TWHL World - Community Project Created 8 years ago2016-01-13 21:39:11 UTC by Tetsu0 Tetsu0

Created 8 years ago2016-01-13 21:39:11 UTC by Tetsu0 Tetsu0

Posted 8 years ago2016-01-15 10:13:14 UTC Post #328280
Source:
combine elite - :combine:Dr. Orange
combine elite - :combine:Tetsu0
combine elite - :combine:Dimbeak
@Tetsu0: I advocated source too.

I agree with the majority but please explain guys why is source such a no-no for you? Complex entity work is surely much easier in Source... so, I don't get it :quizzical:

[EDIT] Correct me if I'm wrong, but afaik Black Mesa Source resources are free to use in other mods right?
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2016-01-15 10:22:41 UTC Post #328281
I vote spirit. I might give making a map for this a shot but I map very slowly.
Posted 8 years ago2016-01-15 10:28:42 UTC Post #328282
why is source such a no-no for you? Complex entity work is surely much easier in Source... so, I don't get it
I just prefer the old school feel of Goldsource and I feel that it's much easier to create something unique. I've always rated HL1 way higher that HL2 and the episodes.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-15 11:27:51 UTC Post #328283
I would like to participate but i haven't made any maps for goldsource for about 8 years. So my question is: is there any new mapping tools for goldsource? Or people still making maps with vhe 3.4? I heard there is a new level editor called JackHammer, that do you guys using to make maps for HL1?
Posted 8 years ago2016-01-15 12:25:25 UTC Post #328287
Can a mod edit the first post for me to include votes for all and updated information?

Voyager, i havent used jackhammer, but Sledge is a pleasure to map with. Plus the new compile tools are better and more efficient (read:faster) . ALSO, i see your learning blender... Well there's a pretty easy workflow for gldsrc modeling with blender.
ALSO ALSO, the "Spirit of Half-Life" mod brings about loads of special entities that make scripting pretty easy. Much progress has been made in 8 years, its easier than ever. Jump in!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 12:45:17 UTC Post #328288
Tetsu0, thanks i will try sledge. Can you also please provide me link to spirit?
Posted 8 years ago2016-01-15 13:50:33 UTC Post #328289
Tetsu0 will provide a mod template folder with the DLLs and stuff you need, but until he does, I have a few copies of SOHL hosted: Click here. I would guess that SOHL 1.8 will be used, so grab the SOHL 1.8a1.zip file.

You can download the latest and greatest compile tools from here: http://forums.svencoop.com/showthread.php/42174-Vluzacn-s-ZHLT-v34-Update
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-01-15 14:07:25 UTC Post #328290
Thanks a lot!
Posted 8 years ago2016-01-15 16:49:35 UTC Post #328291
Tetsu0 will provide a mod template folder with the DLLs and stuff you need...
Haha I suppose I should get on that.
Expect it sometime next week, I have a busy weekend planned.

Thanks Penguinboy!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 17:30:55 UTC Post #328292
Before I begin blocking out ideas, what kind of setting are you planning on letting this project take place? (Modern, medieval/fantasy, sci-fi, etc)
Posted 8 years ago2016-01-15 18:22:22 UTC Post #328293
Whatever you want! If we're going with Archie's idea (which I personally like), each map is a parallel universe / rifts.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 19:15:23 UTC Post #328294
Can the Source one diverge a bit from the main HL2 plot? Also, does each map require arming the player or HEV Suit? A general list of requirements would be rad.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-15 20:12:37 UTC Post #328295
The source one can be whatever! I'll take control of the Gldsource one, so you can have full control over the Source version if you wish - unless you nominate me to be in charge.

[blue]Goldsource HUB level mapping guidelines REV A[/blue]
HEV SUIT
The player will receive his / her HEV suit in the initial level/ hub world. Probably before the hub world even exists.

HEALTH + WEAPONS
For playability sake, and to give each person the freedom they deserve, weapons will be stripped upon returning to the hub world. Don't worry about including any of those entities, I'll take care of that. Just beware that you'll need to equip the player within your level. This will be much like TWHL TOWER; Armor will be reset to 0. Health will be reset to 100.

LEVEL TRANSITIONS
The teleport in and teleport out points in the map can be wherever you want . The portal can be stylized however you want - we're dealing with rifts in time and space so things are going to be different. I'll take your style and incorporate it somehow into the hub. If you wish to deviate from this, or want to return to the hub in some other fashion, post in this thread or shoot me a PM

LEVEL OBJECTIVES
The storyline hasn't been finalized or even really fleshed out at all, but the level objective will be to find SOMETHING to help the team get back to Earth, preferably Black Mesa. So we need to bring energy sources, computer parts, raw materials, crystals, Big Momma's toenail...
Basic idea here is that each completed level gives access to another portal. We just gotta keep trying to get back home.

CUSTOM CONTENT
Go wild! The more, the better! wads will need to be prefixed with your name, and underscore, and "hub". Example: tetsu0_hub.wad. You may abbreviate your username if you wish.
Models need to reside in a folder with your name in it. Model names do not matter since they will be in separate folders.
If you are supplying content that someone else made, note that person in your README so they are credited.
If you are supplying content that you made, note that in your README so YOU are credited.

COMPILING
Each level will be compiled again by me once it's submitted, so to keep everything consistant, we'll be using a common set of parameters. I'll supply this information with the dev pack next week. I will make a Google Document version of a lights.rad file that anyone can edit so they can add their light values and textures to. If there are any duplicates, it will be up to the mapper to create an alternate version of that texture and then supply it to me.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 20:25:30 UTC Post #328296
For Source, we need to decide an engine to work with. Is everyone associated with Source able to work with EP2 engine?
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-15 20:52:21 UTC Post #328297
Idk, maybe some of the Source SDK Bases could work? Otherwise, I'm able to work with the EP2 engine. But it really all comes down to assets and not code in the end, doesn't it?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-15 21:16:06 UTC Post #328298
Rules for Source Maps

Engine Version
We're going to map for Half-Life 2: Episode 2.

The Plot
Teleporting through space and time and through parallel universes, so basically your plot can be as related to the Half-Life story as you like.

Maps Structure
Go as crazy with custom content as you like. Just not too much I suppose. Please refrain from using Pakrat for your map.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-16 13:47:39 UTC Post #328299
Posted 8 years ago2016-01-16 16:59:13 UTC Post #328300
Alright i found a few free hours.
Can i have some help setting up this folder structure? I copied TWHL TOWER and i'm stripping out the resources.
What is the barebones requirement? It's been a while since i've done this
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-16 19:57:40 UTC Post #328305
That's how I would do it too Tet, leave the dlls and everything.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 8 years ago2016-01-16 20:00:28 UTC Post #328306
Posted 8 years ago2016-01-16 20:45:25 UTC Post #328307
If we provide scene files, will they all be built into the main scenes.image then, along with the default EP2 files?

[EDIT] The Source Mod template have all of the game script files included, bloating the file size something serious. All the scripts will be loaded from the Episode 2 directory automaticly and don't need to be included in the game. There are also several empty folders wich are usually auto generated that doesn't need to be there.
It has sort of a feeling that you were just copying one of your previous mods and just cleaning it up a little instead of setting up an entirely new mod from scratch? Anyway, it's missing it's mandatory "star wars_english.txt" file.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-16 20:51:18 UTC Post #328308
It has sort of a feeling that you were just copying one of your previous mods and just cleaning it up a little instead of setting up an entirely new mod from scratch?
. . .Kinda. Feel free to clean it up in any way, you probably know more about proper Source stuff than I do.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2016-01-16 20:57:53 UTC Post #328309
Add me in for source, but as I'm doing the International Baccalaureate (IB) course, and this is my final year with mocks soon, I doubt I'll be able to work on it so much..
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2016-01-16 21:17:54 UTC Post #328311
dont you also have a 3000 word essay or something
Posted 8 years ago2016-01-17 01:46:52 UTC Post #328314
To preserve my sanity I'm gonna wait for totally solidified plans and then a summary of said plans, and decide whether to join in then.
Crypt Crypt120% sorry!
Posted 8 years ago2016-01-17 11:28:36 UTC Post #328319
dont you also have a 3000 word essay or something
  • 4500; that's the Extended Essay (compulsory)
  • x6 Internal Assessments (1500 word essays) for other subjects.
How'd you know..?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2016-01-17 11:34:22 UTC Post #328320
I'm up for this, but it'll be Goldsource for me.
AJ AJGlorious Overlord
Posted 8 years ago2016-01-17 11:54:37 UTC Post #328321
Alright i found a few free hours.
Can i have some help setting up this folder structure? I copied TWHL TOWER and i'm stripping out the resources.
What is the barebones requirement? It's been a while since i've done this
I'd say that the safest bet would be to grab the zip of the latest version of SoHL, from pebs' link and amend the name in the liblist.gam file, as well as the other elements. The TWHL Tower file is below. A lot of it is just generic info, and things like version are for internal use I guess. Icon stuff is purely to make it look more 'complete' in the steam games list.
game "TWHL Tower"
url_info "http://twhl.info"
url_dl "http://twhl.info"
version "1.0"
hlversion "1101"
type "singleplayer_only"
startmap "twhl-lobby"
gamedll "dlls/spirit.dll"
cldll "1"
icon "twhlt" This adds the icon in the steam list, looks for two .tga files. In this case twhlt.tga and twhlt_big.tga, which are 16x16 and 32x32 pixels respectively.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 12:11:07 UTC Post #328322
I decided to simply create a basic sourcemod for this project (just for editing files without overriding any default ep2 content). I decided to share it here just in case. Download
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-01-20 00:13:05 UTC Post #328397
Gooooood Evening TWHL!

I made up the mod structure for our [blue]GOLDSOURCE[/BLUE] project. Dubbed for the time being as TWHL Hub.

CLICK HERE TO DOWNLOAD VERSION 001

Again, remember, you have freedom to do whatever you want for your map so long as it is limited to a single map of any size.

Current storyline is as follows:
a portal experiment is damaged and teleports the player and a gaggle of his or her colleagues (and a couple of Barneys for good measure) to a hitherto unknown alien border world. This border world forms the hub as the story sees the scientists urging the player to travel through various rifts in the hopes of finding a way home.
Your level must in some way assist gordon and his crew back home.
PM or post your rough storylines so i can assemble them in some sort of order!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 00:13:57 UTC Post #328398
Wait, are we still doing the map our homes thing? I was psyched for that.
Jessie JessieTrans Rights <3
Posted 8 years ago2016-01-20 00:16:32 UTC Post #328399
you have freedom to do whatever you want for your map so long as it is limited to a single map of any size
Map your house, map your friends house, map whatever!
The location doesn't need to make sense.
This border world is a hub for teleports and dimensional rifts that have no specific destination.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 00:22:34 UTC Post #328401
Wait, so for clarity we just make a map, put a story behind it within the context of 'finding a way home' (or helping the people back at Black Mesa?) and once were finished we send the map to Tetsu0 I'm assuming? Is there a deadline? Or is all the info in the Dropbox download?
Posted 8 years ago2016-01-20 00:32:51 UTC Post #328402
Help the scientists and barneys trapped in the border world get BACK to black mesa.

Deadline is March 1st
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 05:55:58 UTC Post #328406
reminds me of sweet half life

Here you are on an alien spaceship and you see scientists and human soldiers imprisoned and you can rescue them and they follow you
Posted 8 years ago2016-01-20 08:40:36 UTC Post #328407
Just an idea, I think it would be cool if the player could play any of the "world" maps in any order they choose from the hub - make it so all maps can be warped to at any time from the hub.

With some clever env_global action, you might be able to pull it off such that the hub can close off the completed maps, and track which "items" the player has gathered from the different levels.

It sounds fun to give players the option to tackle the worlds in a non-linear way.

I might be game to participate in the goldsource project. :)
Posted 8 years ago2016-01-20 14:25:30 UTC Post #328413
That's a fantastic idea Dallas.
Globals are pretty straight forward.
Like i said, let me know what the individual storylines are and i'll slap them all together.

If we're collecting items, maybe everything needed can be a pulsating, semi-transparent func_illusionary until they're collected
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 17:07:32 UTC Post #328414
Hnnng... I really want in on this. :|
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 17:34:23 UTC Post #328415
I, for one would love as many people to contribute to this as possible. Urby, I know you have a full life, but perhaps you have an idea that doesn't fit in with THE CORE or a graveyard map that has potential under the layer of dust.

This will be less of a time sink than creating and organizing an entire mod; it's only a single map.

If you have something by March 1st, great. If not, that's unfortunate but we all understand.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 17:43:22 UTC Post #328417
If it's a long-term project I will happily contribute. Otherwise I can't make promises. 1st March seems a bit too fast.
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2016-01-20 19:14:42 UTC Post #328418
First drafts due march 1st (around there anyway).
There's no hurry but we don't want this taking 3 years to complete

[b][blue] IMPORTANT !!!
[/BLUE][/B]
Everyone who is participating in the Goldsource version of this mod, please PM me your Email address. I will be creating a shared Google Docs folder containing the mod structure and other important files. I will need to personally grant Read/Write access to each of you.

Rules, guidelines and storylines documents will also be there.
========================================
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 23:16:30 UTC Post #328421
Just a heads up. Your base mod is missing some essential models used by spirit.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 00:46:18 UTC Post #328422
Hmm yeah i just purged the mod folder. What exactly is missing
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-21 10:29:01 UTC Post #328427
w_camera.mdl
w_portablemed.mdl + w_portablemedt.mdl
null.mdl

Spirit also comes with a prop model (sink.mdl) and a replacement for the mp5 view models (v_9mmar.mdl) but these aren't needed
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 17:38:10 UTC Post #328429
I've always wondered, do the portable medkit and camera even work, or are they just dummied out but the models are still precached? I don't recall them ever being in the spirit fgds or getting them to work.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-22 07:27:22 UTC Post #328436
those models in the twhltower folder are copies of the healthkit and rpg rocket models, respectively. and null.SPR is needed. No idea what the camera would actually do, but I'm pretty sure i can code a portable medkit.
Posted 8 years ago2016-01-22 11:52:57 UTC Post #328438
@Tetsu0

So, if the story of the mod is: "You and some Barney/Scentists have been teleported to some other dimensions/worlds and you must find a way to go home."
  • The scientists urging the player to find a way to go home are the scientists with the player (and not the scientists still in Black Mesa)?
  • We must agree on the number of Barneys and scientists, as well as their skin if they'll be on each map.
Posted 8 years ago2016-01-22 11:57:05 UTC Post #328439
No, they'll be in the hub map. Take a few into your level if you want, but they're not going through every rift with the player.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-22 12:10:46 UTC Post #328440
I can't really bring up the time to take part in this one. I need some progress in my started singleplayer mod instead :o

But I'am looking forward for a sven coop project which would be awesome with sven coop 5.0 coming up.
But this should really have some more connection between the maps then.

About the editors, i have to admit that I didn't try sledge but the new Jackhammer Version is awesome in comparsion to Hammer 3.5 and also comes with a nice fgd. It also solved my camera problems :D
Anyway hf with the project, i'm just going to keep an eye on it
Posted 8 years ago2016-01-24 14:31:02 UTC Post #328460
Thanks Loulimi for helping me out and supplying the missing files!
The Drive has been updated.

There have only been 3 people contacting me about drive access though.
Tetsu0 Tetsu0Positive Chaos
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