Forum posts

Posted 5 months ago2024-06-13 02:34:15 UTC
in Playermodel hovering Post #348873
wdym 63? did you changed the height of the model? he said to shift the origin of the model. you do that with the qc command $origin 0 0 -36 (can't remember positive or negative), or just use HLAM's transform tool. use trial and error until you get it right, basically.
Posted 5 months ago2024-06-12 23:34:25 UTC
in Playermodel hovering Post #348872
Just changed it, from 63 to 36, but it doesn´t seem to work.
Posted 5 months ago2024-06-12 07:50:31 UTC
in Playermodel hovering Post #348871
When you made the model replacement, did you shift the origin up to the center (36 units up from the bottom of the model)?

Most prop and monster models have the origin placed at the bottom/feet, but playermodels specifically has the origin at the center of the player bounds.
Posted 5 months ago2024-06-11 20:17:45 UTC
in My tripmines does not explode by gargantuan ??? Post #348870
Could you post your entity setup?
A quick solution would be to force the player to advance, and then make the explosions timed or triggered.
Posted 5 months ago2024-06-11 19:56:18 UTC
in Playermodel hovering Post #348869
Edited a model, and replaced the playermodel, everything works fine, but the model seems to dislike the ground. The model is made as a test, and only the movement animations (run, walk, etc.) were replaced. Here are the files.
Screenshot
Posted 5 months ago2024-06-11 18:45:40 UTC
in Suddenly get "Map change failed" Post #348868
I get the error when having some water in my func_details

My other normal func_details doesnt cause this

So weird :/ hahah
I am making a secton where you gotta run around around boxes+pillars and put up tripmines to kill a gargantuan.

But the tripmines doesnt even explode! (except when the player runs into them, then they explode)

The garg just runs through the blue laser sensors as if they were nothing :/

Whats the isue ?
I wanna do a Serious Sam-ish scenario.

After killing all enemies in a room, a door opens.

I have set Trigger Condition "death" on all enemies, to a Multisource that should open the door when all are dead.

Problem is, the door opens already after the first enemy dies....????

How can I make this work?
Posted 5 months ago2024-06-10 18:24:55 UTC
in trigger_push while holding a button? :D Post #348864
Opps, should be in HL Engine section haha

Mod please move if possible :D
Posted 5 months ago2024-06-10 17:25:15 UTC
in Car™️ Post #348863
Neat. I never considered to do it like this. Always thinking to complex at my end. Simple and swift work.
Posted 5 months ago2024-06-10 17:21:03 UTC
in Suddenly get "Map change failed" Post #348862
Check whether you're really compiling the map into the right mod folder. Check whether your Level Editor is really launching the correct mod folder. It always is the reason why these things happen. You may have checked a 100 times but eventually it comes down to a small typo like an accidentally added space-bar for example.

Load your mod manually and launch the map manually. Go check inside your maps folder whether your map is present in it and also check when the file was last modified. If you just compiled the map but the last modification was like 3 hours ago then you know that your map isn't either
A. compiling properly
B. Landing somewhere else

Ah you solved it, wonderful.

Func_Details shouldn't be causing this. I can't imagine that this is/was the true cause behind your problems.
Posted 5 months ago2024-06-10 17:19:17 UTC
in Suddenly get "Map change failed" Post #348861
Hmm, I removed all func_details and now it works.

Why is func_details crashing my map? :/
Posted 5 months ago2024-06-10 17:05:28 UTC
in Suddenly get "Map change failed" Post #348860
Been working on a map without any issues since yesterday.

Until just now.

Started getting this message right now:

"Console initialized.
Base networking initialized.
"sv_cheats" changed to "1"
Initializing deltas
Protocol version 48
Exe version 1.1.2.2 (valve)
Exe build: 12:23:38 Dec 22 2023 (9920)
128.0 Mb heap
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 950M/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 461.72
GL_SIZES: r:8 g:8 b:8 a:0 depth:24
ARB Multitexture extensions found.
4 texture units. Detail texture supported.
Sound Initialization
Set primary sound buffer format: yes
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Loaded library demoplayer.dll.
Loaded library core.dll.
Creating fake network channel.
Loaded library core.dll.
DemoPlayer module initialized.
Parsed 160 text messages
WARNING: failed to locate sequence file global
OnNewUrlLaunchParameters
execing hw/geforce.cfg
execing valve.rc
execing language.cfg
execing controller.cfg
execing autoexec.cfg
execing violence.cfg
execing controller.cfg
execing controller.cfg
execing hw/geforce.cfg
execing config.cfg
execing controller.cfg

Adding: valve/dlls\hl.dll
Dll loaded for mod Half-Life
execing skill.cfg
map change failed: 'Stuff1' not found on server."
Posted 5 months ago2024-06-10 13:18:26 UTC
in trigger_push while holding a button? :D Post #348859
I want to make a trigger_push (simulating waterflow) that is activited while HOLDING a button.

Right now I can toggle it on and off, but for my map purpose holding it would be better.

How do I make the trigger_push only work while HOLDING a button?

This could be helpful for other things like rotating a wheel to rotate some platform that then returns to position when not rotating anymore for example?
Posted 5 months ago2024-06-10 09:12:02 UTC
in What was this mod? Post #348858
I think the mod might be Paranoia. It featured unique weapons, including a powerful cannon, and allowed players to summon creatures.
But as you described I found it interesting. I am also going to try this, at least once.
Posted 5 months ago2024-06-08 09:22:05 UTC
in Car™️ Post #348857
Don't worry, everyone starts somewhere! With more practice, you'll definitely get faster. Just keep at it and you'll see improvement soon
Posted 5 months ago2024-06-07 00:52:39 UTC
in What was this mod? Post #348856
back in the day, I used to play a half-life mod that included the ability to summon xen creatures like gargantua, headcrab etc. using snarks in multiplayer. The mod also featured modified weapons which also included a camera controlled nuclear RPG. Does anyone know of such mod? thanks a ton in advance.
Posted 5 months ago2024-06-06 09:11:01 UTC
in Hurt trigger in map changes gravity!!! Post #348855
I am getting confused about the discussion, can anyone explain?
Posted 5 months ago2024-06-05 17:50:29 UTC
in Car™️ Post #348854
I know its sped up, it's that im bad enough to find 10 minutes impressive
Posted 5 months ago2024-06-05 16:02:12 UTC
in Half-Life Featureful SDK Post #348853
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-06-05

Changelog

Player inventory items

A simple player inventory system has been implemented.

Configurable armor strength

The global armor strength for the mod now can be configured via sk_plr_armor_strength skill value. Default armor strength in Half-Life is 2 i.e. one armor point has the same value as 2 health points when player takes damage.

The armor strength can also be changed dynamically via game_player_settings.

Entities

  • Added player_deployweapon - make a player deploy the specified weapon (if player has it).
  • Added Do Save and Player can't use spawnflags for cycler_sprite.
  • Added player_inventory to do opertions on the player's inventory items.
  • Added player_hasinventory to test if player has a specified inventory item.
  • player_calc_ratio now can count inventory items as well (if Calc Param Type is set to Inventory item count and the Inventory item name is specified).

Bugfixes

  • Fixed particle_shooter save-restore.
Posted 5 months ago2024-06-05 12:47:19 UTC
in Is GoldSource still cool Post #348852
Yes, this is a masterpiece.
Posted 5 months ago2024-06-04 22:20:57 UTC
in I made a wad but some textures don't show up. Post #348851
Is the valve/aleph.wad the same WAD package that has been updated, or is your Game Configuration in JACK pointing to a different WAD file?
Posted 5 months ago2024-06-03 14:06:24 UTC
in I made a wad but some textures don't show up. Post #348850
User posted image
https://imgur.com/a/w-SrK4D3I

What is the problem here? Also yes I didn't update it for jackhammer but those textures still weren't there even after i tried multiple times. (specifically the checkerboard textures and some marble textures)
Posted 5 months ago2024-06-02 08:13:50 UTC
in why decals doesnt show up Post #348849
Both the Apply Decals tool and the infodecal entity it creates can only use textures from decals.wad. Any other textures won't work.

To create signs using textures from any other WAD, such as halflife.wad, you can instead create a very thin brush with the chosen texture and tie it to func_detail.
User posted image
Set the Passable (zhlt_noclip) keyvalue to Yes (1) and then the player won't be able to collide with it.
Posted 5 months ago2024-06-01 22:42:15 UTC
in why decals doesnt show up Post #348848
In editor
User posted image
In game
User posted image
it doesnt error when compiling btw
Posted 5 months ago2024-06-01 21:13:24 UTC
in How do i run a map Post #348847
Congrats! 🥳

Keep it up!
Posted 5 months ago2024-06-01 19:46:53 UTC
in the hud doesnt show up Post #348846
If the hud does not appear when you open a map, especially in single player mode, you need to wear the HEV suit (due to game mechanics).
You can equip it by typing sv_cheats 1;give item_suit in the console.

If the hud does not appear in multiplayer (or even if you equip the HEV suit), type hud_draw 1 into the console.

If you are making a map, you must place at least one item_suit entity on your map.
[-TR-] 3mirG [-TR-] 3mirGThe Turkish Half-Life modder.
Posted 5 months ago2024-06-01 18:01:39 UTC
in the hud doesnt show up Post #348845
the half-life hud (Health, Ammo, the weapon selection menu) doesnt appear on screen. i need some sort of entity that manage the hud?
Posted 5 months ago2024-06-01 15:52:07 UTC
in How do i run a map Post #348844
Thats was the problem the whole time! Thank you so much!
User posted image
My first room, finally rendered
Posted 5 months ago2024-06-01 15:24:05 UTC
in How do i run a map Post #348843
The compile tools are fine, the Run Dialogue are finding them and launching them without issue, as you can see from the compile log (again, you should read it).

The problem now, as you can easily find by reading the compile log, is that the WAD file /Users/marii/Documents/1compiletools/tools/sdhlt.wad is not found. You should change the entry for this WAD in the Game Configuration, to point to its location on the X:/ drive.
Posted 5 months ago2024-06-01 14:56:50 UTC
in How do i run a map Post #348842
thanks now i fixed but now the old error:

** Executing...
** Command: Change Directory
** Parameters: X:/SteamLibrary/steamapps/common/Half-Life/valve

** Executing...
** Command: X:/J.A.C.K/halflife/hlcsg.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: X:/J.A.C.K/halflife/hlcsg.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low -wadautodetect
Entering X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.00 seconds)
CSGBrush:
(0.01 seconds)

Error: Could not open wad file /Users/marii/Documents/1compiletools/tools/sdhlt.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

----- END hlcsg -----

** Executing...
** Command: X:/J.A.C.K/halflife/hlbsp.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
hlbsp v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: X:/J.A.C.K/halflife/hlbsp.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low -chart
There was a problem compiling the map.
Check the file X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.log for the cause.
----- END hlbsp -----

** Executing...
** Command: X:/J.A.C.K/halflife/hlvis.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
hlvis v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: X:/J.A.C.K/halflife/hlvis.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low
There was a problem compiling the map.
Check the file X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.log for the cause.
----- END hlvis -----

** Executing...
** Command: X:/J.A.C.K/halflife/hlrad.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
hlrad v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: X:/J.A.C.K/halflife/hlrad.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low
There was a problem compiling the map.
Check the file X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.log for the cause.
----- END hlrad -----

** Executing...
** Command: Change Directory
** Parameters: X:/SteamLibrary/steamapps/common/Half-Life

** Executing...
** Command: X:/SteamLibrary/steamapps/common/Half-Life/hl.exe
** Parameters: -console -dev +map gordonfreeman

i moved the compile files to the X driver, i changed the path that is suposed to follow, and EVEN copied the files to the X driver, and leaving a copy on the C driver, that is where is literally reading, but still doesnt read. it should read in the X driver but reads the ones in the C driver, which are in the correct path (Documents/1compiletools/tools) and STILL it doesnt found it?

I think i just gonna search another editor that works properly. any suggestions?
Posted 5 months ago2024-06-01 05:54:17 UTC
in How do i run a map Post #348841
you didn't update the Build Programs paths
User posted image
As someone from the 90s with entrenched knowledge of paths and folder structures idk how to unlearn 20+ years of arcane knowledge and approach it as a newbie. Perhaps this video might help. I sure hope it does. If not you might have to search YouTube for the topic until you find something that clicks.
Posted 5 months ago2024-06-01 05:45:29 UTC
in How do I rotate sprites? Post #348840
To add, there's a sneaky hanky panky going on with roll values that's relevant for oriented type. If Roll is 0 then Yaw and Roll will get swapped. Therefore Roll needs to be non-zero eg 360.

Everything is documented in the wiki page for env_sprite.
Posted 5 months ago2024-06-01 01:06:11 UTC
in How do i run a map Post #348839
Thanks Erty!

i moved the compile tools to the X driver, but now another error appears:

** Executing...
** Command: Change Directory
** Parameters: X:/SteamLibrary/steamapps/common/Half-Life/valve

** Executing...
** Command: C:/Users/marii/Documents/1compiletools/tools/sdHLCSG.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
  • Could not execute the command:
C:/Users/marii/Documents/1compiletools/tools/sdHLCSG.exe "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
  • Windows gave the error message:
"El sistema no puede encontrar la ruta especificada."

i did what you said (Read the error part), and idk why: 1) it still reads the compile tools in the C driver, though i changed the JACK game data file to read the new route and 2) why it doesnt read the map files which are “gordonfreeman”, since there are in the route thats reading

this are the map files
User posted image
]}

and this is where i put my compile tools
User posted image
Posted 5 months ago2024-05-31 21:11:26 UTC
in How do i run a map Post #348838
Hi, and welcome to TWHL!

Please don't be intimidated by the compile log, it has a lot of useful information about the compile process and learning how to read it will be very helpful in the long run.
If you look near the end of the log, you will see the text
"There was a problem compiling the map."

When you see that, or a BSP was for some reason not produced, open the compile log in a text editor and search for the keyword "Error".
Compile logs like this will produce lines starting with "Error: " that will tell you what went wrong and oftentimes how to fix it.

Try it out yourself before continuing.

In this case the error is:

Error: Could not open wad file /Users/marii/Documents/1compiletools/tools/sdhlt.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

Unfortunately this one can be a bit cryptic. I noticed your compile tools and game directories are in two different drives (C:\ and X:\). The compile tools tend to have issues with finding files that are on a different drive, so I recommend moving the compile tools to the same drive as the game installation.
Posted 5 months ago2024-05-31 19:58:22 UTC
in How do i run a map Post #348837
Sounds easy to answer, but when i tried to run my first map (Made in JackHammer) it says "map change failed: 'gordonfreeman' not found on server"
Can someone help one?

btw this is what the compile process window says when compiling:

** Executing...
** Command: Change Directory
** Parameters: X:/SteamLibrary/steamapps/common/Half-Life/valve

** Executing...
** Command: C:/Users/marii/Documents/1compiletools/tools/sdHLCSG.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
sdHLCSG v1.1.2 (Sep 9 2022)
seedee's Half-Life Compilation Tools
Based on code modifications by Sean 'Zoner' Cavanaugh and Vluzacn
Based on Valve's version, modified with permission.
Submit detailed bug reports to (github.com/seedee/SDHLT/issues)
----- BEGIN sdHLCSG -----
Command line: C:/Users/marii/Documents/1compiletools/tools/sdHLCSG.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low
Entering X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.map

Current sdHLCSG Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ on ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]
world extent [ 65536 ] [ 65536 ]

Using mapfile wad configuration
Wadinclude list :
[sdhlt.wad]

CreateBrush:
(0.00 seconds)
CSGBrush:
(0.01 seconds)

Error: Could not open wad file /Users/marii/Documents/1compiletools/tools/sdhlt.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

----- END sdHLCSG -----

** Executing...
** Command: C:/Users/marii/Documents/1compiletools/tools/sdHLBSP.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
sdHLBSP v1.1.2 (Sep 9 2022)
seedee's Half-Life Compilation Tools
Based on code modifications by Sean 'Zoner' Cavanaugh and Vluzacn
Based on Valve's version, modified with permission.
Submit detailed bug reports to (github.com/seedee/SDHLT/issues)
----- BEGIN sdHLBSP -----
Command line: C:/Users/marii/Documents/1compiletools/tools/sdHLBSP.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low
There was a problem compiling the map.
Check the file X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.log for the cause.
----- END sdHLBSP -----

** Executing...
** Command: C:/Users/marii/Documents/1compiletools/tools/sdHLVIS.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
sdHLVIS v1.1.2 (Sep 9 2022)
seedee's Half-Life Compilation Tools
Based on code modifications by Sean 'Zoner' Cavanaugh and Vluzacn
Based on Valve's version, modified with permission.
Submit detailed bug reports to (github.com/seedee/SDHLT/issues)
----- BEGIN sdHLVIS -----
Command line: C:/Users/marii/Documents/1compiletools/tools/sdHLVIS.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low
There was a problem compiling the map.
Check the file X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.log for the cause.
----- END sdHLVIS -----

** Executing...
** Command: C:/Users/marii/Documents/1compiletools/tools/sdHLRAD.exe
** Parameters: "X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman"
sdHLRAD v1.1.2 (Sep 9 2022)
seedee's Half-Life Compilation Tools
Based on code modifications by Sean 'Zoner' Cavanaugh and Vluzacn
Based on Valve's version, modified with permission.
Submit detailed bug reports to (github.com/seedee/SDHLT/issues)
----- BEGIN sdHLRAD -----
Command line: C:/Users/marii/Documents/1compiletools/tools/sdHLRAD.exe X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman
Arguments: X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman -low
There was a problem compiling the map.
Check the file X:\SteamLibrary\steamapps\common\Half-Life\valve\maps\gordonfreeman.log for the cause.
----- END sdHLRAD -----

** Executing...
** Command: Change Directory
** Parameters: X:/SteamLibrary/steamapps/common/Half-Life

** Executing...
** Command: X:/SteamLibrary/steamapps/common/Half-Life/hl.exe
** Parameters: -console -dev +map gordonfreeman
Posted 5 months ago2024-05-31 16:02:30 UTC
in How do I rotate sprites? Post #348836
Most sprites in GoldSrc already automatically rotate on their own, to face the player camera. This is known as Parallel Orientation. It is one of 5 Orientation types:
  • Parallel - Most common default type; image always faces camera
  • Parallel Upright - Locked to z-axis so only rotates to face camera (best for things that need to be placed on ground, for example trees or fire effect)
  • Oriented - Does not rotate to camera; has a fixed orientation defined in hammer (not for use with env_glow)
  • Parallel Oriented - Faces camera just like Parallel but can be rotated in hammer (not for use with env_glow)
  • Facing Upright - Lesser used mode that works just like Parallel upright, but rotation aligns with player origin instead of camera. (can be buggy at close distances, would only recommend for a specific effect)
- From The303's GoldSrc Sprite Tutorial
What you might want to use is the Oriented type. In vanilla HL1 you're not able to set a sprite's Orientation type through mapping, it must be done by editing the sprite file itself. You can use Half-Life Texture Tools to do this, either when creating a new sprite or when editing an existing one.

After that the sprite will obey the Entity Attribute: Pitch Yaw Roll (angles) keyvalue.
Posted 5 months ago2024-05-29 20:47:03 UTC
in How do I rotate sprites? Post #348835
I've released the source code for 4 prototypes originally developed for Half-Life Asset Manager: https://github.com/twhl-community/HLAM-prototypes
Posted 5 months ago2024-05-28 01:28:03 UTC
in HL custom entity/NPC AI can't walk/run Post #348833
i think its fine, once i have the spikes coded i think it will behave the way intended. thanks!
Posted 5 months ago2024-05-27 21:21:06 UTC
in HL custom entity/NPC AI can't walk/run Post #348832
Good job. I'm glad you figured it out. At present judging by the video the drone is still somewhat slower than in other importations that make use of it.
Posted 5 months ago2024-05-27 21:18:01 UTC
in Is it possible to play vox sentences individually? Post #348831
Glad to see you still around Awkook. :)

@SirCobalt. Best you join Discord to get realtime help and an exchange of knowledge.
Posted 5 months ago2024-05-27 19:26:04 UTC
in Is it possible to play vox sentences individually? Post #348830
Is the "!" prefix just telling the entities (ambient_generic and scripted_sentence) to look in the sentences.txt file?
awkook awkookaka vhetutor
Posted 5 months ago2024-05-26 22:07:19 UTC
in HL custom entity/NPC AI can't walk/run Post #348828
-------SOLVED-----
SOLVED ISSUE
I figured it out!

what i think was happening is that i havent coded in its ranged "spike" attack yet and its trying to do that but cant, and since im in range that method is taking precedence over the walking or chasing method.

once i comment out the range attack then he chases!
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist )
{
.................
/*if ( m_afCapability & bits_CAP_RANGE_ATTACK1 )
{
if ( CheckRangeAttack1 ( flDot, flDist ) )
SetConditions( bits_COND_CAN_RANGE_ATTACK1 );
}
if ( m_afCapability & bits_CAP_RANGE_ATTACK2 )
{
if ( CheckRangeAttack2 ( flDot, flDist ) )
SetConditions( bits_COND_CAN_RANGE_ATTACK2 );
}*/
if ( m_afCapability & bits_CAP_MELEE_ATTACK1 )
{
if ( CheckMeleeAttack1 ( flDot, flDist ) )
SetConditions( bits_COND_CAN_MELEE_ATTACK1 );
}
if ( m_afCapability & bits_CAP_MELEE_ATTACK2 )
{
if ( CheckMeleeAttack2 ( flDot, flDist ) )
SetConditions( bits_COND_CAN_MELEE_ATTACK2 );
}
}
I had no idea you could do that. It works, thanks.
Posted 5 months ago2024-05-25 06:11:08 UTC
in Is it possible to play vox sentences individually? Post #348826
have you tried ambient_generic where the WAV value is an entry id from sentences.txt prefixed with !?

e.g. in sentences.txt there's:
C2A2_launch (p50) deeoo deeoo deeoo (p100) satellite launch system activated. five deeoo(p50) four deeoo(p51) three deeoo(p52) two deeoo(p53) one deeoo(p54) launch is go
then in the ambient_generic:
  • "WAV Name" (message) = !C2A2_launch
  • Flags:
    • ☑ Play Everywhere
    • ☑ Start Silent
    • ☑ Not Toggled
Posted 5 months ago2024-05-24 23:13:54 UTC
in Half-Life Featureful SDK Post #348825
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-05-24

Changelog

Warpball templates

Warpball templates for monstermakers are now defined in the templates/warpball.json file. The old entity-based approach is still working but now is considered deprecated.

Configuring save titles

The save titles (the ones shown in the Load game menu) are now configurable via external file save_titles.txt (in original Half-Life they're hardcoded in the engine).

Entities

  • Added player_capabilities - allows to disable/enable player's capabilities such as jumping, crouching, attacking and using (+use).
  • Added player_speed - allows to change the maximum player speed.
  • trigger_configure_monster now can dynamically change the monster's blood color.
  • Add Ignored by classify parameter for monsters. E.g. one may set barney to be ignored by Alien prey class (which headcrabs belong to), so headcrabs won't see barney as an enemy while barney will still shoot them.

New configurable features

  • dying_monsters_block_player - whether monsters block player movement while in dying animation. This is standard Half-Life behavior which becomes problematic when the dying animation is too long (e.g. bullsquid's one). This is standard Half-Life behavior which becomes problematic when the dying animation is too long (e.g. bullsquid's one).
  • player_maxhealth and player_maxarmor to set the default maximum values for health and armor used in the mod. Alternative way is to set maxhealth and maxarmor in the map .cfg file. game_player_settings now also is capable of changing the maximum health and armor values.

Bugfixes

  • Fixed monsters sometimes not finding the nearest node when they're on stairs. This is a bug from original Half-Life. Whether the fix is applied depends on the value of findnearestnodefix cvar (set to 1 by default, which means the fix is enabled).

Codebase changes

  • ALLOC_STRING called on the same data won't request the string allocation again. Instead it will reuse the cached value if such string has been already allocated on the map.
  • UnpackRGB is now shared between client and server code. Added PackRGB.
Welp, I just researched it a little bit and I gave it a shot.

It streamlines creating mods for almost any valve game. I've setup my own test mod on top of MapBase in under 10 minutes. I doubt I could've done that without wasting a good hour on reading how to do this (I haven't been a regular mapper for years and wasn't really into modding so I've forgot a lot of details).

Here's proof:
User posted image
You can easily set background images (I've AI generated one for this) or map-based backgrounds.

This is how the main menu of the tool looks like:
User posted image
In the free version you can only access the mod assistance tab and the mapping assistance (which you could live without). So really, it's mostly just for the modding assistance.

Unfortunately, it is a bit buggy (some menus don't load unless you restart the app), and I despise the payment model. I'm not saying the author doesn't deserve to be paid for the work put into the tool - it's clearly a great modding assistance tool that Valve should've provided - but it's such a niche product that I don't think it deserves a subscription model...

All in all - it's a really great tool set back only by its payment model (imho). The author asks about 20$/year, but I think it should be a one time price.
Striker StrikerI forgot to check the oil pressure
Can you create custom sentences for the announcement system and have them activated at a specific time when triggered instead of randomly spoken by the speaker entity? While the answer is probably no, I'm not really in a position where I can create a wav file that has all the words I need in it and play it through an ambient_generic. It would be much more convenient to create custom sentences and play them individually somehow. I tried using a scripted_sentence but it didn't work.