Forum posts

Posted 9 years ago2015-02-11 17:20:46 UTC
in TWHL Tower Post #324003
Do you accept DropBox links? It's not only good for synchronization and backups, but in some extent for file sharing.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 16:32:56 UTC
in TWHL Tower Post #323999
Why not? Is it a virus? And why must we mail them? I don't feel comfortable leaving my mail adress to complete strangers. I only mail my friends and family. I'm trying to be anonymous on the internet here! Serious bussines!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 16:24:36 UTC
in TWHL Tower Post #323996
When I'm done with my map, is there somewhere I should post it?
You know, to make sure no one else have a look at it before the tower mod is officially released.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 16:10:21 UTC
in TWHL Tower Post #323993
Why is it archived?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:43:16 UTC
in TWHL Tower Post #323988
And that leads me to bullet point number five:
In what way is Spirit better then GoldSource? And I don't want answers like:
cuz it its awsum!!11!!!!!
I want a full list of features and how to use them. Becuase I am lost in this new engine. Maybe someone could give me a documentation over all the new entities? Wait, there is fog now? Sweeeeeeet!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:34:25 UTC
in TWHL Tower Post #323985
Thirdly, I'm not very new to GoldSource. I'm new to social medies.
Fourthly:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:21:35 UTC
in TWHL Tower Post #323978
First of all, I use the cycler_sprite entity for prop models.
Secondly, I use the compile tools provided with Hammer, there is no tool textures in the Half-Life wads, and I'm using the official FGD for Hammer 3.5 to see my models.
:P
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:02:48 UTC
in TWHL Tower Post #323975
I've never used Spirit of Half-Life engine before. Why are you doing this to me?! cries
It doesn't matter what everyone says, the tools and code released from Valve is the only stuff that matters!
So, what is so special about spirit anyway? WHy should we switch to it?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 18:31:59 UTC
in TWHL Tower Post #323920
Well, on the topic of this Project now:
My map is entirely playable now. I've just got to add some more detail into it, maybe make the lighting look better, and add the voice acting I was talking about. I didn't expect it to take this short time to be done.
An applaude for me clap clap clap! :D
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 18:12:54 UTC
in TWHL Tower Post #323912
It can't be "the best" if it isn't released. Colon.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 18:05:59 UTC
in TWHL Tower Post #323909
"The Core"? Is that a mod? Is it released? Is it set in Black Mesa? Does it feature custom coding? Tell me! Tell me! menacing voice Tell me! :combines:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 17:15:16 UTC
in TWHL Tower Post #323905
The only true way to make lights is using the entity called light. Or light_spot if it's prefferable.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 15:51:43 UTC
in TWHL Tower Post #323896
You must place a light entity near that screen. I'm assuming you're compiling with the default valve.rad file.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 15:11:52 UTC
in Post your screenshots! WIP thread Post #323887
So, why isn't Half-Life's standard screenshot format jpeg or png then?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 15:07:47 UTC
in Post your screenshots! WIP thread Post #323885
So what? I Think jpeg existed back in 1998. Why couldn't Valve make it the standard format? I don't get what you are trying to say. I allready knew when HL was released.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 14:58:11 UTC
in Post your screenshots! WIP thread Post #323883
Hey, bitmap appears to be the standard screenshot format of HL. Not my problem. I'm not a coder.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 14:27:13 UTC
in Post your screenshots! WIP thread Post #323879
I just copied the image directly from my HL directory, put it on my DropBox and pressed "share link". Whas that wrong by me? Have I done anything wrong? :(
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 14:19:20 UTC
in TWHL Tower Post #323878
Quick read through the discussion, don't know if it was answered: Masters must be multisource entities.
Also, I've allready edited the entire layout of the stairwell. Ok, not everything, but I moved the door you need to open to the very end of the hallway. I hope you can still make it work...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 19:01:06 UTC
in The Core Post #323847
Ah, peanut/jelly sandwich. Such a classical example of... Well, I can't find the word right now, but you know what I mean.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 18:15:37 UTC
in TWHL Tower Post #323844
Healing pools use "generic" damage for the triggers. Smart idea, but I don't think negative values bite on the suit. Tough, I haven't tested it...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 17:38:19 UTC
in TWHL Tower Post #323841
Well, as far as I know, there is only one section in the entire Half-Life franchise that Drains your armour. The Citadel core in Episode 1. And that is coded to drain your suit when the mega gravity gun is disabled.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 17:16:49 UTC
in TWHL Tower Post #323838
No, make it a rule!!!
Besides, about the suit and armor power... How are you going to solve that?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 17:07:11 UTC
in TWHL Tower Post #323835
New rule:
Everyone must have the G-Man somewhere on their floor.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 16:29:08 UTC
in TWHL Tower Post #323834
It just might be fairer/easier to auto equip the suit on game start, everyone starts with it.
Yeah, that was the idea I had. The next problem tough, suit power. Someone might make a map that becomes completely ruined, just becuase someone put like 10 suit chargers in the previous level.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 16:13:13 UTC
in TWHL Tower Post #323832
Just a question.
How are you going to remove the suit and suit power between each floor?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 15:59:19 UTC
in TWHL Tower Post #323831
He could make a map that looks like a basement, but is located above the lobby.
I figured, every map in this tower will be unique. I can say right now that my map will be Black Mesa styled. In fact, it will be Black Mesa's share of this tower. Another floor may be a dungeon, and another a nightclub. Just saying, this will be the most random skyscraper I've ever visited.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 15:44:56 UTC
in The Core Post #323829
As far as I know, you put peanut butter on your sandwich. Do they do that in the US?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 15:41:22 UTC
in TWHL Tower Post #323827
Can we use a small amount of space above the ceiling for headcrab holes?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 15:05:21 UTC
in TWHL Tower Post #323824
Well, the HD pack is official and approved by Valve as far as I know. The only thing it really changes from the overall story of the game is the handgun and the machine gun. At least GearBox didn't make the scientists and security guards yellow. That would completely remove you from the Black Mesa feeling.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 13:11:35 UTC
in The Core Post #323820
I think peanut butter is a thing all over the world. It's litterary just crushed peanuts. So, to sum it up: "Where there be peanuts, there be peanut butter."
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 13:08:56 UTC
in TWHL Tower Post #323819
Oh, please don't make replacement models! It might ruin the entire level for someone who built a floor based on the default scientist models (wow, my entire floor depends on the scientists lab coat color)!
Also, can we have custom sounds and sentences with our floors? I feel like squezing in some custom voice acting if it's possible...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-08 18:00:23 UTC
in TWHL Tower Post #323778
Haha! Just noticed the basemap is here. How much time do we have? Or is the competition finished as soon as everyone who has applied is done?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-08 12:32:19 UTC
in TWHL Tower Post #323757
A Group Project? I could use the experience. Ok, I'm willing to join this tower squad.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-03 16:24:17 UTC
in Mod's that never were... Post #323626
I'm afraid I've also started on projects that I never finished off. Most of those were maps tough... Almost half the disc space on my computer is unfinished .vmf files.
Anyway, some mods I started but never finished:

Mod name: Kliener Life

Details:
When I first got my hands on Half-Life: Uplink, I immediatly fell in love with this entire game series. So I decided to start my own mod, before I even bought the game! I only had the tetures, a few models, just the sound included with Uplink, and the old, crappy Uplink dlls. I didn't really plan it very far, but I think I made this the general story line:
You play as dr. Isaac Kleiner (the guy from HL2) during the Black Mesa incident. You start in some sort of room with beds in the desert, walk out of the doors and...

Reason of cancellation:
... There it stopped. I had no more ideas. So I went back to Portal 2 mapping and forgot about Half-Life for a few months.

Mod name: Concept's Choice

Details: It was basicly supposed to be a sort of my version of "The Stanley Parable".

Reason of cancellation I figured no one wanted to play a cheap rip-off of "The Stanley Parable", and I didn't have a voice actor for the narrator.

Mod name: Portal: Escape

Details: Was supposed to be just another Portal game: You solve the tests, you escape the computer.

Reason of cancellation: I got bored and leaved.

Mod name: Test subject 40291

Details: Was supposed to be the sequel of "Portal: Escape".

Reason of cancellation: There's two main reasons. 1, Portal: Escape got cancelled. 2, there's no native support for Portal 2 mods.

Mod name: Unlimited: Source

Details: Unlimited was supposed to be a sort of open-world exploration game set in the HL2 universe. You started in a cafe fighting some CP units. After that, you were to explore the world and... Simply do stuff. Whatever you did was to have consequences, like you could either be friends with the vortigaunts, or you could declare war with the rebels, or extinct the combine.

Reason of cancellation: It really only reached planning stage as back then I wasn't as good at mapping as I am now, and the planned size of the project discouraged me.

Mod name: The Delta Project

Details: It was supposed to be some sort of puzzle horror game.

Reason of cancellation: I don't really like horror games (I don't count Half-Life as a horror game) and had never played one of the theme I was looking for. I simply didn't have enough at the time, and I probably don't have now.

Mod name: Unnamed. It's "sourcemods" folder was named "game1"

Details: Some sort of TF2-art style stealth game with an intrigue story.

Reason of cancellation: I was developing this with some guy, but we wanted different things, and eventually we both lost interest in the mod.

That's all for this time. I'll make sure to post here everytime I decide to cancel a mod.
I might take up development of any of this mods at any time.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-25 10:57:00 UTC
in Bad light faces with columns Post #323514
Exactly how I feel.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-25 09:58:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323512
Hmm... Perhaps giving an entity a targetname of "PenguinBoy" should give an error text like: "There is allready an account with this name"?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-25 09:56:59 UTC
in Bad light faces with columns Post #323511
If you create a huge room made by null textures, and put one single light somewhere in the middle, make it dim enough to NEVER be able to reach the walls, then no-clip to where the light is, you will still see the light on your viewmodel, and since there is no light in the brushes below... Go figure it out.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-24 20:47:20 UTC
in Bad light faces with columns Post #323496
Allright, can somebody just please e-mail Valve themselves and aske them about the lighting model used in GoldSrc so we can get this over with?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-24 15:33:17 UTC
in Bad light faces with columns Post #323492
Not really. I'm only trying to say that model entities only recieve one light value from the nearest, existing light entity. That makes them have the same light value in the entire rendered model.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-24 15:16:08 UTC
in Sledge (Hammer Alternative) Alpha Build Post #323491
Can you add the go to co-ordinate easter egg from Hammer 4?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-24 14:24:06 UTC
in Bad light faces with columns Post #323489
Well, they aren't vertex lit in GoldSrc, becuase they only sample one ligt entry from the nearest light entity.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-24 13:31:54 UTC
in Bad light faces with columns Post #323487
Props and models are used in Source (and some Counter-Strike game, I think), this is about a GoldSrc error.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-22 14:46:27 UTC
in Bad light faces with columns Post #323456
Well, the light entity still exist as an entity in-game, even if doesn't do a thing.
Also, my avatar is supposed to be a low resolution version of the official Portal 2 P-Body avatar.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-21 17:07:55 UTC
in In-game GUI's and Spawn menus Post #323440
Wish I could help, but I just like posting in the forums.
I do understand tough what you mean with GUI. GUI stands for "Graphical User Interface", while HUD is for "Heads Up Display".
GUIs are supposed to be interactive, while HUDs are supposed to show information. I guess you could have a look at the TF source code if you find it, otherwise, I believe there might be some example code you can expand on in the HL-SKD.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-21 16:48:57 UTC
in Bad light faces with columns Post #323439
And here's how I think it all works. Made by freehand in GIMP like a pro.
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-21 16:05:26 UTC
in Post your screenshots! WIP thread Post #323436
Just wanted to show this project wich I have worked on for... Since I first heard of Half-Life.
https://dl.dropboxusercontent.com/s/131fs4m5klur2qb/bmn1a10000.bmp?dl=0

More to come when there is more to show.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-21 15:02:04 UTC
in Bad light faces with columns Post #323435
An entity is an entity that exists in-game.
Also, I think the light-entities are used for model lighting, for items, monsters and other stuff that uses models.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-20 18:23:59 UTC
in Bad light faces with columns Post #323425
Info nodes does exist as entitys. How would the Engine otherwise be able to build nodegraphs at runtime?
Unnamed lights are also entitys, the actual world light information isn't stored in them in compiled maps tough. Rad processes the light values, but keep the entity.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-20 14:55:28 UTC
in Bad light faces with columns Post #323416
Just... Don't call it an entity unless it's an actual entity in-game, okay?
Coming to think of it, what happens if you assign a brush to a non-existent entity? For example: func_sadpanda
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-19 13:23:52 UTC
in Bad light faces with columns Post #323386
func_detail is treated like an entity in valve hammer/world craft but not by the goldsrc engine, so it does not count as model. It just a way to say the engine to don't cut the adjacent world solids.

https://developer.valvesoftware.com/wiki/Fu
nc_detail

func_wall is an entity and it also does not cut the world brushes because of its entity feature.
All articles on the VCD applies to Source.
It also doesn't tell the engine, it's the compilers that recieve the non-cut thing.
I think of brushes in a binary way. Either they are an in-game entity, or they are worl-brushes. Since func_detail doesn't exist in the engine, it's a world brush. So the func_detail must seal up World space and prevent leaks.
Dr. Orange Dr. OrangeSource good.