Forum posts

Posted 2 years ago2021-10-28 09:40:39 UTC
in Changelevel not working Post #346016
Whatever happened in the second level is the reason. https://imgur.com/a/ftYdaGg

Not sure what happened to your trigger_changelevel brush or if is Jack Hammer that is doing that. Anyway, you also need the same info_landmark entity with the same name in the first map at the same position relative to the map in the second map.

Also, the trigger_changelevel brush entity needs to point back to the previous level as well. Disable touch if you do not want the player to go back.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-02-04 21:32:45 UTC
in Hard Duty - 2018 Update Post #341964
2 new articles were created and Hard Duty got featured on ModDB for a third time.

Trigger Events Between Levels
Create Complex Brushes

For those who are interested in technical stuff, 4 self-contributions were created on the VDC.

Trigger Events Between Levels
Create Complex Brushes
Creating Angled Geometry
A Talk On Engine Hunk Overflow
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-01-20 14:39:00 UTC
in Hard Duty - 2018 Update Post #341738
ModDB shortens the links. The full link is the Hoover dam image.
Hoover DamHoover Dam
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-01-20 14:14:43 UTC
in Hard Duty - 2018 Update Post #341736
You don't need to apologize. I deleted the media the comment was posted on when I resumed development, so if you did not see it before, it's all fine.

Since I can see my deleted comments on ModDB, I've been able to pull that comment again.
Here you go.Here you go.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-01-20 13:59:37 UTC
in Hard Duty - 2018 Update Post #341734
There are no violations of anything, at least, it isn't my intention. I had the same comment 2 years ago when I uploaded the first version of this level. My response was that I used the Hoover Dam as a reference when creating mine. Then I looked at Black Mesa's version and have seen why I had this comment but that I wasn't going back to editing it anymore after the time I spent on it. Editing it now isn't out of the question since I remade the map from scratch, but I still need to finish it before I edit anything else.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-01-20 12:59:47 UTC
in Sledge (Hammer Alternative) Alpha Build Post #341731
Aight, roughly 2 years ago, I said I chose Jack over Sledge. Since I've seen Sledge be in beta, I gave it another shot.

Penguin, Sledge doesn't feel beta to me, at all. I haven't used it to its full extent, but if what I did here causes me so much grief, then I just can't continue using it.

See here:
This is one simple brush with rounded corners.This is one simple brush with rounded corners.
This should be done easily with Sledge? Well nope. Sledge decided to crash without even giving me a chance to send an error report as soon as I hit enter to clip the brush (clipping tool). So, I ended up doing it in Jack instead.
Trying to use the Torus primitive, a primitive that I wish Jackhammer hadTrying to use the Torus primitive, a primitive that I wish Jackhammer had
It took me 3 attempts to make this. It crashed twice and the "Oops!" window crashed with Sledge.
After making a hollow torusAfter making a hollow torus
Well, that got created on the first try, no problem. Selecting everything and opening the face edit sheet and Sledge crashed.

Lastly, trying to go into vertex mode with any of the primitives and I get an "Oops!" thing window.

In every case besides the vertex one, I couldn't get a chance to send a bug report.

I don't know if I'm doing something wrong, but come on, I've never seen an editor crash that many times in less than 5 minutes.

Laptop:
Windows 10 Pro 64 Bit
Intel Core I5-7200U CPU @ 2.50 GHz
4.00 GB of RAM
Intel Integrated graphics
Samsung 860 EVO - 250 GB SSD (<--- This replaces the old 5,400 RPM HDD)

But it honestly is no different on my gaming rig. It crashes just as much.

Desktop:
Windows 10 Home 64 Bit
Intel Core i7 8700K
16 GB of RAM
Nvidia Geforce RTX 2080
Crucial 240 GB SSD
Seagate Barracuda 2 TB

And the build isn't a month old.

I guess I still have to stick with Jackhammer.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-01-19 19:29:59 UTC
in Post Your Desktops Post #341721
Guess I ain't any betterGuess I ain't any better
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2019-01-17 16:28:45 UTC
in Hard Duty - 2018 Update Post #341708
Prolly have seen them now, but if you haven't:
Cat joins in on the actionCat joins in on the action
I'll get this aligned to the left tooI'll get this aligned to the left too
Something coolSomething cool
Some more coolSome more cool
And I'm ill. Twice in less than a month. Sounds cool.
When your light_spot is just the way you want it on the first tryWhen your light_spot is just the way you want it on the first try
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-12-13 18:14:23 UTC
in Custom Entity Sprites Post #341445
So, during the development of Hard Duty, I figured I'd do some sprite design cause most of them don't have a sprite or I don't like 'em.

So I spent a day or so creating those sprites for myself, but I figured you can use them too if you want them. Some images I took from Google Image, some I did myself (some based off the Source version like trigger_auto and trigger_relay, but who cares?). I use them in J.A.C.K. but I've tested them in Sledge and default Hammer and they work fine there too.
Sprites in JackhammerSprites in Jackhammer
For those who use a custom FGD, here is what you need to replace the current FGD lines with:
@PointClass base(Targetname) iconsprite("sprites/trigger_cdaudio.spr") = target_cdaudio : "Plays music off of a CD or from the Media folder if no CD is found."
@PointClass base(Targetname) iconsprite("sprites/env_shake.spr") = env_shake : "Shakes the screen."
@PointClass base(Targetname) color(255 255 128) iconsprite("sprites/env_global.spr") = env_global : "Determines a global state. This entity can be used to have an event fire in one map while having the trigger mechanism in another map."
@PointClass base(Targetname, Target, RenderFields) iconsprite("sprites/env_render.spr") = env_render : "Controls the rendering of a brush entity. Especially useful if you are working on a scripted scene where a train would arrive at great speeds and then fly in the air, spinning around before crashing."
@PointClass base(Targetname) iconsprite("sprites/game_end.spr")  = game_end : "End this multiplayer game."
@PointClass base(Targetname) iconsprite("sprites/env_explosion.spr") = env_explosion : "Creates a configurable explosion effect."
@PointClass base(Targetname) iconsprite("sprites/player_loadsaved.spr") = player_loadsaved : "If the player fails a task (kills himself, kills a vital monster, takes too long, etc.), this entity will fire a fade effect, with an optional message determined in titles.txt and will reload a save after a certain amount of time."
@PointClass base(Targetname) iconsprite("sprites/player_weaponstrip.spr") = player_weaponstrip : "Removes all weapons from player."
@PointClass base(Targetname, Targetx) iconsprite("sprites/scripted_sentence.spr") = scripted_sentence : "A scripted sentence is an entity used to fire .wav files located in a subfolder under the sound/ folder. To fire a certain sentence, it must be specified in sentences.txt"
@PointClass base(Targetname) iconsprite("sprites/env_fade.spr") = env_fade : "Fades the screen."
@PointClass base(Targetname, Target) iconsprite("sprites/env_message.spr")  = env_message : "HUD Text Message."
@PointClass base(Targetname) iconsprite("sprites/env_funnel.spr") = env_funnel : "Large Portal Funnel."
@PointClass base(Targetname, Angles) iconsprite("sprites/env_spark.spr")  = env_spark : "A spark effect."
@PointClass base(Targetx) iconsprite("sprites/trigger_auto.spr") = trigger_auto : "A trigger_auto that will fire its output on map spawn."
@PointClass base(Targetname, Targetx) iconsprite("sprites/trigger_relay.spr") = trigger_relay : "A trigger_relay that will send an output to another entity when fired. It is a message forwarder. If disabled, it can break a sequence chain."
@PointClass base(Targetname) iconsprite("sprites/info_target.spr")  = info_target : "A beam target." []
@PointClass base(Targetname) iconsprite("sprites/info_landmark.spr") = info_landmark : "An entity that determines the location at which a level transition will take place. The transition to the next map is relative to the info_landmark in both levels. They must have the same name in both levels and the trigger_transition brushes, if any, should also use this identical name." []
The magical download button: https://www.dropbox.com/s/we5f3hez9ttqhmn/sprites.zip?dl=0

I use a custom FGD and implemented them, but I haven't used a default FGD with those new sprites. Let me know if you want one instead of going through it manually.

(I derp'd on target_cdaudio, but I got lazy and didn't change it.)

(game_text got scrapped cause it's bugged in such a way, it's discriminating us.)
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-11-18 19:23:57 UTC
in Weapon Strip (HUD question) Post #341270
Unbelievable. 6 years I have been trying to hunt this down and it was simply a small thing to do... and that worked perfectly...

Can you confirm this is correct?

https://pastebin.com/dM1p9ejP (cause Markdown doesn't format it right here - haven't pasted the whole code either, just the bit that got edited but it compiled without any issue)
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-11-18 18:35:35 UTC
in Competition 35: Vanilla Half-Life Post #341269
I think I got a prefab addiction...
Did someone say prefab?Did someone say prefab?
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-11-18 18:04:40 UTC
in Weapon Strip (HUD question) Post #341267
So to remove the ammo HUD hereSo to remove the ammo HUD here
and end up without the ammo HUD like this screenshot of SoHL 1.8 when stripped of your weaponsand end up without the ammo HUD like this screenshot of SoHL 1.8 when stripped of your weapons
,
I have to strip the entire suit?I have to strip the entire suit?
Even when I spawn a new HEV suit,  the ammo HUD is still thereEven when I spawn a new HEV suit, the ammo HUD is still there
So how does that work?

And just so we're clear, I'm not taking "Use SoHL" or "Deal with it" as answers.

So what am I supposed to look for in the code of SoHL 1.8 that got this fixed? I don't want to have the entire suit stripped like SoHL 1.9 is doing. Makes no sense because if I wanted to strip the suit, it's just a matter of changing pPlayer->RemoveAllItems( FALSE ); to true, which is not what I'm asking.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-11-18 09:27:21 UTC
in Weapon Strip (HUD question) Post #341265
This is a cheap trick that only works in certain situations, which I'm not interested in. What I'm looking for is code fix.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-11-18 00:20:53 UTC
in Weapon Strip (HUD question) Post #341263
It's a mod. We're using regular GoldSrc I have been searching for a solution to this bug for so many years and I just can't figure out what to look for. I know Spirit and the PS2 version of Half-Life have this fixed, but there are so many things I just don't like with Spirit (or maybe I'm just not looking at it right). We're using regular GoldSrc using the SDK on Github. Seeing as Spirit has it fixed, I really want to know what to look for so that it's an easy copy paste or something that I can ask a programmer to look for and fix.

Peter
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-10-24 09:20:33 UTC
in Weapon Strip (HUD question) Post #341063
Yo,

Straight to the point - when the player_weaponstrip strips your weapon away, a (small) issue that occurs is that the ammo hud does not disappear. How would you go to fix this?

Peter
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-10-22 17:58:33 UTC
in Hard Duty - 2018 Update Post #341062
Thanks for the comment. The mod page CSS style got an update. Hopefully, it was worth the time spent.
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-10-18 10:51:11 UTC
in Hard Duty - 2018 Update Post #341053
Thanks for the comment. Looking forward to your comments on future media :)
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-10-16 13:24:20 UTC
in Hard Duty - 2018 Update Post #341050

Hard Duty - A Half-Life Mod

2018 Alive Update

Hi, how's it going?

https://twhl.info/thread/view/18989

2 years without updates... I'm sorry about it. Really. I also logged in here again because some are owed a bigger apology.

I made a 2018 update to give you some news on what has been happening in the last 2 years, but the tl;dr version is that I resumed development.

https://www.moddb.com/mods/hard-duty/news/2018-alive-update

I looked at what I did 2 years ago and came to the conclusion it can look better level design wise, so more work is being put into the existing levels and more media will come in the upcoming weeks, but the most important thing is that the mod is alive and my ModDB account is re-activated.

So, I am looking forward to hearing from you during the next weeks! :)

In the meantime, you can always check my GameBanana page for my latest releases; like this.

Peter
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-17 18:14:22 UTC
in Hard Duty - A Half-Life mod Post #329922
Oh wow. I did not expect such reply after that whole list. I sent a friend request over Steam. I have a lot of school work to take care of, so I am not sure I will online this week, but if I do, do not hesitate to message me :)
If it needs to take 10 years to program, it will take 10 years. I do not have a schedule for the release date and I am not giving a date until I am 200% I can hold it. Too many times in the past have I given dates and did not release my work in time. I have time.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-17 10:03:46 UTC
in Hard Duty - A Half-Life mod Post #329918
@Shepard You gave me ideas: more weapons, more npcs and making the M4 and Pistol not share the ammo pool.

More weapons would be: (weapon_m249) M249 - Ammo: 100/200; (weapon_deagle) Desert Eagle (without it replacing the .357) - Ammo: 7/35, (weapon_bfg_minigun) BFG Minigun - Ammo: 500/0, (weapon_knife) Knife, (weapon_rpg_tracker) new rocket launcher that tracks enemies when locked on them - Ammo: 5/5, (weapon_sniper) sniper rifle - Ammo: 5/15, (weapon_revolver) Dan Wesson 8" that will be replacing the .357 - Ammo 6/24 , (weapon_asg) the ASG CZ SP-01 - Ammo 15/90 that will be replacing the vanilla pistol, (weapon_assault_rifle) MP5 (does not replace the M4) - Ammo 30/120, (weapon_incendiary_grenade) incendiary grenade - Ammo 5/0, (weapon_alien_fireball) an alien gun that fires a fire blast of 128 units radius - Ammo 5/10.

New NPCs:
Allies: Female Guards (monster_female_guard), Female Scientists (monster_female_scientist), Workers (monster_worker), Government people (monster_government_person).
Enemies: Black Ops (monster_blackops), Super Vortigaunt (monster_super_vortigaunt) (they are bigger and zap damage increased), Super Alien Grunt with two Hivehands (monster_super_agrunt), Super Houndeye (monster_super_houndeye) (has a faster attack rate and attack radius and has been increased), fast zombie (monster_fast_zombie) (walks faster than the regular zombie), fast headcrab (monster_fast_headcrab), assassins with dual glocks (monster_assassin_duoglock), zombie assassin (monster_zassassin), big bullsquid (monster_big_bullsquid).

Mini boss: Big bee/wasp type (infected during the Resonance Cascade) that can claw (I was stung by a wasp near my pulse on my neck, that is why I am kindly asking for this type of npc) (monster_big_bee).

Extras: Have Barney be able to hold more than his pistol. He should be able to use a shotgun or M4 (monster_barney_weaponry). Scientists should be able to use a weapon if specified in the editor (weapons are pistol or M4) (monster_scientist_weaponry).
The next three are optional - but if is possible, it would be amazing.

On the "loading" text that appears when loading a new map, should the word "loading" have the Lambda logo on the left as much as did Gearbox in the PS2 port.

The diamond shaped crosshair that shows if it is an enemy (crosshair in red) or an ally (crosshair in green) or if is not pointing to anyone (crosshair is yellow) (just like the PS2).

The brackets around buttons and other togglable items (again, much like the PS2).
That is it for the programming side.

On the latest pictures. Some suggestions have been given on ModDB and I am going to apply them as soon as I find enough time to work on them.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Suggestions that will most likely be applied:
-Remove the BM logo.
-Change the ceiling texture (it was only a place holder until I get the right texture.
-The fan in the airlock will be either moved or removed (TDB).
-Some additional lighting will be added to make the airlock prettier.

The walk on the floor in the lobby is staying as it is. If it turns out to be really negative, I will remove it.

As said on ModDB, my holidays are over until July. I have finals coming (in June) and I cannot afford to fail them. Please understand that the mod's page will not receive any media update until July or when Summer holidays begin. However, I am still open to suggestions and if I find time to work on the mod, then I will continue working on it but not as much as I did in the previous days. Thank you.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-17 08:05:12 UTC
in Ladder brush buggy Post #329916
Sounds to me that this is the Source engine. When grabbing a ladder, you will need to have your view in the accepted angles 89.99 degrees up and down. So looking down while trying to grab the ladder will simply not work.

Now I never tried doing ladders like this since HL2 uses func_useableladder so the problem never happens but for func_ladder/brush ladder for CS, it might be a problem to do with view angles. That is my best guess.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-16 11:05:18 UTC
in Light Problem Post #329907
Taken from the VDC:

Giving a light entity a targetname makes VRAD compile a second lightmap "page" for the surfaces that its emitted light touches. This won't harm in-game performance, but it will increase compile time and BSP filesize, regardless of whether the light ever receives input to change its state.

However, the system can be overloaded if you try to make it handle a large number of overlapping named lights (since the number of pages needed increases exponentially). When this happens performance can be harmed and you may well see lighting anomalies.

VRAD attempts to avoid this with its hard-coded limits of two switchable lights affecting a brush face and 32 pages in total. More than this causes VRAD to throw a warning such as "Too many light styles on a face" and refuse to compute the lightmaps for those lights; this will make those areas appear as if they are not lit. You can help too by giving lights that will always change state at the same time a shared targetname, which makes VRAD merge their pages together.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-13 08:07:25 UTC
in Can't close the door Post #329878
I made the button non solid, though.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-12 07:32:07 UTC
in Can't close the door Post #329857
It sounds like the engine refuses to let the player operate the func_door_rotating when inside.

I took a look at your map file and made some fixing to your door and added a func_button inside the dumpster that will open the door when you touch it.

That was the only way to get it to work.

http://www.mediafire.com/download/03dadsfbszbctsz/vent.rmf
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-12 07:16:51 UTC
in Create a Dice Game with random trigger Post #329856
Sorry buddy, func_wall_toggle is not the best solution, func_brush is :)
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-11 12:40:20 UTC
in Hard Duty - A Half-Life mod Post #329817
@Shephard
I have not yet decided exactly what I wish in terms of programming, but I will let you know when I have am 100% sure of what could go in the mod.

@Penguinboy thanks buddy, I will update the page here once I have new media :)
Oh, and for this image http://www.moddb.com/mods/hard-duty/images/media-update28#imagebox I used Sledge for the rounded tunnel thingy. Jackhammer does not have the Torus option.

@Tetsu Thanks as well, buddy. All the level design is done by me.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-11 11:03:46 UTC
in Hard Duty - A Half-Life mod Post #329811
ModDB Link

I have been working on a new Half-Life mod since September 2015 and things are going the right way. I am just going to paste what I have put on Moddb.

Here is the story:
Hard Duty is a mod taking place during the events of Half-Life. While Gordon Freeman is headed to the Anomalous Materials labs, where everything will go wrong, you will be headed to the Lambda Complex labs. Unfortunately, nothing will go as planned... While some will stay to seal the breach between Earth and the Alien world, you will escape Black Mesa. Take control of the protagonist and fight your way through what has been left in the Black Mesa Research Facility. Your name is Simon Smith, a 26 year-old male with a Ph.D., MIT, Theoretical Physics, your position is Lambda Complex Scientist and your assignment is Lambda Complex Sector 1A with a clearance of level 4. You have been working at the Black Mesa Research Facility for 2 years. Your administative sponsor is <CLASSIFIED> and the disaster response priority is <DISCRETIONARY>.


This mod is aimed to give you a full immersion in the Black Mesa Research Facility. There are over 15 chapters going from Black Mesa's Labs, to climbing all the way up to the surface, and going to the depth of the sewers. We expect your playthough to last between 7 to 8 hours if you are going to fully immerse yourself into the new environment. We want to make thriving levels with amazing level of detail and we hope to get custom content in the mod (yet to confirm). There is going to be lots of concept arts being drawn for the level design and many re-thinking on the mod's development, but it will get to where it has to go and we are going to make sure to stays that way. We strive to deliver one of the best Gold Source mods of all times (we are also looking forward to The Core's release too :P). However, development is slow, not due to the lack of will but because, we are a very few working on the development of the mod (see next section). As for now, all I am going to ask you guys is patience. Unfortunately, I highly doubt there will be any release in 2016 due to the huge amount of work I am facing (I am ambitious) but once the mod is released, I guarantee you will like it.

Prologue:
TIME TO WORK - 100% Complete

Chapter 1:
BLACK MESA INBOUND - 100% Complete
Chapter 2:

LAMBDA COMPLEX - 2% In Progress...
Chapter 3:

THE DEAD FACILITY - Not Yet Started
Chapter 4:

ADMINISTRATION SERVICES - Not Yet Started
Chapter 5:

APPROACHING SURFACE - Not Yet Started
Chapter 6:

UNEXPECTED ENCOUNTER - Not Yet Started
Chapter 7:

ALMOST THERE - Not Yet Started
Chapter 8:

BACK TO ESCAPING - Not Yet Started
Chapter 9:

SPONSORED MILITARY - 5% In Progress
Chapter 10:

THE LABS - Not Yet Started
Chapter 11:

THE FINAL TASK - Not Yet Started
Chapter 12:

DOWN TO YOURSELF - Not Yet Started
Chapter 13:

"THE END IS NEAR..." - Not Yet Started
Chapter 14:

HOPELESSNESS - Not Yet Started
Chapter 15:

THE LAST STEPS - Not Yet Started
The mod's composition

Section 1

This mod is aimed to give you a full immersion in the Black Mesa Research Facility. There are over 15 chapters going from Black Mesa's Labs, to climbing all the way up to the surface, and going to the depth of the sewers. We expect your playthough to last between 7 to 8 hours if you are going to fully immerse yourself into the new environments. We want to make thriving levels with amazing level of detail and we hope to get custom content in the mod (yet to confirm). There are going to be lots of concept arts being drawn for the level design and many re-thinking on the mod's development, but it will get to where it has to go and we are going to make sure to stays that way. We strive to deliver one of the best Gold Source mods of all times (we are also looking forward to The Core's release too :P). However, development is slow, not due to the lack of will but because, we are a very few working on the development of the mod (see next section). As for now, all I am going to ask you guys is patience. Unfortunately, I highly doubt there will be any release in 2016 due to the huge amount of work I am facing (I am ambitious) but once the mod is released, I guarantee you will like it.

Section 2

Here is the team working on the mod:

Project Lead, Level Design Lead, Concept Artist:

Peter Brev

Talented Voice actors:

Strangest amethyst
Urby


Yes, we are a very small team and this is why I hope I can count on you now (see Section 3)
Section 3

As the lead designer, I am looking for some people who would want to work on the mod amongst us. The disciplines are quite large:

Voice actor

Level Designer

Concept Artist

Texture Artist

Modeler (for weapons)

Programming (Optional, but could bring a hell lot more to the mod)

Sound Artist (Music creator, sound effects, etc... are accepted)


The ongoing development of the mod

So, where are we heading towards?

Right now, I am working as hard as I can but time is very limited for me (I am 18 years of age and, as you might have guessed it, I have to prioritize studies over modding). While time is limited, you might notice some period of time where there will not be any news (for a few months or even more than a year); that does not mean the mod is dying and we will try to bring yearly updates as well as new media updates. Since we understand waiting is hard and patience is always greatly rewarded, we will deliver a demo showcasing the following chapters:

TIME TO WORK - BLACK MESA INBOUND - LAMBDA COMPLEX - THE DEAD FACILITY

Likewise, we are looking forward to sharing a lot more content in the upcoming months. In the past, I cancelled so many mods because I was too disappointed of my work or because I lacked the motivation. Throughout the years, I grew more mature and decided to take things more seriously and this is my goal: release at least one mod in my life and I will hold that promise, no matter the cost (without dropping studies. (Besides, I will do my best in all the domains I handle. I want to become an English teacher for University students.))

In conclusion

I will work as hard as I can to deliver a top-notch quality mod, but expect it to take some time. If you have not already, track the mod and hope for the best and prepare yourself for your unforseen Hard Duty.

Here is a picture of what my favourite area looks like :)
User posted image
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-10 20:01:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329776
@SSB Floating points are not too much of a big deal for me as I tend to rarely have such issue. If it were to happen, a simple brush recreation fixes the issue. Floating points happens mostly on terrain creating since it implies alot of vertex point movement which often lead to some points being off. However, again, this rarely happen.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-10 13:55:32 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329767
@SSB

Thanks for the taking the time to respond but the problem is entirely different. I am talking about random crashes when performing the same things (see my first post above).
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-10 09:43:18 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329760
Unfortunately, I did not. I only got that box once, but did not send anything. I shall remember to do it next time. However, most of the time, Sledge just stops responding and I have to kill the process anyway, so I do not get the error report box most of the time.

I will upload the Sledge's FGD I was using in a PM.

Edit: I have sent the FGDs.
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-10 08:41:27 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329755
I have sent you the necessary elements in a PM. Have you received them?
PeterBrev PeterBrevLevel Designer
Posted 8 years ago2016-04-10 08:02:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329753
Why, hello guys. Peter Brev here, author of a Half-Life mod called Hard Duty.

I installed many Hammer alternatives on my computer and I have a few things to say about Sledge.

I started my mod using VHE. I, then, heard about Sledge and Jackhammer being two alternatives to mapping. I gave both editors a go. Sorry if I offense you, Penguinboy, but I chose Jackhammer over Sledge.

While Sledge is very good and user-friendly, at least for me, I encountered too many problems as it is way too unstable on my computer and crashed each time I either alt+entered, saved the map, pressed apply on the entity's property, and so on... Most of the time, I lost all the development progress and that was very frustrating.

I understand it is an alpha build, but as soon as there is a more stable version, I will gladly give it a new try.

I wish you good luck, though, and keep up the good work,

Peter
PeterBrev PeterBrevLevel Designer