Forum posts

Posted 5 years ago2019-10-18 19:16:48 UTC
in DirectX 11 Post #343224
I'm trying to learn to make an engine for the Xbox using DirectX 11. I tried to get help from Emuxtras but I never got any answers. The tools I use is Notepad++ for writing and MinGW for compiling. But I never succeed on compiling anything DirectX 11. Can anyone help here because I'm tired, can't use Visual Studio and don't want to fill my computer with even more junk.

And a side note. The engine's gonna debut as a homebrew engine but I will consider using it for future plans.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-10-11 15:46:36 UTC
in Preliminary Main Menu Post #343208
Is This Just A Modified Fork Of Xash3D
I don't know goldSource but this must be Xash3D only stuff as I think.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-10-10 06:55:47 UTC
in Half-Life: The Core Post #343202
My little Half-Life, my little Half-Life. (Intense psychopathic screams followed up with Satan screaming Hard Rock Hallelujah)
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-10-07 06:01:17 UTC
in Half Life Remake Post #343200
is this on the quake engine?
No just Xash3D with low resolution and unfiltered textures.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-10-06 14:31:34 UTC
in Half Life Remake Post #343197
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-09-27 13:39:22 UTC
in Half Life Remake Post #343167
I'm actually making a HL1 Alpha total conversion mod. Or trying to.

Maybe you can help me there?
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-09-12 15:31:26 UTC
in HL2x Custom Maps Post #343121
I can't use the stock tools as they're too new. I need to make BSP files with the version 19 (The version from 2004-05).
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-09-10 11:42:04 UTC
in HL2x Custom Maps Post #343116
*Bump

Must I really have an old version of hammer just to make maps?
Cause when I try compile a map with the cst, the compiling goes nuts.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-07-29 14:33:19 UTC
in HL2x Custom Maps Post #342939
Could not start the empty shader (shaderapiempty.dll)!
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-07-28 08:55:43 UTC
in HL2x Custom Maps Post #342928
Yes the names are cstbsp and so on.
This is what I'm getting when I compile from hammer.

`

** Executing...
** Command: "C:\Steam\steamapps\common\SourceSDK\bin\cstbsp.exe"
** Parameters: -game "C:\Steam\steamapps\common\Half-Life 2\hl2" "c:\steam\steamapps\sourcemods\happyfaces\maps\garry"

** Executing...
** Command: "C:\Steam\steamapps\common\SourceSDK\bin\cstvis.exe"
** Parameters: -game "C:\Steam\steamapps\common\Half-Life 2\hl2" "c:\steam\steamapps\sourcemods\happyfaces\maps\garry"

** Executing...
** Command: "C:\Steam\steamapps\common\SourceSDK\bin\cstrad.exe"
** Parameters: -game "c:\steam\steamapps\sourcemods\happyfaces\maps\garry"

** Executing...
** Command: Copy File
** Parameters: "c:\steam\steamapps\sourcemods\happyfaces\maps\garry.bsp" "C:\Steam\steamapps\common\Half-Life 2\hl2\maps\garry.bsp"

** Executing...
** Command: "C:\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Steam\steamapps\common\Half-Life 2\hl2" +map "garry"

`

I'm not good at this but I'm mighty sure this isn't how it's supposed to look like.

EDIT:
I tried again but now it looks like this
`
** Executing...
** Command: "C:\Steam\steamapps\common\SourceSDK\bin\ep1\bin\cstbsp.exe"
** Parameters: -game "C:\Steam\steamapps\common\Half-Life 2\hl2" "c:\steam\steamapps\common\half-life 2\hl2\maps\barrholm"

----- Binary Space Partition and Calculated Subtractive Geometry ----

Custom Source Tools 1.0.1
Built by Adam 'amckern' McKern on (Jul 29 2005)
Please submit Bugs or Ideas to amckern@yahoo.com
CST Based on code by, Valve Software LLC

Common Complie errors can be found at http://www.interlopers.net/errors/errors.php
Place Your Own Information Banner Here - Contact Adam McKern on amckern@yahoo.com for more information

6 threads
Can't find steam app user info.

** Executing...
** Command: "C:\Steam\steamapps\common\SourceSDK\bin\ep1\bin\cstvis.exe"
** Parameters: -fast -game "C:\Steam\steamapps\common\Half-Life 2\hl2" "c:\steam\steamapps\common\half-life 2\hl2\maps\barrholm"

----- Visibility Calculator ----

Custom Source Tools 1.0.1
Built by Adam 'amckern' McKern on (Jul 29 2005)
Please submit Bugs or Ideas to amckern@yahoo.com
CST Based on code by, Valve Software LLC

Common Complie errors can be found at http://www.interlopers.net/errors/errors.php
Place Your Own Information Banner Here - Contact Adam McKern on amckern@yahoo.com for more information

fastvis = true
Can't find steam app user info.

** Executing...
** Command: "C:\Steam\steamapps\common\SourceSDK\bin\ep1\bin\cstrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Steam\steamapps\common\Half-Life 2\hl2" "c:\steam\steamapps\common\half-life 2\hl2\maps\barrholm"

----- Radiosity Simulator ----

Custom Source Tools 1.0.1
Built by Adam 'amckern' McKern on (Jul 29 2005)
Please submit Bugs or Ideas to amckern@yahoo.com
CST Based on code by, Valve Software LLC

Common Complie errors can be found at http://www.interlopers.net/errors/errors.php
Place Your Own Information Banner Here - Contact Adam McKern on amckern@yahoo.com for more information

6 threads
Can't find steam app user info.

** Executing...
** Command: Copy File
** Parameters: "c:\steam\steamapps\common\half-life 2\hl2\maps\barrholm.bsp" "C:\Steam\steamapps\common\Half-Life 2\hl2\maps\barrholm.bsp"

** Executing...
** Command: "C:\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -allowdebug -game "C:\Steam\steamapps\common\Half-Life 2\hl2" +map "barrholm"`

EDIT:
I've done the SteamAppData technique and I'm actually getting somewhere now. Now there's millions of numbers being printed in the process window.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-07-28 07:54:46 UTC
in HL2x Custom Maps Post #342925
I actually did try those but I don't know if it works on the new hammer. I don't know if the setup is different than the actual ones.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-07-19 10:41:24 UTC
in HL2x Custom Maps Post #342878
Well I've gotten it to work yesterday, (Visual Studio and the compiling) but now I need some old Source Tools to make custom maps for it.

The original (OG) Xbox version has an old Source build and I can't run newer maps with the technique I'm using.

HL2XMod

EDIT:
My Play
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-07-17 11:45:01 UTC
in HL2x Custom Maps Post #342871
Also this should probably be a journal post rather than a thread.
Right

I will try Visual Studio, but I can't say that it'll be a success for me. I don't even know if it's free cause the one I had is a trial version. Might check it out.

And sorry for putting out an asian version of GitHub, I just had some issues that time.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-07-16 16:32:34 UTC
in HL2x Custom Maps Post #342867
I have gotten into modding Half-Life 2 for the original Xbox but it requires compiling a GitHub project. (Something that I can't do)

I seriously hope it'll work with new maps. Someone seemed to do this with ease.
Sorry for hurrying but I don't have enough time for long speeches currently.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-05-30 11:51:05 UTC
in Post your screenshots! WIP thread Post #342673
I'm so excited since I also got a lovely new member in my mod team now. ^^
You mean me?
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-05-12 13:26:16 UTC
in Hello Everyone Post #342604
I have successfully changed the music on Xbox Morrowind to HL2 tracks and got some major steps forward with Xbox homebrewing.

I do believe I can stay and try developing a total conversion home-brew using the Half-Life 1 on Xbox engine. If I can get to know how to get the game start. I can just change the Config file to lower quality so it actually runs? (Anyone who have tested out the home-brew would know)

I'm still a developer.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-05-12 08:31:26 UTC
in Hello Everyone Post #342601
I just want to say that I quit gaming and that I don't want to be around here anymore cause the only reason I'm here is to learn things. However I never did learn and I'm only disappointing everyone here so I call it an "end to all this uselessness".

If there's a way for me to deactivate manually then I would be happy to know how. I just can't do this anymore.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-04-01 14:29:29 UTC
in Post your screenshots! WIP thread Post #342381
Wouldn't you work in the Cafu engine instead? To make it look more complete?
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-04-01 08:53:17 UTC
in Post your screenshots! WIP thread Post #342374
( Guess the engine and you'll get a cookie. :) )
Doom 3's engine?
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-03-10 08:13:37 UTC
in Half-Life 2 Mod as a homebrew Post #342211
Could you link some of the HL2 mods you've already made, out of curiosity?
I do not care if that was a joke
The Xbox engine uses mostly the same formats as the PC version but textures are different and as far as I know there is no tool to convert to a .xtf file. Also, the gameplay is built into a monolithic binary with the engine I think so you probably can't change the code.
Oh. Oh well, I just made my first 3DS application so it doesn't matter. It actually is easier to make an official 3DS game now so I will probably not bother with homebrewing for now. (But I can't promise that)
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-03-09 19:17:24 UTC
in Half-Life 2 Mod as a homebrew Post #342198
Gotten over my depression. Now on to something like this.

My first idea where to make a Morrowind TC on the Xbox but that would be too much work in-front of a PC. So then (Or recently) I got the idea to make a Half-Life 2 mod for the original Xbox version. Making mods on the PC is just not enough to fuel me cause it's too easy. I know homebrewing is hard but I figured how to make a Quake mod for the PSP so I can just guess that what to do is-

Take an ISO of Half-Life 2 for the Xbox and tear it open.
Put custom resources inside it like maps and such.
Put it together and learn how to make a homebrew out of it.

If HL1 on the Playstation 2 where moddable (Handicap Slaughter) then it could be hinted that HL2 could be that too. It is Valve after all and they wouldn't just let that opportunity just go to waste. It'll be an achievement to make an Xbox mod but I am confident that it could work. All I'm asking for now is for some pushes forward the right direction. I can try out modding the HL1 homebrew but I still couldn't get it to work.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-19 15:45:26 UTC
in Singleplayer multiplayer Post #342059
Posted 5 years ago2019-02-17 21:03:29 UTC
in Post your screenshots! WIP thread Post #342054
Hats off... Admer has come
He has a-lot of come to deliver
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-16 18:46:25 UTC
in 3DS Half-Life Post #342040
Still. There's enough of the same formula as it is. It has been milked too much and people need to get into other genres. At-least what I think.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-16 18:06:29 UTC
in 3DS Half-Life Post #342038
Okay.

I have come to the conclusion that first person shooters don't work on consoles (and that fps games ruined gaming) so I will make Half-Life 3DS more different.

No more first person.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-05 07:04:45 UTC
in HL1 Machinima Post #341968
Okay, I should start with a Goldsource machinima first. Cause I get to know it better now. Thank you Guilty Spark.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-03 16:54:07 UTC
in HL1 Machinima Post #341945
I am actually also working on some maps. However the process is extremely slow and barely even there.
I should try harder.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-03 16:43:02 UTC
in HL1 Machinima Post #341943
Success! (Kinda) I have made the player model have the Stripped Combine model now! Except it isn't animated in third person. Hope that it was just in the third person perspective.
Here's a jpregnantHere's a jpregnant
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-02-02 15:41:55 UTC
in HL1 Machinima Post #341925
If someone wants to join in then you would probably get Xash3D cause the computer I use only has it for GoldSource stuff. (Except if the internet between the engines are the same)

But to be fair, I would rather use my HL2 mod for the machinima because then it'll be used for something. But first I must figure out how to make the player models work.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2019-01-31 17:33:23 UTC
in HL1 Machinima Post #341896
Anyone who doesn't know will be informed that I will make a short Half-Life 1 video with some people. Or this thread is dedicated to get some people for it. This is the first time that I'm doing this but I do know that the camera is a player who holds nothing at all and are recording things with fraps. I can (Perhaps) be the cameraman or I can be an actor. The script is still in work, but let's just say that before it's done, let's just talk about it.

And another thing. If I can get it to work. I would want to make a machinima in my HappyFaces mod instead. But first I must figure out how to put the Stripped Combine player model from Gmod to work on the mod and I also need to know how to make so that players can tint their character's color in the settings.

Anyone is welcome to help with the video. It hasn't started yet so welcome aboard.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-28 13:16:42 UTC
in Singleplayer multiplayer Post #341499
Maybe this work better in a mod. I'll be releasing a 2006 mod (Which actually works) and test it out there.

EDIT: I have gotten to know how to put buttons on the main menu. I've put a "server" and "create server" button there and the Create Server panel are missing server options.

I can possibly figure this out. But help is appreciated.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-26 11:07:28 UTC
in Singleplayer multiplayer Post #341489
I am going to test this multiplayer trick in Half-Life 2 and need some volunteering players. The Script from the Banana Website

STATUS: CLOSED

Server info :: IP is 192.168.1.140
I am currently downloading the 2013 SDK (Which would take awhile on this old computer that I use) so the 2007 base is the best bet to use for this game.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-23 16:32:36 UTC
in The Cafu Engine Post #341483
I've read that the engine could run Doom 3 maps but I'm not sure if it was correct. The map on the image is a tech demo though.

EDIT: Haven't gotten custom games to work yet. Cause I have no idea how to compile something.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-22 18:30:17 UTC
in The Cafu Engine Post #341478
Sorry, I've thought that everyone can look it up themselves.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-22 15:59:18 UTC
in The Cafu Engine Post #341476
While I was searching for an engine that I can use to homebrew the Xbox 360, I've come across an unfinished game engine called "Cafu".

It uses Half-Life MDL files and are quite easy to use. (At-least what it had is easy to use)
User posted image
User posted image
User posted image
User posted image
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I grew a huge interest in it, but alas it was REALLY unfinished so I couldn't do that much in it. I would want you guys to try it out because it's actually quite good. I know you people won't try to finish it so I won't bother with begging for a finished engine. But I would want to start some conversations involving this engine.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-07 10:02:42 UTC
in Revert3D Post #341400
I didn't mean to throw everyone's advices away. I just didn't know better. If they matter so much then I'll stick to some small projects. This Revert3D one isn't supposed to be so big cause the engine isn't even finished.

So I'll try that one out. However it's far away from my job (Which I am in right now) so It'll be when I get home.

And if Rack77 needs to be made. Then I'll make sure that it will be made one day.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-06 14:42:22 UTC
in Revert3D Post #341395
(It's necro-posting, but it's better than making a new thread)
(Besides I am the thread's creator)

I have a request. Can someone with an old computer OR an old OS test this engine and see if you would want to work on completing it? Or at-least learn how scripting in it works. Cause I would really want someone to learn me it.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-06 13:34:35 UTC
in Rack77 Post #341394
To say the truth the map that the basement is located at where just a small test map.

But. Yeah actually I will detail it more now when you say it.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-05 17:10:23 UTC
in Rack77 Post #341389
A small house's basementA small house's basement
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-12-01 08:13:25 UTC
in Got better Post #341367
I mean I never did ragdolls before. But Now I am more confident and capable so I'll try better now.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-11-29 11:14:25 UTC
in Got better Post #341347
I where unable to work on some Gmod models because I don't know how to do ragdolls the correct way.

Do I really deserve this much ignorance?
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-11-27 14:27:17 UTC
in Got better Post #341334
(Posting this on my Mac. And I've figured out what my old Gmail's password was so now I'm less isolated from it)

I think that the problem isn't the gameinfo.txt file being wrong, but that it's Hammer that isn't functioning well.

EDIT: I am working on some Gmod models. Expect screenshots.
Screamernail ScreamernailYour personal Fear
Posted 5 years ago2018-11-25 15:24:23 UTC
in 3DS Half-Life Post #341322
Some help here? I want some influence.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-15 16:50:40 UTC
in 3DS Half-Life Post #341249
PC's community is also a mockery. That's why I'm making 3DS games rather than computer games.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-15 16:12:56 UTC
in 3DS Half-Life Post #341247
I'm not gonna port the actual game like a homebrew. I am gonna make a different, more fitting version for the console in Unity.

It's called "Small Half-Life" for now and are gonna be more different then the actual.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-13 21:00:52 UTC
in 3DS Half-Life Post #341238
So I've been asking in the Nintendo Developer forums about how much the 3DS can handle. They said that it could handle AvP2, or at-least most of it and said it was "doable" in the 3DS. I've come up with an idea about Half-Life on the 3DS, using Unity or OpenGL. (If OpenGL works that is)

As a developer, homebrewing isn't required/an option so I might just build a more simple HL game for the console to spare time. The 3DS isn't as weak as I thought, but hard to make games for.

So what do you people say about this? Any tips even?
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-12 18:28:00 UTC
in Got better Post #341237
Okay let's go over to Gmod ragdolling. How do I make one? I did do a test model.

Can I use custom bone names to make it easier to work with or must they be specific? I couldn't decompile a Barney model so that doesn't work.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-07 15:23:59 UTC
in Got better Post #341213
Have you launched hammer.bat first, instead of the .exe?
Should I have done that? I don't see any changes.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-04 14:24:38 UTC
in Got better Post #341180
:(
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-11-03 16:13:21 UTC
in Got better Post #341157
Okay. I got over the drama now and ready to learn.

My hammer doesn't work. I didn't use the SDK but the bin version and it still doesn't work because it say's that the gameinfo file is missing. What to do?

Another note. I have started on making Gmod models and want some tips about bones. The bones have my own names and the mesh and texturing are simple cause I want to use the models for myself. I made a test character which needs bones. Do I need to know something? (And no I'm unable to decompile an already existing model because I don't know why it don't work)
Screamernail ScreamernailYour personal Fear