cool, I didn't know about this! That sounds much simpler and more flexible.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-15 10:43:45 UTC
in Triggering blocks Post #342619
Making texture lights toggleable is a bit more complex, but quite doable. Check out this example map.
Loading embedded content: Vault Item #1941
The "style" attribute of the func_wall lights is important, as is having a matching light entity.
There might be a more specific tutorial or forum thread somewhere on TWHL. If you're having trouble with it, try using the search to find more info.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-14 01:52:44 UTC
in How to add gravity on objects? Post #342614
As far as I recall, only func_pushables have that kind of gravity. If that's supposed to be a breakable on top of another breakable, you could have both break at the same time. Your options are pretty limited if you don't want them to be pushable.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-13 22:27:06 UTC
in Triggering blocks Post #342612
Well, you could make the grey cube a func_wall_toggle as well, one that starts visible. If you trigger it at the same time as the red cube, it'll give the appearance of the cube changing.
To trigger it at the same time, you can give the grey cube the same name as the red cube. When you enter your trigger_once, it'll target everything with that name.
Alternatively, if you wanted finer control, or to add other effects or so on, you could use a multi_manager. That would let you target the cubes individually at set times, along with other sound effects and sprites or whatever else you might like to spice the effect up (if you wanted those). You can check out Tutorial: Multi_Manager for info on how to use that.
Jessie JessieTrans Rights <3
Posted 10 months ago2019-05-13 03:53:05 UTC
in Triggering blocks Post #342610
There's lots of ways to trigger entities in the way you're looking to do it. For this, I'd probably use either a func_button or a trigger_once.
func_button is, well, a button, which you press with the 'use' key ingame to have it trigger something. trigger_once is a zone which triggers something when you enter it (the zone is invisible). Both entities have a "Target" attribute, which should have the name of the func_wall_toggle in.

There's more detailed tutorials on this very site if you need to know more about the basics of working with entities.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-05-03 02:37:30 UTC
in Competitions or Collaborations? Post #342567
Yeah, I think that they're both valid. Doesn't seem like there's much reason to go all in on one over the other. Keep it fresh, mix it up. Have some collaborations, and throw mini-competitions in the gaps to keep the maps flowing.

Ultimately, if you're looking to helm them, it's up to you. No-one's gonna demand anything of you that you don't wanna do.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-05-02 01:56:52 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342558
I assume that's what they're talking about.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-05-01 14:00:44 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342553
It's always bothered me.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-05-01 03:12:20 UTC
in Question about trains Post #342543
Note that you will need to use path_track with a func_tracktrain rather than path_corner.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-04-28 03:15:52 UTC
in Need your help yet again Post #342526
Yup, as above. The lighting of the func_train (and everything else) is calculated when the map is compiled, and the train moving around other parts of the map will not change it. Similarly, if you were to put a texture light onto the train, it would only use that light where the train is upon compile.

Goldsrc doesn't do much in the way of dynamic lighting, so it's best try to build your maps in such a way that it isn't too noticeable.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-04-26 03:50:05 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342518
I suppose I'll play through these entries at the start of my next stream, again! Looking forward to checking them out!

Also looking forward to me getting off my ass and actually creating a submission myself sometime!
Jessie JessieTrans Rights <3
Posted 11 months ago2019-04-11 09:46:09 UTC
in "Top 5s" 3: Top X Post #342450
I felt like it was high time to follow up on that one Top 5s thread and that other Top 5s thread! We'll keep it a little more freeform this time, because there was always not enough to fill a top 5, or far too much to cram into one! Basically this is just a place to shout out whatever you want in a category.
We'll kick off with Top Video Game Weapons! What weapons do you like to use in a game, and why? I intend to come back to this because I didn't want to spend hours reaping gifs of every weapon I like, but here's a couple to get us started.
Goliath's cannon (Unreal Tournament 2004)
User posted image
Weapons that feel like have more raw impact than the Goliath are few and far between. The sound, the shake and the spray of debris that fly out from where it hits all contribute to the punch of the shot, not to mention just how effective it is when you get a clear shot.
Gauss Gun (or Tau Cannon if you prefer) (Half-Life)
User posted image
It's not my favourite weapon in Half-Life, but Gauss sure is up there. Besides being probably a little too powerful, it's also a very good way of getting from point A to point B very quickly in multiplayer. Personally, I find it invaluable as a method of getting to places you're probably not supposed to be, which might well be my favourite thing to do in games, full stop.
Jessie JessieTrans Rights <3