Forum posts

Posted 7 years ago2016-10-06 15:51:41 UTC
in Post your screenshots! WIP thread Post #331909
Nothing dies until it gets a cannonball in the chest, or becomes too old, not-literally speaking.

In this case, a "cannonball in the chest" is a very very big flaw of the programming language, and "becomes too old" simply means "not up to the standards".
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-10-03 18:55:49 UTC
in Post your screenshots! WIP thread Post #331888
I weren't asked anything, but here we go:
I'm a CryEngine fan. CE1 can even run well on my "tomato" laptop.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-10-02 13:57:28 UTC
in Post your screenshots! WIP thread Post #331879
I'll attempt at modeling the fake water.
That's pretty much all you need to know.

Edit: Here's the plan:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-10-01 06:08:25 UTC
in editor clipping 3d view Post #331843
In JACK I went above the map limits a few times.

JACK has an integrated option of choosing your world's size limit. I normally set it to about 13000x13000, and it gives me no problems. And so I made a 8192x8192 map.

It turns out to be helpful in Sven Co-op 5.0, with their new Svengine improvements.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-30 16:51:40 UTC
in Post your screenshots! WIP thread Post #331817
Please do stay that way, for me it's too late.

Meh, I only have 2 years of mapping experience, 1.5 years of texturing, 1 year of music production, 6 years of video-editing (man, since I was 8 years old), and only 6 months of modelling experience.

But at the very least I know coding. I only spent a few weeks in coding, but luckily I wasn't lazy enough to find tutorials and try to learn basic programming :)
To be a man with free time or not to be a man with free time? That is the question :P
I don't know about you, but I never have free time even when I'm not at my "beloved" laptop. There's always something. :\
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-30 11:29:28 UTC
in Post your screenshots! WIP thread Post #331813
@Alberto309

Well, you made your point.
I, however, will be a 1-man modding machine, because of the numerous advantages: making my own music, textures, sounds, models and other assets by myself.

To be, or not to be? That is the question.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-29 11:38:10 UTC
in Post your screenshots! WIP thread Post #331800
If you don't know how to animate, then don't do it for GoldSource. Instead, look for some tutorials on general animation, and then expand that knowledge to GoldSource.

And as much as I know, vertex animation should be used for fake water, if GoldSRC supports vertex animation (I highly doubt it does, since it's a 1998 engine).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-26 17:49:07 UTC
in Post your screenshots! WIP thread Post #331768
@Alberto309

This could be used for fake water, or even simulating mercury (the liquid metal).

However, in its current state, the tiles seem to be reflecting clouds.

In my opinion, you could maybe trigger an env_render entity, to set the Render FX to something like 50, which would certainly lessen the effect.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-25 20:47:21 UTC
in Post your screenshots! WIP thread Post #331760
As much as I remember it was 800x600. That stupid bangs head into wall, integrated bangs again, Intel breaks skull, frickin' GMA... the lagggg!!!
And now I'm dead for hitting the wall with my head.

And don't worry, I already made the roads wider, before anyone told me.
Also, my settings are different, I have a bit more gamma and contrast (the sliders in the Video tab). Therefore, I'll use my phone's screen to see what you see.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-24 18:37:26 UTC
in Post your screenshots! WIP thread Post #331754
Anyways, here are some more photos, now in-game:
User posted image
User posted image
User posted image
The map is now in beta, a week after I began working on it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-24 18:09:23 UTC
in Default CS Sprite List Post #331753
@Loulimi
But for a game like CS 1.6 still available, cheap and running on modern machines, you're definitely not taking the moral high ground pirating it.
Some people simply won't care, but:

Some kids have the financial resources (a.k.a money) needed, but no payment method for things via the Internet. That's a big reason for people pirating games.
But I'm getting a debit card this year, so I'm about to abandon piracy once and for all, mostly because the pirated games don't have working multiplayer.
AND, I'll break the Steam account "barrier" by spending more than 5€.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-24 06:54:59 UTC
in Default CS Sprite List Post #331751
@Bruce

Exactly. Over here in Bosnia and Herzegovina, absolutely nobody bought CS 1.6. Instead they found it on a site which has a free download for Counter-Strike 1.6.

And no, I'm not going to tell the name.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-22 19:23:35 UTC
in Post your screenshots! WIP thread Post #331748
@JeffMOD

Pseudo-3D? I'm not sure what that is, but I guess it's the 2.5D feature of DOOM, because it was essentially 2.5D, but rendered as 3D.

There will be hidden areas if I make them fit into the map (and probably I will, such as a mini-cinema).

No filtering? Maybe if you turn on Software mode.

Sector-based lighting? Heh, GoldSource doesn't probably support that natively, however I could convert each "sector" to a func_wall, and then control their minimum light level. But no.

What I really meant by the mentioned method, was actually this: "every floor; different wall texture".

It implies that for every new floor/sector, there has to be a different wall or floor texture for each floor.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-20 13:34:53 UTC
in Post your screenshots! WIP thread Post #331739
@DiscoStu

If you refer to my map, ts_untergrund is not a map for CS, but rather for TS, another great Half-Life mod.

And that's the exact reason why I'm putting so many func_breakables in there, so you can have more fun when you kill an enemy in-air, and then the enemy's body falls into the fragile crates, and breaks them. And of course, bullet time!

But, this will be the first map of mine to have a port to other GoldSrc games, so it's:
-25% for The Specialists,
-25% for Half-Life,
-25% for Counter-Strike,
-and 25% for Sven Co-op if it gets a port.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-19 14:26:20 UTC
in Post your screenshots! WIP thread Post #331726
@23-down

Don't worry about the repetitive textures, I'm going for the method used in the first DOOM games.

In fact, here's some more screenshots:
User posted image
And when a lot of it is broken:
User posted image
And a realistic approach to light bulbs:
User posted image
Behold! The latest and greatest lightbulb tech!
Shoot one, and it's off until it re-spawns :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-09-18 15:40:29 UTC
in Post your screenshots! WIP thread Post #331719
User posted image
A lot of func_breakable's.
This part, the U-turn, is mostly complete.
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-21 05:49:16 UTC
in hammer editor entity angle problems Post #331338
When you switch from GoldSrc/Source/IdTech2 to Unreal, it is very hard.
Because Unreal doesn't use brushes, but rather depends on carving. Every room is carved into the space. You know, "subtractive" space. GoldSrc is "additive" space.

Now, talking about other engines, I'd recommend CryEngine 1. It is sure hard as hell, it was to me, but it's so powerful, and runs well on old PCs. Luckily, I started writing my "Tutorial Center" for it, so everyone can easily learn each part of it.

I mean, it is very hard, that's why you should not waste much time learning how it works, I mean there's scripting, and no Half-Life brushes. At least there's no leaks in CE.

About the compiling issues, I use J.A.C.K, and the VHLT compiling tools. Never gave me a problem.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-08-20 21:18:47 UTC
in hammer editor entity angle problems Post #331330
After typing in the angles into Pitch Yaw Roll (like 90 45 0) press Enter on your keyboard.

If the problem is still there, then turning off SmartEdit mode could help, maybe...

And if that doesn't work either, then check the .fgd file you're using. Who knows, it might have predefined angles (but the chance for that is 0.1%).

If you're mapping for GoldSRC, then you can switch to Hammer 3.4 and the 3.5.2 Beta, to see if it makes any difference.

And if none of that works, either wait for new answers, or switch to a new editor (for GoldSRC, use either Sledge Editor or J.A.C.K, and for Source you can use QuArK).
___
Edit: By the time I wrote this, someone already gave an answer (>XD)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-08-15 20:50:46 UTC
in is it possible to create a "surviva Post #331260
That's how I think so. But upon the headcrab's death, a new entity should spawn (meat_headcrab) right next to it, so the player can pick it up.

Then the player would carry the entity (in their inventory), and find a nearby func_fireplace, or func_furnace, they can both be either point entities or brush entities, or both (4 entities in total, if both).

Then there would need to be an energy source for the func_furnace, which can be electric, or one which uses anything that's flammable. As for func_fireplace, you could light the trunks somehow, probably with a tool_lighter, tool_matches or a weapon_laserpistol.

Man, if this idea ever gets realized, it's going to be the best example of GoldSource's timelessness. Let's see, that's 8 possible entities, 3 at least, if we're going to just make one from each mentioned category (meat, furnace, energy source/tool).

Edit: And then we should consider if the headcrab is poisonous, or does the meat have any effects. For example, a normal, cooked headcrab meat would give the player 10 health, or 10 food points (if we include the hunger bar), which would be used to regenerate health partially.
And then a poisonous headcrab's meat is very likely to give the player a bit of nausea, and a loss of 10 health.
And an overgrown headcrab's meat (assuming there is one) would have better attributes than normal headcrab meat. But leaving all that on the ground for 20 minutes, uncooked, untouched, would make the meat rotten, which would then cause a loss of 15 health if eaten.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-08-15 16:02:01 UTC
in is it possible to create a "surviva Post #331253
Some of this is easily possible, like monsters re-spawning, and the teleportation wall.

However, exchanging points into weapons and even items? Every player should have a value of how many points they have, which shouldn't be very hard via coding? But in mapping, that's probably impossible.

Now, gathering minerals should also require a new entity/ new entities (mineral_salt, mineral_sugar etc.).

But overall, this is a GOOD idea =D
Imagine traveling to Xen, beating the poop out of Big Momma, and then going to another planet, infested with other aliens. Did you mention cooking headcrabs?

Well, the idea revolves around space travel, and then you would also need new NPCs if you want it to be fun. Coding the NPCs could be simply copying the zombie code, or perhaps any NPC's code, or you could add new NPCs almost from scratch.

Then, you should need new weapons, like plasma guns etc.

But, keep all that in mind for the Episode 2. For the first version of the mod, I suggest finishing it without new NPCs and weapons.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-08-13 06:32:25 UTC
in Post Your Photos Post #331197
I decided to take some photos of the countryside, and it doesn't look so bad, in fact it reminds me of Far Cry 3 or 4.
User posted image
User posted image
User posted image
And of course, this would make a good map:
User posted image
I also took a few photos for making textures, you know, but I think you already saw the most of them.

I also took 3 panoramas, but that won't fit here.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-08-10 06:21:58 UTC
in Post your screenshots! WIP thread Post #331142
@vodka95

Don't trash that hard work because of a small, tiny error. You probably made the piano too smooth, or perhaps you resized using the selection tool, so some vertices went off-grid.

Or maybe you just applied Null textures by accident.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-08-02 22:45:13 UTC
in Waypoints for firearms Post #331060
I wonder if there is a program which edits the waypoints, but externally, instead of in-game.

I think that waypoints etc. are configured via the console.

In other words, be prepared for heavy work...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-20 18:39:40 UTC
in Literally the internet today Post #330915
Guess which multi_manager sets off...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-19 16:37:37 UTC
in What happens if Hammer Editor shows no l Post #330888
Hi. The title seems to be too long so it was clipped by TWHL. Anyways, can you please write the full title again?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-17 20:43:06 UTC
in Switcahble teleport and multi source Post #330864
Well, you taught me some things, why shouldn't I do the same?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-16 21:15:20 UTC
in Switcahble teleport and multi source Post #330855
And, the controllable teleport... It does require a multisource, which is the Master of the teleport entrance entity (which is a trigger_teleport, I think).

A func_button maybe controls the multisource on/off, and so does the teleport.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-16 21:12:02 UTC
in Switcahble teleport and multi source Post #330854
Well, I can answer how to setup the door:

One game_counter is triggered 5 times, and once it is, the doors are either unlocked or activated.

It simply works that the 5 triggers target the game_counter, and the game_counter targets the door.
Make sure you set Initial Value to 0, and Limit Value to your number of triggrs, i.t.c. 5.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-16 12:42:16 UTC
in Someone can give the names of this place Post #330848
I'm not sure, but it's probably the capital city.
Admer456 Admer456If it ain't broken, don't fox it!
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 7 years ago2016-07-09 14:32:29 UTC
in HL3 Post #330767
I hope you're not telling that to me, because I'm just helping others understand what this guy said.

Although, I would say that DOTA 2 tools really are specific for themselves.

Let's just wait until the FPS version of Source 2 comes out/becomes heard of.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-09 11:22:18 UTC
in Interactive Story Post #330762
A long line of buses.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-09 11:09:50 UTC
in HL3 Post #330761
I understood most of what he said:

Valve's inventor left the company in January 2016, did you forget that? We can't expect the next Half-Life game because he is old, and he's also ill, that's why we can't expect its release. Please pay some respect to Valve. I think there are no newer releases than Half-Life 2. Please use another engine like Unreal Engine 4.9 / 5.0 or other so we can continue with other engines. But please don't revert to the old Half-Life (GoldSRC) engine.

Do you know who remade Half-Life 2? For example: City 17 to Unreal Engine 4.9 / 5.0 because it looks very realistic, along with the grass on the ground like in real life. That is why Valve Software can not get a chance t develop a good and a stable engine. I surely think Half-Life 3 has stopped development. No, Half-Life 3 won't come out. We'll only have Half-Life 2 and its Source engine.

Source 2 looks like Dragon World or Age of Empire 3 with a rotating camera view. Source 2 is not built for single player. Tiled map versions only look like 2D tiled maps but with a rotating camera view.

Huff... puff... can't... I'm too tired of translating. I think I should become his "Understand-inator 4000", who makes everything understandable.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-08 21:05:17 UTC
in What can I add to this entity setup? Post #330752
Because this is on the Source engine, I am a bit of a noob at mapping for it.

Now, here are images of the entity setup which mimics the one from the original map:

User posted image


User posted image


User posted image


As you can see, I've got a few func_train brushes to act as moving terrain, like the Opposing Force osprey ride. So, a 3D skybox isn't going to work here, I'm afraid.

Above the player spawn is a helicopter, and there's a prop_physics wagon below it (I will attach the two with ropes). Don't ask why, it's for the style, and the comedy.

And of course, there's an automatic startup system there, which has a logic_auto to trigger the terrain, music and the env_fade entity.

I'm asking this because I'm only a mapper for 1.5 years now, and I haven't fully developed that "sense" for mapping.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-06 19:43:50 UTC
in Leadwerks? Post #330719
Oh, I heard of it before. I think it also uses BSP, correct me if I'm wrong. If it does, however, you will remember everything about GoldSRC and/or Source, after "playing" with it for a few months.

I have never used it, but I think that Leadwerks has a nice work environment. Except it costs a lot, if I remember the price.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-04 16:36:57 UTC
in Post your screenshots! WIP thread Post #330681
@Urby

The map with stars as sprites is simply an opening sequence for my map "space_wars". After all, as soon as I added a camera and a camera path (along with a trigger_auto), Sven Co-op crashed.

I guess I could find/make a custom space skybox, OR use the nebula skyboxes, it's much more awesome.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-03 15:56:10 UTC
in Is this a dumb method? (Detail textures) Post #330661
Seeing what you did with the detail texture, I concluded that it's a nice way to emulate HDR in GoldSRC.

So, if you converted the original texture to BnW (black'n'white), to use it as a detail texture, that's a very cool way to add more colour to these 8-bit textures.

The texture size, though... You could have at least made it 3200px, or 3072px, to be exact, even though that's between 2048 and 4096.

Anyways, if you ever publish a map filled with those big textures along with big detail textures, include the system requirements, please. My card has only 64MB of VRAM, and so do other 20 000 men who play games.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-03 12:48:54 UTC
in Post your screenshots! WIP thread Post #330656
But, let's leave that for now, and admire my next big map: Sandstorm

User posted image


It's a GIF, I hope it plays properly.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-03 08:57:49 UTC
in Post your screenshots! WIP thread Post #330654
Yeah, I already did it. I used to have this problem with transparent brushes (with blue parts).

Anyways, now I'm adding an opening camera sequence.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-07-02 18:56:41 UTC
in Post your screenshots! WIP thread Post #330645
User posted image
This is GoldSRC, in space. Sadly, whenever I launch the damn map, every single sprite is pitch black, except for the space ship, which is near a light entity.

Anyways, this is how it should look like:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-27 22:18:59 UTC
in A shooting range like in Blue shift Post #330634
Maybe there is a console command, for the suit volume?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-27 10:38:41 UTC
in A shooting range like in Blue shift Post #330620
So, you want moving targets, which move like this:
  • You press a button
  • The target comes to you
  • You press it again
  • The target goes back
Well, it's a fairly simple setup. You only need 2 path_tracks, 1 func_train brush, and a func_button.

In this situation, the target follows a loop path,

Here's an example loop: track1's next stop is track2, while track2's next stop is track1. Both need to have the flag "Wait for re-trigger" checked.

track1 - track2 - track1, this is the path.

Now the func_button activates the func_train, which should follow the given path.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-25 21:39:08 UTC
in WIP mod maps, textures any TIPs? Post #330606
Since you're making the maps for the mod, you could simply make the final version, along with an LD version of the maps, to be downloaded separately.

The LD version is basically a re-texture of the map with no major brushwork changes, if any, but of low detail. Like, if you have a few 12-sided barrels, the LD version would have lower-res textures, and only 8-sided barrels.

Of course, not everyone is patient enough to do that, so it's your call whether you'll use tiny textures or big ones.
I'll certainly follow my realm of experimental designs.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-25 12:26:48 UTC
in WIP mod maps, textures any TIPs? Post #330598
It should go well, as long as it runs at more than 20fps on an Intel X3100, which is a terrible iGPU, even in Sven Co-op.

In my opinion, it would be a smart idea to make 1 texture with 2-4 resolutions, like: 1 floor texture, with a 128x, 256x, 480x and a 512x variation.
So, use the 128x for the non-detailed, non-reachable areas, and use the 512x (and/or the 480x) texture for the "obvious" parts, where the lightmaps should be detailed, for example.

However, I recommend the 480x texture more than 512x. Why 480x480? Because if you fit a 512x on a face, it will have 6 wpoly. With 480x, it's only 4 wpoly, at least I think so.

One obstacle will be the alloc-block limit or something, I've heard of it once. So, for max detail, use a 256x texture with a detail texture overlaying it. Just don't use too much detail textures, because they can take up too much video memory, since some integrated cards still have less than 256 MB of VideoRAM.

And try NOT to use blinking lights, a.k.a "lightstyles" in lightmaps. Because OpenGL doesn't support them well enough, so it does lag a bit. It lags horribly on the Intel X3100, even with 1 blinking light.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-25 09:28:17 UTC
in train issue Post #330595
Never say never. Func_train has a good use for elevators and many other things. While func_tracktrain behaves more like a real train.

But, if the problem was the player being stuck when you reach that point, the problem is the calculation of movement, probably, since GoldSRC has to synchronize the movement of the player with the train, and then a glitch simply happens.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-24 20:00:51 UTC
in train issue Post #330589
Simple collision stuff.

You can probably raise the ceiling a bit, so the player will not get squished. Alternatively, just put the path_corner (or path_track) entities closer to the ground.

Also, smoothing the path is an OK idea, but be careful with it, because GoldSRC has a limit of 512 entities per map, I think.
Admer456 Admer456If it ain't broken, don't fox it!