hl2 mod for hl1

hl2 mod for hl1

Re: hl2 mod for hl1 Posted by thehalflifeman33 on Thu Feb 7th 2008 at 11:13pm
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Re: hl2 mod for hl1 Posted by hl_world on Fri Feb 8th 2008 at 4:00am
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2 questions:

How?

And more importantly - Why?
Re: hl2 mod for hl1 Posted by wil5on on Fri Feb 8th 2008 at 5:36am
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What?
"If you talk at all during this lesson, you have detention. Do you understand?"
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Re: hl2 mod for hl1 Posted by reaper47 on Fri Feb 8th 2008 at 1:22pm
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Re: hl2 mod for hl1 Posted by fishy on Fri Feb 8th 2008 at 4:27pm
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There's a tree at the bottom of my garden with some coders on it. I'll pick some for you, and e-mail them as soon as I can.
i eat paint
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Fri Feb 8th 2008 at 8:01pm
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Re: hl2 mod for hl1 Posted by reaper47 on Fri Feb 8th 2008 at 8:58pm
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A coder won't start a mod without the necessary enthusiasm, vision and dedication. You won't find a coder who joins your project just by posting a quick thread in a forum.

What exactly is it you're trying to do? HL2 on the HL1 engine? Without the gravity gun? What's the point? It's funny, yes, kinda like "Codename Gordon", but that's a LOT of work for funny...
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Re: hl2 mod for hl1 Posted by thehalflifeman33 on Fri Feb 8th 2008 at 10:23pm
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Re: hl2 mod for hl1 Posted by fishy on Fri Feb 8th 2008 at 10:55pm
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if you can't map, can't code or can't see sarcasm when it's staring you in the face, wtf can you do, other than maybe sign up to forums with multiple accounts?
i eat paint
Re: hl2 mod for hl1 Posted by reaper47 on Fri Feb 8th 2008 at 11:16pm
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Wow, sorry, but that's pathetic. I thought you're at least an experienced mapper, but if you can neither map nor code, then all you have is... well... an "idea"?

Basically, you got nothing and you want other people to build a custom mod for you?

I'd feel sorry for you if you weren't so damn stubborn and loud with this. By now you should have noticed that the way you do this annoys the s**t out of people. You should have noticed that you're terribly unsuccessful in getting any of the stuff you'd like to do done. You should have noticed that nobody takes you seriously if you can't even use basic punctuation and spell-checking in your posts.

You should have noticed that you're doing the exact same things that got you banned some time ago. Please, get some manners and a sense of reality.
Why snark works.
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Fri Feb 8th 2008 at 11:51pm
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Re: hl2 mod for hl1 Posted by CrazyIvanovich on Sat Feb 9th 2008 at 12:25am
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Part of getting people to give you help is being professional, and that means taking pride in what you do. Even if it's just a quick message you're typing on a forum, it counts towards your reputation.

I hesitate to say this here, but you need to be careful with mappers. They're a rare breed. Maps are the most important part of any game, really. Sure, if there's no code, there's no game, but a coded game is worthless without good levels to play on. Sounds and models you can deal with being sketchy; when the map is bad, the whole game is bad.

Mappers know this and tend to not take crap from anyone. :razz: /me ducks
Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 12:49am
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thehalflifedude, thats kind of disappointing. I thought you where at least a decent or experienced mapper. Seriously, who would want to work with a team leader who isn't experienced and doesn't know what the hell there doing. People have lives and they have limited amount of time, they would easily rather work on things themselves than work on a mod team. And they are even less likely to work with an unexperienced leader. I cannot put express my feeling towards this issue in words. Do you think its all about getting your name in the credits?

How can you be angry at us?
Aaron's Stuff
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 1:06am
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Re: hl2 mod for hl1 Posted by fishy on Sat Feb 9th 2008 at 1:34am
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heh, all the toys are out of the pram now.

did aaron say something that was so terribly bad, or are you just inherently unstable?
i eat paint
Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 1:36am
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FFS man, where not insulting you, nobody is, you just don't understand and its really annoying some people.

When we say "know body will take somebody seriously with no experience" we are telling you a general fact, and maybe even giving you a hint of what you need, experience, We are not saying you're not experienced, you never will be and nobody will ever take you seriously.

Whatever, take me off your credits list, I don't care, I don't want to be acknowledged. I want to create awesome content give/receive advice on content and offer help to anybody who works with the goldsouce engine.

My honest advice: Screw this mod, it won't work, its impossible and you don't understand that because you have NO EXPERIENCE. Either gain some experience by making multiplayer maps or small single player maps and listening to our advice and work through the ranks and earn respect on snarkpit and achieve world greatness (which is what I recommend) or get off all the fourms and find a new hobby (which is what I hope won't happen) because you can't go from start to advanced work straight away!!!!
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Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 1:52am
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<DIV></DIV>
Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 2:02am
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We aren't insulting you, understand that.

It means where helping you.

Because its the truth.

....

You're not stupid, people do/will like you.

Is it so hard to have an open mind and consider our advice with out labeling it an insult?
Aaron's Stuff
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 2:04am
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Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 2:26am
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Well than if I can't choose myself, than I suppose you're coder likes you and thats all you have. You have presented your self in a bad way (just like I did) on the forums, you need to understand that. You have to gain respect through being sensible on the forums and presenting awesome maps to people.

Have a look at my beginnings, look back at the history on this website about almost 2 years ago, I got flamed and everything. However, I am (I would like to think) good friends with those people and they where 100% right. I didn't see that back than but I do now, and soon, you will see it to if you stick around. Hence the people will like you, its a slash.

Anyways, I like you and you're coder probably likes you (as I said), I always have sympathy for people who have rough beginnings so if you can't understand what where saying, at least understand that I know whats its like for you and I have the upper hand.
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Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 2:31am
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Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 2:35am
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I don't think you will get banned, unless you do somthing stupid like you did last time. The admins made a wise choice not to ban me, although I didn't really do anything that deserved a ban.

By the way, rating me 1/5 is really immature, nothing wrong with rating sombody that but if you do, at least have a good reason.

Edit: Ok everything was going fine until you added this to your post:
? quote:
presenting awesome maps to people.

and how do i do that? waste seven years learning how to become an "awesome" mapper? (and you wonder why i want a mapper)

you are really starting to annoy me again....
Let me add somthing to my post, I officially give up trying to explain it to you. That is the stupidest thing you have said. Lets just hope everything pans out right and you don't do somthing stupid to earn yourself a ban... again.
Aaron's Stuff
Re: hl2 mod for hl1 Posted by hl_world on Sat Feb 9th 2008 at 2:56am
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aaron_da_killa said:
you just don't understand and its really annoying some people
Thats rich. Back on topic though, don't waste your time with this idea, thehalflifeman33. It won't work and if it does, it won't work well. There are too many sucky mods out there without this one adding to the list. Have some common sense and spend your time doing things you're good at and actually likely to make you popular.
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 3:17am
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Re: hl2 mod for hl1 Posted by RedWood on Sat Feb 9th 2008 at 3:29am
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Ok, you can't map and you can't code, then whats left? Can you model? If you make some quality modes you might get some people interested in your mod (even though it's physically imposable).
But so far all you've done is act unprofessional and threaten people buy taking their names of your credits list. (O no!)
From this thread, witch is the only one iv seen of your mod, it looks as if you have no plan, and no idea of how to start let alone finish a mod.
Find a way to represent your idea in a concrete way. Actually find out what it takes to produce a mod. Then (and i only say this because i don't get it as often as i like) clean the sand out of your vagina and then come back and ask if someone would like to help you make your mod.
Reality has become a commodity.
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 3:33am
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Re: hl2 mod for hl1 Posted by Cash Car Star on Sat Feb 9th 2008 at 4:35am
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I've seen successful mods led by people who aren't coders or mappers (frankly, I haven't seen a modeler run a successful mod as head designer). In those instances, the lead is a PR guy with excellent managerial skills. I think you've shown within this thread that you don't have a clue what goes into good PR work.
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 5:03am
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Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 5:09am
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Coders usually run modifications, because every single half-life coder has some experience with mapping as well. You would have to be a pretty experienced mapper to be the leader of a modification. A person who only models has no hope of running a modification.
allright, then. if it really IS possible to actually get someone here to join my mod, how do i do it?
....... What do you think we have been trying to explain to you the whole time?
Aaron's Stuff
Re: hl2 mod for hl1 Posted by Crono on Sat Feb 9th 2008 at 5:43am
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allright, then. if it really IS possible to actually get someone here to join my mod, how do i do it?
This I can answer:

Do something besides hire people. If you're a terrible mapper/coder/modeler/texture artist/whatever ... start working on being better at those things.

You need to show people something to get them interested ... in general.

For the SnarkPit specifically, there's almost nothing you could do. I mean, If you had a REALLY great idea and the mod was already well underway and you just needed to fill a slot ... that'd be one thing ... but you're trying to recruit a team when you have nothing to really show ... it just isn't going to fly here.

Try building a portfolio of some kind, organizing your ideas, then come back.
Blame it on Microsoft, God does.
Re: hl2 mod for hl1 Posted by Riven on Sat Feb 9th 2008 at 10:45am
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It's the Cath-22 of modding: need to recruit a team in order to make media, but you need media in order to recruit a team.

This isn't impossible, but it does start somewhere. It starts with the media creation. Where does that initial media come from? From the person(s) who start the mod! People who want to lead a mod, regardless of whether it's their idea or not, need to be familiar with the tools that other designers are using. It would be good to know how a modeler would import their models into your engine. You need to know how a texture artist would apply his artwork into your mod. You need to know how the level designer would implement all those aspects, and you certainly need to know how the coder would work in your engine. You don't have to become an expert in all these fields, but you certainly need to be familiar with them. As a project lead, you need to be able to tell if something will work or not, or weather it will look right in your mod or not. The only way you can do that is if you are familiar with those tools.

So, it's alright if you're not a good level designer, as long as your familiar with the tools, you have some grounding with what your planning to do. But that's just the first step. Remember, you still need that initial media! What better way to get familiar with a new tool than to work with it. Get a website up, or begin a Profile on ModDB and lay down a design document. This document will be like your manifesto. It will describe what your mod will be about, and plan exactly what you want to do with it. Describe the general layout of the story, and include new features you're planning. Answer questions like "What makes my mod stand out from all the rest?" and, "Why would anyone want to play my mod?" These are things you can answer RIGHT NOW. It pays to get organized. Constructing a design document requires no experience with the above aforementioned tools, and is a very good way to help recruit possible members.

Here are some other things you can include in your design document:
  • Reference pictures (pictures you have found online that represent areas in your mod or art)
  • Story plans (an outline for possible plot line points. We call these landmarks)
  • Character traits (What kind of characters inhabit your mod? Describe them in great detail.)
  • Level layouts (draw up plan views of levels you like to see built in your mod; this can be done with just simple pencil and paper!)
  • All the other things I mentioned...
As you can see, there are plenty of things you can do right now to begin working on your mod. It's one thing to have it organized in your head, but it turns into a different beast if you unleash it on paper. This is especially important when working with a team, because it gives them something to look back at when the meeting is over. Your job would be to manage that design document, and make sure that the vision gets realized. You are the idea lead. You're the only person who can see what the idea will end up looking like, and you have to work to get that across to your team. If people get frustrated because they don't understand what you want, it's because you don't know what you want, and a design document would solve that problem instantly.

So, my advice to you is to:
  • Get your ideas together and get them on paper. (As much detail as possible).
  • Get familiar with your future teammates' tools.
  • Get organized.
  • And last but not least: It is very important to be as courteous as possible to the people trying to help you. They may be the ones that just might end up working with you. Patience is a virtue. Your personality is reflected in the words you speak/type. There are many more people reading this thread rather than responding. Just because you believe that others are being ignorant and insulting, doesn't give you the right to insult them back. Remain courteous, and you will retain your respect!
I hope this helps you out some on your mod dude. Good Luck,

-Riven
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: hl2 mod for hl1 Posted by reaper47 on Sat Feb 9th 2008 at 11:21am
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and how do i do that? waste seven years learning how to become an "awesome" mapper? (and you wonder why i want a mapper)
you are really starting to annoy me again....
f**k. OFF.
Why snark works.
Re: hl2 mod for hl1 Posted by Natus on Sat Feb 9th 2008 at 11:23am
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Oh god this is the most entertaining thread ever.
Boo f**king Hoo
Re: hl2 mod for hl1 Posted by Le Chief on Sat Feb 9th 2008 at 11:36am
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reaper47 said:
and how do i do that? waste seven years learning how to become an "awesome" mapper? (and you wonder why i want a mapper)
you are really starting to annoy me again....
f**k. OFF.
Yeah, I know.
Aaron's Stuff
Re: hl2 mod for hl1 Posted by Gwil on Sat Feb 9th 2008 at 4:54pm
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Wow. I need to lay in more often, all the exciting "this thread makes my head melt" s**t happens when I do!

Kudos to Riven and Crono though for getting it back into constructive chat..
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 7:13pm
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Re: hl2 mod for hl1 Posted by Yak_Fighter on Sat Feb 9th 2008 at 8:03pm
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lol

awesome map there, not at all like the trainstation start of HL2 that came with the source sdk, no siree
Re: hl2 mod for hl1 Posted by omegaslayer on Sat Feb 9th 2008 at 8:22pm
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Experience aside guys-

Example: Eternal-Silence the team leader MadMechWarrior came up with a sci-fi fighting between two capital ships. Guess what? He had no coding experience,
no mapping experience. Know what he did? He picked up a coding book and taught himself. So its not really the lack of experience here thats getting me. Its the lack of effort and thought you put into the 'mod' idea. It sounds to me like one afternoon you said "hey hl2 story in hl engine would be a good idea!". You had no passion for it and so you thought you would skip the step of developing your idea into a workable situation and decided to start recruiting people with a lose idea. Its kinda like electing a president. "Hey I think Tom Cruz would be a good president" isnt a good enough reason to elect him. What are his stances on issues regarding the: war, economy, womens/african amercan rights, etc...

You need to have substance to your idea. Otherwise no one is going to want to 'join' this loosely bound idea.
Posting And You
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 8:24pm
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question moved to half life editing forum
Re: hl2 mod for hl1 Posted by Crono on Sat Feb 9th 2008 at 9:07pm
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Post that in the editing forum.
Blame it on Microsoft, God does.
Re: hl2 mod for hl1 Posted by Yak_Fighter on Sat Feb 9th 2008 at 9:46pm
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omegaslayer said:
Example: Eternal-Silence the team leader MadMechWarrior came up with a sci-fi fighting between two capital ships.
sigh, why couldn't somebody with that name come up with a mechwarrior game in source instead :cry:
Re: hl2 mod for hl1 Posted by Fjorn on Sat Feb 9th 2008 at 10:23pm
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I think a mecha game in source would be awesome

In on topic news:

It is incredibly hard to attract anyone to anything you want to do, unless you can do one of the more essential tasks for the project. For a sgame mod, that is coding or mapping. Usually coding, because all the other coders are generally either part of another project, or coding their own project.

And, to be honest, IT is far, far , FAAAAAAAAAAAAAAAAAAAAR, easier to code of a game mod, than to code the game and engine yourself.

Seriously, just pick up a book on C++, install the SDK, then start screwing around getting to learn the language and the engine.
Signature? What signature!?
Re: hl2 mod for hl1 Posted by reaper47 on Sat Feb 9th 2008 at 11:35pm
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Did he delete every single post of his now? This is...

sigh
Why snark works.
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 9th 2008 at 11:57pm
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reaper47 said:
Did he delete every single post of his now? This is...

sigh
maddness.....
Re: hl2 mod for hl1 Posted by Yak_Fighter on Sun Feb 10th 2008 at 12:55am
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so not only are you annoying and stupid as s**t but you are also a panty ass sissy who can't stand behind his posting. nice
Re: hl2 mod for hl1 Posted by thehalflifeman33 on Sat Feb 16th 2008 at 9:08pm
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Re: hl2 mod for hl1 Posted by G.Ballblue on Tue Feb 19th 2008 at 5:15pm
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1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I'd like to throw my 2 cents into the fray here, but as Yak pointed out -- it's a bit difficult for me to comment on anything now, seeing as how the OP deleted virtually all of his posts.

As far as any type of modding goes, like many people have said before: learn to do something. halflifeman made the huge mistake of thinking that it takes 7 years or so to be a good mapper -- on the contrary, I'd say Half-Life 1 mapping can be thoroughly grasped in about 2 years times. Also, working on a personal project that takes a while tends to teach you a lot (for example, Classic taught me quite a bit about mapping, and in no way is Classic a pretty map.)

Ultimately though, it sounds as though you really need to just start from the ground up and learn some aspect of mapping, or game development in general.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: hl2 mod for hl1 Posted by Gwil on Tue Feb 19th 2008 at 5:44pm
Gwil
2864 posts
Posted 2008-02-19 5:44pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
The op deleted all his posts? What's op? Not moderators I hope, we didn't touch his posts... :razz:

I only delete ones which defame me personally.
Re: hl2 mod for hl1 Posted by Cash Car Star on Tue Feb 19th 2008 at 5:56pm
Cash Car Star
1260 posts
Posted 2008-02-19 5:56pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
OP = Original Poster
OPP = Other People's Pussy
Re: hl2 mod for hl1 Posted by Fjorn on Tue Feb 19th 2008 at 8:44pm
Fjorn
250 posts
Posted 2008-02-19 8:44pm
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
Cash Car Star said:
OPP = Other People's Pussy
So hands off!
Signature? What signature!?