Forum posts

Posted 1 month ago2019-02-16 18:17:46 UTC
in 3DS Half-Life Post #342039
I have come to the conclusion that first person shooters don't work on consoles
well not with that attitude

I actually put Quake 1 on my homebrewed PSP back in the day and had no real issues at all -- beat it on hard pretty easily. It helped that I could rebind controls to fit the console though.
Posted 1 month ago2019-02-16 18:04:59 UTC
in Post your screenshots! WIP thread Post #342037
User posted image
meanwhile, this is happening
Posted 5 months ago2018-10-06 02:59:54 UTC
in Post your screenshots! WIP thread Post #340991
Posted 9 months ago2018-06-04 02:32:59 UTC
in TWHL4 Discussion / Bug Reports Post #339804
"I don't like how map vault entries no longer tell you the date at which a given map was uploaded, like it did with TWHL3"

Click on the date. It expands from "X years ago" to the exact date.
Posted 9 months ago2018-05-24 04:09:17 UTC
in Strange map issues Post #339696
It would all depend on what the map geometry is, I.e. is it a big open room or hallways or what.

I'm no expert and I'll probably get corrected by the next poster but AFAIK VIS's job is to subdivide the map into "visleafs" and then go through and decide what the engine should be able to see from any given position in the map. If it doesn't think the player will see it, it doesn't render it -- this is called "occlusion culling".

Those entities are disappearing because, as the console is trying to say, the game is beyond acceptable limits in regards to visible entities.

All I can really tell you, is the room you added must have opened things up to where the engine can see too much stuff at once.
Posted 10 months ago2018-04-24 01:00:54 UTC
in Post your screenshots! WIP thread Post #339423
Very nice, you've definitely nailed the desired aesthetic; it looks like something straight out of Knee Deep in ZDoom or SpaceDM5.
Posted 11 months ago2018-04-21 13:08:11 UTC
in The Hype-o-matic (Upcoming games) Post #339406
The only thing that has remotely piqued my interest has been X4:Foundations... Hopefully they learned from the mistakes that they made in X:Stillbirth X:Rebirth
Posted 11 months ago2018-04-21 13:01:37 UTC
in mod_numforname error Post #339405
"c:/program files (x86)/steam/"

I've noticed older games (like Half-Life) don't like file paths with spaces in them. They see the space as the end of the path, so they only parse "c:\program\" and nothing further.

No idea what your compile settings are, or if you're inputting the full directory path in the 'model' field. You shouldn't be; just "models\modelname.mdl" will work, because the game uses "valve" (or whatever the mod folder is) as the root working directory when looking for things.

From the way it terminates at "valve\m" it looks like it's run out of character space because you are in fact using the full path, though.
Posted 11 months ago2018-04-14 01:40:12 UTC
in Now Gaming: ... Post #339318
I tried picking Skyrim back up. It won't quit crashing.

So I went back to Call of Chernobyl instead.
Posted 11 months ago2018-04-05 23:00:56 UTC
in Post your screenshots! WIP thread Post #339219
You leave my map waifu alone @Suparsonik

User posted image
Posted 11 months ago2018-03-27 11:54:10 UTC
in Post your screenshots! WIP thread Post #339118
Posted 11 months ago2018-03-26 07:35:24 UTC
in Post your screenshots! WIP thread Post #339109
Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.
Nope. That room's noisy enough you wouldn't hear it anyway.

If I was worried about it I'd probably make the sprite non-looping, pair it with a non-looping ambient_generic, and rig up a system to trigger it every few seconds, so it wouldn't get out of sync.
Posted 11 months ago2018-03-25 16:00:25 UTC
in Post your screenshots! WIP thread Post #339105
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
Thanks. And yes, it's four different func_conveyors set to texture rendermode with decreasing opacity on each (80 -> 60 -> 40 -> 20). I used the same trick in DM_Subterrane to make the waterfalls fade into the darkness in that room with the big pit.

Funny you mention Quake 2, I actually took a lot of inspiration from id's industrial art styles, especially Doom 3.
Posted 11 months ago2018-03-24 22:21:41 UTC
in Post your screenshots! WIP thread Post #339102
Posted 1 year ago2018-03-21 18:54:33 UTC
in (Goldsrc) Locked doors Post #339063
I picked up a convention of using "nevergonnaopen"
>not alternating between "nevergonnaopenup" and "nevergonnaletyouin"
Posted 1 year ago2018-03-21 16:26:24 UTC
in Post your screenshots! WIP thread Post #339062
trying again at single player crap
User posted image
User posted image
User posted image
I should probably learn to plan things out instead of just winging it.
Posted 1 year ago2018-03-16 04:49:46 UTC
in Post your screenshots! WIP thread Post #339035
Posted 1 year ago2018-03-16 04:38:31 UTC
in Post your screenshots! WIP thread Post #339034
yeah, what Urby said.
User posted image
User posted image
Posted 1 year ago2018-03-12 21:26:43 UTC
in Post your screenshots! WIP thread Post #339009
Posted 1 year ago2018-03-12 09:42:33 UTC
in Block entities on VHE Post #339003
Are you using Hammer 3.4 or 3.5? I think it's only 3.5 that has in-editor model previews.

Personally I'm awful tempted to go back to 3.4, because the models in 3.5 always have off-grid bounding boxes and it makes it a pain in the ass to align them.
Posted 1 year ago2018-03-11 03:54:13 UTC
in Post your screenshots! WIP thread Post #338995
I can't imagine whatever r_speeds the old version was getting were worth worrying about
I'm a freakin' wierdo with absurd standards. Most people don't care about r_speeds.

...I, on the other hand, try my damnedest to stay below 1200.. and the old iteration was over 1400.
Posted 1 year ago2018-03-09 02:34:56 UTC
in Post your screenshots! WIP thread Post #338977
...and then I scrapped all that and remade it from the ground up because I wanted to reduce wpolys.
User posted image
User posted image
also made some sexy new textures for it
Posted 1 year ago2018-03-06 18:43:30 UTC
in Post your screenshots! WIP thread Post #338958
Posted 1 year ago2018-03-01 03:12:10 UTC
in Post your screenshots! WIP thread Post #338904
guess who is apparently working on a sorta maybe single player thing possibly
Posted 1 year ago2018-02-16 02:26:06 UTC
in Post your screenshots! WIP thread Post #338840
@Instant Mix

It is just a deathmatch map, but I have an idea kicking around in my head for a mod based on it.

This map, DM_Crystalline, and DM_Borehole all share the same lore, centered around "Ganymedite", a fictional mineral integral to room temperature superconductors -- but in its raw form is highly toxic and attacks the central nervous system, causing hallucinations, paranoid delusions, and violence (used to explain the violent deathmatch stuff).

The idea I had was you play as a miner and experience his slow descent into madness, with the early maps starting out normal but slowly growing more and more messed up, likely culminating in you going on a hallucination fueled rampage and getting cut down...
Posted 1 year ago2018-02-14 00:55:08 UTC
in Post your screenshots! WIP thread Post #338825
Posted 1 year ago2018-02-09 05:53:48 UTC
in Post your screenshots! WIP thread Post #338809
Posted 1 year ago2018-02-02 23:48:08 UTC
in Post your screenshots! WIP thread Post #338761
It's a teleporter. And yes, gl_nearest. That map will run in software though, except that teleporter murders FPS.
Posted 1 year ago2018-01-31 18:16:36 UTC
in Post your screenshots! WIP thread Post #338747
Posted 1 year ago2018-01-29 16:41:10 UTC
in Post your screenshots! WIP thread Post #338725
@DiscoStu, I'm almost certain it's just the bright background of this site making it look darker than it really is. Looks fine ingame.
Posted 1 year ago2018-01-28 06:59:12 UTC
in Post your screenshots! WIP thread Post #338718
I actually use a program named Fireworks, formerly by Macromedia but now Adobe, for making my textures. It's mostly for vectors and graphic design.

Also, working on a new map. Heavily inspired by D3DM4 "The Edge 2" from Doom 3, using stock assets. Can't decide between doing a full remake or just keeping the aesthetic, but I did completely mirror the central arena. Working title is "Danger Close".
User posted image
Original D3DM4 for comparison:
User posted image
Posted 1 year ago2018-01-17 05:57:24 UTC
in Help me Post #338659
Look at it this way: if you think your stuff sucks, that's a good thing - that means you won't get a big head and will (or should) be constantly striving for improvement - unless you give up.

Don't give up.

...or I might have to come over there.

And if I have to come over there, somebody gon' catch these hands.
Posted 1 year ago2018-01-17 03:55:03 UTC
in Post your screenshots! WIP thread Post #338658
Decided to return to the DM_Tankfarm/DM_Criticality texture pack.
User posted image
User posted image
User posted image
Posted 1 year ago2017-12-19 03:46:50 UTC
in Post your screenshots! WIP thread Post #338428
User posted image
Posted 1 year ago2017-11-04 15:18:43 UTC
in TWHL Pockets Post #337958
Posted 1 year ago2017-10-18 23:10:22 UTC
in Post Your Photos Post #337790
User posted image
Mammatus clouds following the massive storm that dropped a tree on my house back in May.
Posted 1 year ago2017-09-20 03:21:59 UTC
in TWHL Pockets Post #337450
I already sent mine in but I really like this room so I'm gonna show it off.
User posted image
(it's even better ingame)
Posted 1 year ago2017-09-15 23:49:00 UTC
in TWHL Pockets Post #337417
Okay, I think I'm ready to send mine in for a beta test. I literally haven't made a single player map since I first started mapping, so I'm unsure on the pacing and such. Anyway, do I just PM you a link, Urby?
Posted 1 year ago2017-09-14 02:43:05 UTC
in TWHL Pockets Post #337403
welp... while awaiting a response on my question I got to thinking of ways to solve that issue, and ended up completely reworking that map... ...and now I enjoy the rework a lot more than what I had before.

The first iteration had zero combat and was solely focused on puzzles. It was also really small and short and wasted a lot of space. This new version, though, takes on more of a survival horror element and has a lot more meat on its bones...
Posted 1 year ago2017-09-09 23:49:43 UTC
in TWHL Pockets Post #337363
so I just recently thought of something. I noticed everyone else has their airlock door busting out of a wall. Is that like.. a requirement? Because in mine I have them set up more like active wormholes. Might need to do a bunch of reorganizing if that won't work...
Posted 1 year ago2017-09-05 14:54:41 UTC
in TWHL Pockets Post #337308
User posted image
The layout has been done for like a week now. Everything since has just been screwing with scripting and adding pointless details...
Posted 1 year ago2017-09-05 14:07:28 UTC
in Now Gaming: ... Post #337306
Those weapon mods only bring disbalance into the game. I'm kinda fine with the vanilla weapons.
I'd been playing vanilla for years, and it reached the point where I always ended up with the exact same loadout at endgame, so I decided I wanted a lot more variety. Plus, this one tweaks the AI, forcibly locks the game at Master difficulty, and gives all these fun new weapons to all the NPCs as well, so it's not like you become unstoppable right out the gate. Even zombies are a significant threat now. Especially when it's an exoskeleton zombie carrying an M60 machinegun........
Posted 1 year ago2017-09-04 04:57:21 UTC
in Now Gaming: ... Post #337275
I installed Shoker's Weapon Mod for STALKER: Call of Pripyat. Outside of the weather mod Atmosfear this is my first foray into STALKER mods. Quite enjoyable so far, especially now that I've worked my way up to the USAS-12 auto shotgun.

I gotta tell you, twenty rounds of twelve gauge buckshot in five seconds will make any problem disappear.
Posted 1 year ago2017-09-04 03:44:46 UTC
in TWHL Pockets Post #337274
Yeah, it uses a trigger_camera and some func_train hackery. I just wish I had more control (or any control, really) over the camera pan speed.
Posted 1 year ago2017-09-04 02:05:23 UTC
in TWHL Pockets Post #337272
too proud of this sequence to not show it off
Posted 1 year ago2017-09-03 12:56:53 UTC
in TWHL Pockets Post #337261
So uh, is there any specific syntax you want us to use for sound folder names? Right now it's just "pockets_v933", will that work?

Fun fact: I decided to forgo ripping sounds from other games this time and instead mixed my own from various HL1 sounds.
Posted 1 year ago2017-09-02 18:46:22 UTC
in TWHL Pockets Post #337243
I'm sure if you screw around with trigger_hurt enough you can rig it up, just depends on whether or not that's worth doing.

User posted image
User posted image
Posted 1 year ago2017-09-01 02:33:34 UTC
in TWHL Pockets Post #337200
Mine is "finished" but it's extremely small... might screw with the layout a bunch more and see if I can fill out the space better.
Posted 1 year ago2017-08-27 22:33:16 UTC
in TWHL Pockets Post #337116
I might try my hand at this. Don't get your hopes up though.
Posted 1 year ago2017-08-26 20:25:59 UTC
in Timer in HL1? Post #337074
According to this tutorial, using multimanagers to loop themselves can cause problems -- not that I can recall ever encountering that problem myself.

Still, another method that can be used is an env_beam with life = 0.1, damage =>1 and strike again time = 30 shooting a button_target or shootable func_button.