Forum posts

Posted 5 years ago2018-12-07 21:39:55 UTC
in Post your screenshots! WIP thread Post #341404
Absolutely awesome work posted on this page!

I'm floating around id Tech 4 community lately, working on two projects based on this engine. But here's something completely unrelated to GoldSrc and id engines. A little tile-map based game I'm coding from scratch in C++ using SFML library. Player texture is a placeholder, level aesthetics were designed by my roommate (aiming for dirty, retro looks), and there's not much of game logic yet, but it's damn awesome to get something working!
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Posted 6 years ago2018-11-05 09:52:35 UTC
in Competition 35: Vanilla Half-Life Post #341194
I'm not sure if I'll be able to finish my entry. Best case I'll only texture it and add some visuals without any gameplay.
Posted 6 years ago2018-10-11 21:31:26 UTC
in Post Your Photos Post #341024
My little star arrived today!
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Posted 6 years ago2018-09-25 00:15:40 UTC
in Competition 35: Vanilla Half-Life Post #340947
Finally started something for the compo. I had to get used to Sledge again after DarkRadiant. It's still pretty WIP.
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Posted 6 years ago2018-09-21 08:40:51 UTC
in Post your screenshots! WIP thread Post #340929
Suparsonik said:That looks like a scooby doo villain, not gonna lie. The Space Kook, I think.
I see that too. That's a solid artstyle though, and it's a concept piece, it doesn't have to be an ultra quality render of a ready model.
Posted 6 years ago2018-08-25 19:01:18 UTC
in how to properly use "hpb bot" for a custom mod. Post #340667
There is no VS configuration required. You use CMake to generate solution file for chosen version of VS from source code. This is quite a straightforward process, especially if you use the GUI. It might not compile properly on modem compilers though, as Botman's code is aged.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-08-25 18:20:43 UTC
in how to properly use "hpb bot" for a custom mod. Post #340663
You'll have to change the source code of hpb bot and compile a new dll, otherwise the bots won't be able to properly work with your mod I think. The process is basically the same as for HL sources - you modify the code with Visual Studio and compile.
Posted 6 years ago2018-08-19 19:50:46 UTC
in Xbox 360 with XNA Sunburn Post #340612
It is easy to work with modified Quake engines such as Darkplaces or FTEQW, especially when it comes to asset creation. Full source code is available as well, but it's written in C. Furthermore, you will need to learn QuakeC and Client Side QuakeC or hardcode everything to get AI and game logic.
Posted 6 years ago2018-08-19 13:35:39 UTC
in Xbox 360 with XNA Sunburn Post #340604
Read more about how computers operate, while this may not be that useful when it comes to game development, it will help you understand some things.

XNA is based on C#, so you should read about this programming language, find some tutorials and practice.
Posted 6 years ago2018-08-18 20:23:54 UTC
in Competition 35: Vanilla Half-Life Post #340599
Funny thing is, I had an idea for a hldm map just a day before the competition. Guess I'll make two versions of the map, and maybe finish some of my old projects before moving on with the mod.
Posted 6 years ago2018-08-18 19:27:25 UTC
in Xbox 360 with XNA Sunburn Post #340598
I'd recommend you to read a lot about programming theory and practice a lot before trying to do anything.

Consoles are harder to get to than PC in terms of development. If you wish to meddle with XNA based engine, then you should learn about it from the ground up.

Consistency is important. Post about it here, in a journal or send me a personal message if you feel that you can't do something because reasons. TWHL is composed of a highly tolerant bunch, and there are people who are willing to help you.
Posted 6 years ago2018-08-15 20:19:17 UTC
in why are you mapping/modding Post #340550
I took up mapping, modding or game development in general because there are many creative processes involved with it: texturing, modeling, writing, sound editing. It really allows my creativity to work, gain interesting skills and some technical knowledge.
Posted 6 years ago2018-08-13 12:11:19 UTC
in Competition 35: Vanilla Half-Life Post #340513
Just when I felt an itch to map something for GoldSource!
Posted 6 years ago2018-08-11 01:05:08 UTC
in (Release) Half-Life: Echoes Post #340477
I've gotta check out this mod. It's been ages since I've played anything HL related.
Posted 6 years ago2018-08-09 22:42:29 UTC
in The ~Video Game Music~ Thread Post #340463
They're still haunting me!
Posted 6 years ago2018-08-03 20:18:56 UTC
in Being Sober Post #340395
No thread is unwelcome (as long as it doesn't break the forum's rules), journal entries are better for some things though.

It is good that you are working on any goal since teenage years, and everyone here has some unfinished works. The thing is that you should not stop, no matter the results. You get better with each try, and eventually, you will be able to finish and achieve something. Failing is a human thing, life struggles and disabilities are also a human thing, but you are never in a situation, where you can not try.
BY WILLIAM ERNEST HENLEY
Out of the night that covers me,
Black as the pit from pole to pole,
I thank whatever gods may be
For my unconquerable soul.

In the fell clutch of circumstance
I have not winced nor cried aloud.
Under the bludgeonings of chance
My head is bloody, but unbowed.

Beyond this place of wrath and tears
Looms but the Horror of the shade,
And yet the menace of the years
Finds and shall find me unafraid.

It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate,
I am the captain of my soul
You may want to shoot the Moon, but even if you miss, your shot will remain in the space, among the stars. You just have to keep on going!
Posted 6 years ago2018-08-01 22:24:42 UTC
in Post your screenshots! WIP thread Post #340372
One small step forward.
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Posted 6 years ago2018-08-01 19:19:14 UTC
in REV - Resident Evil Valiant Post #340369
Decapitation tutorial from VERC archive: https://twhl.info/wiki/page/VERC%3A_Beheading_Zombies

Should be a good basis for dismemberment in GoldSrc
Posted 6 years ago2018-07-31 23:53:46 UTC
in Post your screenshots! WIP thread Post #340354
WIP concept art for Revenant: Darkborn
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Posted 6 years ago2018-07-30 10:01:40 UTC
in Half-Life : Catastrophe Post #340332
Very impressive! I'm looking forward to seeing more screenshots and the eventual release!
Posted 6 years ago2018-07-19 17:32:10 UTC
in Post Your Photos Post #340196
Brzeźno beach in Gdańsk, you can see Sopot in the distance. I took this shot of the Baltic coast two weeks ago, piss drunk, a day before baptism of my niece (making me a double godfather!).
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Posted 6 years ago2018-07-15 14:42:14 UTC
in Post your screenshots! WIP thread Post #340146
Haven't posted here in ages, so here are my latest WIPs.
Shoulders need some more edge loopsShoulders need some more edge loops
SicklehammerSicklehammer
Posted 6 years ago2018-06-13 13:59:33 UTC
in E3 2018 Post #339909
I went to Doom 3 after the first games and wasn't disappointed at all. I approach most games trying to limit my hype and expectations, and focus on the actual gameplay mechanics and plot.
Posted 6 years ago2018-06-10 08:13:14 UTC
in The Hype-o-matic (Upcoming games) Post #339860
Things that really get my interest rn:

GAMES

1. Mount and Blade: Bannerlord

I'd definitely play it, or upgrade my gear to play it. I'm especially interested in its modding tools.

2. Dark Souls: Remastered

Though I had heard that the hype for it fell low with release, I'm going to save up and try it. I actually enjoyed the original without DSFix.

3. The Dark Mod

Despite the name, it's a standalone game, and a great take on Thief series by its fans. Latest update gave us goodies like soft shadows, multi core optimization, 64 bit version, EFX for advanced sound effects and more. I'm hyped for further updates, as it'd make a neat development base for projects, GPL engine and all.
MODS

1. TES3MP

I'm yet to try the multiplayer TES3, but it sounds fun.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-25 07:03:46 UTC
in Darkriders Post #339703
The way how directional attacks worked. It's a nice basis for combos.
Posted 6 years ago2018-05-23 07:01:14 UTC
in Darkriders Post #339690
Greetings!

I'd like to announce current BlackRite Interactive project - Darkriders!

The mod will be a first person slasher total conversion, with TES 3 like combat system, combo attacks, weapon arts, parrying and rolling, magic, high difficulty level and excellent level design.

You can trace the progress here: Darkriders

This thread will also serve a purpose of development related discussion if any problems arise.
Posted 6 years ago2018-05-20 15:03:47 UTC
in Best Half-Life Chapter Tournament Post #339670
Everybody knew it'd end like this. ST.
Posted 6 years ago2018-05-17 09:24:31 UTC
in Best Half-Life Chapter Tournament Post #339625
Tough choice. I love AM for all the interactions, but UC gets an actual gameplay. Therefore, UC!
Posted 6 years ago2018-05-09 06:13:35 UTC
in Half-Life RPG (one for the coders) Post #339533
You just type "drop" in the console and currently held weapon gets dropped.
Posted 6 years ago2018-05-08 18:04:45 UTC
in Half-Life RPG (one for the coders) Post #339525
It's 100% possible, since Vampire: The Masquerade: Bloodlines was a Source game, and it had a dialog system. Not sure what you'd need to do to implement it but it'd be using VGUI.
And VMT: Bloodlines used an early version of Source at that.

Half-Rats: Parasomnia has an inventory system. I imagine that you'd prefer a grid-based one though, or slider like in Heretic and Hexen.

You already have weapon slots and weapon dropping in Half-Life (though the latter will have to be improved). It works rather well in Counter-Strike.

Dialogue boxes would either have to use VGUI, or other GUI library, but I'm not sure if it would be possible to code anything else into the engine without it's full source code. And that's only for the visual part.

Since Source is the newer engine and has more available codebase, anything should be easier in that engine, but I haven't ever touched Source so I'm not speaking from experience.
Posted 6 years ago2018-05-03 07:33:11 UTC
in Best Half-Life Chapter Tournament Post #339485
Quoth the Gordon: "Surface Tension!"
Posted 6 years ago2018-04-30 05:59:11 UTC
in Best Half-Life Chapter Tournament Post #339460
Easily UC.
Posted 6 years ago2018-04-20 05:00:37 UTC
in Best Half-Life Chapter Tournament Post #339391
I'm with Anomalous Materials. It was a great chapter building up the climate.

Dammit, I need to play Half-Life again now!
Posted 6 years ago2018-04-19 09:59:35 UTC
in Best Half-Life Chapter Tournament Post #339375
Questionable Ethics.
Posted 6 years ago2018-04-17 10:56:56 UTC
in Best Half-Life Chapter Tournament Post #339346
Surface Tension.
Posted 6 years ago2018-04-16 06:41:03 UTC
in Best Half-Life Chapter Tournament Post #339333
We've got hostiles!
Posted 6 years ago2018-04-14 04:14:09 UTC
in Best Half-Life Chapter Tournament Post #339320
Black Mesa Inbound, I'm not really fond of Gonarch's lair.
Posted 6 years ago2018-04-13 06:09:09 UTC
in Best Half-Life Chapter Tournament Post #339300
I'm going with Apprehension.
Posted 6 years ago2018-04-11 06:23:25 UTC
in Best Half-Life Chapter Tournament Post #339288
What JeffMOD said, Surface Tension wins.

Power Up stands no chance against it.
Posted 6 years ago2018-04-10 05:43:36 UTC
in Revert3D Post #339274
Yeah, but this guy does it all the time. He starts one thing and immediately shifts to another.
Posted 6 years ago2018-04-10 05:42:45 UTC
in Best Half-Life Chapter Tournament Post #339273
I'll go with Interloper because it's Xen.
Posted 6 years ago2018-04-09 19:50:53 UTC
in Revert3D Post #339268
It'd be better if you just focus on one engine and one project at a time until you finish it. It's good to have many ideas, but working only on one will get you results faster than developing several things at the same time.
Posted 6 years ago2018-04-09 13:16:34 UTC
in Best Half-Life Chapter Tournament Post #339264
Anomalous Materials all the way! So the interactions show how Gordon could have been at work - a trolling jerk. I'm not surprised, you get a PhD and push a cart...
Posted 6 years ago2018-04-08 06:06:20 UTC
in Best Half-Life Chapter Tournament Post #339245
I don't really like any of the two. Blast Pit was a tedious run, On A Rail was more atmospheric, so I'm voting on OaR.
Posted 6 years ago2018-04-07 07:16:47 UTC
in Best Half-Life Chapter Tournament Post #339233
I prefer Forget About Freeman.
Posted 6 years ago2018-04-05 20:55:02 UTC
in Best Half-Life Chapter Tournament Post #339215
Definitely Unforeseen Consequences! - chaos, destruction, first alien encounters, the scientist head humped by a headcrab, or the one that you can send down the abyss... This chapter gives a heavy "Shit, I fucked up!" feeling after the experiment.

Vent crawling in office complex felt dull, though freezers were quite interesting. Still, Office Complex loses this one.