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 ago2016-08-04 13:48:21 UTC Post #331085
So short summary of this project is? (might join in)
Stojke StojkeUnreal
Posted 8 years ago2016-08-04 14:09:20 UTC Post #331086
Alright, I'm in.

I've come up with a decent concept today and put a few hours into it.

Freeman will be required to recover a piece of computer hardware - possibly a hard drive with data/codes/information required to get the portal machine to work correctly.
Posted 8 years ago2016-08-05 07:14:11 UTC Post #331089
tetsu0 said everyone only gets one map. Is this still in effect?

For the 'item', I'm planning to use a displacer cannon from OP4. It will be a cycler_weapon that the player will actually see in first person upon picking it up. However, if anyone else wants this item, then feel free. (I think I have the LD HEV v_displacer.mdl, but if not I believe it's in sven coop as well)
Posted 8 years ago2016-08-05 11:10:17 UTC Post #331091
Concerning the one map limit, I've discussed the matter with Unq and we think it's all fine if you HUB wolrd is made of more than one map.
Posted 8 years ago2016-08-05 15:12:33 UTC Post #331092
So the whole idea is to have a hub map on an alien world where you ended up after a rogue teleport has gone wrong. To get back to the Real World/Earth/Black Mesa, you have to retrieve an item/relic/artifact/fragment/whatever from the hub's connected side maps to reactivate the portal or something.

Is that the idea?
Posted 8 years ago2016-08-05 19:03:16 UTC Post #331094
Yeah, that's basically it in a nutshell. There will be a base of sorts on the alien world, where portals will take the player to the connected maps. Once all items are collected, the final portal to return to BMRF can be activated.

It's a basic but functional plot. It's really just an excuse to justify the hodgepodge of different maps that we're likely to include.

@Stojke, is that what you were looking for? Maps can be of anything - even Black Mesa style maps are fine with me. I'm not interested in restricting what can be added to this project.
Posted 8 years ago2016-08-08 06:42:38 UTC Post #331121
I'm still interested, but no promises. I couldn't think of anything back when this started, but I have a small idea now I'll try and knock out in the month we have left.
Strider StriderTuned to a dead channel.
Posted 8 years ago2016-08-12 18:58:28 UTC Post #331198
Still working on my entry, I don't know yet if it will be a "kill a target", " item to collect" or something else objective.
Please keep it to "item to collect" - even if you have to make it a reward for killing a target.

TJB, glad you're interested. Good luck on your exams and we'll see what you can create after that's out of the way.

Does that post mean you're in, Angry Carrot? You can come up with something. :)

Stojke, please do join if you're interested and can get a map together in a few weeks.

Strider, great, I'll plan on including you.

:hammer: More are welcome to join, post here soon! :hammer:

Updated list:

[ ] Jessie
:hammer: Strider
[ ] Themaster12234
[ ] potatis_invalid
[ ] Captain Terror
[ ] zeeba-G
:hammer: Loulimi
[ ] Big_rock.mdl
[ ] voyager
[ ] AJ
:hammer: Urby
:hammer: Shepard62700FR
:hammer: 2muchvideogames
[ ] KB90
:hammer: Unq
:hammer: Ubique
:hammer: TJB
:hammer: Stojke
:hammer: ? Angry Carrot
Posted 8 years ago2016-08-13 07:53:49 UTC Post #331208
Why there are no hammer next to my nick?
Posted 8 years ago2016-08-13 12:46:36 UTC Post #331209
Does that post mean you're in, Angry Carrot? You can come up with something
I can't really decide. I have an idea, and I already worked something out but I I'm not sure I like it.
Posted 8 years ago2016-08-13 16:37:46 UTC Post #331213
Damm, I forgot this proyect, alright I'll try to finish the map fast as posible... put a hammer on my nickname :V
Posted 8 years ago2016-08-13 18:13:07 UTC Post #331215
Why there are no hammer next to my nick?
Because you didn't post here to tell me you were still in!

Don't worry, I don't expect Sept. 5th to be a hard deadline. It's something to shoot for but I expect we'll need more time to coordinate everything with the hub map. Keep working!

Update:
[ ] Jessie
:hammer: Strider
:hammer: Themaster12234
[ ] potatis_invalid
[ ] Captain Terror
[ ] zeeba-G
:hammer: Loulimi
[ ] Big_rock.mdl
[ ] voyager
[ ] AJ
:hammer: Urby
:hammer: Shepard62700FR
:hammer: 2muchvideogames
:hammer: KB90
:hammer: Unq
:hammer: Ubique
:hammer: TJB
:hammer: Stojke
:hammer: Angry Carrot
Posted 8 years ago2016-08-13 20:09:07 UTC Post #331217
Hey guys, I would like to join. I've been doing some oldschool GS mapping for fun for a couple of weeks, and I have a map that I've put a bunch of hours in that would fit pretty well! :)
ChickenFist ChickenFist<Witty Title>
Posted 8 years ago2016-08-13 23:24:40 UTC Post #331218
Wooo. ChickenFist
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-08-14 16:43:59 UTC Post #331239
Welcome, ChickenFist. I always meant to ask you about your water shader way back in the day. :)
Posted 8 years ago2016-08-15 21:21:29 UTC Post #331261
Thanks. Not really mine, I just ported it from an old abandoned mod that had released it's source code :P
ChickenFist ChickenFist<Witty Title>
Posted 8 years ago2016-08-19 15:45:58 UTC Post #331305
I'd be tempted to join depending on the deadline (what is it?) but I'm still unsure what the exact agreement is based up upon now.. Is it a fantasy themed project or a Spirit based Item collection approach on numerous worlds to return home to Black Mesa?

@Tetsu0: Please Update your 1st post with the actual data to add some structure to this almost 8 pages long discussion.

That put aside I suggest you folks to download these:

http://www.moddb.com/games/half-life/addons/scientists-219-animations-for-mappers-intended

I released em couple of days ago. They contain almost all animations of all 4 Hl1 offical games and might come in handy for every mapper here. The only downturn on them is that 2 of the sub models got lesser good textured eyes (not my doing) but that aside they are typical HD models with aligned textures even.
Posted 8 years ago2016-08-19 20:34:26 UTC Post #331310
@23-down: Yes, you can still join, although the nominal deadline is September 5th. You'll likely have a couple more weeks than that but not a ton more time.

Tetsu0 isn't involved in the project anymore - Loulimi and I have assumed control of the Goldsource mod. Updates are above on this very page.

The mod uses Spirit 1.8, and the maps can be whatever you want. The player must find or receive an item before leaving your map, which will be part of getting the teleporter working to return to Black Mesa.
Posted 8 years ago2016-08-20 11:55:24 UTC Post #331320
Thanks! If you don't like my fixed version for HL-Steam. Than I will leave forum
How very mature of you... :rly:

I don't need fog in my entry, so I have no need for 1.9
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-08-20 20:56:48 UTC Post #331327
I had to abandon my first TWHL World entry because of Spirit 1.8 and start something else from scratch, so if you want to take the risk of breaking everyone maps, go ahead and update to SoHL 1.9.

Don't get me wrong, Spirit helped and still help a lot of modders, it gets the job done but seriously, what's the problem with SoHL and programmers ? There is like 2 or 3 differents "SoHL 1.9" made by different people, looking at the source code of one of them made me vomit and even burned my eyes.

Why don't programmers just give SoHL it's deserved rest instead of constantly trying to update it with more bugs and/or dirty code ? If you really want to revive/update Spirit, the first thing you should do is to recode properly every Spirit's feature, that "state" system for instance shouldn't have existed, the default system that Half-Life uses (USE_ON, USE_OFF and USE_TOGGLE) is more than enough (unless you are a crazy person that tries to reproduce Source's I/O system).

And before you say "Oh Shepard, if you are so angry on programmers that revive/update Spirit ? Why don't you do it yourself ?", my answer is "1) I don't have time because I have other projects. 2) If you are learning programming under Gold Source and/or want to 'polish' your skills, it's your chance. 3) I have no interest in updating SoHL."

UPDATE : To avoid any confusion, please note that this post's goal isn't to harm SoHL, it's usage within TWHL World, it's original author (Laurie Cheers) and/or anyone else related to people that create "unofficial" SoHL versions. I just wanted to be clear about those "Spirit 1.9" versions and said IMHO what would be the best for SoHL if a programmer has interest in it.
Posted 8 years ago2016-08-21 04:43:32 UTC Post #331337
its not about that, its about his dignity. If you dont use his spirit he will leave forum
Posted 8 years ago2016-08-21 15:58:17 UTC Post #331348
Heh, I think something might have been lost in translation.

But no, we're sticking with Spirit 1.8a1 for this project. I don't want to undo anyone's work on the maps by changing this late in the project.
Posted 8 years ago2016-08-22 10:01:37 UTC Post #331366
Sorry for only reading this now, I was busy with a lot of work. How much time do we have to make a map? Can a map be random/phantasy made? (As in a fort-temple in the middle of the ocean)
Stojke StojkeUnreal
Posted 8 years ago2016-08-22 10:45:56 UTC Post #331367
For the delay :
Don't worry, I don't expect Sept. 5th to be a hard deadline. It's something to shoot for but I expect we'll need more time to coordinate everything with the hub map. Keep working!
Can a map be random/phantasy made? (As in a fort-temple in the middle of the ocean)
I think your imagination and SoHL 1.8 are the only limits.
Posted 8 years ago2016-08-22 20:13:18 UTC Post #331374
Goldsource TWHL World level mapping guidelines REV B

HEV SUIT
The player will receive his / her HEV suit in the initial level/hub world.

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, the hub map will 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 (NEW INFO!)
We are standardizing the level transitions - they will all be displacement/teleport type transitions - that is, I'm not going to include any parts of your maps into the hub map (unlike Tetsu0's original plans). The entities to use for level transition are in the zip download just below. Instructions are included, but the basics are: 1) Green is incoming from the hub to your map, Red is for outgoing from your map to the hub, 2) Ungroup and move the info_teleport_destination and trigger_teleport where you want, 3) Don't move or change the size of any of the entities EXCEPT the destination and trigger_teleport that are outside the boxes.
User posted image
Download this: https://dl.dropboxusercontent.com/u/687546/TWHL%20World%20Level%20Changes.zip

LEVEL OBJECTIVES (NEW INFO!)
The player starts out in the hub level, which is an outpost on Xen. The portal back to Black Mesa has been damaged, and the player needs to travel throughout all the other destinations (your maps aka the spokes) to collect items to repair/upgrade the main portal back to Black Mesa. All maps are available to the player at the start - he/she can select them in any order.

So in each level the objective will be to find SOMETHING to help the team get back to Earth (Black Mesa). The player needs to bring back energy sources, computer parts, raw materials, crystals, whatever you can come up with. I've added this info to the author roster.

CUSTOM CONTENT (BIT OF NEW INFO, I DON'T NEED YOUR CUSTOM TEXTURES)
Go wild! The more, the better! I don't need your custom texture wads, see below in the Compiling info.
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 (NEW INFO!)
I am not planning on recompiling any of your maps, there's no need for it. I don't need your custom texture wads - please just embed the textures into your compiled maps with -wadinclude. I also don't need your lights.rad info. If the level transitions are set up correctly things should just work.

WHAT I NEED (NEW INFO!)
1) name of the item you are adding to your map for the player to collect
2) the model of the item or a small rmf/map with containing the item - I'm going to add them all to the hub map
3) maybe more as time goes on, I'll let you know

UPDATED ROSTER (including items to collect):
:hammer: Strider
:hammer: Themaster12234
:hammer: Loulimi
:hammer: Urby -- pink crystal
:hammer: Shepard62700FR
:hammer: 2muchvideogames -- displacer cannon
:hammer: KB90
:hammer: Unq -- duct tape
:hammer: Ubique -- hard drive
:hammer: TJB
:hammer: Stojke
:hammer: Angry Carrot
:hammer: ChickenFist
Posted 8 years ago2016-08-22 21:44:32 UTC Post #331377
is it OK if I put wads and models into a pack called pak0.pak?
(it's ALOT simpler)
Posted 8 years ago2016-08-22 21:52:00 UTC Post #331378
Is it?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-08-22 22:44:39 UTC Post #331379
1. I don't need the texture wads
2. Putting them in a pak is more work, please don't bother
Posted 8 years ago2016-08-22 22:49:58 UTC Post #331380
i dont get how its more work, literally can just give you 2 files, the map and the pak. any models or whatever is inside the pack and doesnt need to be touched.
Posted 8 years ago2016-08-22 23:27:30 UTC Post #331381
Doesn't that only work if nobody else does it?
Posted 8 years ago2016-08-23 00:05:11 UTC Post #331382
not really, anyone can do it. if I get pak0 then next person gets pak1, then pak2, then so on. It's extremely simple. And not mandatory either (nobody else NEEDS to have paks unless they want to)
Posted 8 years ago2016-08-23 00:11:05 UTC Post #331383
Yeah, you know what? This is so far down on the list of things I care about. Do what you want. I just don't want to end up with a dozen pak files. It makes zero difference to the player.
Posted 8 years ago2016-08-23 03:14:17 UTC Post #331385
Isn't pak0 a default file? In which case you should take up pak1?
Not that it makes any difference to me, I'm not mapping anything :P
Posted 8 years ago2016-08-23 04:04:40 UTC Post #331386
it is based on the mod folder only. There USED to be a pak0 in the valve folder, but whether there is one or not doesnt matter. It ONLY depends on what's in the mod's folder. But even then there isnt a pak0 anymore because valve steampipe or something left all the files in the directory now. But the game still can read pak files.

That aside i hope you map something, join the fun

ALSO thanks unquenque
Posted 8 years ago2016-08-23 05:36:04 UTC Post #331387
I should get to work on my entry... I might try and stream tonight. If I cannot, I'll put in the time regardless.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-08-23 08:26:19 UTC Post #331388
I should also get to work on my entry. Maybe a stream from Urby will motivate me ^^

For people who recently joined the project, here is the "base" mod folder from Google Drive, it contains the "strict minimum" to run Spirit of Half-Life 1.8a1 with some TWHL Tower/World assets, just download and install into your Half-Life/Xash3D folder.
Download the "base TWHL World mod" folder (~11 Mb)

Here is the "TWHL World dev kit", those who had/have access to the Google Drive folder already got it but for those who just joined, it contains the latest VHLT compilers in both 32 bits/64 bits versions with it's required files, the Spirit of Half-Life 1.8a1 FGD is there.
Download the "TWHL World dev kit" (~1.2 Mb)

And finally, this is optional but here are the source files for the splash (or background) from Tetsu0 (again it comes from the Google Drive folder), it still say "TWHL Hub" and I think it would be better if someone changes it to "TWHL World" for consistency. I don't have Photoshop and aside from Paint, I don't master any other image software ^^
Download the "TWHL Hub splash source files" (~4.4 Mb)
Posted 8 years ago2016-08-23 11:33:43 UTC Post #331389
Urby, the motivation of all the entrants of this project depends on you.
Posted 8 years ago2016-08-23 21:10:22 UTC Post #331404
Can I divide my map into 2 seperate levels? I like to keep down compile times, shouldn't really make a difference for anyone else.

Edit: The item in my level is a power generator
ChickenFist ChickenFist<Witty Title>
Posted 8 years ago2016-08-23 21:15:01 UTC Post #331405
I'd say no, unless everybody else thinks otherwise. The one map limit has been specified from the beginning and thus entries have been designed with this limit in mind. It wouldn't make sense to get rid of it at the end. Furthermore, I'd say that it would greatly adds to the gaming experience and to the feeling of travelling through worlds if each world is a seamless map and the only loading time is made during teleportation between worlds.
Lastly, if it's only to improve compile time, you could still compile only your map parts by parts to test it and compile it as a whole when it's done.
Posted 8 years ago2016-08-23 21:19:59 UTC Post #331407
Concerning the one map limit, I've discussed the matter with Unq and we think it's all fine if you HUB wolrd is made of more than one map.
Posted 8 years ago2016-08-23 21:26:12 UTC Post #331408
Fair enough :) I just combined my maps, compile time isn't as bad as I thought.
ChickenFist ChickenFist<Witty Title>
Posted 8 years ago2016-08-23 23:04:37 UTC Post #331409
Quote:
Concerning the one map limit, I've discussed the matter with Unq and we think it's all fine if you HUB wolrd is made of more than one map.
But... you're right! :o What's wrong with me? I don't remember at all posting this nor discussing it with Unq -_-. #amnesia
I must sound extremely stupid.
Sorry about that, ChickenFist! Well, then forget what I said, it's OK to have more than one map, even though I still think the one-map limit has some interest.
Posted 8 years ago2016-08-24 00:10:59 UTC Post #331410
Yes it's OK to use 2 maps, you'll just have to put the relevant level change stuff in the right maps.

Though to be honest I think compile time is a really weak reason for splitting a map up. :)
Posted 8 years ago2016-08-24 14:38:50 UTC Post #331413
I should also get to work on my entry. Maybe a stream from Urby will motivate me ^^
Urby, the motivation of all the entrants of this project depends on you.
...Shite. My daughter wouldn't settle last night. Likely because I was planning to stream. I should have kept quiet until she was actually asleep...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-08-24 18:28:21 UTC Post #331418
Urby's daughter is probably making a trollface right now xD
Posted 8 years ago2016-08-26 07:46:25 UTC Post #331429
Good for Urby that prefers to take care of his little daughter instead of his computers... Computers usually don't give you kisses and portraits made of macaroni ;)
Posted 8 years ago2016-08-28 11:34:27 UTC Post #331446
Sorry for late reply again. Please exclude me from the list as I 95% wont be able to work on this mod. sorry lots of irl work :)
Good luck to those who do, dont give up.
Stojke StojkeUnreal
Posted 8 years ago2016-08-29 03:16:17 UTC Post #331462
Damm!, I don't think I can finish my map, my school started to attack me with a lot of test :P, I think I can't keep working on this... :C
Posted 8 years ago2016-09-11 13:54:22 UTC Post #331634
So, this is dead I'm guessing? :P
ChickenFist ChickenFist<Witty Title>
Posted 8 years ago2016-09-11 15:54:46 UTC Post #331635
Don't just throw away "I guess it's dead" like that, that's irritating when you worked a lot on your entry. The deadline is a few days over but that's okay, it's not a commercial release.
Anyway, my entry is releasable, also far from as finished as I wanted to do. Unq, tell me when you want it, so I can perfect it as much as possible!
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