• Register

I'm a Half-Life 2 modder familiar with Hammer, Faceposer, and Source 2013 programming. I make mods, help with mods, and make mods that other mods can use.

Comment History  (0 - 30 of 31)
Blixibon
Blixibon - - 31 comments @ Mapbase Compile Tools

Mapbase's VBSP seems to be picked up by a lot of antivirus software, which is a known issue with no known fix.
Github.com

Slammin' Source can work as an alternative if necessary.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

Mapbase supports some extent of customizable NPCs, but nothing like weapon_custom_scripted. Right now, Mapbase contains support for more NPCs to use different models selected by the mapper, a "npc_zombie_custom" entity which allows for customizable zombies, and a few VScript hooks for translating schedules on existing NPCs.

Support for full-on customizable NPCs in the same way as weapon_custom_scripted could be added in the future.

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Mapbase

Mapbase's demo maps can be downloaded as their own package in the "Files" section.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

Probably not. Some of them could be recreated in Lua, but not all of them.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

It already has localization support. You can use localization tokens in env_instructor_hint's caption instead of just raw text. You can even have map-specific localization files.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

The compilers should be placed in either Half-Life 2 or Source SDK Base 2013 Singleplayer's bin directories. Basically just adjacent to where hammer.exe is.

If you do not want to replace the default compilers, you can rename Mapbase's compilers and change the configuration to use their new names.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

Expanding to more possibilities is a part of improving the mapping experience. Custom model support has been added to several entities and NPCs, although this isn't always reflected in the editor itself.

I highly recommend looking at Mapbase's Trello board for a full, raw catalogue of features and changes involved with Mapbase.

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Mapbase

It is definitely viable. You won't have to account for old habits and you'll be avoiding a lot of the frustration most new mappers go through, but it might be harder for you to distinguish Mapbase content from vanilla Source 2013 content, which has its pros and cons. A lot of what you learn and begin to use as standard practice might only work in Mapbase, which might make any kind of jump to regular Source 2013 a little disorienting.

Assuming you're just going to be using Mapbase to build your own maps and mods in it, I think it would be fine.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase v2.0 released

I don't think my changes would do that. Are you sure there's a difference or does it just seem that way?

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase v2.0 released

You're right! I changed how metrocops speak so they use the same system as citizens and other allies, which involved writing a response file with their sentences. It looks like I made a mistake and used "METROPOLICE_GREN" when it's supposed to be "METROPOLICE_DANGER_GREN". I'll make sure this is fixed in the next update. Thank you for pointing it out.

Good karma+3 votes
Blixibon
Blixibon - - 31 comments @ Mapbase v2.0 released

Shader changes like that don't really much of a difference on modern hardware, so I think the cost in this case could be virtually nothing. That said, I only tested it with a couple of closed-room surfaces in a demo map, so it could be different when you're actually using it in a large, playable map.

Good karma+5 votes
Blixibon
Blixibon - - 31 comments @ Mapbase

Sorry for the late response, but did you set up the shortcut correctly?

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

This is an issue with the default compilers that I did not know about until after release. They don't support custom shaders correctly and will not recognize them for lighting.

This is fixed in Slartibarty's Slammin' Source tools, although Mapbase will have its own fixed compilers in the future so users have multiple options. For now, you can download Slammin' Source here:
Drive.google.com

I'm sorry you have to go through yet another dependency for Mapbase, but fortunately these tools are better than the vanilla compilers anyway and a lot of people already have them.

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Mapbase

I think someone reported the same issue a while back. I asked around and someone said it fixed itself once they tried loading the map from the console. Since you've done that, could you try running it from the compile process again?

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Mapbase

If your source code is a proper fork of the Source 2013 repo, you will be able to merge Mapbase's code with your own mod's code using Git. I haven't written documentation on how to do this yet, although I will likely begin on that within the next few days.

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Mapbase

Can you provide more details? Does the map crash on loading? Do you get this error after trying to load a specific map?

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Half-Laugh

Your concern is warranted and the answer is 2. I didn't realize I was on RTB:R's ModDB page, but I'm mostly helping with their programming and, above all, giving RTB:R the improvements and assets from a project called Mapbase.

At some point last year, I unintentionally abandoned Half-Laugh over the lucrative idea I had for Mapbase: A platform for fixes and quality-of-life improvements on the mapping side of things. I was bringing those kinds of improvements from project-to-project (including Half-Laugh) and I wanted something that me and anyone else could draw from for future projects.

I'll elaborate on this soon and what it means for Half-Laugh in the future, as I am definitely planning on getting back to it when I can with better humor. Thank you for your patience and dedication.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Half-Laugh

This mod is not dead. I don't have anything ready at the moment, but it should come out eventually.

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Half-Laugh

To be determined. Not soon as of writing.

Good karma+3 votes
Blixibon
Blixibon - - 31 comments @ Half-Laugh

To some extent, yes. I used to call it the aborted child of Crack-Life and Half-Mind, but I've come to realize it's a bit lighter than that.

Now, I think I'd just call it Half-Mind 2 with memes and Vinesauce references.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Half-Laugh Trailer

Yes, yes it was.

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Half-Laugh

I'd say sometime in 2018. I would aim for April 1st because of April Fools' Day, but if it's complete before that I probably won't hold back.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ weapon_eater (partial spoiler alert)

Don't worry, I'm already trying to do that.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ weapon_eater (partial spoiler alert)

Like those crates in the beginning of the video?

Good karma+2 votes
Blixibon
Blixibon - - 31 comments @ Half-Laugh

Thanks.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Half-Laugh

Weird question. I know about your work with them, but is there any particular reason why?

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Barney's Band of Misfits

Yeah, that sounds about right.

Good karma+4 votes
Blixibon
Blixibon - - 31 comments @ Half-Laugh

I'm not entirely sure, but I'm aiming for April 1st, 2018 for the fun of it. It might be finished before that. We'll see.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Terminal 7

Well, I don't know what to say. Did you try launching the game again? If it still doesn't work, I guess it is caused by playing on a Mac after all.

Good karma+1 vote
Blixibon
Blixibon - - 31 comments @ Terminal 7

This error occurs when the game cannot load a file called client.dll. It is located under t7/bin. I thought you just made a mistake with where to put the mod, but I guess not.

Can you ensure client.dll is in the bin folder? It should be alongside server.dll.

Good karma+1 vote