Forum posts

Posted 7 years ago2017-10-07 19:37:20 UTC
in Request: Change barney weapon model to m Post #337727
Neato HEV guards, as if my hopes for Echoes weren't already high enough.
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Posted 7 years ago2017-10-02 02:36:11 UTC
in We're launching a new site and we need y Post #337649
Your solution to "tutorials are splintered across so many sites" is to create a new one?
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Posted 7 years ago2017-08-30 16:52:38 UTC
in valve backlash Post #337174
Entitled gamers do stupid thing.
Steam Review system is trash.
People still not shutting up about HL3.

All I'm seeing is status quo.
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Posted 7 years ago2017-08-16 06:13:08 UTC
in TWHL's Discord? Post #336906
We have A shoutbox
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Posted 7 years ago2017-08-07 10:55:03 UTC
in Post your screenshots! WIP thread Post #336766
ya but mine's pretty

Lol there's no harm in me working on my own. If people want to play his, they'll play his, if they wanna play mine, they'll play mine. I can guarantee you they will be wildly different.

Also, fun fact: He knows about mine. We spoke to each other a couple years ago about combining projects. It never really took off.
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Posted 7 years ago2017-08-07 04:07:41 UTC
in Post your screenshots! WIP thread Post #336759
Here's a thing
User posted image
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Posted 7 years ago2017-07-17 03:37:50 UTC
in Half-Life: The Core Post #336099
Bumping dead mod threads
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Posted 7 years ago2017-06-29 21:12:26 UTC
in Post your screenshots! WIP thread Post #335816
Considering there's a cross pattern they probably don't really need to be. If the player crouches that close to a plain wall they're probably trying to get stuck. I can't imagine they interfere with normal play.
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Posted 7 years ago2017-05-28 05:40:58 UTC
in Post Your Photos Post #335112
Bees are p. chill provided you don't swat at 'em.
Now wasps, those fuckers are ready to jump you soon as they see you.
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Posted 7 years ago2017-04-17 02:46:20 UTC
in Post Your Photos Post #334426
And photos get in the way of work deadlines
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Posted 7 years ago2017-03-17 12:48:13 UTC
in Post your screenshots! WIP thread Post #334003
Meanwhile, Source is just... there. To use. Like, for free.

But nah, why use Source for it's features when you can try to make a bastardized version instead
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Posted 7 years ago2017-03-16 07:15:57 UTC
in Post your screenshots! WIP thread Post #333976
As a Source level designer, I cry at the idea of VIS taking more than a fraction of a second, let alone 15 days.
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Posted 7 years ago2017-03-13 07:20:12 UTC
in Post your screenshots! WIP thread Post #333930
Mind showing some topo to compare both methods?
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Posted 7 years ago2017-03-04 06:29:18 UTC
in Post your screenshots! WIP thread Post #333863
It was done, yes. Designer you may be familiar with, Hezus took it on like 5 years ago. But I thought it was kinda mediocre, didn't go as far as it could have. I have a very different direction overall, and think I'm doing things in a unique enough manner to warrant doing and not make people feel like they're playing the same maps again.

Also to give it that extra "Oomph", I'm doing various small extensions throughout, and only really paying attention to the core aspects of the original, taking plenty of artistic liberties, both things the other guy didn't do. I have entire segments that just didn't exist in Uplink, or play extremely differently, or what have you.

Here's some comparison images to anyone wanting to see some difference. Just some that I could find a reasonable comparison between both maps for. I have other cool areas that don't have a counterpart in the original or Hezus' version:
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Posted 7 years ago2017-03-03 17:42:11 UTC
in Post your screenshots! WIP thread Post #333847
Here's from a map pack I'm working on:
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Posted 7 years ago2017-02-25 16:54:54 UTC
in Post your screenshots! WIP thread Post #333740
I mean it's not like he just said they sucked and moved on, he gave good reasons.
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Posted 7 years ago2017-02-18 07:57:45 UTC
in HLDM Server! Post #333587
^
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Posted 7 years ago2017-02-01 08:40:49 UTC
in Post Your Photos Post #333282
I mean according to votes, roughly half the population is confident he'll be fantastic. Who cares if people are protesting on every friggin' continent, he won by a little bit, right?!
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Posted 7 years ago2016-12-23 14:17:05 UTC
in Post your screenshots! WIP thread Post #332825
Thankies, Orange! And yep, it's OC, obviously. It's not for the compo, though. Don't have enough time to push out anything that quickly, unfortunately, even though I desperately wanted to do something Crossfire-related for this one (or partake at all).
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Posted 7 years ago2016-12-23 05:46:18 UTC
in Post your screenshots! WIP thread Post #332814
i was hoping nobody will notice but you noticed
You can't show a rookie design error on a forum filled with experience designers and expect it to go unnoticed.

On a note of my own, I'm pulling an old project out of stasis to continue working on not only my level design, but texture and 3D art skills as well. It may feel a little familiar.
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Posted 8 years ago2016-10-31 11:28:16 UTC
in Competition 34: HL Re-Imagined Post #332170
My creativity has existed in short bursts at the most inopportune times, so I cant really promise an entry.
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Posted 8 years ago2016-08-11 20:41:19 UTC
in High ammount of Low poly NPCs vs Low amm Post #331182
Additionally, while it's probably not a problem on modern computers, more AI means a higher workload on the CPU, I believe.
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This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-10 21:10:03 UTC
in HL3 Post #330772
Marc Laidlaw was a writer, not an inventor, CEO or founder.
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Posted 8 years ago2016-07-09 10:43:41 UTC
in HL3 Post #330760
Ahahahahahaha
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Posted 8 years ago2016-07-06 20:18:32 UTC
in Leadwerks? Post #330721
yepyep.
Its biggest problem is that it's very barebones and heavily lua-based. A lot of basic features you expect from a game engine are missing and require you to program them yourself. Following that is the fact that the BSP construction tools are total crap, worse than UE (meaning unless you're a modeler, good luck). The UI is also incredibly clunky, finicky to use, and extremely cluttered, esp. with duplicate options. It looks like a lovely Hammer-inspired work environment, but trust me, Hammer is more user-friendly.

Most of the hours I spent with it was trying to get used to it in hopes I didn't waste $100. The only things I really digged were the material importing an WYSIWYG viewport, both of which I only liked because my experience was limited to Hammer at the time. That shit's standard these days. I wasn't a modeler at the time so I have no idea what that process is like.

Overall, if you're a programmer and want to release a commercial game without paying royalties at all, it might be worth looking into. The dirt-cheap royalty-free license is really the only enticing thing about the engine. Otherwise, just use Hammer or Unreal like the rest of us.
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This post was made on a thread that has been deleted.
Posted 8 years ago2016-06-11 07:16:20 UTC
in Big, open terrain maps? Post #330381
Yep, you got the wrong damn engine if that's what you're looking to do. ^~^
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Posted 8 years ago2016-05-30 05:15:29 UTC
in Post your screenshots! WIP thread Post #330247
I bet you have interesting Rorschach results.
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Posted 8 years ago2016-05-28 03:47:57 UTC
in Post your screenshots! WIP thread Post #330236
Looks phenomenal, man!
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Posted 8 years ago2016-05-24 12:21:56 UTC
in Error opening map with standard sprites Post #330215
Take back what you said about backslashes or I'm calling the cops.
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Posted 8 years ago2016-03-26 09:16:12 UTC
in Max Viewable Distance... Post #329559
Hint brushes are used to regulate how your visleaves are cut, thus allowing you more control over visibility and optimization in your map. I think they were technically a Source engine thing first, but there are mod tools like ZHLT that allow you to use them in GoldSrc.
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Posted 8 years ago2016-03-20 20:39:03 UTC
in Half-Life: The Core Post #329487
I was in a similar situation 3 years ago that resulted in me living in a cramped half-apartment to this day.
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Posted 8 years ago2016-02-13 00:12:08 UTC
in General MOD MISUNDERSTANDING Post #328839
I think there was some freak out about the mod Paranoia back in the day, but as far as I'm aware that was mostly just rumors.
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Posted 8 years ago2016-02-08 07:47:49 UTC
in Best/Most-Used "Game" for Maps Post #328769
Screw that guide.

If you're mapping for a specific game, use the tools that come with the game. CS:GO has its own SDK in Steam's Tools section, all other Source game should have their own tools in their [game]\bin folder. They should all have working configs right out of the box.

If it's for any Source 2013 mod, setting up the SDK 2013 Hammer is pretty straightforward. Just give your SDK Base 2013 Singleplayer\bin\gameconfig.txt[i] a new game entry for each configuration you want. You should be able to copy whatever stock game config is in there and change the values to whatever mod you're working with. Here's one of mine, for example.

You can use the 2013 Hammer for mods on different Source branches too with a workaround. Do the same thing you did above. Then in your [i]SDK Base 2013 Singleplayer
folder, create a new folder named after your mod's folder. Put in a gameinfo.txt. Copy these contents into it. Make sure to put in your mods real directory in the quotes in line 15. Save it, then go back to your gameconfig.txt. On your config, change the GameDir line to be the folder with the hacky new gameinfo.txt.

You should be able to run Hammer 2013, select your config, and you should be able to work without issue. If the config select dialogue doesn't launch when you open Hammer, go to Tools>Options, select your config from the top dropdown menu, then relaunch Hammer.
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Posted 8 years ago2016-02-07 09:39:53 UTC
in Map of Various Things Seen in Half-Life? Post #328743
Feel free to make it yourself! :nuts:
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Posted 8 years ago2016-01-20 01:22:26 UTC
in Prospekt Post #328403
Oh, if your point is that Valve probably doesn't really care what it is, then yeah, I'm totally on the same page.

I just think it's obvious they're knowingly licensing their IP and engine for sale because it's being sold. There's a clear difference between slapping a mod up for free and slapping a mod up commercially. Obviously there's no pricing information on Source licensing publicly available (barring the $25k Havok fee) because all licensees are most certainly under NDA (as I'm trying to dance around mine), but clearly it's something an amateur could do. Look at Dear Esther, Stanley Parable, INFRA, Black Mesa, Insurgency... ALl were amateurs now selling, and they're all on versions of the engine not publicly available (meaning everyone's SDK base isn't sufficient).

I guess there's an argument that Prospekt's not (AFAIK) on a fancy build of Source, so they're perhaps allowing him to charge specifically to distribute only his custom content (which is ludicrous IMO and probably a legal headache), or perhaps Valve for some reason doesn't care if their HL IP is used commercially which, neither of which do I really have an answer for, but that's as much speculation as everything else is.

The whole thing's a bit Devil's Advocate, though. I don't expect Valve cares that it's probably mediocre, or thinks of it at all, really. Just think they know what's being sold commercially. Not that it matters, probably never going to touch this.
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Posted 8 years ago2016-01-19 19:13:55 UTC
in Prospekt Post #328387
It specifically says he didn't hear back.
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Posted 8 years ago2016-01-19 17:23:10 UTC
in Prospekt Post #328384
Making a mappack to avoid getting a job sounds like something I'd have thought when I was in middle school, not after I'd gotten my game design degree, but here he is. Again, not against monetizing work, but that's just a bad life plan.

Also the link in the OP says he physically sent his mod directly to Valve and expected them to shit their pants at how talented he was. Now that story is the good to come out of this project. I would love to hear about his thought process there.
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Posted 8 years ago2016-01-19 15:29:04 UTC
in Prospekt Post #328378
I don't think Valve have 'approved' it in the way you might be thinking. You should consider Steam as a distribution platform to be separate from Valve as a games company.
You do, however, have to go through Valve in regards to licensing Source for commercial sale, and additionally sort out IP licensing (considering it's based on the HL2 universe). One would imagine that would be handled separately from simply being Greenlit, because they're allowed to decide what can or cannot be sold using their IP.
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Posted 8 years ago2016-01-18 14:21:06 UTC
in Prospekt Post #328353
Well it seems like everyone's thoughts on this unreleased mod were summed up one post in, and there isn't a whole lot elseto talk about.

Also I think the negativity on HL: Before stems from the fact that it's on Steam, so the quality is expected to be higher quality (this was before anything that went through Greenlight ended up on Steam IIRC) but it's a super mediocre HL1 mod.
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Posted 8 years ago2016-01-18 01:59:02 UTC
in Prospekt Post #328338
I'm not at all against monetizing one's creation, whether it's quality work or not. I can name a few mods I'd've been willing to pay for depending on the price.

That said, this just doesn't even come close to meeting any requirements, especially priced the same as HL2 itself.
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Posted 8 years ago2016-01-17 19:55:17 UTC
in Prospekt Post #328331
I'm not wasting hard drive space on another mediocre HL2 mod.
Additionally, I'm not spending $10 on a mediocre HL2 mod.
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Posted 8 years ago2016-01-17 18:34:58 UTC
in Half-Life: The Core Post #328329
No, it's about Maurice Andrews.
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Posted 8 years ago2016-01-17 01:46:52 UTC
in TWHL World - Community Project Post #328314
To preserve my sanity I'm gonna wait for totally solidified plans and then a summary of said plans, and decide whether to join in then.
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Posted 8 years ago2016-01-14 11:25:31 UTC
in TWHL World - Community Project Post #328236
I know nothing about Spirit, but I guess this would be a decent way to learn.
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Posted 8 years ago2016-01-04 06:32:59 UTC
in Post your screenshots! WIP thread Post #328079
Under Gather
User posted image
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Posted 8 years ago2016-01-03 06:36:04 UTC
in Post your screenshots! WIP thread Post #328063
...I've also been doing that. Thankies for the tip, Jif!
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Posted 8 years ago2015-12-29 00:21:53 UTC
in 1-Hour Build Videos Post #327945
Not sure I want to sit and watch real-time mapping for an hour. I'd certainly be interested in watching that hour in timelapse form, however.
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Posted 8 years ago2015-12-27 08:25:51 UTC
in Post your screenshots! WIP thread Post #327929
Here's a WIP. Maybe too much paint damage.
User posted image
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