another potential HL1 mod Created 12 years ago2012-01-04 19:13:07 UTC by 2muchvideogames 2muchvideogames

Created 12 years ago2012-01-04 19:13:07 UTC by 2muchvideogames 2muchvideogames

Posted 11 years ago2012-06-15 05:31:41 UTC Post #307099
Media?
Jessie JessieTrans Rights <3
Posted 11 years ago2012-06-15 07:16:39 UTC Post #307100
Posted 11 years ago2012-06-15 08:36:45 UTC Post #307101
As always, I am really interested in mapping, and as always, I have no time.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-15 09:36:09 UTC Post #307102
Which reminds me, I haven't opened Hammer 3.5 in well over a month. Sorry about that. I'll try to work on the tech demo/map I was making this weekend.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-10 16:25:20 UTC Post #307753
FGD is now available! Click the 'download this file'. Sorry Jeff for not waiting for u but this new update brought some more interested peeps and I prolly should have made this earlier since I have the code anyway.

And as always, mappers who'd like to help out is appreciated. Some screenshots are available in a link at the top
Posted 11 years ago2012-07-10 17:17:16 UTC Post #307755
:(

Just tried to run this again and it locked up on me again. Went back and tried to load a map through the console and got this message:

LoadLibrary failed on d:Steamsteamappsurbanebulahalf-lifehomedllshl.dll (126)
Host_Error: Couldn't get DLL API from d:Steamsteamappsurbanebulahalf-lifehomedllshl.dl
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-07-10 17:36:04 UTC Post #307757
looks like the engine could not find the dll. I have no idea what OS your computer is, but this may be involved with the pathing of the dll file as indicated by the mod's liblist.gam

On some computers it fails to recognize the pathing used by forward slash and/or backward slashes. I would try changing the liblist.gam in this manner:
gamedll "dlls\home.dll"
change into:
gamedll "dlls/home.dll"
Sorry for the inconvenience, but you know I only have 1 type of computer and couldn't test on other ones :|
Posted 11 years ago2012-07-10 17:37:23 UTC Post #307758
Yeah, my bad, actually. I should have gotten around to finishing the map and releasing it and my fgd a while ago, but I hit a few roadblocks concerning scripted sequences and forgot about it.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-10 23:09:45 UTC Post #307765
Discovered the issue. The liblist.gam file was linked to hl.dll, not home.dll.

Also , if you're wanting mappers then give them a goal. Story, location, anything that they can work towards. Giving people the tools and telling them to map anything is fine if your Sven Coop or a multiplayer mod but with singleplayer stuff you be way better off starting with a basic story for the mappers to work with rather than attempting to string together a story which works with a bunch of disjointed maps.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-07-11 00:22:05 UTC Post #307772
Yeah, get a basic story down, list of locations for chapters, etc.
Preferably something that incorporates monster_brother into the HL universe as some sort of survivalist group or government soldiers disguised as terrorists to fool the media after the nuke.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-11 02:19:41 UTC Post #307774
ok, now, preliminaries off the top of my head:

The player starts off in black mesa (either predisaster or in the middle of it) - Each of the below sections can include multiple chapters, depending on how many maps of those particular settings the mod can get.

Section 1: player tries to escape Black Mesa. Upon exit, blue shift textures are highly encouraged.

section 2: desert section. Doesn't have to be too long, but should 'seem' long.

section 3: a city. By this time the soldiers have occupied the city and are fighting on an extended war with either aliens, black ops, terrorists, depends on the map. Lots of scripts like in surface tension would be cool.

section 4: One possible idea, is that the player leaves the city on a ship (maybe the one in my 'dying at sea' map). There will be a battle with some kind of boss on the ship.

section 5: the ship goes to (mystery location to be revealed in Episode 3 the near future.

How's that?
Posted 11 years ago2012-07-11 10:26:22 UTC Post #307780
That's a good list of settings. I would recommend the Black Mesa part be kept to a single chapter, since we've all spent so much time there. Perhaps have the player start on a tram going through damaged sections of the facility to the surface?
What is the player's exact occupation going to be? How do they get the HEV suit? Since you're doing code would you prefer an armor system like BS had? If you could get me a set of LD Barney hands, I could try and do model hacks, swap out the sleeve texture, etc. (Unless you'd be fine with Ambient.Impact's HD hands on the LD weapons. I doubt most people would notice)
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-11 17:05:38 UTC Post #307788
you'd have to hack every weapon's model to have barney hands, and there's almost 30 weapons now. Lol. The 'blue shift armor system' is, from what I'm guessing, just 2 types of batteries. As for player backstory... how they get the hev suit is completely up to the mappers.
Posted 11 years ago2012-07-11 17:18:27 UTC Post #307789
Yeah, I think the Blue shift armor was just a silent HEV with a vest and helmet entities that added different amounts of armor, and all the HEV chargers didn't work for you. You could probably also add different types of vest and helmet, like picking up HECU gear occasionally or something, to flesh it out.

I don't have all that much I have to do this summer, so if you want to go that route, send me the viewmodels and I'll see what I can do.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-11 21:51:04 UTC Post #307814
Weapons are still being added, so it's kinda a hassle to send every weapon model as they get added. The mod currently need maps because otherwise with all these models that dont have maps to go with is kinda pointless, you know. However if you still have ideas and models for monsters, I can add those as well.
Posted 11 years ago2012-07-11 22:22:15 UTC Post #307816
I'll keep it in mind.
I'll probably release my fgd sometime in the near future as well. It has essentially full model support, which I notice the HL FGD you based yours off of doesn't.
I don't think I'll be finishing the map I was working on, though. It started out with some promise, but quickly turned into a clusterfuck of bad brushwork and simple rooms. Barely any of the scripted sequences worked either, and I never knew why. Didn't seem to be any differences from a proper setup. Sorry.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-11 22:56:46 UTC Post #307817
I could do the hand swaps as I have a custom hand reference to swap out myself.

e/ 2much, have you tried putting in a Black Ops Osprey and Apache?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2012-07-12 01:40:50 UTC Post #307821
I havent, but since they are exact clones they are very easy to add
Posted 11 years ago2012-07-17 03:45:09 UTC Post #307945
some kid wants me to add these weapons:

self-heal medikit
minigun
flamethrower
burst fire M16

anyone agree to any of these? If so, I will attempt to find resources for them, but it's not guaranteed that I will find something suitable.
Posted 11 years ago2012-07-17 10:29:10 UTC Post #307961
Well for starters, I don't think there's really a need for an M16, seeing as the mod already has an M4, which is essentially the same thing but a bit smaller. Burst fire isn't really something that would fit in HL-style gameplay anyway, as it's mostly used for accuracy, and since HL is run & gun, the accuracy cone doesn't change when you hold down the fire button.

A minigun would be pretty cool, it could work as a drop from the HWGrunt.

Flamethrower would be cool as well, but I don't know where you could get it. If you think you can do a particle flame for it, as well as ignite enemies, go for it, otherwise don't spend the time on it. IMO, it wouldn't be worth the effort if it's just a fireball gluon gun like the one in They Hunger.

As for the self-heal medkit, unless you want to make all the medkits behave like that, and have a carry capacity of about 5 I wouldn't bother. It would only make inconsistencies.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-19 10:51:50 UTC Post #308101
self-heal medkit
Surely every medkit in Half-Life is "self-heal"

Personally, I think health pickups, chargers and carried medkits would makes things way too easy. I would eliminate chargers and pickups if you were going to have carried kits to keep the mod challenging.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-07-19 23:17:17 UTC Post #308119
That's what makes coded mod so interesting! New types of gameplay can be introduced, while standard HL gameplay can be retained or mixed with it. This all depends on the mapper. We could have something like one entire chapter dependent entirely on the player's stock of carried medikits (which will prolly not be medikits in the viewmodel, I have plenty of replacements), while other chapters require that the player rely on health pickups/chargers, a la vanilla.
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