Forum posts

Maybe this will help, here's an example map I put together:
http://www.themightyatom.nl/stuff/mrmistery_teleport_test.jmf (created with JACK).

You'll start in a room with 3 button_targets labeled A, B and C. Shooting these will teleport you to corresponding rooms also labeled A, B and C, like you wanted with the only difference that I have 3 rooms instead of 4. Inside each room is a trigger_teleport to send you back to the main room (the lobby), marked by the yellow-black striped texture. Back in the main room, you can continue to shoot the buttons to teleport you to the corresponding rooms.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 weeks ago2019-12-28 15:07:28 UTC
in Fate of Gunman Chronicles Post #343525
We should do a community mapping project specifically for Gunman, like TWHL Tower, Cubicles or something completely new, except this time we'll be making it for Gunman, not Half-Life.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 month ago2019-12-20 14:25:14 UTC
in Hidden gems / Underrated games? Post #343496
The Gold Edition of The Talos Principle (contains all DLC) is 87% off. Now would be time to get it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 month ago2019-12-15 01:02:43 UTC
in Hidden gems / Underrated games? Post #343464
Nox... that rings a bell, wasn't that made by Westwood Studios, the guys who made Command & Conquer, C&C Red Alert and C&C Tiberian Sun?

Anyway, Duck Game is great fun, but it's tough getting friends together to play a couple rounds. If more TWHL members own this game, we could organize a Duck Game showdown. We could even turn it into a competition where teams of two or free for all combatants battle it out in a couple of rounds. The ultimate winner could then win a free game or something.

The Talos Principle is a no-brainer (wait, it IS a brainer), it's mandatory gaming, this game.

I don't know if this is considered hidden or underrated, but if you enjoy pixel-arty retro style Mentroidvania platformers, I can totally recommend The Messenger. Holy crap, that was an experience. And the OST, my word, the OST. This game is worth it just for the OST.
Barma'thazël commands you to play The MessengerBarma'thazël commands you to play The Messenger
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-11-06 21:02:05 UTC
in TWHL Tower 2 Post #343323
My word, why do you care so much? Of course SoHL 1.8 has bugs but it's probably the most stable release. 1.9 may have more useful features but I'd go for stability over features. And since we're already started, upgrading to SoHL 1.9 would be too much of a hassle now anyway.

And why are you directly addressing Unq? It's Strider who organized TWHL Tower 2. Please pay attention, man.
My God, this guy. :tired:
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-11-04 17:08:02 UTC
in TWHL Tower 2 Post #343305
Yet again I have no idea's for my floor and I don't want to do another "find hidden keys to open door to next floor" type of deal. Bummer.
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-11-03 15:16:50 UTC
in TWHL Tower 2 Post #343297
Does 1.8 have fog or is that broken? Can anyone confirm? I miss fog.
Fog does indeed seem to be broken, I just tried. It says it needs OpenGL mode even though I am running OpenGL. Maybe some kind of additional dll file is required or something?
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-11-02 22:33:38 UTC
in TWHL Tower 2 Post #343291
Did I package something up wrong? I'm using the same Spirit files as Tower 1 as far as I know.
No no, there's nothing wrong, I just wanted to have the Spirit mod itself so I can read up on entity guides and features as well as trying out the demo maps because I really have no experience with any of Spirit's entities en features.
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-11-02 15:34:59 UTC
in TWHL Tower 2 Post #343286
Is there an official download for Spirit 1.8? I found one at Moddb but that doesn't seem 'official'.

And that Half-Life CD model could use a higher resolution texture, it's supposed to be a special collectable item, see. :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-11-01 15:17:03 UTC
in TWHL Tower 2 Post #343277
Kinda wish I'd been more careful with the source files... I definitely would have patched your floor in for some kinda anniversary patch.
Are you saying that you lost the source files? That kinda sucks, I'd like to have a copy of my floor with the edits you've made to it (the orange arrows).
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2019-10-31 14:13:36 UTC
in TWHL Tower 2 Post #343266
Sign me up!

The first TWHL Tower was pretty dang popular as there are a number of playthroughs of it on the Youtubes. See for yourself. I bet TWHL Tower 2 is going to be as popular as the first one, of not even more.
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 months ago2019-10-24 20:30:26 UTC
in Post Your Photos Post #343247
Here are a couple more photo's of my adopted cat Mila:
Look at that pretty face :heart:Look at that pretty face :heart:
User posted image
User posted image
User posted image
:heart::heart:
Hi!Hi!
:heart: :heart::heart: :heart:
Laser dot always worksLaser dot always works
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 months ago2019-10-13 13:59:03 UTC
in Unable to add entity to Hammer Post #343216
You can include definitions from one fgd file into another by adding the line ''@include "filename.fgd" (no quotes) as is explained here: https://developer.valvesoftware.com/wiki/FGD but I'm certain this applies to goldsource fgd files as well though I'm not 100% sure.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2019-09-17 17:21:36 UTC
in Now Gaming: ... Post #343137
User posted image
I gotta say Minecraft and GalactiCraft with Half-Life textures go very well together. And yes, those HL monitors and the big HL computer mainframe texture on the right, are all animated.

Courtesy of LittleTiles and Online Picture Frame mod.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2019-09-12 15:08:03 UTC
in HL2x Custom Maps Post #343120
I don't know much about mapping for Source, let alone mapping for the XBox version of the game (why would you, even), but what I do know is that, at this point in time, you shouldn't be using the CST compile tools, they are way too outdated and may not even work well or at all under the Steampipe system as CST was made long before Steampipe was a thing. So I'd say stick to the stock tools.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2019-09-04 15:07:47 UTC
in Now Gaming: ... Post #343101
Neato. There's even a complete rewrite and overhaul of LambdaCraft, called Project Lambda. Looks pretty good and faithful.

I'm having fun with the Little Tiles mod:
User posted image
User posted image
User posted image
User posted image
All of it unfinished yet.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2019-09-03 02:45:48 UTC
in Now Gaming: ... Post #343097
Ah, good old John Smith Legacy, one of my favorite resourcepack available.
The Mad Carrot The Mad CarrotMad Carrot
Right.
In case you don't have Hammer 3.5 and the fgd file, here you go:

Hammer 3.5 (executable only)
Hammer 3.5 fgd file
Counter-Strike expert fgd file for Hammer 3.5
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2019-08-20 01:33:13 UTC
in Turret muzzle flash light combo. Post #343053
Just tried it myself, it works for me. Have a look.
Created in JACK.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2019-08-20 00:23:02 UTC
in Turret muzzle flash light combo. Post #343051
Really all you need to do is trigger the light twice every time the gun fires. This can be done with the multimanager that you're already using. Just add another keyvalue to the multimanager representing the name of the light entity and the delay in milliseconds which represents the amount of 'on' time of the light, which should be a really short delay like half a second or less.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-06-25 20:43:06 UTC
in Black Mesa Xen Post #342800
The first three Xen maps can now be played in a beta release: Xen Technical Beta
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-06-18 18:49:30 UTC
in Change font color Post #342752
You mighty be able to do just that using the cached.wad and gfx.wad SDK, available here.

I have never used it myself and it may not even work at all.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-06-10 12:33:01 UTC
in E3 2019 Post #342720
Really?
Dopefish will be furious!

What is it with mobile release only these days. Frick. Remember last year when EA announced a new Command & Conquer? Yeah.
Speaking of Command & Conquer, this was dropped a couple of days ago:
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-05-31 14:34:51 UTC
in Gun with laser? Post #342679
Unless he actually meant a targeting laser that's always visible, which, to my (very limited knowledge of the HL SDK) isn't possible without modifying the gamecode, like you said.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-05-29 15:07:35 UTC
in Gun with laser? Post #342669
Posted 8 months ago2019-05-19 22:46:26 UTC
in Now Gaming: ... Post #342636
That console has a Half-Life textureThat console has a Half-Life texture
Sounds like... Saving Private Ryan? I just watched that movie the other daySounds like... Saving Private Ryan? I just watched that movie the other day
This game is titled Blade of Agony, a story-driven FPS. The project is inspired by WWII shooters from the 90's and early 2000's, like Wolfenstein 3D, Medal of Honor, and Call of Duty, but with faster-paced gameplay in the spirit of Doom! The game can be played standalone using the GZDoom engine as a base (taken from the BoA website).

Get your own copy here

Graphics options are very extensive and you may need to spend some time configuring your preferred settings and whatnot.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 months ago2019-05-17 13:03:11 UTC
in Triggering blocks Post #342630
Seems this is texture lighting, I guess it's done the way The Mad Carrot suggested?
Certainly looks like it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 months ago2019-05-15 15:29:30 UTC
in Triggering blocks Post #342621
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.

Quote from VHLT version 23:

Provide a convenient way of creating texture lights.
Usage: Place a light_surface entity near the face which you want to emit light.
'Texture name' shall be the name of texture of the face.
'Filter max distance' can exclude faces whose centers are far from this light_surface.
'Texture brightness' is the brightness value that the face obtains. 80 is enough to ensure brightness of the texture itself.
'Inner angle' and 'Outer angle' are 90 and 'Adjust emit scale' is 1.0 for normal texture lights by default. Smaller angle and larget scale can be used to simulate spotlight.
'Fast' is useful when the face is large and brightness is low. The result of fast lighting is very similar to bounce lighting.
The light_surface can be triggered and have appearance like other light entities. Actually its classname will be changed to 'light' or 'light_spot' according to your choice.
Note: If you want to set any of these value to 0, fill in 0.0 instead. Otherwise Hammer will ignore the keyvalue.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 months ago2019-05-07 18:58:58 UTC
in Jack wont launch half life Post #342584
Sounds like a problem with your map, check your compile log for error messages and report any here so we can help you further.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 months ago2019-05-05 13:27:00 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342575
Who's still playing?

I'm about to end my subscription, if anyone wants to take over the world, I need to know very quick.
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 months ago2019-04-01 17:01:24 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342385
I just found out about a mod called LittleTiles. Holy balls, this is insane. In my eyes, this is a Chisel & Bits killer, although it is said that both mods can live next to each other.

Check out the trailer:
LittleTiles Trailer
And here's a mod spotlight by Mischief of Mice: https://www.youtube.com/watch?v=Bfg88rRNocA
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 months ago2019-04-01 13:00:09 UTC
in Biggest HLDM maps Post #342378
Carbaseus

Good one.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2019-03-08 16:12:47 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342188
Restarted it. Server already has a schedule where it restarts every 48 hours. Server has 6 gb's of memory.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2019-03-03 12:40:06 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342126
I'm having some problems with an unknown large number of skeletons having spawned in my basement for some inexplicable reason. I can't kill them. They don't do anything. But they make the game lag whenever I look in their direction (even when I can't see them). They are very near where I used to have a spider Powered Spawner, which may or may not be related (I moved it and turned it off for now). If anyone has any ideas of how to get rid of them, please let me know.
I have no clue what is causing that, I'd say the powered spawner might have something to do with it. Keep it offline to see if those skellingtons still show up.
How come I haven't seen you in the game, by the way?
I'm currently playing on a vanilla server. I'll pop in at some point though. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2019-02-26 20:52:09 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342091
The possibilities of Chisels & Bits are endless. Very nice hot tub there, Rim, what else you made? :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-17 14:29:57 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342049
You are added, Potatis.

That's looking good, Rim.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-15 15:54:58 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342032
Wait, do you need me to update configs, Rim?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-12 18:17:13 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342017
This is the json data I put into 01_thermalfoundation_ores.json:
	"aluminum": {
            "distribution": "uniform",
            "generator": {
                "block": {
                    "name": "thermalfoundation:ore",
                    "metadata": 4
                },
                "material": "stone",
                "cluster-size": 8
            },
            "cluster-count": 4,
            "min-height": 20,
            "max-height": 50,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
}
I didn't actually checked the log for messages, I'll look now.
Nope, no mention of any retrogenning. I did say something about metadata being ignored and will be replaced by the 'properties' field. None of the other ores in that file use metadata so I replaced it, the file looks like this now:
	"aluminum": {
            "distribution": "uniform",
            "generator": {
                "block": {
                   "name": "thermalfoundation:ore",
                    "properties": {
                    	"type:" "aluminum"
                    }
                },
                "material": "stone",
                "cluster-size": 8
            },
            "cluster-count": 4,
            "min-height": 20,
            "max-height": 50,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
}
File is reuploaded and server rebooted. Will look for a retrogen message now.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-12 16:44:27 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342015
I have enabled it. Confirm if it worked.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-10 15:52:35 UTC
in TWHL Modded Minecraft Server (Final attempt) Post #342008
:nuts:

Final attempt. If this fails again, I'm done.

Base Minecraft version: 1.12.2.

Client side modpack files available here

Server IP: 198.20.126.99:25565

Special thanks to Rimrook for his contribution.

Mod list:

<pending>
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-10 15:46:13 UTC
in TWHL Modded Minecraft Server Post #342007
Closing this old thread now, new thread here.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-05 16:58:00 UTC
in mod icon Post #341973
Ah nice, thanks, that should come in handy even for me. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-03 21:12:53 UTC
in mod icon Post #341948
Right. So how do you save the tga file with the correct origin in Photoshop? Don't tell me I have to get Gimp just for this purpose?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-03 00:17:58 UTC
in mod icon Post #341937
They probably get their icons from the executable files as icons can be embedded in those.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-02 19:51:56 UTC
in Slight issue with map compiling (hlrad) Post #341931
That error has nothing to do with scripted_sequences or any point entity for that matter.

Vluzacn says this about the error:

This is actually the warning that is called "mixed face contents" in previous versions.
It is often caused by two planes or two vertexes that almost coincode with each other but leave small gaps (less than 0.1 unit). Open the .map file, not the .rmf file, then go to that coordinates, zoom in and see if there are tiny gaps between lines, like in the picture. If there are, remake the brushes in your .rmf file.
If you still can't fix it, try to convert the brushes to func_details, which will eliminate the "ambiguous leafnode content" warning and minimize its consequence (but it won't fix the gap). If what has the "Ambiguous leafnode content" problem is an entity (such as a func_wall), you can also manually add keyvalue "zhlt_detaillevel" "1" and "zhlt_clipnodedetaillevel" "1" to the entity, so that it takes the advantage of detail brushes.
User posted image
Source

Make sure that when you work with brushes, you have snap-to-grid enabled.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-02 16:53:51 UTC
in mod icon Post #341926
So I did some experimenting with your icon, but whatever I do, the icon is always rotated 180 degrees in the taskbar and I can't figure out why. Maybe it is a Windows or Steam issue.

Also I think having an actual ico file in your mod folder is unnecessary, unless you want a desktop shortcut of your mod. Otherwise a single tga file is all you need.

I did however figure out that if you create two tga versions of your mod icon, one 16x16 file named 'game' and one 32x32 file named 'game_big', or any name for that matter as long as it has the '_big' suffix added to it's filename, Steam will use the 16x16 icon in the library list and the 32x32 file on the game page (when selected).

I'm out of ideas for now, maybe any one else has a solution?
User posted image
Dang Focalpoint and your oversized icon. :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-02 02:32:02 UTC
in mod icon Post #341917
Just out of curiosity, could you send me your tga file so I can see if that rotation happens on my end as well?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-02-01 15:22:02 UTC
in mod icon Post #341906
The Valve Dev Wiki says your icon must be an uncompressed 24-bit TGA file, 16x16 pixels in size and you must not include the .tga file extention in your liblist.gam file.

What's weird though, the singleplayer mod Half-Life Echoes uses a 32-bit icon file. It also has the same icon but as an actual icon (.ico file) file.
Focal Point has .ico and tga icon files, both are 32x32 pixels and are 32-bit. What. :nuts:

So it's a little bit unclear what the rules for mod icons are. I've never had my mod icons rotated 180 degrees though. Maybe Paint.net is saving your tga's in a different tga format that Half-Life/Steam can't read correctly. Other than that, I have no clue.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-01-31 15:58:46 UTC
in TWHL Modded Minecraft Server Post #341895
If you like designing houses, you'll love the Chisels & Bits mod and the ArchitectureCraft mod.
To give you an idea of the possibilities:

Chisels & Bits house:
User posted image
ArchitectureCraft buildings:
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2019-01-29 18:35:36 UTC
in TWHL Modded Minecraft Server Post #341887
So where do I place these files?
(I'm in the TWHL Discord channel now)
The Mad Carrot The Mad CarrotMad Carrot