Sprirt Created 17 years ago2006-11-19 18:30:52 UTC by Jessie Jessie

Created 17 years ago2006-11-19 18:30:52 UTC by Jessie Jessie

Posted 17 years ago2006-11-19 18:30:52 UTC Post #203302
How many people here have/map/use "Sprirt of Half-Life"? If hardly anyone uses it, I won't bother getting it. :roll:
Jessie JessieTrans Rights <3
Posted 17 years ago2006-11-19 19:55:05 UTC Post #203303
Why not? It doesn't matter if most people have it, since you usually use it in mods anyway (you don't have to worry about people having it installed when you have a mod, because you just include it.) I wouldn't use it if I was just going to make maps without a mod directory, but otherwise it's not a problem.
Posted 17 years ago2006-11-19 20:21:33 UTC Post #203305
I am using Spirit for 'KinetiX.'

It opens the door to cool features that would usually need coding to pull off.

Go for it. :biggrin:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-19 20:45:17 UTC Post #203309
Why doesn't people play spirit HLDM? Just imagen how cool the maps would be if we use spirit to it's fullest to make HLDM maps! :o
Posted 17 years ago2006-11-20 04:20:16 UTC Post #203325
cause there are no spirit HLDM maps to start
Posted 17 years ago2006-11-20 04:57:22 UTC Post #203326
Bad reason. Not exepted.
Posted 17 years ago2006-11-20 05:48:18 UTC Post #203327
I thought Spirit had some problem with multiplayer? I'm not sure exactly what it is, but I heard about it in an interview over at VERC.
Posted 17 years ago2006-11-20 06:51:29 UTC Post #203328
I didn't realise Spirit was compatible with HLDM, considering HLDM is a mod of HL.

A mod for a mod?
AJ AJGlorious Overlord
Posted 17 years ago2006-11-20 07:49:03 UTC Post #203330
I wouldn't say HLDM is a HL mod. The only thing that changes one to another is typing "deathmatch 1" in the console. It's not like you have different DLLs or anything...
So, if you add the "deathmatch 1" parameter to a Spirit-based mod, you get things like this: http://www.snarkpit.net/maps.php?map=69
Posted 17 years ago2006-11-20 08:17:17 UTC Post #203332
My mistake.
AJ AJGlorious Overlord
Posted 17 years ago2006-11-20 17:17:42 UTC Post #203410
Right, I'll use it, but I'm havin' a tad trouble setting it up. :|
Jessie JessieTrans Rights <3
Posted 17 years ago2006-11-20 22:12:14 UTC Post #203470
???

Its fairly simple. It should set up practically the same as HL.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-21 05:46:10 UTC Post #203492
Um... does it replace HL or just act as a "mod"?

Also, there are a host of .dlls that I don't have a clue where to put.
Jessie JessieTrans Rights <3
Posted 17 years ago2006-11-21 05:47:55 UTC Post #203493
It's a mod. Goes in its own folder.
AJ AJGlorious Overlord
Posted 17 years ago2006-11-26 14:47:41 UTC Post #204158
Been using it for a while - has some good features.

A useful link from the Reissues site (will also help with your install problems!):

http://www.chatbear.com/unity2/6189/202,1140144537,29392/965197?v=flatold
Posted 17 years ago2006-11-27 10:18:17 UTC Post #204227
Is there a version of SoH for Source?
Posted 17 years ago2006-11-27 13:09:52 UTC Post #204230
I hear one is in the works but I don't see what you would add for source
Posted 17 years ago2006-11-27 15:31:40 UTC Post #204239
it's utterly pointless for source, since you can do so much more with entities with source anyway.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-11-27 15:57:38 UTC Post #204242
Maybe just advanced effects and stuff. Like waterfalls, and more weather effects. That's a good question though. What can they add to source?

I use spirit because:
  • Better for prop_models using the env_model entity, also easier to work with animations for props.
  • Skyboxes.
  • Can play mp3 bgm through fmod, which is already coded in.
  • Better console commands (like fire +target and fire -target for switching on/off)
  • trigger_command can fire console commands like exec script.cfg
  • Movewith entities are fun.
  • Aurora stuff is just plain cool, even though i don't use it too often
  • The Glass floor effect is cheap and easy.
  • Trigger_inout is great for those doors that open when you approach and close after when you walk away.
  • Adjustable monster size and health amount, as well as the choice to change the skin or model within hammer without affecting every model. i.e. grunt_red.mdl and grunt_blue.mdl can share the same monster_grunt entity.
  • Factions, you can make any monster friend for foe, or whatever.
As well as a plethora of other things i haven't learned to use. I'm still playing with locus stuff.

Overall, Spirit is a blessing on the mod world. Get it and try it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-27 16:01:21 UTC Post #204245
All my mods are powered by Spirit.

(Someone please fix the title of this thread. It makes me want to hurt me.)

:furious:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-28 01:08:52 UTC Post #204293
Sprirt...

...It actualy hurts! :D

I haven't used spirit much... Just for some testing. I haven't had any project that needs the new entitys so why would I be using it?
Posted 17 years ago2006-11-28 01:16:53 UTC Post #204295
I'm continually amazed at what some people can do with Spirit. Hell, the creator now works with Rare! If that's not an indication of brilliance, I don't know what is...
AJ AJGlorious Overlord
Posted 17 years ago2006-11-28 01:45:23 UTC Post #204297
I agree, Spirit is somewhat awesome. I love the stuff you're able to do. But then again, none of my projects have had the need for the new stuff.

But it would be fun to make a mini-mod pushing spirit to it's limits in some ways.
Posted 17 years ago2006-11-28 12:28:51 UTC Post #204329
I use it for custom models, rain and decent smoke effects. I have'nt explored the darker regions yet. Too...dark...?
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-30 06:33:11 UTC Post #204561
Posted 17 years ago2007-01-12 04:55:48 UTC Post #209380
What happens with all those .dlls?
Jessie JessieTrans Rights <3
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