Comments

Commented 4 months ago2024-08-29 00:54:00 UTC in wiki page: Monsters Programming - Standard and Squad Monsters Comment #106343
if anyone wants to compare notes i got this npc working in game. you can reference things i did if anyone is stuck anywhere

link to solution:
https://twhl.info/thread/view/20840
Commented 4 months ago2024-08-28 15:40:34 UTC in wiki page: CLIP Comment #106342
Creepy ass icon
Commented 4 months ago2024-08-28 14:20:56 UTC in wiki page: Tutorial: Add a new simple weapon (straightforward way) Comment #106341
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?
Commented 4 months ago2024-08-28 09:12:28 UTC in wiki page: Tutorial: Coding NPCs in GoldSrc Comment #106340
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.
PROJECTILE NPC
GITHUB FILES:
https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/wip_monster.cpp
https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/wip_monster.h
Commented 4 months ago2024-08-28 03:41:44 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106339
all very good
Commented 4 months ago2024-08-28 00:42:40 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106338
the gift that keeps on giving
Commented 4 months ago2024-08-26 21:43:32 UTC in vault item: Techniques (Video Tutorial) Comment #106337
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. :combines: :freeman:
Commented 4 months ago2024-08-26 19:04:27 UTC in poll: Favourite HL Title Comment #106336
EP2 all the way. I loved the outdoor levels and the feeling of being on a journey. I like EP1 for the improved Alyx AI, but EP2 just takes the cake.

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.
Commented 4 months ago2024-08-26 16:26:22 UTC in wiki page: Tutorial: Add a new simple weapon (straightforward way) Comment #106335
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 ago2024-08-26 16:11:58 UTC in news: New Competition! Make Black Mesa Come Alive! Comment #106334
Any entries yet? The thread is looking a little dead, I'm almost tempted to learn a whole new engine to liven it up 😅
Commented 4 months ago2024-08-26 12:59:32 UTC in journal: #1 Comment #106333
I'm glad, that this forum is still alive and there are new members in it.
Commented 4 months ago2024-08-26 10:48:11 UTC in poll: Favourite HL Title Comment #106332
I have played the most hours in Half-life (over 1400). And the second part is loved for its plot of development and overall progressiveness.
Commented 4 months ago2024-08-25 20:43:34 UTC in vault item: Literally my First map Comment #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 19:37:22 UTC in journal: Which WAD Comment #106330
That looks like one juicy tomato. I always trust home grown fruits/vegetables a lot more than the commerce ones.
Commented 4 months ago2024-08-25 19:34:03 UTC in journal: Cyprus Comment #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.

Meerjel, hope you country does well.
Commented 4 months ago2024-08-25 07:39:50 UTC in vault item: Literally my First map Comment #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 map Comment #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.

Overall, just a decent map.
Commented 4 months ago2024-08-24 20:24:08 UTC in vault item: Literally my First map Comment #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 ago2024-08-24 13:55:58 UTC in journal: Reasons why a crying christian kid called Isaac can beat every half life character Comment #106325
Don't dare to touch my precious TBOI if you're 13 yo or something 😭.
Commented 4 months ago2024-08-24 07:43:29 UTC in journal: Cyprus Comment #106324
Cyprus pootis. I can't leave my country, it's in need.
Commented 4 months ago2024-08-23 21:02:54 UTC in journal: Cyprus Comment #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.

I hope you have a great time in Cyprus
Commented 4 months ago2024-08-22 12:03:29 UTC in wiki page: func_water Comment #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.
Commented 4 months ago2024-08-22 11:57:48 UTC in wiki page: Goldsource Error: Lightmap for Texture aaatrigge Comment #106321
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.
Commented 4 months ago2024-08-22 04:17:57 UTC in wiki page: VERC: The History of Half Life: 1996 to 1998 Comment #106320
Here's Monica Harrington's (ex-wife of co-founder Mike Harrington) side of her story: The Early Days of Valve from a Woman Inside
Commented 4 months ago2024-08-21 20:49:12 UTC in wiki page: Entity Attribute: Entity Effects Comment #106319
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: storagex3 Comment #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 ago2024-08-21 12:49:54 UTC in wiki page: Goldsource Error: allocblock:full Comment #106317
[2024-09-10] Replaced Tommy's wild goose chase with actual factual causes and solutions/preventions
Commented 4 months ago2024-08-20 21:55:53 UTC in vault item: Resource: Animated Snapbug Comment #106316
These are pretty cool!
Commented 4 months ago2024-08-20 20:48:31 UTC in journal: Reporting in Comment #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 18:49:52 UTC in journal: Map2Prop v1.0.0 Released! Comment #106314
I'm glad to hear it!
Commented 4 months ago2024-08-20 18:49:20 UTC in journal: Which WAD Comment #106313
Thanks! Better late than never, and it's good practice for me.

And yeah, nothing quite like growing your own food 😃
Commented 4 months ago2024-08-20 15:09:24 UTC in journal: Which WAD Comment #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 12:38:56 UTC in journal: Map2Prop v1.0.0 Released! Comment #106311
This makes me giddy about GS mapping, quite so too, and in a good way. (This is best!!!)
Commented 4 months ago2024-08-20 12:35:46 UTC in journal: Reporting in Comment #106310
Salut Striker! :D 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 :P

Wish you all the best! :) Baftă!
Commented 4 months ago2024-08-20 12:26:59 UTC in journal: A new home Comment #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! :cool:

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. :biggrin:
Commented 4 months ago2024-08-19 20:35:46 UTC in poll: Favourite HL Title Comment #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.
Commented 4 months ago2024-08-19 20:33:21 UTC in journal: Any fellow Iranians / Persians out there? Comment #106307
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.
Commented 4 months ago2024-08-19 13:07:31 UTC in vault item: Map2Curve v0.81 Comment #106306
Awesome! but i wish we could've see the values we enter update in real time in a GUI just like how it shows when you draw Arch in Hammer Editor.
Commented 4 months ago2024-08-18 20:18:47 UTC in vault item: Half life Parking Predicament Prologue Comment #106305
Zombies are fixed but the map is still quite inefficiently put together. Hollow vents that you never enter?
User posted image
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.
User posted image
Commented 4 months ago2024-08-18 19:55:11 UTC in wiki page: Tutorial: Changing Hammer's splash screen Comment #106304
Interesting
Commented 4 months ago2024-08-18 00:58:58 UTC in vault item: Half life Parking Predicament Prologue Comment #106303
Fixed most of the problem mentioned in the newest update
Commented 4 months ago2024-08-17 22:46:31 UTC in poll: Favourite HL Title Comment #106302
i miss the old poll :(
Commented 4 months ago2024-08-17 15:03:20 UTC in vault item: Half life Parking Predicament Prologue Comment #106301
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)
User posted image
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.
User posted image
User posted image
User posted image
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 ago2024-08-16 01:44:37 UTC in journal: "Do you wanna pretend to be Ringo?" Comment #106300
Commented 4 months ago2024-08-15 23:07:28 UTC in journal: "Do you wanna pretend to be Ringo?" Comment #106299
I don't get it
Commented 4 months ago2024-08-15 10:30:54 UTC in wiki page: func_breakable Comment #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 Title Comment #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 ago2024-08-12 16:07:28 UTC in wiki page: Tutorial: Setting up TrenchBroom for GoldSource games Comment #106296
Nice tutorial
Commented 4 months ago2024-08-11 20:36:50 UTC in poll: Favourite HL Title Comment #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.
Commented 4 months ago2024-08-11 13:33:13 UTC in poll: Favourite HL Title Comment #106294
Blue Shift gets slandered by people too often. I think, it's a neat mappack.
It was the first Half-Life game I played, so maybe I am biased.