Forum posts

Posted 8 years ago2015-06-02 17:15:47 UTC
in TWHL Tower Post #325776
We here at the Black Mesa high altitude skyscraper research and administration facility (B.M.H.A.S.R.A.A.F) approves of you taking your time finishing it, and are not at all upset over being almost 3 months after the (presumed (according to me)) schedule.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-31 04:24:53 UTC
in funk_breakable "pressure related&qu Post #325736
It could be possible, with a ridicoulusly complex setup of func_tracktrains.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-29 14:15:26 UTC
in Post your screenshots! WIP thread Post #325716
But what about parenting?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-27 16:33:26 UTC
in Your Apex Map — Your Mapex Post #325694
I'm just thinking "Those guys who made the game know what they're doing. There's gotta be a good reason for things being how they are."

In Valve we trust.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-27 12:45:43 UTC
in Your Apex Map — Your Mapex Post #325691
@urby Actually, what I meant was: "If it is broken, let it stay broken".
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-26 13:49:22 UTC
in Your Apex Map — Your Mapex Post #325680
Editing the skill config files in any game can be considered cheating.
Whenever I make a mod or something like that, I follow a simple rule: "If it isn't fixed in the official game, there's no reason to fix it yourself."
I guess you could try and use encryption, but eh, who cares really?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-26 12:42:39 UTC
in Your Apex Map — Your Mapex Post #325676
Client/servercommand entites doesn't save between gamesaves as far as I know, instead it saves directly to the config files. If you were to get something like "headshot does 8762784298 times the damage" and then create a new game, that attribute would still be there.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-26 12:39:21 UTC
in Lightning problems on HL 1 Map Post #325675
You're welcome.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-26 12:37:36 UTC
in Enable button Post #325674
For HL1: You need to add a master for it to work. The master is a multisource entity being targeted by the trigger_once and defined in the func_button's "master" keyvalue.

For Source: Tick the button's "Start Locked" flag, then make the trigger send it an "UnLock" output.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-25 16:32:46 UTC
in Lightning problems on HL 1 Map Post #325663
Is the viewmodel lit differently from worldmodels? Becuase I made a map with a low sunlight angle, so standing on a spot where the floor was dark, but realisticly the Sunlight would still be in that 3D space made the viewmodel become lit with the sunlight color.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-25 15:46:02 UTC
in Your Apex Map — Your Mapex Post #325660
I'm all up against hacks.

Argument re-validated.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-25 15:44:48 UTC
in Lightning problems on HL 1 Map Post #325659
Models in HL1 aren't lit per vertex. They have a single lighting value based on the lighting at their model origin. The origin is usually at the center of the model, but for monsters and gravity affected object it's usually at the bottom of the model.

If you have tried to light up the floor, you should try and put a light in the middle of the version. If it doesn't work then it may be an error not related to the lighting on it's own.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-24 14:07:03 UTC
in Looking for all your SP maps and mods Post #325649
I released this map yesterday: http://twhl.info/vault.php?map=6057
If you are looking for maps and such, you may post a link to this mapon your site. I rather don't want you to re-host it so I can keep track of downloads and have one central download page. But feel free to put a link to my map on your site. I need the publicity if my maps are ever going to be popular.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-24 05:05:53 UTC
in Your Apex Map — Your Mapex Post #325646
Yeah, but using map commands (Point_client/servercommand) entities is kind of a hacky way to do it.
But if it's supposedto be in the sourcemod format anyway, I Think it's better to edit the skill configuration files.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-23 18:29:55 UTC
in Post your screenshots! WIP thread Post #325639
Yeah, that's what I commented on. I was chocked you didn't create 3D geometry instead of using 2 dimensional textures that looks like 3D geometry but actually isn't.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-23 17:41:48 UTC
in Post your screenshots! WIP thread Post #325637
Wait a second... It uses actual 2D images to create false 3D? And not 3D geometry to create fake 2D?! Where's this world going?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-23 17:07:44 UTC
in Post your screenshots! WIP thread Post #325634
Do you think it's possible to use that to generate random maps?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-21 12:39:24 UTC
in Your Apex Map — Your Mapex Post #325615
I'd create a map. For a game. I'm going to do that now.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-21 12:30:32 UTC
in Post your screenshots! WIP thread Post #325614
But isn't shield and armor the same thing?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-17 17:29:22 UTC
in Apollo XXX Post #325567
Overlapping anything just means to put it in exactly the same place as something else.

Masters are multisource entities defined in another entity's "master" field. An entity will not activate unless it's master have been triggered.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-13 17:12:02 UTC
in HELP: Basic shapes and grouping Post #325532
Grouping in Hammer doesn't affect the in-game render. However, a lot of complex, overlapping shapes may cuase serious issues.
You should turn that into a func_detail entity by pressing ctrl+t.
However, I don't Think that overlapping brushes is such a good idea. It will probably split it up into an unnecessary amount of polygons (rendered triangles) and may cuase serious issues. Try to avoid overlapping brushes whenever possible.
A single look on that image tells me it won't work in-game.

EDIT: When I wrote and posted this, the two above posts hadn't been posted yet, so sorry for any repeated information.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-12 16:03:59 UTC
in Post your screenshots! WIP thread Post #325521
Hmm... Sounds really interesting. And advanced.

Though you shouldn't use specific key binds when talking about... Keybinds. Even if it's the default keybinds, not everyone may use it, and some who doesn't know the defaults might actually get confused for real.

Anyway, what happens if you hold down all of the movement keys at once?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-12 14:06:58 UTC
in Post your screenshots! WIP thread Post #325519
But how does the camera follow the player? And how does the player move in a top-down view? I guess we'll all know when this is released, but a full technical explenation would also be appreciated.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-12 12:18:45 UTC
in Post your screenshots! WIP thread Post #325517
But... How are you supposed to draw a 3D HUD onto the 2D screen? I know that the script_intro entity can do some work of drawing 3D geometry onto the main player camera view, but I think it only can draw additevily, multiply and alphatested, so it would be impractical for this...

Really, you should make this as a mod format and include developer commentary.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-02 15:48:46 UTC
in Problems with sound packs Post #325461
But it's paid. And not everyone have the availability to pay for stuff via their computers. But there are multiple good free audio editors on the internet.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-02 09:26:18 UTC
in Problems with sound packs Post #325458
Well, probably any sound editor that can save 8-bit files and allow resampling should work. Wich should be almost every audio editor available.
Just load up a sound file, set it's sample rate to 11025hz, then re-save it as a 8-bit wav file.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-02 07:46:23 UTC
in Problems with sound packs Post #325456
It could possibly be that the sounds are formatted/sampled the wrong way. For instance, Half-Life only have support for 8-bit sounds sampled at either 11025hz or 440something hz.
Some of the new sounds may use higher quality bitrates and samplings that Half-Life doesn't support.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-29 12:58:25 UTC
in Competition Proposition Post #325434
Of course I know this is not official yet. Though that's a very loose defintion of "official". If you meant official in this thread, then it probably is. If you meant official on this website, then probably not. If you meant official in the overall Source and GoldSource engine world(?) then this website might not even be official.

I just asked becuase I was curious if these "unofficial" competition rules allowed it.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-28 16:54:48 UTC
in Competition Proposition Post #325429
Just a question about the rules, wich I did ask earlier in this post, but didn't get a clear answer from whoever came up with this idea.

Would it be against the rules to remake a level from a game wich was made before 2000 for a game wich was released after 2000, but the map was also made after 2000.

Example:
The original map is from a game made in 1995. However, 6 years later in 2001 an update was made to the game adding an additional map. In 2005 a sequel was released, and I want to recreate that 2001 map in the 2005 sequel.

Would that be allowed, if the map itself is made post-2000, but the game it was made for was made pre-2000?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-28 16:50:34 UTC
in TWHL Tower Post #325428
I wonder if babies would be a good video game... How that now is supposed to work.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-28 13:22:04 UTC
in Recommend me how to make a map (house) Post #325423
You'll probably have to download a custom prefab library and fgd file.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-28 12:21:40 UTC
in One Super-Sized Source map... Post #325421
I think the closest there is to a role play game on the Source engine would be Dota 2.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-27 10:50:36 UTC
in Competition Proposition Post #325405
For the pre-2000 remake, does the level itself have to made before the year 2000, or just the game it is for?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-26 17:21:20 UTC
in One Super-Sized Source map... Post #325396
It is possible to create visuals outside of the map up to 16 times bigger then the actual map using 3D skyboxes.
However, this is not playable area. There's no way to make playable maps bigger then the current map size I'm afraid. Though, changelevels aren't that bad. They're really short and shouldn't be interrupting gameplay too much in a singleplayer game.
But if you are trying to make an open World multiplayer game, or open World game in general, I'm afraid the Source Engine isn't what you're going to need. The engine was designed for linnear singleplayer games and round based multiplayer games.

I hope you find this information usefull.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-26 14:02:28 UTC
in How much variety/level environment does Post #325393
No it doesn't. It's possible to use a skybox texture to create a low quality illusion of distant buildings. It's also possible to create Buildings outside the playable area to extend what can be seen, and making several map files.

The point is: While you can't really create wide open areas, you can create the illusion of wide open areas.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-26 13:21:41 UTC
in How much variety/level environment does Post #325391
As you said with your example, using textures in a creative way can yeild interesting result. You wouldn't believe how many metal structures in Half-Life actually uses concrete textures.
Also, creative brushwork can make the entire difference.

By the way, the level size doesn't depend on wheter the editor can make it larger or not. It's a limit within the game itself.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-22 12:52:31 UTC
in TWHL Tower Post #325339
I hope that follow-up mod will be for Source engine. GoldSource have it's well known restrictions, and a lot of more challenging and complex gameplay can easier be made. It's just my personal opinion though, so don't feel forced to do that.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-21 12:34:19 UTC
in Another Changelevel Problem... Post #325336
It cuases a mistmatch between world geometry and entities, doesn't it?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-20 11:41:22 UTC
in Another Changelevel Problem... Post #325319
Move the trigger_changelevel then. And if that don't work, you should check the most fundamental and important part of any changelevel:

Does the info_landmark and trigger_transition have the same targetname, and is referenced in the trigger_changelevel's landmark field, and are they in the same position relative to the geometry in both maps?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-19 17:02:04 UTC
in Another Changelevel Problem... Post #325312
All landmarks in between level changes must be named the same.

That "ERROR: couldn't open." seems to be related to the loading of that save file. It may be corrupted, but I don't think it should matter, I run into those all the time.

The VModEnable error is safe to ignore.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-19 11:40:02 UTC
in Problem with Prefabs Textures in Hammer Post #325306
Have you checked that texture lock is on? It's the button with "tl" on it in the top-bar.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-19 05:55:53 UTC
in TWHL Tower Post #325304
If people redistribute stuff, isn't that copyright infrigment then?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-19 04:42:53 UTC
in Another Changelevel Problem... Post #325302
The trigger_changelevel entity must exist in both levels, making a two-way level change even if you only want it to be one-way. You can check the "use only" flag or put it in an inaccesible room if you don't want the player to be able to return to the previous level.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-04-17 11:03:55 UTC
in TWHL Tower Post #325283
Don't you think it would make sense if the fulle version of TWHL-tower would be available on the webpage of the same name? Or at least a link to it?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-04-16 14:41:57 UTC
in TWHL Tower Post #325274
I may have something of a bad new about my level. I tried to include fog in it, but it wouldn't work for me, so I left it there in the belief no-one else would have fog either. Now I recently played the demo levels for Spirit of Half-Life, and it seems like my computer is in-capable of rendering the fog. I hope this works as an excuse if the fog is bad, but I really thought the fog was broken in the game, and wouldn't work at all.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-04-10 15:44:20 UTC
in A lighting problem Post #325233
As far as I've experienced it, leaks sometimes make RAD only compile direct lighting, and sometimes make it not run at all. The latter I've never experienced myself, but seen in other's maps. I guess it depends on... something I don't know about.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-04-10 10:36:36 UTC
in A lighting problem Post #325230
Are you running the compile tools in fast mode? I've encountered this before, it's probably becuase the light program only calculate direct lighting in fast mode. If the problem persists even if you're running RAD in extra mode, it's possible your map have a hole in it.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-04-01 12:51:13 UTC
in TWHL Tower Post #325181
What? Won't it be released today? :cry:
:hecu: :hecu: :hecu: :hecu: :hecu: :hecu: :hecu: :hecu: What is this icon even?
It's the H.E.C.U soldiers from Half-Life.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-04-01 07:00:40 UTC
in Empty rocket launcher. Post #325171
I did decompile the map in question - not beacuase I wanted to steal something from valve, I only do it when I want to learn something that isn't doceumented elseweher - and a lot of other maps, and it seems like every map, starting from d1_trainstation_06 have an equip system based on a point_template, an env_entity_maker, a logic_auto firing it's OnNewGame output, and the corepiece of it all: A lot of items given the same name, player_spawn_items.
So far, I haven't found a single instance of a game_player_equip entity in any of Valve's singleplayer maps. As far as I know, the entity is used exclusively for multiplayer maps to give the default weapons, but I may be wrong.
Anyway, the map also have a weapon_rpg entity named player_spawn_items to be spawned from template.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-31 08:03:09 UTC
in TWHL Tower Post #325149
Will the completed package be released today, or just put toghether?
Dr. Orange Dr. OrangeSource good.