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Half-Life engine access

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Forums > HL Engine Discussion

25 Jun 17, 21:11
By rufee
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Sledge fanboy
But its currently not an option and might never be.
Id decided to release theirs Valve did not for reasons we know and for some we don't.
25 Jun 17, 21:13
By abbadon
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Member
True, sad but true...
25 Jun 17, 22:37
By Loulimi
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Member
Yes, this is exactly what I'm saying.
30 Jun 17, 11:36
By tschumann
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Member
Quote:
be able to play mp3


The engine already lets you do that I think.
30 Jun 17, 15:20
By Shepard62700FR
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Member
Yes but you are limited to "trigger_cdaudio" and don't have a lot of control with it.
06 Jul 17, 10:18
By tschumann
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Member
Isn't there an engine function that plays .mp3 files? I thought there was a trigger_mp3 or something Deleted Scenes that used it for example.
06 Jul 17, 11:49
By Solokiller
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Member
There is a command cd and a command mp3; Condition Zero uses mp3 to play its music, the SDK uses cd. It's the same set of entities though: trigger_cdaudio and target_cdaudio.

This isn't quite everything though. The engine plays music by track ID, and it has a maximum of 200 tracks. The first 29 are always in use for Half-Life's music, and every unique track that gets played will get a unique ID that isn't released, ever. Only a restart frees them.

The engine doesn't actually need track IDs, it's just legacy code (as always) set up to work that way back when trigger_cdaudio and target_cdaudio used track IDs to save bandwidth or something.

You can write your own sound system to handle music playback without these restrictions.
06 Jul 17, 12:03
By abbadon
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Member
Escuse me again, I will probably be too mulish at this respect, but I think that the crowfunding to BUY a license of the engine will be the easiest way.

What crowfunders will obtain is a LEGAL copy of the engine and libraries to make HL mods work like standalone games, like Xash3D works, but without the suspect of not being fully legal. smile - :)

Then, according to the new EULA that could be written (you buy a license you can do it, right?), let people do MODS based on the new engine, and every new feature required could be done after request in the new engine´s forums.

Maybe too much work for Solokiller, but I think it is a start point... unless Valve have put Solokiller in the blacklist of persons that are not allowed to buy a license of the engine. unsure - :\
06 Jul 17, 12:41
By Solokiller
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Member
They don't want to license the engine to anyone, regardless of how much money you throw at them.
06 Jul 17, 13:17
By Urby
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Entirely brush based
While I imagine such a task would be simply far too long winded and difficult, could you in theory write a new engine from scratch which still uses the same file formats and consequently the same tools?

This is from somebody who knows the bear minimum about coding, so go easy. tongue - :P
06 Jul 17, 13:49
By Solokiller
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Member
Yes, but it would be illegal just like Xash, unless it's a mod for Half-Life.

I've been considering that, but it would take a lot of effort. I'm thinking it would be easier to just make a tool framework with an engine-like design first and then adding in the remaining components afterwards.
06 Jul 17, 17:39
By abbadon
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Member
Quote:
They don't want to license the engine to anyone, regardless of how much money you throw at them.


I think I have read on a Valve document some days ago thet they have "affordable" solutions (in prize terms) for licensing its engine. unsure - :\

Mmmmm, for newbies it could be great a tool like the ez_hlweaponcreator program that creates weapons for you just asking things like its name, its slot, ammo to use, if it should use clips... it created all needed files so you must only copy-paste the lines of code and the main weapon.cpp file. smile - :)

You could do it for monsters, making it of the walking, flying , crawling, type, its health, its alignment... XD

Oh, well, I am going tooo far,right? I know. wink-wink - ;)
07 Jul 17, 16:58
By Shepard62700FR
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Member
Quote:
I think I have read on a Valve document some days ago thet they have "affordable" solutions (in prize terms) for licensing its engine. unsure - unsure - :\
Please find the source of this statement because Mike (a lawyer at Valve) told me directly by e-mail that GS is no longer available for licensing.
07 Jul 17, 17:46
By abbadon
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Member
Corrección: it was for SOURCE, it was a sheet-like link.

https://www.google.es/url?sa=t&source=
web&rct=j&url=http://www.valvesoftware.co
m/SOURCE_InfoSheet.pdf&ved=0ahUKEwjCj9DM3
PfUAhUDEVAKHQMtCxUQFggjMAE&usg=AFQjCNF1oW
rbeMvxhOne44gOWrmZZhQKDw
07 Jul 17, 21:21
By Solokiller
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Member
Valve is working on a beta for Half-Life. They updated the beta earlier today (no patch notes) and updated it again after i reported an exploit.

I don't know what they're working on, but they seem to be working to fix critical issues at least.
07 Jul 17, 21:52
By 23-down
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Member
What the hell?

Solokiller tell us more. I missed this whole discussion of Valve updating Half-Life (Beta) ??? What's all this about and which Hl exactly are we even talking about?

I read some of the previous posts here but it is still unclear to me which Hl it is that they are updating? What's the purpose behind these updates and what could us remaining few fans possibly gain by it?
07 Jul 17, 22:07
By Solokiller
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Member
According to SteamDB: Half-Life, Opposing Force, Blue Shift and HLDS.

Nobody knows what they're doing, i reported some stuff last week so it could be that. Maybe i found an issue that was worth pulling their codebase back together for.

This is where i got it from: https://facepunch.com/showthread.php?t=15
38346&p=52440912&viewfull=1#post52440912


I reported a server crash exploit earlier today and got an email from Alfred asking to verify that the beta fixes it, which it did.
This means they at the very least have the game codebase set up again.

I don't know what else has changed though, i'm expecting a changelog sometime today for us to test over the weekend. I just hope it isn't intended to shut down popular mods (ReHLDS), because people will be pissed at me for it.
07 Jul 17, 22:29
By Shepard62700FR
avatar
Member
I made a backup of my HL folder before the update and I ran WinMerge between that copy and the "latest" version of HL1 : they changed all the binaries in the root folder of Half-Life and all the standard mods binaries (client/server/Director...). The whole "Soundtrack" folder changed as well.

Update is only available if you switch "Half-Life 1" and the installed mods in the "beta" branch. Third party mods are not broken.
08 Jul 17, 05:17
By abbadon
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Member
Oh,oh, I suspect that Solokiller is right... they´re doing something strange...
10 Jul 17, 08:41
By Solokiller
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Member


Half-Life isn't listed because it was updated again yesterday to apparently swap 2 store tags.

I sent an email to Alfred asking what the intention behind these updates is. I also requested a changelog.

Also note that the engine libraries were recompiled, they have a new timestamp: 17: 35:22 Jul 5 2017
10 Jul 17, 09:21
By Bruce
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Member
put your skills to something useful and let it be. Its already fucked up, dont make them fuck it up more
10 Jul 17, 12:08
By Solokiller
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Member
I understand that you're scared that they'll break the game, but they have something they didn't have last time: me.

If they break something, report it. Whether on Github, or here, or anywhere people will notice. I will personally look into it and get it fixed if it's at all possible.
The hardest part is already done, so getting them to push out another patch isn't that hard, considering a one line change made it into the games so easily.

Have a little faith in their and our ability to handle this.
10 Jul 17, 12:28
By abbadon
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Member
Quote:
put your skills to something useful and let it be. Its already fucked up, dont make them fuck it up more


Wow, can you imagine it?, a series of tutorials oriented to newbies, medium and advanced coders, covering the usual matters that will break the skulls of people trying to sart to code for GoldSource. tongue - :P

Something like:

Quote:
THE BIBLE OF Half-LIfe MOD MAKERS!!! (epic sound here)

-Setup nameoffreeC++editorandcompilerhere for PowerSource and HLSDK2.3
-Making new menus: centered, to the right and to the left.
-Creating an in-game menu like CS
-Creating a Buyzone entity
-Creating flying monsters and players
-Walk on the walls and ceiling for player and monsters
-Cloaking system like Predator for monsters and players
-Activating entities from distance wink-wink - ;)
-Overheat system for weapons ; ; ; Ridiculous Ties! - :walter:
-BETTER team system with VGUI menu... Headcrab Basher - :crowbar:
-Thirdperson camera with three options
-Landing flying monsters
-PowerBot: Bot for PowerSource (and Goldsource too wink-wink - ;).
-New prop entity based on models: cast shadows and perfect collision code.
-Creating a weapon, yes!, sure you saw it, but this time more complet!: bullet types, weight, recoil and dynamic accuracy (dynamic crosshair like CS included!!).
-The Hand Held PDA: movement sensor like the one of ALIENS
-etc,etc,etc...


Quote:
THE UBER TOOLS FOR NEWBIES!! (ta-da sound here, brutal volume)

-MonsterCreator
-WeaponCreator
-CharacterCreator (for players, includes Team possibilities)
-Gamerules creator


Yes I´m playing here with imagination, bit crazy, yes, but imagine it, with that kind of tutorials and stuff the task of making a mod will be easy as pie!! Without the need of searching through thousand of Forums and sites... wink-wink - ;)

It could be like, insert a CD and make a Mod... well a bit different because of the need of new maps and models, but, hey!, wish I find something like that twelve years ago!
10 Jul 17, 14:36
By Windawz
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Member
So bad it's only your imagination...
10 Jul 17, 15:03
By abbadon
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Member
Haya!, y es, it's free!, you should try it wink-wink - ;)
10 Jul 17, 17:24
By Solokiller
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Member
I just noticed that some of the changes that were listed as being merged into the public release back in 2013 are actually missing. crcclientdll was supposedly added but isn't actually there; the current beta has it.

Looks like something went wrong back then for it to be half and half.

Same thing with this: Fixed audio artifact in sound track Nuclear Mission Jam

That must be the fix they released.

Also this: Removed now unused sv_voicecodec and sv_voicequality cvars

Those cvars still exist, although they are not used.
10 Jul 17, 21:46
By Solokiller
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Member
Quote:

Hi Sam, the fixes are address some vulnerabilities found by the community, when they are promoted to the public build notes will be added.

- Alfred


EDIT: update is released: https://facepunch.com/showthread.php?t=15
38346&p=52454774&viewfull=1#post52454774


Seems like a bunch of crashes and exploits were fixed.
10 Jul 17, 22:21
By James Luke
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Member
Holy shit, they actually fixed something. Quite a few things at that.

Let's just hope they make the right decision and actually release the engine repository soon since they seem to 'now have it.'

@abbadon I feel like all of the things you just listed for 'tutorials' or whatever are a bit redundant... at least in my opinion. As well as the 'tools' you listed.
It would just make copy-pasting code the main focus as per usual of most programming sites geared towards the Half-Life engine.
It should be explaining the inner workings of the engine and most-used calls to new coders of the GoldSource engine. Giving examples of how they are used and the like. And explaining more advanced stuff to more experienced programmers.
And it should be explaining how that works. The entries should be informative and well-written, something like: 'How interfaces work'. Explaining what they are, how to use them, how they work, and what interfaces can be exposed.
I mean, I wish TWHL had a coding section for GoldSource, a proper one. A curated one. In some sort of wiki-style. But that might never happen or be a while away. /rant?
10 Jul 17, 22:59
By Solokiller
avatar
Member
Apparently chat is now broken for some people. I can't reproduce the issue myself but they're saying this:
Quote:

Guys, help! After update in chat nicnames changed to-s1 and text changed to-s2. Idk what is...


Sounds like the format string attack fix is affecting chat, but since i can't reproduce it myself it's probably caused by outdated client dlls.

If anybody encounters this issue after updating, let me know which game and whether this is happening on a local server or when connected to a server. I'll forward it to Alfred.

EDIT: the cause: https://forums.alliedmods.net/showpost.php
?p=2534523&postcount=70


Forwarded to Alfred.
11 Jul 17, 00:47
By The303
avatar
Member
I havent gotten the chat thing either. But i noticed that the HL1DM "requesting tempdecal" "failed to transmit custom" issue is still around (HLDM spraylogos not working right)
11 Jul 17, 08:42
By Solokiller
avatar
Member
This was reported years ago, but was never fixed: https://github.com/ValveSoftware/halflife/i
ssues/1485


I assume it's not a critical issue so they won't fix it.
11 Jul 17, 09:01
By Kachito
avatar
Member
Something's screwed now with the lights when compiling with Vluzacns tools. Coincidentally, yesterday i compiled a small map after a long hiatus from GS and everything went fine, as always. Made some small changes (nothing related to lights), recompiled my map and as i am about to open the game i get the pop up message to update HL. I did just that, entered the game and immediately noticed an aura around my lights/light spots origin. It's as if my lights origin now has some sort of unnatural shade surrounding it with a warmer color. Maybe just my imagination, or maybe that was already happening before and i hadn't noticed.
11 Jul 17, 09:18
By abbadon
avatar
Member
Quote:
I feel like all of the things you just listed for 'tutorials' or whatever are a bit redundant...


Oh, yes, hehe, I was making apology of the newbie condition. I know that is better, no matter how your skills are, to teach someone to fishing instead of giving him/her the fish. wink-wink - ;) But for newbies not willing to do the over-the-top mod, some copy-paste tutorials will do the job. For the tools... well, maybe I am too imaginative, but the weaponcreator and the monstercreator will save from trouble a lot of newbies, wink-wink - ;) Anyway, I am 100% with you, it coud be great thet TWHL will have a good coding section. smile - :)

Quote:
Something's screwed now with the lights when compiling with Vluzacns tools.


I don´t know what GoldSource or its clone engines´coders do with them, each time they update the engine something about the lights or sprites don´t work as intended or looked like (excuse me) shit... unhappy - :(
11 Jul 17, 09:39
By Solokiller
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Member
Probably another undocumented change, or the settings for lighting have been changed around.
12 Jul 17, 21:58
By Bruce
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Member
tl;dr

"I understand that you're scared that they'll break the game, but they have something they didn't have last time: me."

tl;dr

your definitin of a hl that is not broken is different from mine and everyone elses because theres no such thing

kachito, perhaps they resurrected the overbrights? i only know they existed in software render based quake 1 engines. Dont know if it was part of early hl
12 Jul 17, 22:45
By James Luke
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Member
Did the engine binaries change since the update? I mean, if so, then lighting may have been tampered with. Else it just means your compiler is having a problem.

I tested a map and everything looks normal to me, or at least how I remember. And yes, I use a custom version of Vluzcan's tools. Just one light with default settings.



@abbadon Clone engines wouldn't be changed, since they normally don't inherit code from the actual engine.
12 Jul 17, 23:14
By Solokiller
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Member
Yeah the engine was changed. A couple old changes from the last beta that were never merged in, and some of the security updates are in there as well. One of the old changes includes a useless client dll CRC.
Unfortunately the thing is hardcoded to client.dll, so it won't work on other platforms, and you can disable the check by editing liblist.gam. I reported it to Alfred, but that'll never get fixed. Just hope nobody tries to use it for security.
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Forums > HL Engine Discussion

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