Forum posts

Posted 1 month ago2018-08-27 13:50:13 UTC
in Competition 35: Vanilla Half-Life Post #340693
Do you map with texture filtering disabled, Urby?
I've just disabled it myself and found that it actually helps aligning things more accurately because of the sharp edges of each individual pixel.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 month ago2018-08-19 02:06:16 UTC
in Competition 35: Vanilla Half-Life Post #340600
Judging will be based on how well your design matches the original game in addition to the standard measures such as lighting, architecture, ambience and texturing.
This is confusing me. Is this saying we should... 'mimic' Valve's sloppy style of mapping? By sloppy I mean:
  • Limited usage of fancy angled surfaces, rounded corners and precision vertex manipulation
  • For lighting, create a block, put light texture, don't bother scaling and/or shifting the texture
  • Even worse, don't even bother with texturelights, just point lights only
  • Forget to align textures on some faces
  • To connect two area together, built a square corridor with barely any detail work
  • No more than a 5 faces cylinder primitive brush
Stuff like that, Half-Life's official maps are full of such examples of sloppiness.
Is this what we will be judged on, or can we go all out with insane high levels of detail, spend hours vertex manipulating that perfect cliff wall, support pillar, computer terminal as well as spend days getting that perfect lighting going?
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 month ago2018-08-18 19:19:13 UTC
in Competition 35: Vanilla Half-Life Post #340597
For someone who wants to participate but doesn't have any ideas, I would have tried to imagine what was behind the broken elevator you see just after entering C3A1. You know, it has a loading point inside but leads to nowhere.
Funny that you mention this, last year, Don (Unq) over at Run Think Shoot Live hosted a Half-Life anniversary live-stream in which he played through Half-Life in one sitting. It was me who suggested taking a look what's behind those elevator doors: There's a func_button that targets an info_landmark referencing a non-existing bsp file. Great trivia.
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2018-08-12 23:38:27 UTC
in (Release) Half-Life: Echoes Post #340508
Well I just finished it. Good lord man. That's all I have to say. User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2018-08-11 22:40:15 UTC
in (Release) Half-Life: Echoes Post #340493
Hahaha your very funny, My display card is very strong and has not problem with OpenGL because I am very far to Half-Life's OpenGL minimal version. ( possible 3.3 or older than < 3.0 version of OpenGL. ) Why do you not buy new computer or are you jobless
Don't be such a dick, Skyboxer.

I got through echoes12 after reloading from a previous save from a previous map. My game crashed again when playing through echoes12, but then It worked fine and got to the next map.
It's quite a pesky bugger though.
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2018-08-11 19:35:11 UTC
in (Release) Half-Life: Echoes Post #340491
Even if I put it back at 2048 the game crashes uncontrollably. I'm unable to continue now. I don't want to manually load the next level as I don't want to skip anything.
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2018-08-11 19:10:51 UTC
in (Release) Half-Life: Echoes Post #340489
I'm getting a lot of random crashing to desktop with no error message in the map echoes12. I did add the key 'edicts' to the liblist.gam file and upped the value to 3072 (What's a good value?) and I've commented out the commandargs line. Didn't seem to help though.
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2018-07-27 13:03:27 UTC
in Half-Life Echoes releasing soon Post #340282
This looks fantastic. I'll totally play this when it's out. ^^
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 months ago2018-07-15 23:11:13 UTC
in 6 minutes speedrun of Half-Life Post #340150
I can't stand speedruns. It's bullshit.

But damn, I have no idea what is going on (hah) in that video, it doesn't make any sense to me how that glitch is supposed to work.
The Mad Carrot The Mad CarrotMad Carrot
Either way, as you can clearly see from the screenshots you've posted, HLCSG found a problem with a brush in your map:

hlcsg: Error: Entity 0, Brush 422: outside world

Find the damaged brush by using the "Go to brush number" or a similar named function in one the menu's and delete or recreate the brush.
The Mad Carrot The Mad CarrotMad Carrot
The p0 file doesn't exist because according to your log, HLCSG did not run. Make sure you have the paths to the compile tools correct in your editor of choice.
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 months ago2018-07-09 23:52:00 UTC
in Host_Error when I compile my map Post #340118
I've check out your "editor" as well. Then Avira woke up:
User posted image
It found the TR/Dropper.Gen trojan horse. Now this could be a false positive but the fact that Windows Defender on Solokiller's computer marked it as malware as well, makes me think that modified version of Hammer has very likely been tampered with and I don't trust it, it looks too fishy to me.
I suggest you stop using that fishy editor immediately and try a different editor, Sledge or J.A.C.K. These are overall much better editors in terms of functionality and features. Hammer is getting old.

I wouldn't be surprised if that tampered version of Hammer is the whole cause of the problem. You should rule out the likely possibility of a buggy fishy editor by trying an alternative editor.

Get Sledge here
Get J.A.C.K. here

I used the word fishy a lot.
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 months ago2018-07-08 17:23:27 UTC
in Host_Error when I compile my map Post #340087
Unless you messed up copying/pasting the log somehow, the log you posted shows that CSG ran last. It should run first, then BSP, then VIS and finally RAD.

Make sure the paths to the tools are correctly defined in your editor of choice.
The Mad Carrot The Mad CarrotMad Carrot
Assuming that by switch you mean the retinal scanner, instead of it being a func_button, make it a func_wall. When you trigger the retinal scanner, the texture will animate, like as if it's 'used' by the player. That way you can mimic the func_button functionality and the player can't interact with it because it's a func_wall. You may want to add an ambient_generic for the retinal scanner activating sound effect because a func_wall can't play sounds, obviously.

So in short, change the retinal scanner from func_button to func_wall. You also need another trigger to trigger the door or whatever it is that the retinal scanner targets when it was a func_button.
I'd recommend a multimanager.

Also I think the multisource is redundant in this case, this whole set up can totally be done without one.
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 months ago2018-06-19 15:15:49 UTC
in E3 2018 Post #339965
"See you at E3" they said. "Please join Croteam at E3 2018 for the full game reveal" they said.

Turns out this did not apply to the public, but press only, on an invitation basis.

!@#$%^&
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-06-09 19:12:28 UTC
in E3 2018 Post #339853
Got excited for only 2 seconds!

RIP
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-06-09 12:50:35 UTC
in E3 2018 Post #339841
Nothing interests me so for, except one:
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-06-07 18:18:38 UTC
in I Am Jesus Post #339827
And me! I'm always happy to help people improve their mapping skills.
Thanks man, appreciated. I'm sure I'll need a hand for the fields I suck the most in.
Actually, nevermind. I'm out. Don't bother.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-06-04 01:22:17 UTC
in TWHL4 Discussion / Bug Reports Post #339803
I don't like how map vault entries no longer tell you the date at which a given map was uploaded, like it did with TWHL3:
User posted image
I know, a minor nitpick. But sometimes even the smallest change can be an annoyance. Any chance of bringing it back? Perhaps combine it with the current method:

Created 21st October, 2006 (11 years ago)
Updated 8th August, 2013 (4 years ago)

Or something similar.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-06-02 13:42:42 UTC
in TWHL4 Discussion / Bug Reports Post #339769
That'd be great, Penguin, I just got shoutboxbombed by Jesse while typing that shoutbox post.
User posted image
Edit: Already love the new formatting options. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-06-02 13:12:38 UTC
in TWHL4 Discussion / Bug Reports Post #339765
Oh hey, you boys finally made it public. For a second I thought 'have we been hacked?' No, it's just the new site design. It's a little bit of getting used to, but that's fine. Not sure how I feel about the Shoutbox being on the right, is there a way to move it to the left side of the page? It looks like that should be possible as the Shoutbox is a separate... thing, it isn't attached or isn't part of the main layout.

Other than that, congrats on finally making the dang thing public. :)

Let's go back in time and take a look at how TWHL looked like on June 8 2003: Fire up the timemachine
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-05-29 00:46:31 UTC
in I Am Jesus Post #339724
If you ever need help while making FB3, you can talk to me.
And me! I'm always happy to help people improve their mapping skills.

Welcome back.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-05-23 13:27:44 UTC
in Post your screenshots! WIP thread Post #339693
That blue light on the third pic doesn't look that great. It's a common problem when you're trying to fit a rectangular texture on an oddly shaped surface like that.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-05-21 18:51:45 UTC
in Sentences.txt - no lip sync Post #339681
There's your problem. Half-Life only fully supports 11 or 22 kHz in 8-bit mono format.
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-05-19 17:29:50 UTC
in Removing HEV sounds Post #339658
Did you place your sentences.txt file in your mod's sound folder? If so, maybe those sounds are hardcoded somehow?
The Mad Carrot The Mad CarrotMad Carrot
Posted 4 months ago2018-05-17 20:39:45 UTC
in Forgotten Bunker 2 (Looking For Feedback Post #339643
You wanted honest feedback, people gave you honest feedbag. You didn't like what they thought of your map and you turned all ragefest on them. Whatever they say, you just don't want any negativity being said about it, which is kinda what you have to deal with as a beginning mapper on a mapping site. And you know what, it isn't negativity, it's constructive criticism, I repeat: constructive criticism. No one want to be rude, man, you are rude to them because you didn't like what they say about your map.

Just accept what people think of your map and improve, become a better mapper. Personally, I think your map isn't the worst I've seen (remember psilous, anyone?), far from it, but it's definitely not the best map I've seen either. Now are you going to get all rage on me for saying that?
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2018-05-15 14:20:58 UTC
in Strange error Post #339579
Did you put in the { character in one or more of your entity string value names? If you did, that's problem.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2018-05-12 16:18:25 UTC
in Illegal brushes? Post #339559
According to Tommy14's list of mapping and compiling errors, you have a damaged brush. Use the Go To Brush Number option to find the brush and replace it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2018-04-25 17:02:17 UTC
in How to get XYZ coordinates Post #339439
Don't know about ingame but in JACK the coordinates of a selected object are shown in the bottom right. In this case the coordinates of the selected light entity is 0 0 128:
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2018-04-20 22:29:31 UTC
in mod_numforname error Post #339402
Looks like an entity in your map is referencing a resource (sprite, model, wav file) that doesn't exist. Or maybe it does exist, but you got the path name wrong. Check your entities path names.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2018-04-17 14:35:25 UTC
in Best Half-Life Chapter Tournament Post #339347
Surface Tension +1.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 months ago2018-04-16 12:52:27 UTC
in Best Half-Life Chapter Tournament Post #339338
Voting for [m]Unforeseen Consequences[/m].
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-13 12:43:59 UTC
in Best Half-Life Chapter Tournament Post #339305
I'm voting [m]Questionable Ethics[/m].

I always thought too the grunt said "I see it". "Nice hit" makes more sense indeed.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-08 21:51:19 UTC
in Best Half-Life Chapter Tournament Post #339255
Dang, that's a tough one. I like both!

Ok, Lambda Core!
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-08 16:12:30 UTC
in Best Half-Life Chapter Tournament Post #339252
[m]Blast Pit[/m] because I like rockets (and rocket engines), among other things. I like On a Rail as well but back in the day I hated it as it got me so confused. Today, the On a Rail chapter is like the calm before the storm as it builds towards key events such as the engine test-fire and the rocket launch.

User posted image

Don't you know. :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-07 19:47:32 UTC
in Best Half-Life Chapter Tournament Post #339239
Forget about Freeman +1
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-05 21:19:09 UTC
in Best Half-Life Chapter Tournament Post #339216
I'm voting Unforeseen Consequences. What people said.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-04 14:23:59 UTC
in Best Half-Life Chapter Tournament Post #339183
Questionable Ethics. It's one of my favorite chapters.
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 months ago2018-04-03 14:43:55 UTC
in Best Half-Life Chapter Tournament Post #339164
Power Up, that's a no-brainer.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2018-03-12 12:59:27 UTC
in Block entities on VHE Post #339006
He means that your entities defined in your fgd need a special keyvalue that allows model rendering in the editor. Doing this yourself for every entity is pretty time consuming so here's a fgd file with those studio keyvalues already in place: HL fgd for Hammer 3.5
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2018-03-06 16:19:38 UTC
in How to make HL's FGD display a preview m Post #338956
I'm hosting a fgd file on my website that already includes model rendering support, you can get it here: HL fgd for Hammer 3.5

Also, and you probably know this, you'll need the Hammer 3.5 executable only update/patch for Hammer 3.4 to make model rendering work in the editor. You can download this here: Hammer 3.5 exe.
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2018-03-06 01:07:52 UTC
in Half-Life Tools Backup Post #338946
I have some Half-Life utilities and tools hosted on my website, most of them I downloaded from Slackiller over ten years ago so most of it you'll probably already have, but feel free to take anything that's worth keeping a copy of. The cached.wad and gfx.wad SDK for instance is a rare download, at least it was back in the day. I also have some old fgd files for use with WorldCraft, Hammer's predecessor.

http://www.themightyatom.nl/downloads.html
The Mad Carrot The Mad CarrotMad Carrot
Posted 7 months ago2018-02-15 22:57:49 UTC
in Post your screenshots! WIP thread Post #338838
#jokes!
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 months ago2018-01-16 01:53:34 UTC
in zombie is eating - scripted_sequence - h Post #338650
I'm a little rusty on the subject but you have assigned the zombie_eating animation to both the action AND idle animations.
You should be using the eat_to_stand action animation to make the zombie stop eating and stand up.
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 months ago2018-01-02 22:25:56 UTC
in Post your screenshots! WIP thread Post #338547
Look at all this breathing the CPU is doing when it should be handling PHYSICS! Though admittedly GPUs can handle that as well, if you have one spare
I still have my Ageia PhysX card somewhere in my storage that I specifically bought for use with Source engine games. I don't have that card in use anymore because of the reason you mentioned above. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2017-12-15 00:16:05 UTC
in looking for a free video editor.... Post #338386
There's a Humble Software Bundle out now that includes Sony Vegas Pro 14 Edit for only $20 as well as a whole bunch of more software! Might be worth it if you can actually afford to spend $20. I know I'm going to and support charities and my favorite Twitch streamer in the process.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2017-12-01 02:40:15 UTC
in Questions surrounding entity limit Post #338258
If you enable the -chart flag you'll get a nice list of object names and their maximum objects and memory usage. It'll look like this:
User posted image
Point light entities do count towards the entity limit, texture-lights do not, but don't quote me on that.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2017-11-17 03:26:07 UTC
in Ungroup after tied to entity Post #338076
"tie the entity to world". What is that? I missed something.
That turns the brush entity back into a regular brush, a piece of normal level geometry, if you will, without any special properties applied. If you need to make changes to the visual appearance (size and/or shape) of a brush entity that consist of multiple brushes, you should use the 'ig' button. As Solokiller explained, this disables the grouping of those brushes, so you can modify the shape and size of a brush. When you're done modifying the brush, turn ig off and the grouping of those brushes are restored with all their entity data intact.

If you use the 'to World' button, all the entity data that is tied to the brush geometry is removed, and you end up with just normal level geometry. Basically, world geometry is referred to as solids, or solid (world) brushes.

That's a lotta text though.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2017-11-06 13:41:30 UTC
in Transparent White Background Textures Post #337984
Not even with a trigger_relay and its Kill Target field?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 months ago2017-11-06 03:10:55 UTC
in Transparent White Background Textures Post #337978
Those types of textures are 'stickied' on existing world geometry using the decal button in Hammer. That's all you really have to do to make the vanilla black on white { textures work correctly. They are entities still and when you open up their properties, you can give them a targetname, allowing you to toggle them visible/invisible when triggered.
The Mad Carrot The Mad CarrotMad Carrot