Forum posts

Posted 3 days ago2019-03-19 23:17:25 UTC
in Up for Quake? Post #342285
me and rufee prepared a Quake coop server for anyone who wants to enjoy some ancient Quake action. You can connect with pretty much any Quake or QuakeWorld client. Like WinQuake, GLQuake, Quakespasm, EzQuake. Even DOS Quake in theory should work. For now it should run 24/7. The address is:
quakeroach.net:27051

Also we have a Half-Life deathmatch server running for years now 24/7. Many maps, many from mappers on TWHL. Fast map download enabled.
quakeroach.net:27019

http://www.quakeroach.net
Posted 1 week ago2019-03-09 21:51:40 UTC
in Better shadows? Post #342201
Texture to lightmap scale ratio is permanently locked in HL. The only options are to use larger textures and then scale them down, if you want to preserve even quality throughout your textures you could scale small textures up, let's say 128x128 to 512x12, for specific areas where you need detailed shadows, but that would still eat up memory very quickly. Sometimes people use workarounds like transparent textures or sprites or even draw the shadows directly on the texture.
i dont see how win xp is any less secure than any other os. 99% of computers use pirated oses which can have any kind of malware, i would guess newer stuff is more targeted than old stuff
Posted 1 month ago2019-01-30 20:18:34 UTC
in Post your screenshots! WIP thread Post #341892
nice work. Am I seeing some Half-Life textures on it?
Posted 1 month ago2019-01-29 10:10:43 UTC
in Slight issue with map compiling (hlrad) Post #341879
I wouldn't call it confident. Very rarely in Half-Life you can do without pushing npcs forcibly
Posted 1 month ago2019-01-26 20:47:17 UTC
in Slight issue with map compiling (hlrad) Post #341854
basically you have a leak, the map should be completely sealed from the void
Posted 1 month ago2019-01-24 10:58:18 UTC
in Can't get func_trackchange to work Post #341818
im going to be lazy but get bsp2map or winbspc and decompile a valve map and see how its done
Posted 2 months ago2019-01-21 21:06:14 UTC
in Half-Life: Why has there been no spiritual successor? Post #341773
so far I think this is the only hint from Valve about it: https://www.youtube.com/watch?v=tT3v5dd0SFU

there is a gordon figurine and the video is all about number three
Posted 2 months ago2019-01-20 20:26:06 UTC
in Post Your Desktops Post #341745
most games on my ubuntu work just fine without any work. Also theres tons of emulators and even WINE can run most windows games without any work
Posted 3 months ago2018-12-12 13:33:31 UTC
in How about really effective GoldSrc BSP decompiler? Post #341440
dont forget info_texlights
Posted 3 months ago2018-12-12 13:07:45 UTC
in Is it possible to join a brush entity onto another? Post #341437
You could do it by having a second train with identical movement and you would use either an animated texture with additive rendering or the X Y Z rotation option. Another hack would be to add a custom keyvalue "model" with "models/heli.mdl" or so
Posted 3 months ago2018-12-12 13:03:26 UTC
in How about really effective GoldSrc BSP decompiler? Post #341436
That's awesome. Which means all Quake 2 maps have a source file. As for texlights, the only way would be to guess the compile tools and the parameters used and then doing some automatic trial and error until you get a match. Although that's going a bit far.
Posted 3 months ago2018-12-11 19:53:29 UTC
in How about really effective GoldSrc BSP decompiler? Post #341427
I think QuArK once intended to support .bsp editing but I too think it's not needed. Interestingly one day i tried this Quake 2 decompiler and it gave a way too perfect .map which seemed like the original .map file, brushes stuck inside one another and all that.
Posted 3 months ago2018-12-09 22:51:43 UTC
in VHLT source code cleaned up Post #341410
won't C# make it slower than C/C++?
Posted 3 months ago2018-12-02 21:39:39 UTC
in VHLT source code cleaned up Post #341379
too much 4 drunk person
as rufee said -nowadtextures compile parameter would include only used textures into .bsp but if you share them among maps it's better to manually make a .wad
Posted 3 months ago2018-11-29 15:11:37 UTC
in HLVIS, LeafThread stucked on 90% Post #341353
-fast performs incomplete visibility (VIS) calculation for testing purpose. The map will not perform well if compiled with -fast. Always use -full for final compile. Sounds like your world geometry is too complex so turning smaller objects into func_detail or func_wall should fix this problem. Things like crates, pipes and other small details. Do not be afraid to use too many func_details, just make sure all of the walls and large objects are left to world for good visibility calculation. If even func_detail does not help, then try func_wall, func_illusionary or other entities, they are even easier on VIS than func_detail. Also 5 hours seems a lot. I hope your map is not enclosed in a big SKY textured cube. If it is then get rid of that and put sky brushes where they belong.
Posted 4 months ago2018-11-15 16:26:21 UTC
in 3DS Half-Life Post #341248
FPS on small devices is a mockery. Even on PSP it's more chore than play.
Posted 6 months ago2018-09-09 15:14:26 UTC
in Wtf bug in game Post #340833
the brush that sidewalk is made of, is any of its sides textured with a special texture like sky or bevel or aaatrigger or something?
Posted 6 months ago2018-08-26 12:31:17 UTC
in dynamically scaling a model Post #340679
Talking about vanilla HL, I have never seen it done. I think it could be done by animating it, if it's simple enough you might even be able to control it's scale with a controller but I know little about models.
Goldsource .wads can be compiled inside the .bsp or sent to other players by having a .res file on the server
LOZ98, you can run Metamod locally with bunnyjump plugin and you should feel no lag. If you really want to play the latest HL version
Posted 7 months ago2018-08-04 07:52:51 UTC
in Being Sober Post #340400
Make something small. Like a small deathmatch map for HL1 or a small fy_/aim_ map for CS 1.6, without custom content and see people play. That will definitely fire you up 4 bigger projects
Posted 7 months ago2018-07-29 16:03:12 UTC
in Half Life: Blue Shift map for Source Engine? Post #340322
Unlike Unreal maps which are created and loaded by the game in the same format, Source maps are in two completely different formats for editing and loading by the game. You can decompile maps into editable format but only as a reference to rebuild them at best. Besides that, Blue Shift is not Source, it is the predecessor GoldSource.
Posted 7 months ago2018-07-28 15:28:54 UTC
in Coop Mod Post #340306
HL already has almost fully working coop, just set mp_allowmonsters to 1. It only lacks changing maps and other mechanics you would need
Texture scale and lightmap scale are locked together permanently in HL1. It is impossible to change. Your solution is to combine small and big scale textures for less important and more noticeable surfaces accordingly. Although scale of 1 is fine for most occasions if the texture is well made. Always make sure to export textures from Photoshop in 8-bit .bmp rather than .jpg to avoid quality loss.
Posted 8 months ago2018-07-14 22:39:40 UTC
in The ~Video Game Music~ Thread Post #340143
My first video games machine I owned was Sega Genesis / MegaDrive when I was a small kid and many years later I remembered that I heard some good music on it. The game was Streets of Rage or Bare Knuckle in Japan and turns out it by a famous composer Yuzo Koshiro. Making me realise I have a decent ear.
Using Valve's original compile tools that come with VHE is probably more important for getting that look. As for values, just experiment
Posted 9 months ago2018-06-09 13:37:12 UTC
in E3 2018 Post #339843
E3 is nice. Except for it has a 3 in it therefore Valve will never set foot or rather a foot in it. They are not too fond of a full-sized E either. It is sure nice to talk to random developers. Some of them smell of 7Up and Pizza. Others smell of Coca-Cola but hey, give them.a break! The guys do hard work. As for E3, well it's nice.
Posted 10 months ago2018-05-21 04:58:53 UTC
in Post your screenshots! WIP thread Post #339677
You can get rid of that constant light_environment model lighting by setting info_sunlight to 0 0 0 0 then models will be lit the usual way however without the directional shading
Posted 10 months ago2018-05-04 07:52:38 UTC
in Post your screenshots! WIP thread Post #339490
Reminds me of rocket dive
Posted 11 months ago2018-04-05 16:50:05 UTC
in Hello Post #339208
Oh! Ho
Posted 11 months ago2018-04-04 18:32:40 UTC
in Your all time favourites Post #339185
Food & Drink
Snack: peanuts
Meal: buckwheat
Hot beverage: green tea
Cold beverage: dunno
Alcoholic beverage: light beer

Entertainment
Movie: the hitcher 1986
TV show: mythbusters
Youtube channel: dunno
Videogame: Half-Life deathmatch
Book: White Fang - Jack London
Band/Artist: cant choose
Track: cant choose

General
Colour: dunno
Season: all equally
Animal (domestic): mouse or cockroach
Animal (wild): whale or wolf but dunno
Hobby: cracking peanuts
Physical activity: walking
Day out: walking far away from filthy humans
Foreign country/culture: any location far away from humans
Posted 1 year ago2018-03-22 12:05:37 UTC
in Post your screenshots! WIP thread Post #339070
google seems to say yes!
Posted 1 year ago2018-03-22 05:09:15 UTC
in Post your screenshots! WIP thread Post #339066
If the core has custom code i hope you release a linux version too!
Posted 1 year ago2018-03-21 15:42:36 UTC
in Post your screenshots! WIP thread Post #339060
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! :P
Posted 1 year ago2018-03-18 20:28:15 UTC
in (Goldsrc) Locked doors Post #339048
I think giving it a master makes it locked. Giving it a name just makes it trigger only but not sure
Posted 1 year ago2018-03-10 22:12:34 UTC
in [release] Half-Life DM GOLD Map Megapack Post #338993
Great work. I guess it should be possible to stop animated lights with a hex editor. A crazy coder would need to be consulted tho. Also it's better not to fix .bsps because that will create clashes, people who already have the map unable to connect, the solution is to rename the map a little. Or well no... editing entities does not cause clashes
Posted 1 year ago2018-03-08 10:29:39 UTC
in Little Half Life 1 mod... Post #338966
You need to explain more clearly what you want. If you just want to spawn with these weapons with a specific amount of ammo magazines/clips then game_playerequip is all you need.
Posted 1 year ago2018-02-28 18:40:13 UTC
in Who Wants my old laptop? Post #338896
Would have been a decent prize for a compo
Posted 1 year ago2018-01-19 13:58:33 UTC
in Old HL1 mapping tutorial sites? Post #338678
go play with archive.org, crazy amount of old hl editing pages can be found

it seems like someone did a great job of putting many of them together here: http://www.sourcemodding.com/tutorials/goldsrc/
Posted 1 year ago2018-01-18 22:41:51 UTC
in Plan-Shape (Mesh Generator and Texturize Post #338668
This is epic, extremely small precision loss and incredible performance savings. Great work
Posted 1 year ago2017-12-31 11:09:55 UTC
in Post your screenshots! WIP thread Post #338534
it is the engine and not the hardware... there isnt much difference you run it on a modern or an ancient pc
Posted 1 year ago2017-12-21 00:36:22 UTC
in Post your screenshots! WIP thread Post #338447
so much common sense here... cars often have grating in front of lights as well to protect them from being smashed
Posted 1 year ago2017-12-20 10:00:29 UTC
in What the Health? Post #338438
humans survived through wars and plagues, sure some nasty food wont kill them. If you like eating food thats bleached, genetically modified, full of toxic waste, bacteria, parasites, pesticides and cruelty for that matter... there are definitely better ways to maintain your body
Posted 1 year ago2017-12-16 17:10:30 UTC
in win10 is the most retarded os i ever see Post #338409
come on... for the usual twhler win 7 is plenty and even xp would be just fine. If you really need it dual boot shouldnt be such a difficulty. But hey... oh well
Posted 1 year ago2017-10-24 20:42:49 UTC
in Post your screenshots! WIP thread Post #337831
oh... i noticed the contrast was kinda too good
Posted 1 year ago2017-10-22 15:10:26 UTC
in Post your screenshots! WIP thread Post #337825
windawz is the hype
Posted 1 year ago2017-10-03 10:43:13 UTC
in Post your screenshots! WIP thread Post #337672
wow that looks epic and you didnt even use custom textures or am i wrong?
Posted 1 year ago2017-09-06 10:16:53 UTC
in no D3D on steam HL Post #337327
Well... that's why it's good to make personal backups, hard drives are so cheap... but you can always download an older version of HL from the internet