Forum posts

Posted 1 week ago2019-12-07 07:58:20 UTC
in Proposal: A community code of conduct for TWHL Post #343446
I'm not against anything stated here, but I kinda feel like we are overreacting a little bit.
Most if not all of us understand what "Be nice" entails without going into details, those who don't are probably not welcome here in the first place.
rufee rufeeSledge fanboy
Posted 2 weeks ago2019-11-30 15:40:12 UTC
in Half-Life: Alyx Post #343417
It´s not normal to push people to spend 1500$ or more just to play an only game
The mobile industry has been doing this for years.

Whatever the outcome Valve will come out of this with more $ before they entered and they know it. If it turns out great other devs will jump on board and we will have more AAA VR experiences, if it doesn't this will show that VR may not be worth pursuing.
rufee rufeeSledge fanboy
Posted 3 weeks ago2019-11-22 14:14:53 UTC
in Half-Life: Alyx Post #343388
I agree with Urby here.
Unlike when Crysis released and nothing could run it on acceptable rates, this will release to hardware that actually can run it.
If anything can bring the VR industry up its probably this.
rufee rufeeSledge fanboy
Posted 3 weeks ago2019-11-21 19:08:47 UTC
in Half-Life: Alyx Post #343369
Look who came to visit!
rufee rufeeSledge fanboy
Posted 1 month ago2019-11-12 18:35:24 UTC
in half-life still updating with necessary features Post #343355
I can understand the entity limit and maybe rendering to certain degree. However for the life of me I can't see any need for more HW accel, you really need a machine from the 2000's to not be able to run HL, but I digress.
BG maps is a full fledged feature only a dozen mods would really take advantage of and is way beyond the scope of "quality of life" updates HL should be/is getting.
rufee rufeeSledge fanboy
Posted 1 month ago2019-11-12 12:56:28 UTC
in half-life still updating with necessary features Post #343350
-Support for background menu maps.
-Full GPU rendering posibilities.
Ehm, Source?
rufee rufeeSledge fanboy
Posted 1 month ago2019-11-11 09:40:52 UTC
in half-life still updating with necessary features Post #343343
Since its predictable it can be argued that the weapon has a learning curve associated with it. The better you are with it the less you will "shoot yourself in the foot"
I always thought of it as a "feature" and since its been around it can stay.
rufee rufeeSledge fanboy
Posted 1 month ago2019-11-10 18:54:37 UTC
in What's new for HL1 in 2019? Post #343338
Bruce might be right, I remember there was a comment that VHLT might not auto detect number of threads on the machine, which would cause it to run on one core.
Try running it and then take a look at CPU usage with htop or something.
rufee rufeeSledge fanboy
Posted 1 month ago2019-10-21 08:05:35 UTC
in Hammer Editor problems... Post #343241
Guess he got lucky.
Jack is basically the same editor with some improvements bolted on. All the tutorials that worked for Hammer are applicable to Jack.

If you really want to figure out what the issue might be and possibly find where the wad list is stored use this:
https://docs.microsoft.com/en-us/sysinternals/downloads/procmon
You will have to sift through piles of log lines, but it will be there.
rufee rufeeSledge fanboy
So what you basically thought up was this
User posted image
with capacitive touch detection instead of pressure points.
Mechanically anything that can be rolled up and stored will not last very long so it would have to have a solid base, which makes it bulky and expensive.
There might also be a problem of knowing where the pad is once you have an HMD on, personally I tend to wander off and start hitting walls (good thing there's the grid) whilst in VR, and constantly looking down to see a wireframe of the pad would get annoying fast.

I don't think there's a real solution to the VR FPS problem apart from strapping yourself on an onmitread or the likes. My personal solution to this is to strap WASD keys on your palm and "emulate" key presses like you would on a normal keyboard.
rufee rufeeSledge fanboy
Posted 4 months ago2019-08-09 12:34:15 UTC
in Change level Trigger and Landmark Not working!!! :( Post #342984
Read this https://twhl.info/wiki/page/Tutorial%3A_Changing_Levels maybe you missed something.
Also don't autorun the game from after the compile step.
rufee rufeeSledge fanboy
Posted 5 months ago2019-06-25 09:38:03 UTC
in Black Mesa Xen Post #342796
Certainly looks like a better version of Xen than what Valve had come up with.
HL for me always ended at Xen because its just annoying jumpy bits and half baked organic geometry which the engine wasn't made for.

Have to a agree with 23^^ those chapters were quite short.
rufee rufeeSledge fanboy
Posted 5 months ago2019-06-16 19:39:00 UTC
in Locking a .BSP file? Post #342745
Decompiling will still yield subpar results at least on GS, it takes a while to clean everything up, usually ppl just give up way before.
rufee rufeeSledge fanboy
Posted 7 months ago2019-05-01 11:41:37 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342550
So self gauss was never a feature?
I've always thought of it as a punishment for not handling the gun properly :D
rufee rufeeSledge fanboy
Posted 7 months ago2019-04-18 18:01:34 UTC
in SharpLife - Dot Net Core based modding p Post #342488
Heh, Valve decided to get some work done for a change.
rufee rufeeSledge fanboy
Posted 8 months ago2019-04-14 13:29:27 UTC
in VHE's crashing Post #342470
Just use a newer editor, they are all compatible with 1.6.
rufee rufeeSledge fanboy
Well that's what its supposed to do either you nade someone straight up or bounce a nade off the wall and wait for it to detonate. While I love sniping I hate the xbow for the ridiculous fov it gives while its zoomed in, that's why i prefer the magnum.
rufee rufeeSledge fanboy
Posted 8 months ago2019-04-07 20:58:13 UTC
in Turning ladders on and off ? Post #342428
I'm not sure, but maybe func_wall_toggle would work: https://twhl.info/wiki/page/func_wall_toggle_%28Half-Life%29 ?
If it modifies collision and not just turns invisible then placing it around the ladder would prevent it from being used.
rufee rufeeSledge fanboy
Posted 8 months ago2019-03-21 17:11:40 UTC
in The Gildryte Chronicles Post #342293
You had me on space.
rufee rufeeSledge fanboy
Posted 10 months ago2019-01-23 17:52:38 UTC
in Half-Life: Why has there been no spiritual successor? Post #341804
Im leaning towards the artistic side here. You can have all the bells and whistles you desire, but if the core gameplay and/or story is shite the engine wont save it. While it is a big part of the game and does influence how everything comes together and works in the end its just a tool.
rufee rufeeSledge fanboy
Posted 10 months ago2019-01-22 16:48:06 UTC
in Half-Life: Why has there been no spiritual successor? Post #341787
Tell that to Nintendo.
rufee rufeeSledge fanboy
Posted 10 months ago2019-01-22 12:20:14 UTC
in Half-Life: Why has there been no spiritual successor? Post #341780
Instant Mix pretty much summed it up, the right game in the right time made all the difference, it may have just been any other game who knows. I think that Valve are taking a correct stance in not pursuing HL3, the time of Quake like FPS'es is quite literally over at this point.

Its not a secret that Valve is interested in VR and there are rumors that a prequel to HL2 is in the works and its supposedly a VR title? This would allow them to avoid living up to the HL3 hype and maybe produce a proper VR title in the process.
rufee rufeeSledge fanboy
Posted 10 months ago2019-01-21 13:08:03 UTC
in Post Your Desktops Post #341759
Same here, never had an issue with W10. While it does nag me at work sometimes it never rebooted without consent.
rufee rufeeSledge fanboy
Posted 10 months ago2019-01-16 13:21:06 UTC
in SharpLife - Dot Net Core based modding p Post #341692
While I think it is possible to have different map formats, I believe you are missing the point. The idea is to have a drop in replacement engine that is compatible with existing assets and later build on top of it as Solokiller said, so having legacy compatibility is the main focus now.

What you are suggesting is having completely different formats and methods for rendering, basically requiring making an engine completely from scratch.

GS mapping is pretty simple for new people to get going with, but as with everything it takes time to master. Same with Source and any other engine (the newer the more complex it is).
rufee rufeeSledge fanboy
Posted 11 months ago2019-01-14 06:23:03 UTC
in The Hype-o-matic (Upcoming games) Post #341642
Rage 2
Wolfenstein: Youngblood
DOOM: Eternal

Really hyped for those.

I cant see why Factorio isn't "out" yet, the game has been feature complete for quite a while now.
Maybe the GUI, but that really doesn't matter compared to how good the game is.
rufee rufeeSledge fanboy
Posted 11 months ago2018-12-28 20:16:40 UTC
in Sven Co-op forums shutting down Post #341504
Due to various security vulnerabilities
This doesn't seem a valid reason to shutdown when you can switch to a different more secure bulletin board platform...
rufee rufeeSledge fanboy
Posted 11 months ago2018-12-23 12:49:38 UTC
in The Cafu Engine Post #341482
Because it actually is Doom 3? :D
rufee rufeeSledge fanboy
Posted 11 months ago2018-12-22 17:48:28 UTC
in The Cafu Engine Post #341477
I grew a huge interest in it
Same huge interest as the last one?

Would have been nice if you provided a link to it. https://www.cafu.de for those interested.
I wouldn't say its unfinished, looks miles ahead of the last engine you showed us and giving that the last commit happened a few days ago id say its pretty well in development.
I'm guessing this is a personal project since the engine is named after the author himself, tho I find it eerily similar to GS/Source.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-14 07:04:19 UTC
in VHLT source code cleaned up Post #341448
Iv'e used Stalkfire https://twhl.info/vault/view/6170
Takes around 5-7 mins. Though custom textures are necessary.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-12 06:46:48 UTC
in How about really effective GoldSrc BSP decompiler? Post #341434
Seems to work well with GS maps too, certainly better than bsptwomap. Logic behind it seems to be to create a brush from existing faces and extend the back of it until it hits another brush or the farthest point in the mesh thus making the map look like a rectangle box with the playable part carved out of it. Textures are applied nicely and most brushes seem to be damn close to the original.

I'm not sure if you would be able to derive the texlights from the lightmap.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-11 06:54:21 UTC
in How about really effective GoldSrc BSP decompiler? Post #341425
True, data loss happens, but this should not be an excuse for actual backups. Certainly takes less time to copy a few map files to a flash drive than to decompile.
Some people do not want to share sources and I don't see any problem with that, everyone has their reasons. If you are willing to take the time to fix up a decompiled map that is OK with me and tools already exist for it however imperfect they may be.

I would rather put money into better and faster compile tools.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-10 16:57:29 UTC
in How about really effective GoldSrc BSP decompiler? Post #341420
I for one am glad that you can't recover a 1:1 CSG representation of a BSP map.
The only reason you should do this is to take reference of some interesting brushwork or something that helps you learn to make something similar to what you see represented in game yourself thus improving your overall skill as a level developer/artist.
Having non perfect tools gives somewhat of a protection from blatant copies, you have to put hours of work into polishing something when decompiling with bsptwomap or whathaveyou and your average script kiddie (couldn't come up with a better name :) ) usually does not have the patience for it.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-10 09:38:34 UTC
in VHLT source code cleaned up Post #341415
Granted I did test on a 7700K which only has 4 physical cores. Once I get a chance to test with more I will report on my findings.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-10 08:48:48 UTC
in VHLT source code cleaned up Post #341413
Iv'e always been interested in getting the tools to work with GPU's, though obvious lack of knowledge etc...

Anyway what parts could be ran in parallel and what potential gains could we be talking about?
I've ran benchmarks on various CPU's some time ago and noticed that increasing the core count past 4 offered no tangible decrease in compile time (4 - 10 sec).
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-04 19:50:59 UTC
in Laptop For Friend Post #341387
Durability wise I fourth that, I have fallen on my T450s with my whole weight also ramming the charge brick right on the back of the screen and apart from a few purple spots on the screen (which are hardly noticeable) the thing works fine.

If you are really looking for something to work with 3D and Photoshop, you definitely need something with a decent GPU and RAM if you are going to use it as a daily driver then I'd fork the cash out for a Lenovo P1 or similar.
rufee rufeeSledge fanboy
Posted 1 year ago2018-12-02 21:52:12 UTC
in VHLT source code cleaned up Post #341380
I was literally talking to Bruce the other day about the mess that is the code for compilers.
Now the only thing that;s left to do is figure out the process...
rufee rufeeSledge fanboy
If you just want to merge some wads, use Wally. Its as simple as opening a few wad's and dragging the textures you need into the new wad.
Or compile your textures into the bsp with -nowadtextures?
rufee rufeeSledge fanboy
Posted 1 year ago2018-11-14 14:36:23 UTC
in 3DS Half-Life Post #341244
Xash has (or had) a renderer for Android if you really want to run Half-Life on a mobile device.
rufee rufeeSledge fanboy
Posted 1 year ago2018-10-09 08:33:12 UTC
in HLDM Server! Post #341012
I think having a status or just a link to the server on the front page would help :)
rufee rufeeSledge fanboy
Posted 1 year ago2018-09-04 17:06:29 UTC
in Restore HL1 moving camera from WON Post #340790
Maybe this will help: reddit

I'm not sure if the cvars are present in Steam HL though.
rufee rufeeSledge fanboy
Posted 1 year ago2018-08-22 08:00:03 UTC
in Can we get a new poll? Post #340627
We had a tournament for favorite HL chapter which is very similar to what you are proposing.

I am more concerned about:
DM_Cybrain & TDM_Cybrain is map of the month for September 2012!
Can we make this at least a yearly thing? :D
rufee rufeeSledge fanboy
Posted 1 year ago2018-08-16 06:28:25 UTC
in why are you mapping/modding Post #340558
Mainly because I wanted to create something. I remember seeing all the Quake 2 levels when I was a kid and wanted to make something of my own, so that's how I got into it. Later switched from Q2 to CS.
Have not released a level in almost a decade though :D
rufee rufeeSledge fanboy
Posted 1 year ago2018-08-13 14:41:45 UTC
in Competition 35: Vanilla Half-Life Post #340523
I believe he got confused over what we were talking about.
There is a limit for map names, but I don't know it.
rufee rufeeSledge fanboy
Posted 1 year ago2018-08-13 12:08:11 UTC
in Competition 35: Vanilla Half-Life Post #340512
Your entry must be for the Steam version of one of the following games: Half-Life
So vanilla steam HL. Also you can only submit a .bsp.
rufee rufeeSledge fanboy
I feel quite the opposite, to me Source looks like more troublesome to get textures right.

Here's the basic gist of it:
Make sure your texture sizes are a power of 2 (16, 32, 64...) up to 512px.
Open wally, create a new wad and drag all the textures to it, to make it easier create the wad directly in your mods folder.
If you don't want to mess with res files (lets face it who does?) use -nowadtextures or -wadinclude compile options to include your textures in the bsp directly.

There's something about the texture color too, but I don't know off the top of my head now.
rufee rufeeSledge fanboy
Yeah I've got that running on my server, It works though the movement feels jerky since the plugin isn't that fast at detecting it I guess. I'd love a native option :)
rufee rufeeSledge fanboy
I think they should have just stuck with it either on or off (a cvar maybe) rather than having it then after a while disabling it etc...

What it does is it just lowers the skill ceiling, I personally enjoy seeing people just fly across maps and I think it should be as an option for servers.
rufee rufeeSledge fanboy
The only thing that annoys me with the crossbow is the zoom (there might be some way to go around it, but its out of the scope here) other than that its a great gun.

Q2/Q3's railgun did 100 damage to non armored enemies, they dumbed that down in Quake Live to 80 as far as I remember which made it more fun imo, since now you had to hit 2 shots or splash the f*cker with RL afterwards :D

It really comes down to personal preference and skill level, that's why multiple weapons exist in the first place. Having only one gun or all guns be 100% accurate just wouldn't make the game fun. That being said the egun should really die in hell.
rufee rufeeSledge fanboy
Posted 1 year ago2018-07-17 11:33:21 UTC
in 6 minutes speedrun of Half-Life Post #340168
@tschumann They utilize the wait command in the command queue to delay a level change when you enter a changelevel trigger, then they save the game with different relative position to the land_mark (being able to move around the level before it changes) once the other level is loaded they load the game and poof you are somewhere else on the new level or something like that, that's how I understood it.
rufee rufeeSledge fanboy
Posted 1 year ago2018-07-17 08:30:00 UTC
in 6 minutes speedrun of Half-Life Post #340161
While I'm not a really big fan of speedruns, I do enjoy GDQ, SGDQ (and derivatives) mostly for the commentary that goes along with the run.

Segmented runs like this though, not so much.
rufee rufeeSledge fanboy