im getting this error Host_Error: PF_precache_model_I: 'models/v_ak47.mdl' Precache can only be done in spawn functions
i copied all needed files and checked the sourcecode several times
any idea?
since everyone has been having trouble with this and i needed to learn projectiles, i decided to work on fixing the bugs in this tutorial.
The integers that represent the animation events were not the same as what was written in the .qc for the melee attacks and reload so you had to change it to this
#define PDRONE_FIRE_SPIKE ( 1 )
#define PDRONE_MELEE_LEFT ( 2 )
#define PDRONE_MELEE_RIGHT ( 4 )
#define PDRONE_MELEE_BOTH ( 6 )
#define PDRONE_RELOAD ( 7 )
the return NULL under GetScheduleOfType was causing crashes so i changed it to:
return CBaseMonster::GetScheduleOfType(Type);
i had to make a custom checkAmmo function and override checkRangeAttack1 and explicitly call them in getSchedule.
and thats about it. heres a video preview of the changes i made and the showcasing it working. I will share the gitHub Code below so you can reference it.
Good, But having chapters, (i.e Fixing Rail Textures) or the teqneiqe being teached would be nice. Also voice (Even Ai!) Would make the video much easier to understand and follow. Have a good day Brother.
i got the gun in the game, but seems like the fire and reload animations don't work. the weapon just stays idle while it fires or reloads. i've checked the animation order in a model viewer and they're the same as in the animation enum. is this something to do with the half-life updated sdk?
Commented 4 months ago2024-08-25 20:43:34 UTC
in vault item: Literally my First mapComment #106331
The best way to learn is to play maps (and mods too) that are specifically focused on combat. When you do so, ask yourself, "why did this enemy spawned here?" or "why does this happen in this particular spot?". If you can, ask the developers and mappers behind it, they usually give very good explanations and break it down very well.
Commented 4 months ago2024-08-25 19:34:03 UTC
in journal: CyprusComment #106329
Hey Potatis, if I ever visit Malta, I hope I will remember! As for Sweden, idk, when I think of visiting the Scandinavian countries I mostly think of Norway, fjords etc. Thanks.
Commented 4 months ago2024-08-25 07:39:50 UTC
in vault item: Literally my First mapComment #106328
Hey thanks for the feedback, Yeah i didn't know how to approach things with the combat since i'm mostly clueless on how things work with NPCs and Ai stuff
Commented 4 months ago2024-08-25 02:21:18 UTC
in vault item: Literally my First mapComment #106327
On the bright side, i love how interactive the map is (on a certain lever), with things like the radio or the computer. The map looks quite nice, and there's a good level of detail. Combat was somehow fun, and you provided (little) cover.
On the other side, the enemies spawned in group, rather than being scattered around the map, wich makes it difficult to fight back. You could add a little variety on that, something like having 3 combine coming from one side and a pair coming from the other. I went right pass the citizen's sequence, since it took a while to get triggered. Also, you could signpost the HEV suit a little better.
Commented 4 months ago2024-08-24 20:24:08 UTC
in vault item: Literally my First mapComment #106326
I forgot to mention this is for HL2, I didn't tested this in EP1 or EP2
Oh by the way, don't jump from the window that is in the 'bedroom'
I forgot to put a playerclip so if you're there you'll be softlocked ( or noclip to get back where you jumped from )
Commented 4 months ago2024-08-23 21:02:54 UTC
in journal: CyprusComment #106323
I won't be. But if you ever find yourself in Malta, or southern Sweden when I'm there during summer, you can count on me to show you around and to a good beer.
Commented 4 months ago2024-08-22 12:03:29 UTC
in wiki page: func_waterComment #106322
Note for GL mode: the wave grid size is constant at 64x64. If the textures are not 64x64 it'd be stretched to fit.
It's also possible with BSP binary hacking to rename a normal texture used on normal brushwork into water, bypassing the culling done by the compiler, so that any surface it's applied to – walls, ceilings, etc – has the wavy effect, but with waveheight of 0.
Actually, it's not the lightstyle 255 that marks "no light data" but the "special" flag on the face's texinfo. If your map is pitch black all the light styles on all faces will be 255 but they're all still valid faces because BSP already chopped them up so that the lightmap size is reasonable. Faces with "special" flag don't get chopped.
I can confirm at least EF_INVLIGHT (16) and EF_LIGHT (64) works on point entities.
It'd be useful to do further testing and create a table of which effects works on which type of entity.
Commented 4 months ago2024-08-21 20:29:29 UTC
in vault item: storagex3Comment #106318
Nicely crafted map. Creative usage of default HL textures, a lot of details and interactive elements.
I kinda want to see a singleplayer version of this map. Seeing you have other maps of decent quality, you could stitch all of them into some minimod/mappack.
There're some warnings in console "SV_StartSound: not precached (0)" - probably there's an ambient_generic without a sound?
Commented 4 months ago2024-08-20 20:48:31 UTC
in journal: Reporting inComment #106315
I just randomly checked today TWHL and because of the recent notification I came here and saw that I forgot to thank you guys :).
SSC_TAS, multumesc ;). I'm also happy to hear that you succeeded in studying abroad. Best of luck to you!
My view of Romania is still one of cautious optimism. Ever since I became aware of institutional and infrastructure importance in a country, which means somewhere around ten years ago, I've seen progress at least in some parts. Many things, like urban planning, have been done in questionable and sometimes awful ways - yet - most of the people around me who put an effort in their life live better than they did a decade ago.
Of course, there's much more to be improved. The west has served us both as a model and a cautionary tale and we're at a sensible point where things can go wrong or where we can build a healthy nation.
Commented 4 months ago2024-08-20 15:09:24 UTC
in journal: Which WADComment #106312
It's people like yourself, developing tools 25 years after it's release, that keep the Half-Life modding community alive and I appreciate that.
We had a tomato plant for a few years when we lived out in the countryside. There's nothing better than a fresh tomato, right off the vine. I made many a cheese and tomato sandwich during those summers. Grew our own courgettes as well and one year we missed one when picking the plant and it kept on growing. At the end of the summer we found that we had a lovely plump marrow to dig into.
Commented 4 months ago2024-08-20 12:35:46 UTC
in journal: Reporting inComment #106310
Salut Striker! I'm ever so happy to see you're travelling and making the most of your life with that, seeing such gorgeous landscapes and generally breathing some fresh air! I will always believe travelling and experiencing new territories is a remedy for so much that could be affecting one, in general.
As a closing note, I do somewhat relate to the saddening feeling one gets seeing the things around you. To the distraught of every conservative out there in my country, I really don't like Romania, it legit just feels like going back to a depressive life when I come back from having gone abroad. But you're right, we just have to take care of ourselves and make ends meet, which for me means trying to ensure higher education in another country
Commented 4 months ago2024-08-20 12:26:59 UTC
in journal: A new homeComment #106309
Hey Oskar, thanks for the insight It's been a while jeez, I can't believe I talked here 7 months ago and completely forgot about it!
Hope you're being treated by the delights of your life in Malta! I do wonder how the weather's been treating you... Personally I'm sick of Romania's heat waves ( 35°C+ on a regular basis. And no wind.) But on a brighter side, I just came fresh from a trip to Gothenburg (Yuhtehbuory is my personal phonetical translation), so I can compare what you said to what I felt!
First of all, yes the weather was lovely during the summer, although I did get soaked two times, it's the Western coast after all. Next, while I didn't necessarily stick around long enough to try and make friends, I can at least say these people are hella nice, mainly because I had the pleasure of sticking around the family of a friend I met online. Can I just say that they've all been ever so nice to me It's unreal, like, they barely know me yet treat me like a close one! I might stay over at theirs the coming summer, as I want to get acquainted with the country anyway!
Anyhow, this is getting long, I might make my own journal to document my trip...just maybe.
Commented 4 months ago2024-08-19 20:35:46 UTC
in poll: Favourite HL TitleComment #106308
Oskar Potatis: I played Half-Life, then Opposing Force, and then Blue Shift. I was expecting new weapons and monsters and whatnot like we got in Opposing Force, so Blue Shift felt like a real let-down to me.
Same. It also doesn't help how I hate headcrabs and in Blue Shift they've placed them in various cheap spots. No saving grace in it for me.
Thanks for the pointer. I've asked in various servers (TWHL, Sven, Sven Devs) and even Steam discussions. Posting here too to make sure I cover all grounds.
Do let me know if you know of any. Hard for us to find each other.
Zombies are fixed but the map is still quite inefficiently put together. Hollow vents that you never enter?
A big skybox around the whole map? I'm sure the map compiles quickly enough due to its small size, but you're going to need to start optimising things when you work on larger and larger maps... because "Yikes!" that's a lot of unseen stuff being rendered.
Gave this a go and a few things I noted. Firstly, your zombies are messed up. Looks like the model is incomplete and missing the textures file (zombiet.mdl)
1. I notice that the crowbar can be easily missed, which I did at first. I accidentally picked it up when checking if I missed anything.
2. Button placement/Signposting the thing the button does. I hit a button in a room and somewhere a door opened? I assume I did this right because I have no idea.
3. Sloppy, sloppy brushwork. This is a consistent thing in your maps and it suggests a real lack of care and attention at times. It seems like a nitpick, but it feels like you make a room and then copy past prefabs to fill the space. It can be game breaking because I got stuck between vehicles/crates/walls multiple times with very little effort on my part.
4. Glass doors but the glass is opaque? Is that a mistake?
5. Couple of flags to check for next time. func_door has "Monsters can't" which stops NPCs opening doors when they shouldn't be able to. Your grunts were opening the door in the lobby fight even though the button to open them was on the desk. Also, item_suit has "short logon" which stops the HEV suit voice droning on and on and on at the start of the map.
6. Really bad clipping issues around the entire map as well. Near some of the trucks it seems that there are clip brushes placed around for no reason? I got stuck near the truck with the turret in and had to noclip myself free, but there was seemingly nothing there blocking me.
Overall, a little improvement over your previous maps. It actually looks like the kind of space you could easily drive a vehicle around, but the combat is still ridiculously easy throughout. The grunts are once again not being given the change to fight intelligently and mostly just line up in doorways to get shot.
Commented 4 months ago2024-08-15 10:30:54 UTC
in wiki page: func_breakableComment #106298
^ based on my env_render testing render modes other than normal and solid creates glass bullet decals when shot, so in that sense the engine assumes a brush entity in those modes as being made of glass. the grenade code must be using the same logic as well, so that checks out.
Commented 4 months ago2024-08-14 21:54:04 UTC
in poll: Favourite HL TitleComment #106297
OG Half-Life hasn't been topped imo. Opposing Force was fun but took too many liberties with the lore. Blue-Shift on the other hand, didn't do enough with it. It kinda peaked with the pre-disaster section and all the little character moments during the tram ride and walk to work. Can't really cast too much shade at an intended Dreamcast game mode turned full release, but it's just kinda mid.
Commented 4 months ago2024-08-11 20:36:50 UTC
in poll: Favourite HL TitleComment #106295
I played Half-Life, then Opposing Force, and then Blue Shift. I was expecting new weapons and monsters and whatnot like we got in Opposing Force, so Blue Shift felt like a real let-down to me.
link to solution:
https://twhl.info/thread/view/20840
i copied all needed files and checked the sourcecode several times
any idea?
The integers that represent the animation events were not the same as what was written in the .qc for the melee attacks and reload so you had to change it to this
#define PDRONE_FIRE_SPIKE ( 1 )
#define PDRONE_MELEE_LEFT ( 2 )
#define PDRONE_MELEE_RIGHT ( 4 )
#define PDRONE_MELEE_BOTH ( 6 )
#define PDRONE_RELOAD ( 7 )
the return NULL under GetScheduleOfType was causing crashes so i changed it to:
return CBaseMonster::GetScheduleOfType(Type);
i had to make a custom checkAmmo function and override checkRangeAttack1 and explicitly call them in getSchedule.
and thats about it. heres a video preview of the changes i made and the showcasing it working. I will share the gitHub Code below so you can reference it.
https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/wip_monster.cpp
https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/wip_monster.h
Plus, I use it as the basis for all my mapping, simply due to the improved engine, so I've logged around 6x as many hours in EP2 than in HL2.
Meerjel, hope you country does well.
On the other side, the enemies spawned in group, rather than being scattered around the map, wich makes it difficult to fight back. You could add a little variety on that, something like having 3 combine coming from one side and a pair coming from the other. I went right pass the citizen's sequence, since it took a while to get triggered. Also, you could signpost the HEV suit a little better.
Overall, just a decent map.
Oh by the way, don't jump from the window that is in the 'bedroom'
I forgot to put a playerclip so if you're there you'll be softlocked ( or noclip to get back where you jumped from )
I hope you have a great time in Cyprus
It's also possible with BSP binary hacking to rename a normal texture used on normal brushwork into water, bypassing the culling done by the compiler, so that any surface it's applied to – walls, ceilings, etc – has the wavy effect, but with waveheight of 0.
EF_INVLIGHT (16)
andEF_LIGHT (64)
works on point entities.It'd be useful to do further testing and create a table of which effects works on which type of entity.
I kinda want to see a singleplayer version of this map. Seeing you have other maps of decent quality, you could stitch all of them into some minimod/mappack.
There're some warnings in console "SV_StartSound: not precached (0)" - probably there's an ambient_generic without a sound?
SSC_TAS, multumesc ;). I'm also happy to hear that you succeeded in studying abroad. Best of luck to you!
My view of Romania is still one of cautious optimism. Ever since I became aware of institutional and infrastructure importance in a country, which means somewhere around ten years ago, I've seen progress at least in some parts. Many things, like urban planning, have been done in questionable and sometimes awful ways - yet - most of the people around me who put an effort in their life live better than they did a decade ago.
Of course, there's much more to be improved. The west has served us both as a model and a cautionary tale and we're at a sensible point where things can go wrong or where we can build a healthy nation.
And yeah, nothing quite like growing your own food 😃
We had a tomato plant for a few years when we lived out in the countryside. There's nothing better than a fresh tomato, right off the vine. I made many a cheese and tomato sandwich during those summers. Grew our own courgettes as well and one year we missed one when picking the plant and it kept on growing. At the end of the summer we found that we had a lovely plump marrow to dig into.
As a closing note, I do somewhat relate to the saddening feeling one gets seeing the things around you. To the distraught of every conservative out there in my country, I really don't like Romania, it legit just feels like going back to a depressive life when I come back from having gone abroad. But you're right, we just have to take care of ourselves and make ends meet, which for me means trying to ensure higher education in another country
Wish you all the best! Baftă!
Hope you're being treated by the delights of your life in Malta! I do wonder how the weather's been treating you... Personally I'm sick of Romania's heat waves ( 35°C+ on a regular basis. And no wind.) But on a brighter side, I just came fresh from a trip to Gothenburg (Yuhtehbuory is my personal phonetical translation), so I can compare what you said to what I felt!
First of all, yes the weather was lovely during the summer, although I did get soaked two times, it's the Western coast after all. Next, while I didn't necessarily stick around long enough to try and make friends, I can at least say these people are hella nice, mainly because I had the pleasure of sticking around the family of a friend I met online. Can I just say that they've all been ever so nice to me It's unreal, like, they barely know me yet treat me like a close one! I might stay over at theirs the coming summer, as I want to get acquainted with the country anyway!
Anyhow, this is getting long, I might make my own journal to document my trip...just maybe.
Do let me know if you know of any. Hard for us to find each other.
2. Button placement/Signposting the thing the button does. I hit a button in a room and somewhere a door opened? I assume I did this right because I have no idea.
3. Sloppy, sloppy brushwork. This is a consistent thing in your maps and it suggests a real lack of care and attention at times. It seems like a nitpick, but it feels like you make a room and then copy past prefabs to fill the space. It can be game breaking because I got stuck between vehicles/crates/walls multiple times with very little effort on my part.
5. Couple of flags to check for next time. func_door has "Monsters can't" which stops NPCs opening doors when they shouldn't be able to. Your grunts were opening the door in the lobby fight even though the button to open them was on the desk. Also, item_suit has "short logon" which stops the HEV suit voice droning on and on and on at the start of the map.
6. Really bad clipping issues around the entire map as well. Near some of the trucks it seems that there are clip brushes placed around for no reason? I got stuck near the truck with the turret in and had to noclip myself free, but there was seemingly nothing there blocking me.
Overall, a little improvement over your previous maps. It actually looks like the kind of space you could easily drive a vehicle around, but the combat is still ridiculously easy throughout. The grunts are once again not being given the change to fight intelligently and mostly just line up in doorways to get shot.
It was the first Half-Life game I played, so maybe I am biased.