Rooms (mini co-op project) Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Posted 15 years ago2009-04-19 12:08:26 UTC Post #265757
Both. I've tried several ways of inputting the file path for the sound, but there never is anything to be heard.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-04-19 12:53:45 UTC Post #265759
Well, there's an ambient sound tut somewhere here, and env_sound only controls sound effects, eg the echo on the dam in c2a5, not the sounds themselves.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-19 23:29:07 UTC Post #265788
oh crap. I didnt even know you wanted to use the pirate ship as a map.
Well i guess i have to finish it now. Lol i'm gonna finish the cargo hold, re-texture it, and send it out.
I might even release it as a DM map. Though the polys will be incredible, who wouldnt want to kill a crapload of peeps on a pirate ship?? eh? eh!?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-04-20 01:13:52 UTC Post #265789
All right, this has been bugging the hell out of me for too long.
User posted image
What is that thing?
Posted 15 years ago2009-04-20 03:36:02 UTC Post #265792
A slice of delicious cake?
It looks like that mapping technique that Captain Terror described to make sure the map actually compiles.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-04-20 15:42:32 UTC Post #265816
The bottom is the same shape as a UT 2004 Capture node thingy...
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-20 15:48:00 UTC Post #265817
Its a place to stand and look, but its not the best spot to catch the beauty of that genius map
Posted 15 years ago2009-04-20 16:21:00 UTC Post #265820
I think mine should be considered a WIP until I find out how to use sound effects for ambience.
Your paths may be messed up. try making an ambient generic and using this path structure:

ambience/yoursoundhere.wav

Also keep in mind, if there are no cues in the sound file, it will only play once and never repeat. Most HL sounds but not all have cue points. If you're making your own wavs, they have must be pcm unsigned 8-bit mono, and you MUST add cue points (at the beginning and end of the wavfile) if you need it to repeat. I use goldwave to edit my wavfiles.
User posted image
Yeah TJB is right, i used it as a marker to make sure a compile completed, but then i just left it there and waited for someone to notice it! (i should have added a gametext declaring you a winnar if you noticed it, lol)

Tetsu0: I hope you do! you had a really great start with that thing, shame to see it unfinished..

raver: LOL

All: btw, has anyone tried the splash, and if so, did it work for you?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-04-20 16:57:20 UTC Post #265821
You could alternatively use a multi_manager to play the sound over and over again.
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-04-20 17:04:21 UTC Post #265822
Yeah, but that's overcomplicating things.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-20 19:01:41 UTC Post #265824
Now I see the problem. I was setting the paths from the valve folder, like:
sound/ambience/soundname.wav

[Edit] Maybe we should all add findable objects to our rooms (wall panel slides back to reveal something, or a similar method), and the first to find them all wins caek.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-04-20 19:36:59 UTC Post #265826
I'm all for it, And I think I'll go back and fix my room!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-21 06:30:34 UTC Post #265838
That's a good idea. Who'll make the caek?
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-04-21 10:55:37 UTC Post #265842
All: btw, has anyone tried the splash, and if so, did it work for you?
I just tried the mod in Steam HL: it works fine, great splash screen and menu sounds. But the menu music seems very short...
Posted 15 years ago2009-04-26 00:09:16 UTC Post #266002
I can't believe I forgot to try this. I just checked it out. It was an interesting but strange experience.

I had two major problems that confused me. The first, was Short ##### Surfaces. Stuff kept disappearing on me and I was unable to see things blocking my way. Such as doors. It just pissed me off because rooms flashed on and off.

Some rooms were particularly dark and I couldn't see crap, not even with the flashlight. Like the flashlight wasn't lighting any surfaces and it was freaking me out because I couldn't see sh!t. There was this room with dark textures on the walls that didn't get lit with the flashlight that just... gaah. whatever.

Anyway, on to the material criticism. I saw a lot of {blue scattered everywhere, I guess someone forgot to add the "solid" flag :P . But great work everyone. Just like World Crafter, I was so bugged by that thing. It does nothing!! And I totally loved the last room. The most thought out of them all. If only I could have seen it a bit more lit. Or without stuff dissapearing on me. I'm starting to wonder if there's any setting for that that I'm missing?
Posted 15 years ago2009-04-26 00:30:11 UTC Post #266003
Some rooms were particularly dark and I couldn't see crap, not even with the flashlight. Like the flashlight wasn't lighting any surfaces and it was freaking me out because I couldn't see sh!t.
I know exactly where you're talking about, too. Something very strange happens there, because the flashlight does work, but you have to be very close to a wall.

I can't say I ever experienced disappearing walls, though. I'm assuming you're running the game in OpenGL.
Posted 15 years ago2009-04-26 01:12:41 UTC Post #266006
I can't say I ever experienced disappearing walls, though. I'm assuming you're running the game in OpenGL.
Now that you mentioned it, I thought I was running in DirectX mode, but it turns out I was running in Software mode. I'll edit with screenshots of the dissapearing stuff in a minute. Now I've set it to OpenGL and it doesn't happen. Even the {blue is gone. Oh well. I guess I fixed it.
Just like World Crafter, I was so bugged by that thing. It does nothing!!
And by that thing I meant that red arrow at the temple. I was trying to figure out what to do with it.
There was this room with dark textures on the walls that didn't get lit with the flashlight that just... gaah. whatever.
This turns out to be the entryway to nefarious's room. Dude, what did you do there??

And, as promised. The disappearing stuff.

User posted image User posted image User posted image

And rimrook, is there a purpose to this thing?:

User posted image
Posted 15 years ago2009-04-26 03:50:55 UTC Post #266007
Disappearing faces can happen in software mode because there's a very low polygon limit to how much can be rendered at once. As for the screenshot in Jeff's room, well that's just a known bug with sky brushes. You can see things that vis can see through sky brushes.

You should also get Steam's HL dlls because those tree models aren't supposed to be black. I don't know where to get them, though, if you're not actually using Steam.
Posted 15 years ago2009-04-26 12:57:54 UTC Post #266014
As for the screenshot in Jeff's room, well that's just a known bug with sky brushes. You can see things that vis can see through sky brushes.
Yeah, I'm going to get rid of the skylight in my room once I finish updating it (if ever)
Also, the Gman in Muzzleflashes room is supposed to disapear.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-26 13:03:30 UTC Post #266017
Also, the Gman in Muzzleflashes room is supposed to disapear.
Look at dissappearing faces on the reactor.
Posted 15 years ago2009-04-26 13:05:12 UTC Post #266018
How did I miss those? :confused:
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-26 16:33:19 UTC Post #266022
Oops, I do know sky brushes are see-through. I guess I uploaded that screenie instead of another one with disappearing stuff. I usually work around that by just putting a wall that blocks the other rooms in sight.

In the reactor pic I caught it almost "full", but it used to be mostly "off". That room was very high-poly I guess.

Now I've fixed this issue by switching to OpenGL. And if anyone wonders, yes, I'm using the good ole HL 1.0.0.8.

I have yet to map my own room, I'm just a bit busy with uni. Lots of homework. I already have it laid out in my mind. Can't wait 'til holidays!
Posted 15 years ago2009-04-28 18:26:45 UTC Post #266122
Yeah i've only tested with OpenGL, so i can't guarantee anything in d3d or for godsakes definitely not software mode. = )

ON the subject of bugs, i get some really weird problems sometimes running in minimod format, like triggers and doors not working or disappearing, and other weird things. Other people have mentioned that minimod format crashes their hl, and others say it works completely fine, so i don't really know what's goin on.. = (
User posted image
That's just a random thing i added, using the same top as the manhole cover. It's like in Raver's map, i left it in there to see if anyone would notice..

)

Some rooms were particularly dark and I couldn't see crap, not even with the flashlight. Like the flashlight wasn't lighting any surfaces and it was freaking me out because I couldn't see sh!t. There was this room with dark textures on the walls that didn't get lit with the flashlight that just... gaah. whatever.
Where exactly? I know the brightness/gamma are set to highest, so some parts may seem darker than intended. If you lemme know what map/area this dark spot is, i'll be happy to brighten it up.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-04-28 18:27:58 UTC Post #266123
Now I've fixed this issue by switching to OpenGL. And if anyone wonders, yes, I'm using the good ole HL 1.0.0.8.
Any reason you're not using the 1.1.1.0 patch? D:
If you're too cheap to actually buy the game on Steam, you should at least patch the game to the latest version.
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-04-28 18:56:26 UTC Post #266126
Posted 15 years ago2009-04-28 23:53:43 UTC Post #266138
Where exactly? I know the brightness/gamma are set to highest, so some parts may seem darker than intended. If you lemme know what map/area this dark spot is, i'll be happy to brighten it up.
My gamma is set at the highest value. The spot I'm talking about is right past the double doors, in the little hallway there is before the "main hall". Here's a screenshot.

User posted image User posted image

Notice how the flashlight is on and yet you can barely see anything. I see it nearly completely black but that's just my dark video card. It's way too dark even for my card...

Two extra notes, firstly, tetsu0's room is a bit dark overall, for my likes at least. Just saying, but at least I can see in it. Also, I wonder, wouldn't it be a bit more navigable if the hinges of this hatch were on the other side? As in, not in your way as you climb up? Or is there a reason for it?

User posted image

By the way, someone nulled a wrong face:

User posted image
Any reason you're not using the 1.1.1.0 patch? D:
Yes. I do have it somewhere, I'm just too lazy to install it. Any particular advantages over the version I'm using?
And no, not gonna pay for Steam because a)Steam overcomplicates stuff, b)I don't spend money on teh internets, and c)I don't have any money left, I spent my last $12 today at uni (I really need a new job)

Also, I have an idea for the "end" room I'd like to share. Like it was said at some point to have an intro room made by everyone, could there be an ending room made by everyone? With cake? :D I was also thinking of putting a little scale model showing every room and a tag with the creator's name. Just an idea, though, I'm not sure how that would look.
Posted 15 years ago2009-04-29 02:28:58 UTC Post #266143
Dude... if you already have Half-Life with a valid CD key, you don't pay for shit. You just register it on Steam and get a load of free back catalog games along with it. That's what I did. Didn't pay a cent.
Yes. I do have it somewhere, I'm just too lazy to install it. Any particular advantages over the version I'm using?
Huge advantages. Some stuff from newer maps won't even work on that old version, plus bugfixes, etc.
Posted 15 years ago2009-04-29 11:13:29 UTC Post #266154
Like it was said at some point to have an intro room made by everyone, could there be an ending room made by everyone? With cake?
That could work in conjunction with my earlier idea with the secrets. Make a multisource working with an env_global, so when all of the secrets are activated, a cake appears in the last room.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-04-29 11:42:54 UTC Post #266155
You tottaly fucking up some of the rooms man ..
Posted 15 years ago2009-04-29 13:07:25 UTC Post #266160
Yeah your right, that hatch should totally be the other way around, i'll change it in the next compile, and that hallway before nefarious's map is superdark, and the doors may be using zhlt lightflags (which i turned on to try to stop light leaking in from one source to another), which are probably causing the weird flashlight effect. I'll fix that also in the next release.

That glitch with Rim's map is visible on his original map too.. I try to edit the host map as little as possible to prevent causing more problems, but i'll try to fix it in the next release; those disappearing face errors can be caused from a leaf-saw error anywhere else in the map, but hopefully it's close by or was just cauesed by that brush being bad or over nulling. I'll check it out.

I appreciate the detailed criticisms. Any more specific errors/problems someone can point out?

I like all the ideas for the end map and hidden stuff!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-04-29 15:49:23 UTC Post #266165
Yay, I thought I was just looking evil with the hatch idea. By the way, about the lightflags you mention, I once wanted to block light passing through an opening, and instead of altering whatever stuff was there, I just put an invisible func_illusionary and set its lightflags. Worked well the one time I used it.

At Rimrook's map, I think it's just a nulled face as nothing else is disappearing after I switched to OpenGL. So I guess it's just a problem with that face.

Can't wait to finish my room! Should be done soon, I hope...
Posted 15 years ago2009-04-29 17:35:32 UTC Post #266168
Muzz, I could kiss you! Thanks to your compilator, I managed to get V2 of my room working!
http://www.twhl.co.za/vault.php?map=5218
I've made a lot of improvements over the original, so make sure you try it out! :)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-04-29 19:02:02 UTC Post #266176
As far as all of the problems with Riverpool, I already fixed all of those problems...

I moved to source.
Rimrook RimrookSince 2003
Posted 15 years ago2009-04-29 19:41:24 UTC Post #266177
D8! If you're porting it to source, at least change the anime girl to a bathing suit version one of the HL2 females. I mean, she's nice and all, but I don't think she'd fit into source, so either do that or improve her.
And If you just mean that you'll never map for goldsource again... well...
:aghast:
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-05-01 20:59:41 UTC Post #266318
Yeh i want to move on to source, but as long as people are still doing goldsource projects, i can't help be be interested in mapping the old engine still...

Disco: cool i'll try that m8! = )

Jeff: cool, i'll update your room in the next compile.. glad you were able to open the sourcefiles up... what did you have to do to get it to work?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-05-01 21:04:27 UTC Post #266319
I had to do my compiles with the compilator, I guess hammer had a problem with compiling that for some reason, or maybe the BSP was corrupt and hammer could'nt fix it. But the compilator made it work. :) I'm glad you like the improvements.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-05-02 10:54:52 UTC Post #266339
Posted 15 years ago2009-05-02 11:21:06 UTC Post #266340
DiscoStu, don't you have a Half-Life CD key?
Like srry wrote, you can just enter it on Steam to add your Half-Life games to your Steam account and it doesn't cost you anything.
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-05-02 16:58:51 UTC Post #266345
I suppose I do. But I'm reluctant of using anything Steam. It's a system hog and it makes itself a mandatory layer between you and whatever you intend to play. I don't trust software that does that (it's a wonder how I am running Windows really)
Posted 15 years ago2009-05-02 17:26:59 UTC Post #266348
I don't like Steam either, but I must use it to play online, unfortunately.
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-05-02 18:11:01 UTC Post #266350
I haven't ever played online. Only on LAN.
Posted 15 years ago2009-05-02 18:15:03 UTC Post #266351
I don't know how many times the argument has come up... but it's pretty tiresome that at this point people are still afraid of using programs like Steam. Unless you're running a Pentium III, it's not a system hog. I have it running 24/7 on my 3+ year old machine, and I don't notice any difference at all. Your average antivirus software slows your PC down more than this. You're basically opting out of a huge resource from paranoia over an issue that doesn't exist. Valve isn't Big Brother.

Meh, whatever, I'm not going to waste any more time convincing people.
Posted 15 years ago2009-05-02 18:16:53 UTC Post #266352
I haven't ever played online. Only on LAN.
:o
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-05-02 18:47:21 UTC Post #266353
I haven't ever played either. D:
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-05-02 18:55:24 UTC Post #266354
Holy shimoley.
Posted 15 years ago2009-05-02 21:15:26 UTC Post #266358
I tried once or twice. Thats about all I have to say about that.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-05-04 12:49:03 UTC Post #266411
Stop being Kansas City faggots and use Steam. You people are living in the stone age.
Posted 15 years ago2009-05-04 15:49:19 UTC Post #266421
LOL
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-05-04 15:56:55 UTC Post #266423
I've removed steam from the startup. I have 2 gb of ram, but hey, programs like firefox with 100 tabs opened and photoshop wih 50 layers take up some ram space.
So yeah, I start steam when I want to play something that's on steam, I have no reason to let it opened when I don't play anything ...
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-05-04 17:24:40 UTC Post #266431
I do use steam.

...Admittedly, only to certain extents. I use my brothers account.
Jessie JessieTrans Rights <3
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