Forum posts

Posted 1 year ago2018-08-28 10:35:42 UTC
in Gaming Rage Post #340704
America's gun profusion plus the general lingering sense of masculine entitlement mixes to make one hell of a shitty cocktail.
Jessie JessieLadytype
Posted 1 year ago2018-08-28 03:47:41 UTC
in Now Gaming: ... Post #340703
Been sinking my teeth into Monster Hunter World. I got into the Monster Hunter series several games ago, so I'm no stranger to their tendencies towards somewhat arcane, obscure or opaque systems. And as much as I enjoyed those games despite that (and I enjoyed them a whole lot), the ways in which World strips down just about every system from those games down to their core and rebuilt them into more sensible, enjoyable forms... World is really good. If the series has repelled you in the past, World seems like a really good opportunity to give it another try. And if you haven't tried them at all before, now is a good time!
Jessie JessieLadytype
Posted 1 year ago2018-08-28 01:38:06 UTC
in Competition 35: Vanilla Half-Life Post #340702
I think I need to prepare excellent lighting explanations for beginners and advanced mappers
You absolutely should.
Jessie JessieLadytype
Posted 1 year ago2018-08-16 05:06:58 UTC
in Competition 35: Vanilla Half-Life Post #340557
I literally have not had a single idea yet.

I also haven't given the competition any thought.
Jessie JessieLadytype
Posted 1 year ago2018-08-14 23:22:12 UTC
in Competition 35: Vanilla Half-Life Post #340543
Surely voice acting would require custom sound files, which are not allowed.
Jessie JessieLadytype
Posted 1 year ago2018-08-13 12:42:49 UTC
in Competition 35: Vanilla Half-Life Post #340515
I don't know why my name is the example for the filename format, but I look forward to all entries being attributed to me.

Presumably the main differences between this and the last compo are that it must be single player, and that it should be a unique area (that fits the Black Mesa aesthetic) rather than a reimaginin of an existing one.
Jessie JessieLadytype
Posted 1 year ago2018-08-08 11:35:41 UTC
in The ~Video Game Music~ Thread Post #340450
Stronghold - Under An Old Tree
Time for something a little different. This one's just peaceful, as well as being rather pleasant to listen to.
Jessie JessieLadytype
Posted 1 year ago2018-08-08 08:36:03 UTC
in TWHL4 Discussion / Bug Reports Post #340449
I'm just going to keep putting random site ideas here.

What about a way to tag people in forum posts and journals, Twitter-style? Maybe create a one-off notification on the thread when someone tags you. Format could be simply "@Jessie", or perhaps some other format more in line with the rest of the WikiCode, like "[user:3643]". Not sure how easy it would be to prevent re-notifications via editing and other quirks.
Jessie JessieLadytype
Posted 1 year ago2018-08-01 23:09:57 UTC
in Npc moving through a long path Post #340373
I'm not sure I fully understand the question. What kind of non-flat terrain?
Jessie JessieLadytype
The crossbow is usually cheap, and I suppose its fine as long as its recognized as such. I might go for it occasionally, but it's not the sort of thing I enjoy using too much in HLDM. Same goes for the other particularly powerful weapons, like the egon and the gauss (at least, when its being used offensively).
Jessie JessieLadytype
Posted 1 year ago2018-07-31 08:55:39 UTC
in ambient_generic quality Post #340339
I don't recall if ambient_generics (and/or other sources of in-game sound) require sound files to have particular bitrates or other properties.

(If they do, that info should probably go in the wiki somewhere if it isn't already.)
Jessie JessieLadytype
Posted 1 year ago2018-07-28 10:01:00 UTC
in Coop Mod Post #340299
I don't want to "bash" your dream
You mean "smash"

Of course, the other aspect of this is that, assuming we're still talking sticking as close to vanilla as possible, is that it still would be deathmatch at its core. I don't know how much coding it would require if you wanted to disable or restrict friendly fire, respawning, respawning ammo, etc.
Jessie JessieLadytype
Posted 1 year ago2018-07-28 05:50:55 UTC
in Coop Mod Post #340295
I think specifically level changes are a problem. I believe most entities function normally (though most monsters require “mp_allowmonsters” to be set to “1”), however level changes (at least, how they’re set up in the base game) do not function. There could be more, for all I know.
Jessie JessieLadytype
Posted 1 year ago2018-07-27 09:46:32 UTC
in Coop Mod Post #340277
Given your track record of abandoning projects, you might find it difficult to find dedicated assistance without more concept material. Sketches, outline of the story/gameplay beats, etc.

Apart from giving people a better idea of what you want to create, it would also help give people confidence that you're actually going to stick with the project.
Jessie JessieLadytype
Posted 1 year ago2018-07-26 18:36:07 UTC
in Goldsrc mapping - disappearing decal Post #340266
So, theoretically, if you place the train where it will actually start and then apply the decal (and move the train back to wherever you had it if you want), it should hold on to it?
Jessie JessieLadytype
Posted 1 year ago2018-07-26 02:28:39 UTC
in Goldsrc mapping - disappearing decal Post #340259
So they’d work on a func_train but not a func_tracktrain? (Noting this for when I get to the decal entity in the wiki one day)
Jessie JessieLadytype
Posted 1 year ago2018-07-23 23:10:27 UTC
in Hammer Editor Tutorials Post #340242
More tutorials are never a bad thing, and I hope people find them useful.

(Personally, I really hate (most) video tutorials. Like, conceptually.)
Jessie JessieLadytype
Posted 1 year ago2018-07-22 22:07:49 UTC
in TWHL4 Discussion / Bug Reports Post #340230
Search doesn't search in journals?
Jessie JessieLadytype
Posted 1 year ago2018-07-19 21:32:45 UTC
in SharpLife - Dot Net Core based modding p Post #340206
You have admirable patience to keep engaging him, Solo. Endlessly contrarian is the impression I've gotten.
Jessie JessieLadytype
Posted 1 year ago2018-07-19 21:25:06 UTC
in Baked Physics Model Method Post #340205
Nice. I'm sure the more cinematic maps could make great use of this if they wanted to get fancy.
Jessie JessieLadytype
Posted 1 year ago2018-07-17 10:55:13 UTC
in The ~Video Game Music~ Thread Post #340165
Star Control 2 - Hyperspace
Here's another track that pretty much perfectly captures the spirit of the setting. Star Control 2 is a great game. I think I might just love this exact kind of music, given that JJ and this both came out right around the same time, and both are pretty drum-heavy midi-synth tracks...
Jessie JessieLadytype
Posted 1 year ago2018-07-14 22:01:21 UTC
in The ~Video Game Music~ Thread Post #340142
I've been listening to a lot of video game music lately, and I wanted a place to highlight some. That place is now here! Go ahead and highlight some tracks! As many as you like, but try to space them out between posts.
Jazz Jackrabbit - Theme
I'll kick things off with the music that made me want to make this thread! This isn't the Jazz Jackrabbit track I usually point to (and indeed, there are a lot of great JJ tracks), but it captures the spirit of that game marvelously. Hell, it is the spirit of that game. (Fun fact: Jazz Jackrabbit is almost exactly as old as I am.)
Jessie JessieLadytype
Let me know how it works!
Jessie JessieLadytype
I was thinking about how they prevented other monsters from triggering retinal scanner sequences, but then realized (only because I did these tests myself recently) that they probably didn't have a trigger at all.

You might be able to greatly simplify this setup using the Search Radius attribute of your scripted_sequence. Set up correctly, I think you'd be able to just have a scripted_sequence that picks up the first scientist that enters its range. More info here. (Of course, this won't work if you need a specific scientist to do it.)
Jessie JessieLadytype
Posted 1 year ago2018-07-02 07:02:21 UTC
in TWHL4 Discussion / Bug Reports Post #340043
Sorry, I meant, like, links to those category pages. As it stands, you either have to go through the list of categories or alter the url manually.

Subcategory page could also perhaps show the information from the lowest category page. Like, "Entity Guides > Half-Life Entity Guide" could show the content of the "Half-Life Entity Guide" page (provided the page makes it clear that the pages being shown beneath are filtered to more than one category).

I dunno, just some thoughts. I'm not sure how it'd look in practise.
Jessie JessieLadytype
Posted 1 year ago2018-07-02 04:12:37 UTC
in TWHL4 Discussion / Bug Reports Post #340041
A button to quickly un/subscribe to all pages within a category in the wiki would be nice.

Also perhaps, on a subcategory page, have a list of the composing categories. I don't actually remember why I thought this would be a good idea... but oh well!
Jessie JessieLadytype
Posted 1 year ago2018-06-26 23:15:34 UTC
in TWHL4 Discussion / Bug Reports Post #340016
I don’t know if it’s practical (or aesthetically feasible) to implement, but what say you, Pebs, to differently styled links for pages in the wiki that don’t exist yet (like Wikipedia does), and/or pages that are still Review Required?
Jessie JessieLadytype
Posted 1 year ago2018-06-26 23:10:20 UTC
in SharpLife - Dot Net Core based modding p Post #340015
So for those of us who aren’t as clued in to the programming side of things (so, any of it), in broad terms, what’s the state of this project so far, and what’s to come?
Jessie JessieLadytype
Posted 1 year ago2018-06-20 05:27:40 UTC
in (REQUEST) HL Blue Shift blue hud Post #339973
Could you not just redownload on Steam? (Assuming you've got it on Steam.)
Jessie JessieLadytype
I don't know if there's a way to find the specific light values within a map.

That said, it's not hard to define your own lights.rad file. Alternatively, you can use an info_texlights entity (available in zhlt.fgd that comes with the VHLT compile tools, which are worth using) to specify texture lights on a per-map basis.

Unless someone else knows of a way to find those values, it might be easier just to tinker with your own values until you're happy with the result.
Jessie JessieLadytype
Posted 1 year ago2018-06-18 13:26:55 UTC
in Now Gaming: ... Post #339948
User posted image
It still wasn't the fastest solution.

Oh yeah, Opus Magnum is great, by the way.
Jessie JessieLadytype
Posted 1 year ago2018-06-18 05:08:22 UTC
in Problem with cycling with multi_managers Post #339945
What about having the trains trigger trigger_relays with a delay? I can’t test this at the moment, just throwing it out there.
Jessie JessieLadytype
Posted 1 year ago2018-06-18 01:21:36 UTC
in Problem with cycling with multi_managers Post #339942
Okay. A couple of questions/points:
Firstly, just for clarification (I don't know if it actually affects anything, but pays to know), which game is this supposed to be for? Half-Life, HL Deathmatch, Counter-Strike, etc.?
Secondly, what is the loop supposed to do? Maybe you cut it out of the file you uploaded, but retriggering those trains doesn't do anything.
Thirdly, I changed nothing but putting some func_walls in (that have toggled textures) with the same names as the trains, and compiling that shows those multi_managers looping just fine. (Testing in Half-Life.)

Y'know, just to rule out some difference in our editor/compile setups, maybe just test this out (and then compile yourself) to confirm. https://www.dropbox.com/s/sfqyxl7ubrjklt0/testmapx.zip?dl=0

I apologize if I'm not reading the issue correctly, just trying to establish exactly what it is we're trying to do :)
Jessie JessieLadytype
Posted 1 year ago2018-06-17 23:50:08 UTC
in Problem with cycling with multi_managers Post #339940
The quick test map I threw together (now that I'm not in bed going to sleep) doesn't seem to have any problem with looping multi_managers. Nothing special going on.

If you're still having trouble, maybe post your test .rmf.
Jessie JessieLadytype
Posted 1 year ago2018-06-17 13:14:03 UTC
in Problem with cycling with multi_managers Post #339927
Well, a couple of things. Firstly, if the setup isn't too complex, consider compiling the four multi_managers into one:
multi_manager
  • targetname1 0
  • targetname2 4
  • targetname3 8
  • targetname4 12
  • multi_manager 16
I don't actually remember if multithreaded multi_managers can target themselves, but I'm sure a trigger_relay could be thrown in if not.

Secondly, make sure that it isn't the func_tracktrains that are the problem. Try switching them out with other simpler entities to make sure that they aren't getting triggered and failing to do anything for some other reason.

Otherwise, not sure. Seems like that setup should do what you need, especially if it does actually end up looping.
Jessie JessieLadytype
Posted 1 year ago2018-06-13 09:29:36 UTC
in E3 2018 Post #339906
Overcooked was a surprisingly fun game for its simplicity, and I'm all on board for a sequel.
Jessie JessieLadytype
Posted 1 year ago2018-06-12 21:09:26 UTC
in E3 2018 Post #339900
I-... is it a spin-off?
Jessie JessieLadytype
Posted 1 year ago2018-06-12 10:58:21 UTC
in E3 2018 Post #339894
It's kinda weird seeing the frivolous tone they took with nukes in that trailer, given that the series as a whole ultimately serves as a condemnation of them. Also, I've seen reports to the effect of there being no offline mode at all, with no truly solo experience in turn. That alone makes me care way less than I already didn't.
Jessie JessieLadytype
Posted 1 year ago2018-06-11 00:12:36 UTC
in TWHL4 Discussion / Bug Reports Post #339882
You could also end up with one (or more) maps loitering on the front page with regular updates. Potentially abuseable, too.
I dunno, I do see new maps potentially being submerged under old ones being a possible issue. Maybe have two parallel sections, one for new and one for updated?
Jessie JessieLadytype
Posted 1 year ago2018-06-10 21:04:26 UTC
in TWHL4 Discussion / Bug Reports Post #339870
I was going to say maybe a map update should only show on the front page if the upload changes, but what would that do for externally hosted maps, and sorting in the map vault? Where does the "update" line get drawn, and how can it always be enforced?
Jessie JessieLadytype
Posted 1 year ago2018-06-09 04:31:57 UTC
in E3 2018 Post #339838
I barely care about anything E3 offers, but I do watch Giant Bomb's coverage. I'm willing to listen to any predictions, though!
Jessie JessieLadytype
That wasn't me. I forget who it was.
Jessie JessieLadytype
I've seen the same "7 people have shouted" notification the last 4 or 5 times I've opened up Firefox. Is it just pulling that number from when I last shouted?
Jessie JessieLadytype
Posted 1 year ago2018-06-05 23:49:24 UTC
in TWHL4 Discussion / Bug Reports Post #339822
Oh no, I disagree. That doesn't seem like an element that needs to be that prominent. It's nice that it's there, but it's not what you come to the site to see.
Jessie JessieLadytype
Posted 1 year ago2018-06-05 11:27:26 UTC
in TWHL4 Discussion / Bug Reports Post #339817
There's some text cut-off issues with the journals at some window sizes.
User posted image
Jessie JessieLadytype
Posted 1 year ago2018-06-04 23:31:38 UTC
in TWHL4 Discussion / Bug Reports Post #339813
I like how on mobile the new maps section of the main page is its own scrolly bit to fit the four on there, but - and maybe this is just my exact phone - it’s not immediately obvious that there are more than two maps there. I don’t know how you indicate that it’s a scrolly bit, just that it probably should.
Jessie JessieLadytype
Posted 1 year ago2018-06-04 23:16:56 UTC
in TWHL4 Discussion / Bug Reports Post #339811
They seem to be in the right order for me, unless I’m missing something.

Edit: Oh, post number. I was looking at date/time.
Jessie JessieLadytype
Posted 1 year ago2018-06-04 03:16:35 UTC
in TWHL4 Discussion / Bug Reports Post #339805
As long as we're on the topic, some of those toggleable timestamps are also part of the links to the things they represent. That is, if you click on the timestamp to see the exact time something was posted, you will also click on the item itself and thus the page changes, which generally is not what you would want. This is true for maps when you are browsing the map vault, and the front page journals and wiki edits. There could well be more, but those are the ones I've noticed.
Jessie JessieLadytype
I guess I don't know the mechanics of how the notifications are handled, but I have a couple of suggestions:
  • Put some kind of prominent TWHL heading in there so it's clear the notification is regarding TWHL
  • When starting the browser, maybe have it just bring up a single notification saying how many shouts have been made since you last checked, rather than bringing up all the shouts one-by-one. Let's face it, once it isn't actively live, how handy is it seeing individual shouts? I think this would make a nice middle-ground between being bombarded by every shout between sessions and having shouts slip past the two-hour window (especially since two hours could also bombard you).
  • Maybe give an option to suppress avatars, re: your "I hope nobody decides to use a swastika avatar" comment. Maybe just as a safe-for-work insurance.
I literally have never turned on notifications for anything else here on my Firefox, for context.
Jessie JessieLadytype
Posted 1 year ago2018-06-03 13:38:42 UTC
in [Idea] TWHL Shoutbox desktop application Post #339790
It seems more suited to a low-weight phone app, if anything. And even then would need more than just the shoutbox.
That's not to say you shouldn't make it if you wanted to make it anyway; there's just a lot more potential left to be tapped if you wanted to make something particularly useful.
Jessie JessieLadytype