The Official HRAFD Progress/Troubleshoot Created 9 years ago2015-06-09 18:46:11 UTC by Half-Rats Half-Rats

Created 9 years ago2015-06-09 18:46:11 UTC by Half-Rats Half-Rats

Posted 9 years ago2015-08-31 17:39:03 UTC Post #326892
Game_end only works in Half-Life: Deathmatch to end multiplayer rounds. You'll have to use, I think it is trigger_end_logo or something. It's a brush entity, but it can be triggered by targets. An article for it can be found on this site, as well what argument you ned to feed it to exit the game properly. You can even make it open up an HTML document on closing to the main menu!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-31 22:38:21 UTC Post #326893
Use a trigger_endsection entity. It's a brush based entity. In the Section property, enter _oem_end_logo. Now when triggered, the map will end and the player will return to the main menu.
Posted 9 years ago2015-09-01 23:23:04 UTC Post #326894
Cool! Alright, thanks for clearing that up, guys! Works nicely! So, I seem to now have a problem getting the env_fade to hold long enough for the credits to roll...
Posted 9 years ago2015-09-02 00:53:16 UTC Post #326898
env_fade, then teleport the player to a black room. Roll credits.
Posted 9 years ago2015-09-02 03:53:47 UTC Post #326900
Righteo!
Posted 9 years ago2015-09-02 13:16:54 UTC Post #326901
Also, as I said, you can get an HTML document to open up by typing _oem_end_demo into the section property. It will open up (relative to your mod folder) media/order/default.hml. Or at least it did in Uplink. It's a cool feature not enough mods use in my opinion. Rant, rant, rant...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-02 15:31:57 UTC Post #326902
But that would irritate and alienate players
Posted 9 years ago2015-09-02 22:57:36 UTC Post #326903
I have no HTML documents....
Posted 9 years ago2015-09-09 08:31:30 UTC Post #326932
This is something I should have known...But I'm a big idiot.

Sound engineering 101: When you stack waves on top of one another, they amplify...

4 sounds set to "play everywhere", and with the volume of 1...create the volume of 4. Gee golly...
Posted 9 years ago2015-09-09 13:43:22 UTC Post #326933
Can you not set the volume to 0.25? Though, I honestly don't know without testing...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-09-09 14:09:18 UTC Post #326934
I assume there's a deeper hurdle than that, else he'd just have one. Course, we've not much to go on with that he said :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-16 05:06:42 UTC Post #326969
Fixed just about all of my problems. It won't be long until this releases. I had a guy test it, each time returning a detailed word document full of problems, along with helpful screenshots and suggestions.
Posted 9 years ago2015-09-16 09:21:16 UTC Post #326970
Looking forward to play! I'll probably save it for Halloween, unless im out barbecuing.
Posted 9 years ago2015-09-16 21:48:52 UTC Post #326973
It's going to be set to release at midnight on October 31st.
Posted 9 years ago2015-09-17 08:56:36 UTC Post #326974
Woohoo, that's my weekend sorted then. Saturday 31st - celebrating my niece's birthday, Sunday 1st - Downloading, playing and reviewing Half-Rats: A Fever Dream. (I had started writing a preview of sorts based on the demo. Might finish that this weekend)

...and then it's the week long wait for Fallout 4

Very exciting stuff.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-02 06:41:56 UTC Post #327383
It is out! Thank you for your help, everyone. I now feel that I can make my next one without moaning too badly! And, Urby...go easy on me...

Itz my furst mod and mods r hard! QQ. I am only in middle school but I have good idea.

I'm glad Fallout 4 decided to come in November...because if it had been released sooner, HRAFD would have missed its deadline.
Posted 9 years ago2015-11-02 09:20:48 UTC Post #327384
Links or it didn't happen.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-02 10:24:01 UTC Post #327385
Already played it, I thought it was pretty good. you all should try it. Twhl got a special thanks too
Posted 9 years ago2015-11-02 14:24:03 UTC Post #327390
And, Urby...go easy on me...
The review is written out and the footage is recorded. Just need to do the audio and the editing.

That's all I'm going to say. :badass:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-02 14:25:50 UTC Post #327391
I liked it.
The final boss was too tough for me, but I liked it.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-11-03 04:40:42 UTC Post #327397
Links or it didn't happen.
Posted 9 years ago2015-11-03 13:11:28 UTC Post #327398
Posted 9 years ago2015-11-03 21:45:41 UTC Post #327400
Yeah, at first the final boss was so ungodly powerful and the train was so cramped, it was pretty much impossible without cheats. I remember thinking, "Wow, this is worse than the Senator from Revengeance...this won't do" I nerfed the health and the fire rate of the rockets, and made it so that the rations crates broke, giving the player goodies, as well as more room. Even then, you need to find a pattern in order to beat the Hellmouth, but once you find the pattern, he's toast. I wrote a Bestiary for HRAFD, too.

Makes for good toilet reading when you're havin' a shit.

http://www.moddb.com/mods/half-rats-a-fever-dream/downloads/half-rats-a-bestiary
Posted 9 years ago2015-11-05 22:25:22 UTC Post #327414
How do you submit a mod to RTSL?
Posted 9 years ago2015-11-05 23:04:32 UTC Post #327415
It's the bottom option under the Home menu tab at the top. Should take you to a form where you can fill in your details. :D

I'm sure Phillip will pick up your mod soon regardless, because he's mentioned it in a couple of his podcasts. Still, not a bad idea to send it direct. :D
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-07 17:00:06 UTC Post #327425
Yep, Phillip said he'll add it to the site this week.
Posted 9 years ago2015-11-08 02:04:32 UTC Post #327427
Agh, what happened to the creating your own skybox tutorial?
Posted 9 years ago2015-11-08 02:10:30 UTC Post #327428
Thought I'd let you fellows know...http://www.moddb.com/mods/half-rats-parasomnia

That's happening.
Posted 9 years ago2015-11-08 03:44:56 UTC Post #327429
Posted 9 years ago2015-11-08 21:44:15 UTC Post #327430
Are there any tutorials that don't involve TERROR-Gen? Can I just paint my own in photoshop somehow?
Posted 9 years ago2015-11-08 22:33:30 UTC Post #327431
It's certainly possible, but a little tricky.

You need six 256x256 pixel .TGA images in 256 colour format, as follows:

skyup.tga - Directly upwards
skydn.tga - Directly downwards
skyft.tga - Front face (North)
skyrt.tga - Right face (East)
skybk.tga - Back face (South)
skylf.tga - Left face (West)

Where 'sky' is the name of the skybox that you would enter into Hammer's map properties. The tricky part is making sure they all fit together without warping the perspective.

It is usually best achieved through 3D modelling as the perspective can be difficult to emulate. Take a look at some photosphere images online for example.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-09 01:16:58 UTC Post #327432
Yeah, it basically has to be a panoramic image that is seamless. I was just in need of a starry sky with a moon, really, though.
Posted 9 years ago2015-11-09 02:48:08 UTC Post #327433
Isn't there one already?
Posted 9 years ago2015-11-09 10:23:51 UTC Post #327434
Not a very good one, IIRC.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-09 18:19:57 UTC Post #327437
looking for 'starry night' skybox? I know many mods have them. Try redemption, cthulhu, and swiss cheese halloween
Posted 9 years ago2015-11-09 22:54:57 UTC Post #327438
You can check the Nightwatch skies, they have one at night with a moon.

Here: https://dl.dropboxusercontent.com/u/687546/nw_skies.rar
Posted 9 years ago2015-11-09 23:33:12 UTC Post #327439
there's a console cmd in hl2 thats outputs 6 skybox images for the current camera position
Posted 9 years ago2015-11-17 21:58:38 UTC Post #327463
The other hurdle...I'm going 100% original with everything, down to the sprites and bullet holes...By the way, there any good tutorials on creating decals?
Posted 9 years ago2015-11-17 23:03:50 UTC Post #327464
Off the top of my head, this is the method I have used in the past. There may be some points that others can correct me on.

Fire up Wally and open Half-Life's decals.wad

Open one of the exiting textures and click the 'Colors' tab in the top menu. Click 'Save Palette...' and stick the .pal file somewhere you can find it again later.

Now, make your decal in photoshop or another graphics app of your choosing. Stick to greyscale and remember that the darker the colour, the more opaque it will appear in game.

Copy the image when you're done and paste it into Wally to create your texture.

Then open the texture and go to 'Colors > Load Pallete...', pulling in the .pal texture you saved before.

Then, click 'Colors > Edit Pallette' and you should see that it is a greyscale series of colours, with the bottom right being a certain colour. This is the colour that will appear ingame. For the blood, this should be a dark red, for alien blood, yellowish green, etc.

Hope this is clear enough. Sorry for assuming you were using Wally, but I don't actually know what else there is... :)

NOTE #1: Ideally, you need to use the filename decals.wad in your custom mod folder in order for the engine to refer to your custom decals rather than the regular ones.

NOTE #2: I would refrain from adding NEW textures to your custom decals.wad as this can cause issues in game. (Blank white squares appearing in some cases) For the best result, I always just replace the existing textures.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-11-18 00:27:37 UTC Post #327465
Wally is my go-to. Thank you much for this!
Posted 9 years ago2015-12-13 08:27:26 UTC Post #327771
This is going to turn into the Parasomnia thread pretty soon...But, I thought I'd contribute something, too. I have it in my mind to do a neat little tutorial regarding func_wall_toggles, multi_managers, texture editing, and real-time structural damage from fire as it propagates throughout an area.
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