Forum posts

Posted 6 years ago2017-08-04 12:25:15 UTC
in Post your screenshots! WIP thread Post #336707
The torso looks stretched in my opinion.
Posted 6 years ago2017-08-03 09:06:06 UTC
in TWHL Pockets Post #336691
@SSB

Well, it's up to Urby whether we are going to use vhlt or umvhlt.
Posted 6 years ago2017-08-03 07:22:58 UTC
in TWHL Pockets Post #336688
Well, there's a point to use the UMVHLT then. Automatic missing face fixing sounds good. I hope 20% faster compilation is also true. Maybe we really should use it.
Posted 6 years ago2017-08-03 00:32:27 UTC
in Now Gaming: ... Post #336685
"Its actually a pretty surreal experience when NO ONE in the team talks but you still are pretty tactical and work together well"
Exactly the same applies to Renegade X.
Posted 6 years ago2017-08-03 00:16:39 UTC
in TWHL Pockets Post #336683
I guess the thing you call a "texture hole" is actually called "missing face".
I encountered this problem multiple times while creating terrain, but that mostly was my own fault.
Posted 6 years ago2017-08-02 20:32:21 UTC
in TWHL Pockets Post #336680
Worked for me. Don't see any obvious improvements though.
"Quality also depends from lightmap resolution, but for GoldSrc users it's not available."
Dammit.
Posted 6 years ago2017-08-02 20:05:47 UTC
in TWHL Pockets Post #336678
From the same thread:
"For example: changing lightmap resolutions will kill compatible."
Does it mean that if you change the lightmap's resolution you'll not be able to launch your map in HL anymore?

There's still a reason to try it out:
"Also compiling time on 20% shorter now for x64."
Posted 6 years ago2017-08-02 17:17:15 UTC
in TWHL Pockets Post #336676
I must admit that the screenshot is really impressive. I need to try these new compilers.
Posted 6 years ago2017-08-02 14:57:16 UTC
in TWHL Pockets Post #336672
I guess I know what does he mean with "VHLT by Uncle Mike":

https://forums.svencoop.com/showthread.php/44536-Modified-version-of-VHLT-34

A screenshot I found on Reddit:
User posted image
Posted 6 years ago2017-08-02 12:18:16 UTC
in TWHL Pockets Post #336662
"just pockets_<username>.wad"
Oh, so a name like "winwad.wad" is invalid?
Posted 6 years ago2017-08-02 00:22:15 UTC
in WTF compilation error -.- Post #336654
Have you tried to check for problems with Alt+P?

Would be nice to take a look at the .rmf too.
Posted 6 years ago2017-08-01 13:30:19 UTC
in TWHL Pockets Post #336636
I hope SSB's map won't consist of hallways only.
Posted 6 years ago2017-07-31 23:22:52 UTC
in Post your screenshots! WIP thread Post #336624
@SourceSkyBoxer
"and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating"
Posted 6 years ago2017-07-31 13:24:22 UTC
in TWHL Pockets Post #336602
Posted 6 years ago2017-07-29 21:34:01 UTC
in Post your screenshots! WIP thread Post #336563
Aren't the clipnode and the face limits supposed to be the same?
Posted 6 years ago2017-07-29 20:41:54 UTC
in TWHL Pockets Post #336558
It looks like my map is the only untextured map here. Lol.
Posted 6 years ago2017-07-29 16:07:31 UTC
in TWHL Pockets Post #336545
@Dr. Orange

One more beautiful dimension! Reminds me of Deus Ex for some reason.

Is it ok that I like others' projects more than mine?
Posted 6 years ago2017-07-29 15:39:30 UTC
in It's never high enuf Post #336543
Oh, I'm sorry then. If so, trigger_changetarget should work fine. But to make the elevator be able to freely move from and to any floor using changetargets, you'll need to create a pretty complex entity setup.
Posted 6 years ago2017-07-29 13:20:34 UTC
in It's never high enuf Post #336541
There's trigger_changetarget which, obviously, changes the value of the specified entity's "target" parameter. But the "next stop target" and "target" are two different parameters, so path_corners are not affected by the trigger_changetarget. There are also such entities as func_trackchange and func_trackautochange, but they are not really what you're looking for, and they probably work only with func_tracktrain.
You can try mapping for Sven Co-op, which has a "trigger_changevalue" entity, which is the same as trigger_changetarget, but can change almost any parameter's value.
Posted 6 years ago2017-07-29 12:48:04 UTC
in It's never high enuf Post #336539
Well, as far as I know you can't select the next stop target of a path_corner in-game, sorry.

You can do such thing in Source though.
Posted 6 years ago2017-07-29 12:32:31 UTC
in It's never high enuf Post #336536
You can make as many storeys/floors as you want. Just make sure the path_corners are linked together. Also make sure that you have the "Wait for retrigger" flag checked, so you will need to activate your elevator every time you want it to move onto the next floor.
"enter the path-corner number in the console or somewhat dialog field and press enter "
As far as I know it's almost impossible to do in GoldSRC, sorry.

I suggest you to (re)read these articles, just in case:

Path_corner
Func_train
Elevators using func_train
Posted 6 years ago2017-07-29 12:28:07 UTC
in Now Gaming: ... Post #336537
@Snehk

Thanks, I'll try it out.
Posted 6 years ago2017-07-29 08:59:14 UTC
in TWHL Pockets Post #336531
Yesterday's progress (couldn't upload because of a storm):
User posted image
User posted image
User posted image
Posted 6 years ago2017-07-28 21:51:30 UTC
in Now Gaming: ... Post #336526
@Jessie

Uhh... I will try that, thanks. But still, are DS 2 and 3 worth playing?
Not that I'm a casual gamer, but not a hardcore one too.
Posted 6 years ago2017-07-28 17:27:09 UTC
in Now Gaming: ... Post #336520
So... I tried DS 1. The PC port was so terrible I just uninstalled it. Maybe I should try DS 2 or 3?
Posted 6 years ago2017-07-28 14:19:51 UTC
in TWHL Pockets Post #336514
@SSB

Beautiful...
Posted 6 years ago2017-07-27 22:12:10 UTC
in Now Gaming: ... Post #336496
Well, I'm familiar with KotOR, so all this "stats" stuff doesn't seem difficult to me, even though I've only heard about DS, and never even seen any gameplay of it.
Posted 6 years ago2017-07-27 22:02:39 UTC
in TWHL Pockets Post #336494
I wonder how did SSB make those curved pipes. It must have taken a lot of time...
Posted 6 years ago2017-07-27 18:53:37 UTC
in TWHL Pockets Post #336480
Here's the today's progress:
User posted image
User posted image
And, uhh, why would a suit charger need a numpad?
Posted 6 years ago2017-07-27 18:48:41 UTC
in Now Gaming: ... Post #336479
Never played DS. Should I? How do you think?
Posted 6 years ago2017-07-27 18:25:47 UTC
in TWHL Pockets Post #336476
While some people are jealous of my mapping skill, I'm jealous of your texture making skill xd.
Really, every time I try to make something good-looking in Photoshop, I fail.
Posted 6 years ago2017-07-27 17:49:06 UTC
in TWHL Pockets Post #336473
Oh... Those smooth trims look sweet! Something I haven't fully mastered yet.
Posted 6 years ago2017-07-27 17:06:05 UTC
in Now Gaming: ... Post #336470
When I completed Half-Life the 60th time, I stopped seeing any difference between CryEngine 2 and UE4 graphics. Any game with graphics better than in Half-Life is next gen for me.
Posted 6 years ago2017-07-27 16:26:16 UTC
in TWHL Pockets Post #336467
Looks trippy...
Posted 6 years ago2017-07-27 16:24:16 UTC
in Now Gaming: ... Post #336466
Well, I have no idea how it feels to play at 7 fps, because I get 45-50 fps in UT4 on lowest settings.
Oh, wait. I remember how I launched S.T.A.L.K.E.R. - Shadow of Chernobyl on my old laptop a long ago. the average framerate was 2-5 fps.
Posted 6 years ago2017-07-27 15:23:00 UTC
in Now Gaming: ... Post #336463
"This game looks pretty even on the lowest graphics"
Just like Unreal Tournament 4.
Posted 6 years ago2017-07-27 14:10:23 UTC
in TWHL Pockets Post #336461
Don't know what you're talking about. I can see the picture.
Posted 6 years ago2017-07-27 10:34:14 UTC
in TWHL Pockets Post #336446
Started working on the layout and the architecture:
User posted image
Posted 6 years ago2017-07-27 09:53:29 UTC
in TWHL Pockets Post #336441
Stupid question, but will airlock be retextured in the future?
Posted 6 years ago2017-07-26 22:15:16 UTC
in TWHL Pockets Post #336428
Well, when you can't change the model of a monster, here comes your imagination.
Posted 6 years ago2017-07-26 17:05:24 UTC
in TWHL Pockets Post #336417
Am I allowed to use cs 1.6 textures (storm.wad and piranesi.wad preferably) or do I have to make my own ones?
Posted 6 years ago2017-07-26 12:37:41 UTC
in TWHL Pockets Post #336409
Well, I'm just not sure if I'm able to finish my map (in fact I haven't even started working on it yet). Time will tell.

Heh, I thought my firewall has something to do with that. I'll just place a single placeholder brush at where the airlock should be.
Posted 6 years ago2017-07-26 12:28:09 UTC
in TWHL Pockets Post #336406
Am I allowed to use game_text entities to send messages from the remaining scientists to the player?

Oh, and what will happen to me if I fail to finish the map until the deadline?

EDIT: For some reason I can't access the airlock download link.
Posted 6 years ago2017-07-26 10:39:28 UTC
in Post your screenshots! WIP thread Post #336402
Raised the edges of the cliffs (and retextured them as well) to prevent players from getting there:
User posted image
User posted image
Posted 6 years ago2017-07-26 09:45:08 UTC
in TWHL Pockets Post #336399
I have a feeling I'll regret for joining this project. I could try to make something though...
Posted 6 years ago2017-07-26 09:06:59 UTC
in Post your screenshots! WIP thread Post #336396
That trick with func_conveyors seems a bit ugly to me.
Is it possible to add a realistic-looking rain with AngelScript?
Posted 6 years ago2017-07-26 08:55:43 UTC
in Post your screenshots! WIP thread Post #336394
Indeed, you can alter the look of the map with just one detail texture.

The detail textures made my map even darker, but that's exactly what I wanted to achieve. This place is "dead" after all.

Also, Sven Coop doesn't have the env_rain entity. How are you going to implement rain then?
Posted 6 years ago2017-07-26 07:06:58 UTC
in TWHL Pockets Post #336392
I was thinking of creating a dark Quake-like level with keys and secrets...
Posted 6 years ago2017-07-26 01:07:14 UTC
in Post your screenshots! WIP thread Post #336384
There are actually three detail textures: one for the ground, one for the rock and one for all the buildings and interiors. I also adjusted the scale of the Dtextures for every single texture. The effect is great to be honest.
Posted 6 years ago2017-07-25 23:07:12 UTC
in Post your screenshots! WIP thread Post #336381
I liked those detail textures so much I filled the whole map with these:
User posted image
I shouldn't have done that I suppose?