Forum posts

Posted 14 years ago2010-04-11 00:07:18 UTC
in TWHL Cubicles Post #280416
I've decided I don't like my cubicle entry anymore, so i'm making another and the other one can go in the trash. I HAVE SPOKEN!!! :P
Posted 14 years ago2010-04-10 04:22:04 UTC
in Some voice actors Post #280389
I need someone to do some voices for a Source mod I'm making. This mod is really important to me as it's something really unique to me and I want to work on it without interference. Because of this, I'm not going to say anything about it, but I need someone who has the equipment, to record some lines for two male characters. One sounding like a doctor, and one sounding like a military commander.

You also have to have no problem swearing or cursing or saying other, rather disgusting and vulgar sentances. I'm not joking either, you need the guts to say some pretty horrible things. I'd have trouble just writing them, let alone saying them. I know it sounds extreme, but it's really important for the mod and for it to make sense.

If you're interested, or know someone who is, let me know. You can email me if you want.

hlifehotdog@gmail.com
Posted 14 years ago2010-04-09 04:15:08 UTC
in Post your screenshots! WIP thread Post #280366
I've uploaded some pictures of my Left 4 Dead 2 map. I uploaded them to my blog so just check them out here because I can't be bothered linking to each of them:

http://hlifehotdog.blogspot.com/
Posted 14 years ago2010-04-06 19:55:01 UTC
in PQL/Issues/ReIssues Sequel forming up! Post #280305
I'd love to do something, I already have an idea
Posted 14 years ago2010-04-02 22:01:17 UTC
in Portal 2 Post #280218
You can only compare graphics between the two, and even then, only on a generic basis. There is a great difference between a FPS and a third-person RPG.

There are a huge variety in engines these days. Back in the day, Quake was a major player in the 3D FPS engine, later contended with the Unreal engine. Nowdays, there are a huge number of engines. 3D engines have even been generalized into quick and easy prebuilt kits now, so you can have a 3D game up and running in a matter of days on a custom engine.
Posted 14 years ago2010-04-02 10:15:46 UTC
in Portal 2 Post #280198
So this is kind of turning into "The Lost Aperature Labs"
Posted 14 years ago2010-04-01 22:39:01 UTC
in twisted tunnel? Post #280188
I did it. It's a little squashed in the middle because you should really use 4 pieces, not three, but you can hardly notice it.

http://www.twhl.co.za/vault.php?map=5471
Posted 14 years ago2010-04-01 20:13:02 UTC
in twisted tunnel? Post #280186
I'll do it for ya. Shouldn't be too hard, I'll add the extra piece ;)
Posted 14 years ago2010-03-31 19:01:25 UTC
in Last movie you saw? Post #280148
Watched "Undead or Alive". A very stupid zombedy, it was funny in the beginning but then it just got stupid, as they all seem to do these days. I also watched Stan Helsing which I actually found so boring, I fell asleep to it.
Posted 14 years ago2010-03-31 01:50:21 UTC
in Half-Life: Static Friction Post #280132
Of course it didn't, otherwise you would have fixed it =P
Posted 14 years ago2010-03-26 09:02:53 UTC
in Blue Shift mods/maps Post #280011
The thing was that Blue Shift was a stand-alone game released by Gearbox. It did not update with Half-Life updates and Gearbox changed how the engine worked, so regular BSP files from Half-Life never worked in Blue-Shift and vice-versa, therefore, mapping for Blue Shift was impossible. They did, however, release a patch that fixed this, so there will be maps and stuff, but not much.
Posted 14 years ago2010-03-24 05:30:02 UTC
in Now Playing: ... Post #279964
Marching On - (Timbaland version - featuring One Republic)
Posted 14 years ago2010-03-23 02:24:33 UTC
in Help with monster_grunt_repel Post #279939
No worries. They probably did come down afterwards because their position shifted when they tried to shoot at you. Half-life recognised this and forced their position downwards out of the brush.
Posted 14 years ago2010-03-23 00:43:05 UTC
in Help with monster_grunt_repel Post #279937
Problem solved DiscoStu ;)

What you did was forget that although monster_grunts don't spawn straight away, they still need as much room as normal grunt when spawning. The sky brush above them was too close, digging half-way through them. You didn't get the 'Monster Stuck in wall' error because they don't apawn the same way as regular monsters. I moved the sky brush up about 96 units and all is well.
Posted 14 years ago2010-03-22 23:31:31 UTC
in Help with monster_grunt_repel Post #279934
Oh, if I'd seen this topic earlier I would have helped sooner. Must have slipped my radar.

You are doing everything perfectly, except place the monster_grunt_repel at the place you want it to repel from. I used it in Static Friction. The grunt entity is above the windows. When I trigger the grunt they repel down and trigger an trigger_once that smashes the glass so they continue to repel down.

To recap: Don't place the monster_grunt_repel on the ground. It goes in the air at the place you want them to repel from.

EDIT: Oh, and don't place them on top of each other. They don't work. otherwise everything should work fine.
Posted 14 years ago2010-03-22 19:39:30 UTC
in Why isn't this texture transparent? Post #279925
The easiest way to do it is to use wally. Make the blue areas bright green. Copy your texture as a 24-bit image and paste into a open wad file in wally. Add the '{' and wally will automatically make the transparent blue the last texture in the pallet. Then open the texture in the wad in wally and just use wally's fill tool to colour all the green back to blue. Quick and easy.
Posted 14 years ago2010-03-19 20:30:38 UTC
in Favorite Band? Post #279831
I'm a fan of Billy Talent

There is always one song of theirs that really appeals to me at any given time.
Posted 14 years ago2010-03-19 05:23:29 UTC
in Desktops of March Post #279815
User posted image
Made it myself ^^
Posted 14 years ago2010-03-19 04:23:15 UTC
in Map ideas for twhl dm server Post #279814
I was actually thinking of a way to recreate Warfare mode in Half-Life. It's possible, but once the game was won, it's not possible to reset it. Same would be for Onslaught. You would not be able to reset the game unless there were no breakable objects. So maybe if we use shootable buttons instead...

rubs hands in glee
Posted 14 years ago2010-03-19 01:02:35 UTC
in Map ideas for twhl dm server Post #279810
Well, not completely. My modifications could be reworked to apply to all capture points, I might do that myself. But my current system for my map only affects Point 2 and 3. Point 3 is locked to all teams until Point 2 is captured. That team (say Blue team) can then capture point 3. So long as Point 2 remains in Blue's control, then Point 3 is available for them to capture and hold. If, however, the opposing team captures Point 2, wether or not Blue control Point 3, then Point 3 will be reset and available to capture bby thge red team only until Blue recapture Point 2.

Point 1 and 4 are as normal.
Posted 14 years ago2010-03-16 21:52:44 UTC
in Desktops of March Post #279765
My desktop is crystal clean, always has been. I use Steam to load all my programs into a much easier to navigate system. And with the new Steam Beta version, I can assess my last 20 used programs from just clicking the toolbar icon. I can't upload my desktop, i'm at critical internet credit, I have like 20mb left to last me till Friday.
Posted 14 years ago2010-03-16 09:04:30 UTC
in Windows 1.0 Post #279730
The only way I see the internet advancing is towards a more 3D virtual world. And I don't mean like in Second Life, but more virtual reality style. Either with a computer 'room' where your computer surrounds you and you can navigate freely, or even further into the future with implants that allow us to connect our brains with the internet and we control a cyber version of ourself and the internet is another world, much like Second Life, only you are the character you play.

I find the future tends to get influenced by books and movies about the future. It gives people ideas and they invent them. My first thought came from the movie I watched recently 'Gamer' and the second came from a series of Tom Clancy novels. This is just speculation, but I reckon this is what we can expect in the future.
Posted 14 years ago2010-03-15 06:00:02 UTC
in Hosting a Competition Post #279707
You can have your own private competition, but not an Official TWHL competition. And are you serious?? Not only is it rare for an individual to actually host a competition, but with an actual cash prize? It's not even common for a large group (TWHL included) to have a cash prize. I think we only had Steam Cash prize once here...
Posted 14 years ago2010-03-14 20:56:55 UTC
in Mod concept idea Post #279696
So we are planning on making a new mod, now that Static Friction is dead, but I wanted to just put some feelers out to see what people think.

The basic concept of the mod is to put players against each other, but each player plays a character that they choose when they join a server. Only one player can be any given character at any one time on the same server. Now each character has their advantages and disadvantages. Some of the large, tough characters are slow and it's easy to avoid their attacks, despite their power. However, the smaller, more nimble ones are weaker but may have better attacks. They all have strengths and weaknesses depending on which of the 5 damage types. There are 5 damage types and some characters are more resistant to some than others:

Fire; Any kind of burning damage
Biological; Any Biological threats that do not fall into any other category
Electricity; Any electrical damage including plasma
Physics; Any physical object that can be launched with force or a Melee attack or attack that generates a force.
Projectile; Any ammunition based weapon that may or may not cause additional damage effects.

At the moment there are about 16 characters in the works, ranging from human to the absurd. The maps would be large with plenty of 'Battle' areas and players would be abnormally strong to make the fights longer and more intense.

And this would be for Source. Does anyone have any suggestions or ideas to add to the early development?
Posted 14 years ago2010-03-14 20:46:37 UTC
in flash sprite not working in dm for turre Post #279695
No, it does not have a sprite. Maybe they are not allowed in deathmatch?
Posted 14 years ago2010-03-14 00:32:49 UTC
in Windows 1.0 Post #279680
Yes, sorry it wasn't that (I blame my cold not letting me think straight) It was QDOS like DiscoStu said. Some guy wrote it for a project or something. When Bill saw it he bought it off him for a mere amount and that was how Bill got started his multimillion dollar business. I feel sorry for the poor guy who didn't realize what he had.

Oh, and I don't agree that everything was stolen. In fact, I doubt it, but I do know that that's how he got Microsoft started.
Posted 14 years ago2010-03-13 21:29:51 UTC
in Windows 1.0 Post #279674
Sorry, should have worded that differently. I meant, he quit from working for Microsoft to run his own company, which is Valve. I've get a bad cold so my head isn't working right =/
Posted 14 years ago2010-03-13 21:18:40 UTC
in Windows 1.0 Post #279672
Well, I knew Gabe was Microsoft's leading coder for many years until he quit and later coded for Valve. The company he now runs.

Still such a shame for that poor shmuk that Bill Gates stole the first prototype of MS-Dos from.
Posted 14 years ago2010-03-12 10:11:06 UTC
in TWHL Cubicles Post #279636
How is that longer? All you are doing is reducing your floor space. The widest area would be from one corner to the opposite corner of the first square in your image.

Unless they are not to scale, in which case, nevermind...
Posted 14 years ago2010-03-03 21:54:11 UTC
in Transmission Received Post #279446
New update to Portal has a new ending!!!!
Posted 14 years ago2010-02-28 19:34:39 UTC
in Filter Forge Post #279358
Ah, the old effect flow chart for texturing. I might get this as I'm already used to this system as it's used in Unreal Editor 3. You can do some amazing things this way.
Posted 14 years ago2010-02-27 23:47:26 UTC
in HL2 RPG (cont) Post #279344
Yes, an old tutorial showed how to do that. It would measure the brightness of the floor the player was standing on, if it was too dark, then it changed the player class from PLAYER to SHADOW. That way, enemies with NV goggles or whatever could still see the player. but that was as basic as it got.
Posted 14 years ago2010-02-27 10:25:10 UTC
in HL2 RPG (cont) Post #279330
I will say I have always prefered the Deus Ex style of inventory storing. A 10x10 grid. Larger items take up more space. Like a Guided Rocket Launcher took up 2x4 grid spaces. A long shotgun took up 2x3 and a sawn-off took up 2x2. A grenade took up 1 space but you could stack 10 grenades of the same type in a single grid space.
Posted 14 years ago2010-02-27 00:09:12 UTC
in TWHL Cubicles Post #279327
I've nearly finished mine but I need to ask. I don't want the player to be able to enter the cubicle if possible. So will they be able to just walk past and view it from the hallway??
Posted 14 years ago2010-02-26 22:12:08 UTC
in How would you like your Zombie Game serv Post #279320
That is a creature from the movie "The Thing"

I really want to watch the movie. I played the game and I loved it. Not knowing which of your allies you could trust because they could turn into horrible mutant things in the blink of an eye. Was really cool becuase not only did you have them to watch your back, but you still had to watch your back, :walter:

Oh, and it worked for me and I had to stop playing because it scared the crap out of me. But it's like a short little puzzle game. I haven't finished it yet because I'm stuck. The creepy headless/heartless woman wont give me the bloody keys (oh and she keeps appearing right behind me which is why I had to stop. Fucking made me jump AND exclaim loudly)
Posted 14 years ago2010-02-25 22:26:04 UTC
in How would you like your Zombie Game serv Post #279285
1) With Urby on this one. Usually the only time I jump is when there is a sudden loud noise which I wasn't expecting because I wasn't paying attention. Otherwise, suspense is my favorite. Waiting for the bad thing to happen when you know it's coming.

2) Coop, and will nearly always result in death. The goal is to live as long as possible. I love the survival modes of L4D but they get a bit over-the-top. But that's because they don't want you to survive for up to 10 minutes

3) Not enough feeling of 'Survival'. You are almost superhuman and it feels unbalanced. It goes from dead easy to ridiculously hard

4) Too slow and complicated and frustrating to play as a zombie.

5) This is a pretty one-sided question. No

If you are going to make a zombie mod, you better come up with an original idea or else it will slot in with every other dead zombie game out there. And there are alot.
Posted 14 years ago2010-02-24 22:52:27 UTC
in TWHL Cubicles Post #279249
I hope there isn't a limit to how complicated it can be...because i'm at about 200 solids and only 1/4 done :)
Posted 14 years ago2010-02-24 19:26:31 UTC
in TWHL Cubicles Post #279242
Haha! I've come up with an awesome idea, but it's a secret until it's finished. :biggrin:
Posted 14 years ago2010-02-24 19:01:19 UTC
in microchallenge Post #279239
Looks great. I'm drawing mine, but are you sure she doesn't have 4 legs?
a three-legged oblate teardrop as big as a main battle tank
she limped along the beach, dragging one fused limb
Butterfly coquinas unearthed by retreating breakers squirmed into wet grit under Chalcedony's trailing limb. One of the rear pair, it was less of a nuisance on packed sand. It worked all right as a pivot, and as long as she stayed off rocks, there were no obstacles to drag it over.
Because I can't be 100% sure. I'm assuming she has four laegs. Correct me if I'm wrong.
Posted 14 years ago2010-02-23 11:50:04 UTC
in microchallenge Post #279194
Loved the story, will try my hand at it.
Posted 14 years ago2010-02-21 20:50:19 UTC
in Doctor Deathmatch Post #279150
I suddenly have an urge to create a mod where you play Dr Simmons. Forced to fight for your life in a series of survival matches with a plot to find out the truth to what is happening and who is responsible...that would be AWESOME!!!
Posted 14 years ago2010-02-19 21:44:01 UTC
in CP Castle Post #279049
Okay, it's actuallydone and more importantly, I'm finished with it completely. I added more detail and fixed the r_speeds in one area and made them worse in another, haha, but never mind, they still stay under 4000 wpolys which is really good for a map of mine. :biggrin: You lot should know how much I overdo them and usually reach 6000+

http://www.twhl.co.za/vault.php?map=5429
Posted 14 years ago2010-02-18 20:42:31 UTC
in New ATI Drivers support Hammer 3.5 Post #279066
Ok sorry, I haven't really checked much lately as I haven't upgraded my laptop for about 2 years, I didn't realize ATI have been improving. We always used to have problems with ATI cards many years ago, which I suppose has made me slightly biased. Sorry...

And I was referring to the issue in general, sorry again :cry:
Posted 14 years ago2010-02-18 20:03:15 UTC
in Map ideas for twhl dm server Post #279064
I didn't even know that, wish I did a few days ago. I would have gotten cp_castle done much quicker.
Posted 14 years ago2010-02-18 20:00:56 UTC
in New ATI Drivers support Hammer 3.5 Post #279063
This is why I've always bought nVidea cards. Usually more expensive? Yes. But much better than most cards except the super-duper cards
Posted 14 years ago2010-02-17 11:33:20 UTC
in CP Castle Post #279018
Okay, got some feedback from Rimrook and making some big changes. I like the layout so I'm leaving it the same so instead I'm adding details. Some basic changes:

+ Fixed teamplay settings and CP entities

+ Removed tacky coloured blocks and replaced with coloured trims.

+ Adjusted starting balconies to stop players hurting themselves when jumping off.

+ Raised Castle walls to help reduce LOS and improve r_speeds at the top of the tower.

One note to everyone, depending on which team you are, you can't use the cannons on the opposing team's bridge. They are team locked, that's why they don't seem to work.

Yes double post, couldn't be bothered editing, leave me alone :biggrin: .
Posted 14 years ago2010-02-16 22:05:35 UTC
in Super Sleuths? Post #278984
Soup, calm down :)

you are looking for The Answer:

Sorry guys, but he needs some help...
Posted 14 years ago2010-02-16 21:01:59 UTC
in Super Sleuths? Post #278974
Haha, I got after a while. Pretty fun it was. I was a bit left thinking if this was actually the end, but from what PB said I guessed it was...
Posted 14 years ago2010-02-16 09:01:15 UTC
in CP Castle Post #278944
EDIT: The beta is released. It's mostly complete, I know there is no sound, this will be fixed later. I would appriciate any suggestions to improve gameplay or make it more fun.

http://www.twhl.co.za/vault.php?map=5421

Original Post:

After I recompile it again I will release it for some beta testing. There is still room for additional work or ideas so please feel free to offer any.
Posted 14 years ago2010-02-16 08:30:42 UTC
in Borderlands PC using 360 Interface Post #278947
I agree, why play with a controller? I enjoyed playing Fallout 3 much more with a keyboard and mouse than with a PS3 controller.