Comments

Commented 7 months ago2023-08-13 10:23:31 UTC in wiki page: Tutorial: Non-coding workarounds for your mod Comment #105469
All of the features shown in Mapping are included in Advanced Half-Life FGD by default. Thus, there is no need to turn off the Smart Edit and add relevant keyvalues every time.
User posted image
User posted image
Even scientists with different pitches using the same head bodygroup can be created.
User posted image
Body and Skin keys are already included as long as they are supported on almost most monster_* entities.
User posted image
All func_* entities include the effects key by default.
User posted image
User posted image
Of course, this FGD did not become popular because it didn't get enough attention, and everyone is still making maps with the outdated Half-Life FGD.
Commented 1 year ago2022-10-05 15:17:33 UTC in vault item: Advanced Half-Life FGD (for VHE 3.5) Comment #104835
This is awesome. Although, attempting to load the FGD in the latest Steam version gives an error
Error: Line 14467 is incomplete
I looked at the Line given in the error. I'm guessing this is the source of the error:

iconsprite("fgd/half-life/Advanced_FGD Sprites/trigger_auto.spr") iconsprite()

As I mentioned in one of the Screenshots, J.A.C.K does not support multiple sprite(), iconsprite() or studio() parameters in one line. (at least as long as I've seen it in the Free version)

Another situation I've seen in the free version is that it only renders the last parameter.

@PointClass base(Monster, GenericMonster, CustomModelMonster, BodySkin, Monster2) studio() iconsprite("fgd/half-life/Advanced_FGD Sprites/monster_generic.spr") studio("fgd/half-life/Advanced_FGD Models/Arrows/monster_generic.mdl") = monster_generic : "Model Customizable Generic Monster" []

For example, because the last parameter in this entity is studio("fgd/half-life/Advanced_FGD Models/Arrows/monster_generic.mdl"), only the Arrow model is rendered in J.A.C.K.
Thought this would be useful in development of the JACK version
Since I've noticed this problem I think the only solution is to keep the parameter count [ number of sprite(), iconsprite() or studio() ] at 1 in the definition lines of all entities. Which means a big downgrade in FGD for the JACK version.
Also, what markup language do you use in Notepad++ for this? Or did you create your own?
I didn't use a Markup language for FGD. I used Notepad++ but used it as normal writing.
Commented 1 year ago2022-06-06 14:52:51 UTC in vault item: Fake 2D Skybox Models Comment #104519
Thank you so much for playing!

I hope this prefab will be very useful.
Commented 1 year ago2022-06-01 13:21:29 UTC in vault item: Backrooms Comment #104489
All that's left is to add entities. ;)
Commented 1 year ago2022-05-16 20:30:24 UTC in vault item: Advanced Half-Life FGD (for VHE 3.5) Comment #104412
As I mentioned in the related image, I tried it on 1.1.1064 Free Version and the result was as in the image.
User posted image
Not tested on Steam version.
Commented 1 year ago2022-05-16 09:28:53 UTC in vault item: Advanced Half-Life FGD (for VHE 3.5) Comment #104410
Birilerinin uzun bir süre elini sürmemiş bir şeye tekrar gözatmasını sağlatmak gerçekten güzel bir şey. Teşekkür ederim. Umarım bilgilendirici ve kolaylık sağlamış olmuştur.
Commented 1 year ago2022-05-12 12:26:08 UTC in vault item: Advanced Half-Life FGD (for VHE 3.5) Comment #104405
As I mentioned in the related image, I tried it on 1.1.1064 Free Version and the result was as in the image.
I haven't had a chance to try it as I don't have the Steam Version. But if it works fine in that version, that's good news!

Thank you for your feedback.