Forum posts

Posted 4 days 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 4 days 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 1 month 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 2 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 2 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 2 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 2 months ago2019-05-29 15:07:35 UTC
in Gun with laser? Post #342669
Posted 3 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 3 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 3 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 3 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 3 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 4 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 4 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 5 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 5 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 5 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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 6 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
Posted 6 months ago2019-01-29 16:18:43 UTC
in TWHL Modded Minecraft Server Post #341885
Actually, I'm not including EnderZoo but will include Mekanism Generators.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-28 16:04:52 UTC
in TWHL Modded Minecraft Server Post #341875
Well, I thought any required dependencies were obvious, what i meant was, for EnderIO there's an addon called EnderZoo and for Mekanism there's Mekanism Generators. Do you think there's any room left for these?
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-28 15:05:32 UTC
in TWHL Modded Minecraft Server Post #341871
Rim, you're saying EnderIO stuff and Mekanism stuff. What stuff? Do you mean addons?
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-27 23:04:01 UTC
in TWHL Modded Minecraft Server Post #341866
We got Archie in da house!

You're welcome to join in and try some modded Minecraft, it's a whole new experience, I tell you. :P
We're just about done picking mods and I'll be setting everything up in the coming days.

Stay tuned.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-27 18:46:59 UTC
in TWHL Modded Minecraft Server Post #341863
Two more: Industrial Foregoing and Draconic Evolution?
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-27 18:06:31 UTC
in TWHL Modded Minecraft Server Post #341861
We have:

UTILITY MODS:
Vanilla Fix (client mod)
Quick Leaf Decay
Inventory Tweaks (client mod)
Mouse Tweaks (client mod)
Optifine (client mod)
Journey Map (client mod)
Just Enough Items

GAMEPLAY MODS:
Thermal Suite Stuff
Ender IO Stuff
Mekanism Stuff
Ancient Warfare 2
Actually Additions
ProjectE (with a special CFG I have)
Chisel
Chisels and Bits
Extra Bit Manipulation (C&B addon)
Baubles
Baubley Heart Canisters
Better Builders Wands
Tinkers Constructs
Bibliocraft
Extra Utilities 2
OpenBlocks
DarkUtilities
RandomThings
MetalChests
ArchitectureCraft
Applied Energistics 2
Extra Cells 2 (AE addon)
SolarFLuxReborn
FluxNetworks
DankNull
Exchangers
The One Probe

I think that's enough mods.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-27 15:52:09 UTC
in TWHL Modded Minecraft Server Post #341859
I think I'll go for AE2 with Extra Cells 2 addon.

I've used ArchitectureCraft before on 1.7.10, looks like there's a 1.12.2 port available, might be interesting to have as well for those that like building.

What about Extra Utilities 2, OpenBlocks, DarkUtilities, RandomThings?
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-26 19:34:54 UTC
in TWHL Modded Minecraft Server Post #341851
Does RS offer higher tier storage components above 64k?
With the addon mod Extra Cells 2 for AE2 you get even bigger storage components as well as storage cells for liquids en gas. Does RS have fluid and gas storage cells? If not, then I'd still go for AE2 with Extra Cells 2.

Also definitely want to have SolarFlux, that is some cool stuff. Also Flux Networks for wireless power transfer is very handy to have.

See, already I cannot contain myself.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-26 18:58:27 UTC
in TWHL Modded Minecraft Server Post #341849
What about a mass storage system with autocrafting like Applied Energistics 2 or Refined Storage (both are the same, but RS doesn't use the whole channels thing. Solokiller, confirm?)

There are some more, but I'm not sure if I'm exceeding the amount of mods we have.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-26 14:54:45 UTC
in TWHL Modded Minecraft Server Post #341846
It's yay time.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-26 01:42:37 UTC
in TWHL Modded Minecraft Server Post #341843
Rimrook is right, mods can make the game interesting again. It is true that most mods have a bit of a learning curve which might scare you, However, there are tons of wiki's out there where you can look up information. I'm also very well experienced with most (but definitely not all) mods, so you can always ask me if you get stuck. I think this is half the fun, exploring and experimenting with the new gameplay features that these mods provide.

I don't know about Factorio, but I've seen screenshots of that game and I'm sure MC mods don't get that complicated.

The goal here is to put together a reasonable small/medium sized modpack that shouldn't take to much system resources.

And for fricks sake, remove your santa hat, Rim, geezz. :P
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2019-01-24 22:14:07 UTC
in TWHL Modded Minecraft Server Post #341832
Actually... and don't hate me for it, but I'm having second thoughts. There's barely any interest in this server and I feel like pulling the plug. Not sure what to do. I do want to give this another shot and I would like to give you a fair chance to put together something fun to play but when there are close to zero players active, I feel like I'm wasting money.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-01-24 02:45:01 UTC
in TWHL Modded Minecraft Server Post #341816
Hey, if you're really not feeling up to it, let me put it together, it's no problem. It's just that I have two other servers that I need to maintain.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-01-23 21:55:49 UTC
in TWHL Modded Minecraft Server Post #341811
Sounds good. Not seeing any tech mods in your pack, so you may want to add some (Thermal Suite, EnderIO, Mekanism are pretty much common).
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-01-21 14:26:39 UTC
in TWHL Modded Minecraft Server Post #341761
250!? Yeah, that's a no go. As much as I would like to try it, this pack most likely won't run at all on other people's computers.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-01-21 01:11:05 UTC
in TWHL Modded Minecraft Server Post #341753
I actually heard of SevTech and I have some interest in that. How many mods does that consist of?
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-01-20 23:33:16 UTC
in TWHL Modded Minecraft Server Post #341750
Having trouble picking mods?
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2019-01-20 19:30:59 UTC
in TWHL Modded Minecraft Server Post #341743
Is there a pack that already exists like what you want, like tekkit or FTB or something?
There probably is, but there are so many packs available, I don't even bother looking for one. If you find one that suitable, let me know. Otherwise we continue putting together our own little pack. Keep in mind to keep it reasonably small so more people can try it out without having their computers melt.
The Mad Carrot The Mad CarrotMad Carrot