Forum posts

Posted 1 year ago2022-12-03 09:53:32 UTC
in eXperiment HL horror mod Post #347148
Posted 1 year ago2022-12-01 15:35:16 UTC
in eXperiment HL horror mod Post #347141
get it 02 12 2022 :)
Posted 1 year ago2022-11-30 19:50:14 UTC
in eXperiment HL horror mod Post #347139
Happy to announce the official release date :>
User posted image
User posted image
Posted 1 year ago2022-11-23 16:47:34 UTC
in eXperiment HL horror mod Post #347127
what NPC is replaced by this ? ;)
User posted image
Posted 2 years ago2022-11-08 17:59:50 UTC
in eXperiment HL horror mod Post #347061
redoing some parts of the levels
User posted image
Posted 2 years ago2022-10-25 16:58:05 UTC
in eXperiment HL horror mod Post #347005
User posted image
User posted image
User posted image
more updates on the mod ;) might fit more before the release in 2022 XD
https://www.moddb.com/mods/experiment
Posted 2 years ago2022-10-22 16:58:29 UTC
in eXperiment HL horror mod Post #346989
just recent updates to keep it to date here ;)
User posted image
User posted image
User posted image
Posted 2 years ago2022-09-18 08:30:57 UTC
in eXperiment HL horror mod Post #346888
https://www.moddb.com/mods/experiment/videos/9mmar-replacement
Did use a TDI Kriss at first but decided to do a new model with new animations and sounds for the 9mmAR
Posted 2 years ago2022-08-12 08:43:40 UTC
in eXperiment HL horror mod Post #346773
update on crossbow
Posted 2 years ago2022-07-15 06:32:40 UTC
in eXperiment HL horror mod Post #346711
more scripted sequences coming your way ! XD
User posted image
Posted 2 years ago2022-07-05 11:08:49 UTC
in eXperiment HL horror mod Post #346706
Just a little article if you want to know more what's going on :)
https://www.moddb.com/mods/experiment/news/release-and-info1/#8333635
And if anyone would like the check the current beta 0.1 pm me :3
Posted 2 years ago2022-07-02 11:34:12 UTC
in eXperiment HL horror mod Post #346695
User posted image
I have some interesting news, got the full mod working from start to finish :3 all 11 maps are now playable as a beta version ! did a full run took me around 2h still some things to improve and work with but i can say this is at full playable beta now :)
Hopefully it will be out in the final or late beta his year in 2022 >:).
Posted 2 years ago2022-06-19 13:24:00 UTC
in eXperiment HL horror mod Post #346643
Just a bit more maps ;) bigger and more vertical
User posted image
User posted image
surprisingly didn't go over 1k wpoly ;) but it got close XD
Posted 2 years ago2022-06-03 09:22:46 UTC
in eXperiment HL horror mod Post #346592
few props to fill the bsp maps ;)
User posted image
Posted 2 years ago2022-05-30 14:06:22 UTC
in eXperiment HL horror mod Post #346570
well why not show some gameplay ? ;)
Posted 2 years ago2022-05-22 06:33:44 UTC
in eXperiment HL horror mod Post #346537
thx :>
User posted image
User posted image
Posted 2 years ago2022-05-12 19:12:55 UTC
in eXperiment HL horror mod Post #346509
Posted 2 years ago2022-04-27 18:30:06 UTC
in eXperiment HL horror mod Post #346480
one screenshot from new update with a new npc ;3
User posted image
Posted 2 years ago2022-03-26 18:43:28 UTC
in eXperiment HL horror mod Post #346364
Posted 2 years ago2022-03-22 16:51:45 UTC
in eXperiment HL horror mod Post #346357
Was thinking im don with the mapping and just left with scripting events but did some alternative paths. Occasionally the player will be able to explore and have multiple paths to end the level. Hope this will prevent the mod fealing to linear but still not too confusing ^^"
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Posted 2 years ago2022-02-28 18:05:33 UTC
in eXperiment HL horror mod Post #346302
Som map updates ;)
User posted image
User posted image
Posted 2 years ago2022-02-16 19:49:34 UTC
in eXperiment HL horror mod Post #346285
User posted image
just a smal prev for a new lvl ;)
Posted 2 years ago2022-01-16 08:47:17 UTC
in eXperiment HL horror mod Post #346203
npc spawns
some tests for the nps spawn new animation
second action teaser https://www.moddb.com/mods/experiment/videos/action-teaser2
and few screanshots ;)
User posted image
User posted image
User posted image
User posted image
User posted image
Posted 2 years ago2021-12-18 11:51:04 UTC
in eXperiment HL horror mod Post #346127
progres on the headcrab
Posted 3 years ago2021-11-18 18:51:12 UTC
in eXperiment HL horror mod Post #346070
User posted image
hp version of the headcrab replasement
Posted 3 years ago2021-11-14 08:52:24 UTC
in eXperiment HL horror mod Post #346056
just some test of npc spawn methods
caption text
btw do you guys want me to upload more WIP stuff here ?
Posted 3 years ago2021-11-12 21:39:10 UTC
in eXperiment HL horror mod Post #346053
Just few shots from the new maps ;)
User posted image
User posted image
User posted image
User posted image
User posted image
So i don't keep the thread empty for too long ;) hopefully will manage to upload another teaser video soon ;)
Posted 3 years ago2021-11-12 21:31:32 UTC
in Goldrc Horror FPS Project - Volunteer Post #346052
seams ambisius good luck ;)
Posted 3 years ago2021-10-02 16:55:56 UTC
in eXperiment HL horror mod Post #345967
Posted 3 years ago2021-09-19 17:30:33 UTC
in eXperiment HL horror mod Post #345943
Posted 3 years ago2021-09-03 10:49:26 UTC
in eXperiment HL horror mod Post #345914
First thing i would love to thank everyone who helped me on this forum :) bean workin on the mod for some time and just now i'm making the public :)
Started a mod db page https://www.moddb.com/mods/experiment few screenshots and a short simple teaser, there will be more since the mod is in beta now and all of the maps are don.
User posted image
User posted image
User posted image
User posted image
and a teaser ;)

https://www.moddb.com/mods/experiment/videos/teaser1
Posted 4 years ago2020-05-19 07:29:07 UTC
in Source 2 hl Alyx workshop maps Post #344233
Yeah it's basically a modeling tool now with everything you need XD
And i love the new fast texturing how it can auto snap to grid or trim texture (still i dont know how it recognizes the trim texture)
User posted image
BTW they are porting cs go in the next few months right? he is so might get back to mp mapping :>
Posted 4 years ago2020-05-18 07:56:47 UTC
in Source 2 hl Alyx workshop maps Post #344228
Well we go it officially available now XD So anyone playing around with it ? ;] any thoughts and comments on the new tools ?
Here's my test :> first time was afraid it will take me super long to get use to it XD but its really intuitive and powerful in my opinio still not going to far from the original editor feal.
User posted image
User posted image
User posted image
Posted 4 years ago2020-03-27 19:18:42 UTC
in Half-Life: Alyx Post #343967
ok so the non vr version is in the game just sux XD https://www.youtube.com/watch?v=QFPLieBpiU8
Posted 4 years ago2020-03-22 17:36:15 UTC
in get steam VR source 2 VHE? Post #343937
Anyone played around with this yet?

https://www.youtube.com/watch?v=nfIW_2sDphc
Posted 4 years ago2019-11-22 11:13:12 UTC
in Half-Life: Alyx Post #343383
Yeah .. im more hyped about the editor and what people can do with it >:3 since there is everything for a SP game now, almoust 100% sure you can run it like a traditional fpp just for dev purposes but that's not official XD
lol the min requirements 12 GB RAM + GTX 1060 / RX 580 - 6GB VRAM Core i5-7500 / Ryzen 5 1600 good think at least its not Core i7 and a RTX card for minimal XD
Valve really thinks someone will get on this and creat a sticky type of vr experience, hmm

btw how long do you think until someone will create a non vr version mod ? XD
Posted 5 years ago2019-06-02 17:11:55 UTC
in monstermaker scripted_sequence Post #342686
Anyone tried spawning chain of monsters with monstermaker and using scripted_sequence to set the position and spawn animation?
Trying to do a simple mechanizm where zombies spawn from the ground using "ventclimb" and "ventclimbidle" animations for infinite time until something disables the monstermaker. But cant rly get around it ;/
Posted 5 years ago2019-04-09 07:46:34 UTC
in Turning ladders on and off ? Post #342439
Thx for your reply guys ;] so at least now i'm sure there is no standard way XD with is surprising since by pure logic i did think it will work just like a func_wall_toggle 0o. But yeah woud need to do some "redesing" and move the ladder in to a room corner or by the wall ;] heh so yeah workarounds as usual in vanilla XD. Ehh sometimes i regret not starting a mod on Spirit XD. But i just really need to finish this on the base game ;]
Posted 5 years ago2019-04-07 20:16:42 UTC
in Turning ladders on and off ? Post #342427
Hi, this might be really a basic thing but i cant rly find a way to make this ...
So simply i wanted to turn on and off func_ladder, i do manage to remove ladders with killtarget but is it possible to start a lvl with a disabled ladder and then enable it ect ?
I have this scenario of rope you can climb being dropped down in the mid of a room by a certain event and i don't really know how to manage it.
Posted 5 years ago2019-04-06 18:14:27 UTC
in Improving decals, detail textures for decals ? Post #342423
Was thinking how to improve blood decals in my project since using detail textures doesn't work and scaling up te resolution just makes the decal bigger. Any suggestions for that ?
Posted 5 years ago2019-03-22 21:08:05 UTC
in half life steam update? mod weapon issues. Post #342307
cool ;] heh this might be as close a it gets with valve releasing something for Half Life XD
Posted 5 years ago2019-03-22 13:55:11 UTC
in half life steam update? mod weapon issues. Post #342302
Yeah i got the Invalid file type...skipping download of events/sshotgun.sc when i used the old empty files XD but looks like it work fine when i replace it with one of hl default ones.
Posted 5 years ago2019-03-22 11:51:08 UTC
in half life steam update? mod weapon issues. Post #342298
oh so there was a update ?
hmm stumbled on this looks like there is something going on ? XD

https://github.com/ValveSoftware/halflife/issues/2109
Still..why Valve is doing something like that? going back to the gold source engine??
interesting
Posted 5 years ago2019-03-22 11:40:26 UTC
in half life steam update? mod weapon issues. Post #342296
Are the cl_lc and cl_lw cvars set to 1?
hmm looks like when i set cl_lw 0 seems to work fine but there is a strange "stuttere" in the melee weapons and my new weapon still doesn't work.

Anyway it looks like the problem was with one of my new weapon sc files Sshotgun2.sc with was empty for some reson 0o just copyd and renamed one of the base sc files (dont even know whats the purpose of those rly .-.) weird since i didn't do anything to those files for years and everything worked just fine ;/

THX Solokiller this gived me a lead to it XD

Still... don't really know how did this happen 0o there wasn't any updates/fix to the game recently right??
Posted 5 years ago2019-03-22 10:28:03 UTC
in half life steam update? mod weapon issues. Post #342294
Honestly i don't really know how to address this... for some reason now when i start my mod all the weapons except the shotgun fire without the sounds sprites decals and animation but still do damage to the npcs ;/ dont really know what could cause this ..

The only thing i did recently was make a svn repo for my files but everything works just fine after that for few weeks...
Did not compile my mods dlls for few months now i was just working on maps so was thinking this is some sort of game update ? honestly i have no idea .-.
So i recompiled my dlls and no error but i have the same issue in game ;/ Did i accidentally change some file in my mod folder??

heres a vid
Posted 7 years ago2017-10-05 16:35:16 UTC
in Post your screenshots! WIP thread Post #337706
Was doing a concept sculpt of a character for my mod ;]

User posted image
Posted 7 years ago2017-10-05 16:31:38 UTC
in Half-Life: C.A.G.E.D. Post #337705
Goint at it today ;] btw was it difficult to release it on steam like this?
Posted 7 years ago2017-08-31 18:16:36 UTC
in Post your screenshots! WIP thread Post #337194
It's a pain not knowing the hotkeys yet, but the tool set is surprisingly well-featured and makes more sense IMO than 3ds max in some ways.
HEH XD personally i'm moving from max to blender after 10 years working on max -.-, after 3 months workin on blender i can tell it's a good decision. And there is a definite future with Blender since its evolving dynamically compared to max.

There are some issues especially with animating overall i like it.
But it can be a pain for a previous MAX user XD

Nice model and render BTW ;]
Posted 7 years ago2017-08-27 09:00:28 UTC
in HL2: Episode 3 Post #337090
hmm i wonder how much employs work at Valve now ?
Since updates for Dota 2 or CS:GO don't really need a huge amount of people to be involved, the core dev team i mean (not mentioning TF2 or L4D).

Just curious how big is the work force and how are they assigned.
Posted 7 years ago2017-02-23 22:04:14 UTC
in Post your screenshots! WIP thread Post #333716
HeH XD still those type of reviews can build character :>
BTW could add some screenshot if possible to give a idea of the map, oh well.