Little Half Life 1 mod... Created 6 years ago2018-03-08 00:29:02 UTC by REBELVODKA REBELVODKA

Created 6 years ago2018-03-08 00:29:02 UTC by REBELVODKA REBELVODKA

Posted 6 years ago2018-03-08 00:29:02 UTC Post #338963
What I want is just on mod be crowbar, glock, shotgun and grenades (with modified quantity of clips)
How modify code, what program use, and I must make my .fgd of mod, if is yes how make it.

Thanks
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-08 08:47:18 UTC Post #338964
Hi

here is a basic tutorial explaining how to get started with Hammer Editor.

http://twhl.info/tutorial.php?id=25

Just use default Half-Life.fgd.

No need to worry about a mod folder yet. Best to start with few simple maps first.
Posted 6 years ago2018-03-08 10:22:28 UTC Post #338965
The clip size are constants in https://github.com/ValveSoftware/halflife/blob/master/dlls/weapons.h
You'll need to change them and then compile with Visual Studio.

You won't need to make and changes to the .fgd if you're just changing clip sizes.
Posted 6 years ago2018-03-08 10:29:39 UTC Post #338966
You need to explain more clearly what you want. If you just want to spawn with these weapons with a specific amount of ammo magazines/clips then game_playerequip is all you need.
Posted 6 years ago2018-03-08 10:29:59 UTC Post #338967
So you want to get into coding.
I started it in 2015 by getting Visual Studio 6.0 (it's from 1998, so I thought it would be good for Half-Life, LOL) and downloading Half-Life SDK 2.3 from ModDB.
That is wrong. VS6.0 is ancient and it's the best to use a modern development tool.

Since I don't know what's the best place to obtain the HLSDK (I'm using the edited SDK2.3 that's meant for VS2008, and I'm still using Visual C++ 2010 Express), we'll have to wait until somebody answers that.

If you want to get into [insert game here] coding, you must learn the basics of programming to at least understand some things. Trust me. When I started, I had no idea what is what. It's sort of like seeing a trigonometry test as a 5-year-old kid.

But also, if you implement new entities in the code (e.g. func_something), yes, you'll have to modify your FGD file. I use Notepad++ but regular Notepad can do it just fine.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-08 11:32:00 UTC Post #338968
Get Visual Studio 2017 Community, Sourcetree (Git user interface) and the source code from Valve's Github.

Visual Studio 2017: https://www.visualstudio.com/downloads/
Sourcetree: https://www.sourcetreeapp.com/
Source code: https://github.com/ValveSoftware/halflife

This documentation explains where to get the address used to clone Git repositories: https://help.github.com/articles/which-remote-url-should-i-use/

Here's a Sourcetree tutorial: https://confluence.atlassian.com/sourcetreekb/clone-a-repository-into-sourcetree-780870050.html

Take the HTTPS URL from Valve's Half-Life repository and clone it using Sourcetree, then you can open the project file projects.lsn located in "projects/vs2010". This contains the client and server libraries for Half-Life, Ricochet and DeathMatch Classic. You may remove the latter 2 if you don't want them.

After that it's basically the same as any other C++ project, but you should make sure you understand the basics of the language first, then read tutorials about Half-Life programming.

Here's a good C++ tutorial: http://www.cplusplus.com/doc/tutorial/

Here are some Half-Life tutorials: http://twhl.info/tutorial.php?cat=1

This looks like a lot of work, so take it slow and one at a time. Get Visual Studio installed and follow tutorials for C++ first so you understand it.

You will likely have issues with it, everybody does at first. It's not an easy language to learn but the most important thing is to keep at it. If you don't understand something, just ask.

If you need help with C++ in particular you can ask for help here: https://www.reddit.com/r/cpp_questions/
https://stackoverflow.com/

If you don't have much experience using Google you should try to use it to find answers first. Prefix your searches with "C++" to narrow it down.

Unfortunately there is no easier way to mod Half-Life. Some of us are working to make things easier. What you're trying to do should be possible with HLEnhanced eventually, but it's not ready yet.

If you don't want to learn how to program or can't, one of us can provide you with the necessary changes. It doesn't sound like a lot of work, but i do recommend learning to program if you want to do more advanced modding later on.
Posted 6 years ago2018-03-08 12:28:34 UTC Post #338969
Haha I still use VS 6.0 and SDK 2.3. Perhaps I should get with the times.
Posted 6 years ago2018-03-08 18:56:22 UTC Post #338970
lol I see is fucking hard... maybe Ill make it as "Project quantum leap" Mod (have everything default)
For that I think ill need make .pak for it.
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-08 20:27:44 UTC Post #338971
Why on Earth would you need to use a .pak file? :\
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-03-08 21:08:37 UTC Post #338972
It's not hard at all.

1. Open Visual Studio
2. Open the HL SDK project file
3. Enter weapons.h
4. Change some numbers
5. Compile the DLL
6. Put the DLL into your mod

There. :)

@Unq
Lol, same situation here. I've always been behind on these types of things.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-08 22:16:12 UTC Post #338973
when you say "HL SDK project file" you mean the file of my mod right?

btw... I must start making sketches of maps :P
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-08 22:20:43 UTC Post #338974
If you're using the Github SDK, that's projects/vs2010/projects.sln.
Posted 6 years ago2018-03-09 19:14:51 UTC Post #338981
@Admer

Finally ill just modify background, some NPC models and HUD.
About coding everything you say sounds easy xd
Thanks to all!
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-09 21:24:00 UTC Post #338983
"About coding everything you say sounds easy xd"
Considering what you want to do, it really is easy. In fact, changing some weapon ammo capacities was the first thing I did when I started coding.

// weapon clip/carry ammo capacities
#define URANIUM_MAX_CARRY 666
#define _9MM_MAX_CARRY 420
#define _357_MAX_CARRY 69
#define BUCKSHOT_MAX_CARRY 1337
#define BOLT_MAX_CARRY 50
#define ROCKET_MAX_CARRY 5
#define HANDGRENADE_MAX_CARRY 10
#define SATCHEL_MAX_CARRY 5
#define TRIPMINE_MAX_CARRY 5
#define SNARK_MAX_CARRY 15
#define HORNET_MAX_CARRY 8
#define M203_GRENADE_MAX_CARRY 10

This is easy. More advanced things, well, not so easy. :lol:
Admer456 Admer456If it ain't broken, don't fox it!
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