Flat-Life (HL2D) Created 16 years ago2007-09-26 08:34:10 UTC by ChickenFist ChickenFist

Created 16 years ago2007-09-26 08:34:10 UTC by ChickenFist ChickenFist

Posted 16 years ago2007-12-10 17:26:08 UTC Post #240510
I sure hope the screen doesn't rotate as you turn. That would be nauseating.
Luke LukeLuke
Posted 16 years ago2007-12-10 17:36:54 UTC Post #240513
Whatever codec you used on that top down video sux huge. I can't open it anywhere.

oh well... i'll just download the update.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-10 17:54:18 UTC Post #240514
Whatever codec you used on that top down video sux huge. I can't open it anywhere.
No U? I could watch it. Get the K-Lite codec pack, damn it.

Downloading ^__^.
Posted 16 years ago2007-12-11 14:34:45 UTC Post #240648
I sure hope the screen doesn't rotate as you turn. That would be nauseating.
Heh, sure does. Tried the other way around. Didn't like it.
Could add a CVAR to toggle it though.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 16:43:26 UTC Post #240658
User posted image
Hey THar!
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 16:49:33 UTC Post #240659
!!!! the Dynamic water!!

That's amazing.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 16:57:17 UTC Post #240661
Game doesn't work for me :(

Im brought to the menu screen and then nothing. I can't click new game. I checked my maps folder and the only one in there is tetris. Shouldn't there be more?
Posted 16 years ago2007-12-11 17:02:18 UTC Post #240663
You're absolutely right! :P I always forget some damn file. You'll need to put this in the hl2d/maps/ folder. Original release also fixed. Sorry :P
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 17:07:17 UTC Post #240665
JESUS CHRIST THAT WAS FUCKIN FAST!!!!!

was the code in the mod folder?

WHERE THE FUCK IS DAUBSTER!?

You owe Guarav Verma for making it and you owe me for finding it you l33t bastard!!!!!
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-11 18:56:17 UTC Post #240680
in-game triggers to switch the camera from the x, y, and z axes on-the-fly would be leet.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-13 12:55:50 UTC Post #240832
Yeah, why not?
Maybe a trigger where you can set any camera position and angle...

Sidenote: Shader water now works pretty good.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-15 09:52:38 UTC Post #241021
Trailer z0mg
Made mainly for MODDB, but you can watch it tooooo
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-16 17:34:29 UTC Post #241219
I'm experiencing a load of bugs in the latest release.
I'll list those which I remember

*The camera was too close in the tetris map, and I couldn't see anything which was comming.
After I died and it reloaded this map, the camera was fixed and was quite a bit further away.
However after accedently saving in a very bad spot where I died a second after I had to restart the game and remove the save, and after doing that the camera was close again and I had no chance of survival
*After dieing a few times the blocks randomly started to travel faster, and again making it impossible to survive
*The game crashes on exit, so I need to shut it down a second time using Ctrl + Alt + Delete

And Im sure I forgot something, oh well, If I forgot it it probably wasn't that important.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2007-12-17 11:48:20 UTC Post #241336
showing off the water first thing huh?

It looks so fucking nice... I still want it but I wish it wasn't so heavy.
anyway, awsome job so far. You should port your water over to The Artifact later.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-17 16:11:43 UTC Post #241358
I'd play it after that trailer.
Luke LukeLuke
Posted 16 years ago2007-12-20 09:31:15 UTC Post #241598
*The camera was too close in the tetris map, and I couldn't see anything which was comming.
After I died and it reloaded this map, the camera was fixed and was quite a bit further away.
Thought I fixed it, apparently didn't. Should work in next version.
*The game crashes on exit, so I need to shut it down a second time using Ctrl + Alt + Delete
Has something to do with Midi's, hm, appears to happen to random people.
The player on the latest top-down screenshot looks pretty damn short, or everything else looks really tall. How do you shoot the headcrabs? Does the player have 180 decrees auto-aim on the up/down axis?
In topdown mode the player can hit anything short while ducking.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-22 20:42:23 UTC Post #241763
Woa, never watched the trailer before. Amazing stuff. Definetly going to play it!
Posted 16 years ago2007-12-22 21:52:42 UTC Post #241766
What's the music used in the trailer? It's awesome.
Posted 16 years ago2007-12-23 01:24:37 UTC Post #241774
It's awesome.
It's retarded.

:plastered:

It's awesome.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-23 02:21:34 UTC Post #241776
Trailer = Lolz ftw.

But seriously, in normal half-life, you can look straight up, you should be able to in HL2D. And also make it like so that you can turn your character by turning the mouse, so you dont have to hit the freaking left or right key to look that direction (think Codename: Gordon).
Posted 16 years ago2007-12-23 04:34:28 UTC Post #241779
I'd have to agree with saw on that one.
Posted 16 years ago2007-12-23 04:37:07 UTC Post #241781
Saw is on to something...
Posted 16 years ago2007-12-23 05:22:01 UTC Post #241782
i'd like the crosshair free-look.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-23 05:25:13 UTC Post #241783
I thought Codename: Gordon had crosshairs, though...
Posted 16 years ago2007-12-23 09:38:13 UTC Post #241803
I agree with Saw
Madcow MadcowSpy zappin my udder
Posted 16 years ago2007-12-23 09:59:44 UTC Post #241804
i said 'crosshair free-look', not 'crosshair-free look' i mean so you can move the crosshair anywhere on the screen.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-23 13:47:45 UTC Post #241809
That's an idea, but I don't think it should make too big a difference as the bullets are going to travel in one straight linear path. Unless you made them stop where the crosshair was located... although it would make knowing your aim is precise a bit nice. Such as KNOW that your bullet will hit the head or whatever.
Posted 16 years ago2007-12-23 14:03:58 UTC Post #241811
I agree with Penguinboy. A "free" crosshair is much better - makes it easier to aim at stuff far away, even though the bullets travel in a straight line.

Also, the trailer = WIN. "Kom Igen Kommissarien" is such a win song :) . Next time, add some 50 Hertz too.
What's the music used in the trailer? It's awesome.
Slagsm&#229;lsklubben - Kom Igen Kommisarien.

Further, in the manual;
You'll require Half-Life version 1110. (Steam recommended, WON largely untested!)
Steam Half-Life is a bit above 1.1.1.0, isn't it? 1.1.1.0 is the latest WON version.

Btw, how do you actually enable top-down view? It's not in the manual, and it's on in trigger_camera : . I mean, how do you switch between topdown/sideview?
Posted 16 years ago2007-12-23 15:39:41 UTC Post #241817
I imagine that would have to be map-specific right? Because I mean the Side-Scroller view set-up would be much different than the top-down. The top-down would be like normal half-life in third-person, minus the Y-Axis. Because you still have the X and Z axises... Therefore you can have non-linear game-play if you chose to. I mean, sure, you could have non-linear game-play with the Side-Scroller view, but it would be a bit more difficult... (aka jumping up on one level or another and having that path lead somewhere else...)
Posted 16 years ago2007-12-23 16:00:37 UTC Post #241818
I'm started working on a free crosshair-movement thingy, will possibly be in RC2. Togglable ofcourse. :)
Steam Half-Life is a bit above 1.1.1.0, isn't it? 1.1.1.0 is the latest WON version.
Will change, no need for version for Steam-HL anyways. ;p

Switching to topdown mode should be as simple as placing a trigger_set_camera, selecting Topdown from the Camera Mode dropdown menu and triggering it. (Using a trigger_once or multiple, trigger_auto's won't work) It's possible it's more bugged up then I thought (It doesn't work to switch back to Platform mode :S), so it's been completely rewritten for RC2.
The other way to switch to topdown mode is entering "hl2d_camera 1 255" in the console. That always works afaik. ("hl2d_camera 0 255" switches back to platform)

In other news: There will be a Flat-Life christmas mappack in the next couple o' days, accompanied by RC2.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-23 18:44:44 UTC Post #241823
i said 'crosshair free-look', not 'crosshair-free look'
Oh, right. Silly me. :^_^:

By the way, Tetristis is singularly the most annoying Half-Life map I've ever played.
Posted 16 years ago2007-12-23 19:07:55 UTC Post #241825
Switching to topdown mode should be as simple as placing a trigger_set_camera, selecting Topdown from the Camera Mode dropdown menu
Wat.
I must have an outdated FGD, because there's no such thing in my trigger_camera.

Edit: Indeed I was. Using the old hl2d.fgd instead of the spankin' flatlife.fgd. You win.
Posted 16 years ago2007-12-30 12:14:19 UTC Post #242128
The RC1 to RC2 test update is here, just to test shader water compability.
Plenty bugfixes and shader waters are the main features.

cg_water cvar toggles shader water, please let me know if it works. Please :P

Download!
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-01 18:42:48 UTC Post #242255
Downloaded it, extracted it, tried it and BANG

It fucked up the whole game.

The old original background and menu is back, the camera has gone fruitcake and it still goes bewm on quit.
Did I do something wrong?

RC1 + RC1(2) right?
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-01-01 18:50:26 UTC Post #242257
Nope, you did allright. :P
There is, however, a problem with backwards compability.

It should work normally with maps made using the RC2 fgd.
Not that there is any atm, but yeah...
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-06 14:45:59 UTC Post #242769
I just downloaded this mod yesterday and I've got to say, it's one of the most fun I've played or mapped in for a while.

(I made a test map to test some of the features. &gt;_&gt;)

I've also got tons of .MOD files laying around my computer sleeping from other games I used to work with, I'd say around 20-50 different .MOD files.

If you want any, I'll need a site to upload some to so you could hear them.
Posted 16 years ago2008-01-06 17:47:53 UTC Post #242779
Thanks ;)

(For chipmods, just zip them and upload to rapidshare or something, they're not exactly big in size)

Oh and by the way, this thread is getting long and confusing :P.
If anyone with the power could delete this thread so I can make a new, better one I would be greatful. :D
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-06 18:00:24 UTC Post #242781
Gee, it's only 13 pages. And that's not even with the big-screen layout most people have. :
Posted 16 years ago2008-01-06 18:05:14 UTC Post #242783
Yeah, I suppose you're right, however, the explanation on the first page sucks and there's no download link or anything, that's what i'm after.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-06 18:06:32 UTC Post #242784
Oh. Makes sense, although you could also just ask a mod to edit your first post instead of deleting all this information.
Posted 16 years ago2008-01-06 19:58:56 UTC Post #242798
Forgot to mention some bugs you probably already know about:
  • Sometimes the player has trouble turning when there is a monster right in front of him.
  • I kept getting stuck on an ammo box I could jump over in a test map.
  • Headcrabs in my test map seemed to be limited to a certain square radius and couldn't jump out fully.
  • Grunts don't follow 2D, but you probably don't have them implemented yet.
  • The shotgun in 2D form rocks.
Posted 16 years ago2008-01-06 20:08:47 UTC Post #242800
- Sometimes the player has trouble turning when there is a monster right in front of him.
Hm, I failed to recreate this. What kind of monster was it?
- I kept getting stuck on an ammo box I could jump over in a test map.
Hm, sounds weird :P
What kind of ammo box?
- Grunts don't follow 2D, but you probably don't have them implemented yet.
Yes they do, but they require info_nodes.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-06 20:24:31 UTC Post #242804
First off, I can't quote right. So here goes. &gt;_&gt;

1. The monster was a monster_zombie- I had walked up to it on accident and couldn't move away until I killed it.

2. My bad, it wasn't an ammo box. It was the 80x48x48 foot locker prefab in the Crates list.

3. Oops, it was a test map, though... :tired:
Posted 16 years ago2008-01-06 20:32:38 UTC Post #242805
Ok, thanks for finding them. Will check them out.

Edit: Here is new download link for RC2 Full.
Flat-Life RC2 Full

Also, check out this thread and give opinions!
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-06 21:20:46 UTC Post #242811
As soon as I opened it, I got:

'Could not load library .../hl2d/cl_dlls/client.dll'
Posted 16 years ago2008-01-06 21:27:03 UTC Post #242812
Yeah, you have to copy those two other included files into your Half-Life directory. Don't worry, they won't overwrite anything.
Posted 16 years ago2008-01-06 21:35:51 UTC Post #242813
I did. I had the old .dll files and the hl2d folder in my HL directory, copied the new ones over. I'm getting that message.
Posted 16 years ago2008-01-06 21:39:44 UTC Post #242814
That's weird. I doublechecked and everything seems to be there. Try removing the old folder and files and unzip again.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-06 21:45:43 UTC Post #242815
It works fine for me under Steam.
Posted 16 years ago2008-01-06 22:05:25 UTC Post #242816
Hmm, it might be because I'm using it on WON. I deleted the old version and replaced with the new update again, but I'm still getting errors.

Srry and I could act as representatives of Steam play and WON play.

I am running 1.1.1.0, though, so it couldn't be an .exe update problem. All said, I'm basically running the latest Half-Life, though I did read in the Readme that it should work with Half-Life 1.1.1.0.

EDIT: I'd have to say the latest release is incompatible with the WON version of Half-Life.
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