Forum posts

Posted 11 months ago2023-12-22 20:30:26 UTC
in Is GoldSource still cool Post #348328
GoldSRC Forever
monster_urby monster_urbyGoldsourcerer
You don't need to keep posting one after another. This isn't Discord. Write everything you want to say in a single post. If you forgot to add something, just edit your post :P
How do you did the dead sitting scientist?
It's just a monster_scientist_dead in the sitting pose.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-22 16:38:29 UTC
in How write sprite path?!?!?!?!? Post #348319
Hammer is quite out of date and you should consider using JACK which DOES have file browsing for a lot of fields.

To answer your question however, sprites are in the sprites/ directory. There is no weapons/ directory

sprites/aexplo.spr
monster_urby monster_urbyGoldsourcerer
...At exactly 2024-01-03 23:59:59 UTC the form will disappear and the competition page will change to state that the competition is done and awaiting review.
monster_urby monster_urbyGoldsourcerer
January 3rd, 2024 is the last day that you can submit your entry. At exactly 2024-01-03 23:59:59 UTC the form will disappear and the competition page will change to state that the competition is done and awaiting review.
monster_urby monster_urbyGoldsourcerer
Thank you!

I'm not entering the competition though. I started working on a map for it, but I've decided to continue it as a single player map. I find that I prefer working on linear, single player maps.
monster_urby monster_urbyGoldsourcerer
Oh God! Stop spamming... You don't need to keep posting, I was asleep.

You need to select a blood texture and then use the decal tool to place decals, not env_blood.
User posted image
monster_urby monster_urbyGoldsourcerer
env_blood simulates an impact, similar to when an npc is shot or hit with the crowbar. It's not supposed to stick around for long. What is it you are trying to do?
monster_urby monster_urbyGoldsourcerer
monster_urby monster_urbyGoldsourcerer
Your mod directory should mimic the valve directory, but you only need to include files that you're actually replacing/using. You should add any custom models, sounds, etc to their respective folders. WAD files just go in the root directory.

Like so: Steam/common/Half-Life/mymodname/mytextures.wad

You do not need to copy over files from the valve/ directory if you're not replacing them. You also do not need to copy over cstrike/ files if you aren't using them.
monster_urby monster_urbyGoldsourcerer
Let me try and get this straight. You are making a Half-Life map using CS1.6 assets? In that case, these will need to be copied to your valve/ directory (or your mod directory if you're making a mod).
monster_urby monster_urbyGoldsourcerer
this layout should look pretty familiar to seasoned FPS veterans
It looks somewhat reminiscent of E1M1 but larger and linked up in different places.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-16 13:27:25 UTC
in Christmas Textures for HL1 Post #348245
You'd be hard pressed to find a .wad that specifically caters to Christmas theme unless you download a Christmas mod and use the included textures. Something like Santa's Revenge 1 and 2 or Christmas-Life. You'd have to credit the mod author if you used their textures though.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-13 14:52:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348231
You can edit your most recent post, Combined. No need to double or indeed triple post. :)
monster_urby monster_urbyGoldsourcerer
Better to guess high in that case. Check the sentence in sentences.txt and try to imagine the words being spoken in-game. For instance, sounding out the following line while watching the clock, I'd guess around three and a half seconds, rounded up to four.

HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik

One thing to remember at the end of the day, it's never going to be perfect (nor does it need to be) because different localisations use totally different formats. While the grunts and VOX system use single words in the English version, strung together in sentences.txt, other languages have standard lines. See the linked video below.

Check the VOX examples here.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-09 23:15:48 UTC
in Weird things happening to Half-Life 1 HUD Post #348180
Great!

FYI, if your mod isn't using custom sprites, you don't need to include them in your directory at all. No need to bloat the download file when it's done.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-09 23:07:41 UTC
in Weird things happening to Half-Life 1 HUD Post #348177
Does your mod have a sprites directory? Was it copied from valve before the update? If so then it's out of date and trying to reference sprites incorrectly. Replace or simply delete it.
monster_urby monster_urbyGoldsourcerer
You can't prove that a map I submit is not a map I made twenty years ago. It's especially true when the theme of this competition is so generic.
If you have a map you made twenty years ago that is up to scratch then by all means turn it in. Though I will say, a map made 20 years ago is probably going to be pretty shit considering the tools available at the time. Without making considerable changes, I doubt it would stand much chance against the entries made with the increased limitations, JACK/TrenchBroom and more modern compile tools.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-09 22:52:30 UTC
in Weird things happening to Half-Life 1 HUD Post #348174
The 25th Anniversary update for Half-Life messed with a few mods and there are newer hud sprites and layouts for higher resolutions. Does your base game work correctly? Does your mod have a sprites directory copied from the old valve directory (which you don't need if you're not modding the HUD by the way)
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-05 19:14:48 UTC
in Any Room suggestions for a Black Mesa Map? Post #348159
Not to be a dick, but if you can't think of anything at this stage then level design might not be your thing?

There are a lot of things to consider: What is the gameplay style you're going for? What is the player's ultimate goal in this area? Those two questions should drive what you make. Make a basic blockout that is fun to move around and fight in. Once you've nailed the feel, focus on making it resemble a place (don't worry TOO much about realism. Valve never did). Ask yourself, "What is the theme of this area?" Then you think about lighting and any scripting you need to sell that.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-02 21:00:03 UTC
in Bug with the "Pollen Sprites" around the entity Post #348136
Where exactly are you trying to place your headcrabs that this fix is necessary? The pollen sprite means an NPC is too close to the level geometry. The fix is to move them away from the surface they're stuck in.

That guide (I only scan read it) seems to suggest using a scripted_sequence to move them into position for scripted events. That's fine if you want the NPC to remain in that position, but not for the sake of them acting like normal enemies. They will remain looping in their idle animation until triggered to leave their idle state.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-11-26 02:32:30 UTC
in Terror-Strike template? Post #348088
Well that's not a lot of information to go on at all. I googled "terror-strike half-life" and two of the top three results were this very thread. Is it a mod? A server game mode?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-11-21 14:52:10 UTC
in 25th anniversary of half-life Post #348073
Some ideas have been tossed around in Discord, but nothing has been decided currently.
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 1 year ago2023-11-19 15:35:57 UTC
in please help Half-Life can't find my map Post #348064
Did you read the compile log? It failed to compile because of this error:
Error: Entity 5, Brush 0: SKY brushes not allowed in entity
Error: Brush type not allowed in entity
Find the brush entity that has a SKY texture and correct it.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-31 22:55:12 UTC
in Post Your Timeline Post #347983
User posted image
I went outside
monster_urby monster_urbyGoldsourcerer
Gag stops an NPC's idle chatter, but not responses to being used unfortunately. One thing you could try is giving the "piss off" scripted_sentence a VERY long Sentence Time value.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-15 19:29:06 UTC
in map_name.bsp was not built Post #347963
First red flag is the Program Files directly. This seems to come with a whole bunch of permissions errors when running the compile tool .exes. I personally have my Steam folder in the drive root: D:\Steam\steamapps etc. Prevents windows doing stupid things like this.

The main problem however is all of those brush errors. Some of your brushes appear to have been completely malformed, either by vertex manipulation or some other means. Those coordinates are insanely off the grid. In JACK's top menu, use Map -> Go to Brush Number and search for those Brush #s in the log. Those brushes need to be removed or remake.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-15 16:35:55 UTC
in jack hammer editor giving valve.wad error Post #347961
You are using a custom wad which is not present in either the cstrike directory or the valve directory. Where is valve.wad?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-15 16:33:35 UTC
in map_name.bsp was not built Post #347960
Your map has not compiled for one reason or another. There are a lot of factors to consider. First things first, post a copy of your compile log.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-04 15:01:31 UTC
in Problem with zombie soldier Post #347916
I'm afraid I don't know in that case. This is beyond my skill set.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-03 18:00:09 UTC
in Problem with zombie soldier Post #347912
I would assume you've modded the zombie soldier into the base Half-Life game, so I would expect you would need to add those zombie soldier values to your skill.cfg file
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-08-31 12:13:59 UTC
in Something Terrifying! Post #347815
Seems like somebody joined the server and then dipped out without you noticing.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-08-31 12:12:01 UTC
in My map is not updating Post #347814
It sounds like your map is not compiling. Post the compile log and we can take a look.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-07-08 09:00:15 UTC
in FORGOTTEN MEMORIES - HL-1 MOD (pls read" Post #347694
Is it the same mod? Can I close one of these threads?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-07-07 21:31:03 UTC
in FORGOTTEN MEMORIES - HL-1 MOD (pls read" Post #347692
This sounds a lot like Half-Life: Twisted Causes...
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-07-06 12:17:16 UTC
in What happened to Club Swiss? Post #347687
I've never heard of this mod before. It seems it got an alpha release way back in the early 2000s, and you can find the homepage using the Wayback Machine. The download link however never appears to have been archived and Planet Half-Life is long gone.

There's a chance some of the veterans who still check in will remember this and have a copy floating about, but I wouldn't hold my breath. The ModDB page has comments from 2002 saying the project is dead, which I think was before TWHL even went online.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-07-03 13:31:14 UTC
in Is GoldSource still cool Post #347685
People still make mods for Doom, Duke3D and Quake and those are awesome! Goldsource is just as good. You're not too late.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-07-03 13:30:08 UTC
in Half-Life : Twisted Causes MOD Post #347684
Are there any existing screenshots/footage available that show what progress has been made so far? I wouldn't be able to offer any time myself, but you'd have a lot more luck recruiting team members if you can show that this is more than just an idea/concept.

If nothing playable exists yet, then it's too early to be recruiting team members. :P
monster_urby monster_urbyGoldsourcerer
Not as standard, no. The clip texture will allow projectiles and grenades and such through, but I believe these will also block NPCs as well.
monster_urby monster_urbyGoldsourcerer
You can do this with scripted sequences, assuming the model you are using has a suitable animation. Scientists for example have windive and crawlwindow animations. It would just be a case of setting up a sequence near the window and then triggering it to execute when the scientist gets within range. If you wanted other NPCs like Barney or the grunts to do it, they would need new animations.

If you wanted it to be dynamic, that might be a little more complicated and would definitely require coding. However given how the node graph works for AI in Goldsource, I suspect this would be quite tricky.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-11 08:03:32 UTC
in I need help with my mod Post #347599
That makes me think that there is a problem earlier in the compile log. Can you post the whole thing?

Also I would suggest not using map names which match the original Half-Life campaign such as c1a0. Not exactly sure what the effect might be, but it could have issues when falling back to the map/node files in /valve/maps.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-08 18:34:51 UTC
in I need help with my mod Post #347593
Yup, that's the most likely culprit. You can't have a . in a filename.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-01 16:01:58 UTC
in osprey gets stuck in the ground Post #347572
The Osprey can be quite tricky to get working and can cause crashes or simply vanish if not properly configured. Take a look a this tutorial for a full guide to get it working. (Your video did not show the speed values, but these must be 300 or more)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-31 02:01:33 UTC
in I need help with my mod Post #347570
Take a look at the sentences.txt file in valve/sound. This a reference file for all of the dialogue in the game and is referred to when making NPCs speak. You can record your own audio and reference it in a copy of this sentences.txt which you save in your mod's own sound directory (don't overwrite valve's)

You can the use a scripted_sentence entity in your level to make an NPC speak your lines. :)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 21:15:43 UTC
in Bug with trigger_levelchange Post #347563
Ah nice. Just got to my desk and saved me a job. Glad that's fixed. :D
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 15:09:26 UTC
in Bug with trigger_levelchange Post #347560
I can take a look at the RMFs tonight, but that does sound like your trigger_changelevels might be too close to one another between maps. I'll take a look and let you know what I find unless somebody beats me to it :D
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 10:14:48 UTC
in Bug with trigger_levelchange Post #347558
It's tricky to tell without seeing the map files, but if completing the first map kills the transition in the second map, this suggests to me that there is some duplication with the names or something. Also, does the transition from map2 back to map3 work? Likewise does the transition from map2 back to map1 work? It could also be that the trigger to the previous level is too close to your start point when changing level, and is being disabled to prevent an infinite loop.

Some further testing:
  • Can you complete map1 and change to map2 via the trigger? - Yes
  • Can you return to map1 from map2 via the trigger? ?
  • Can you complete map2 and change to map3 via the trigger? - Yes
  • Can you return to map2 from map3 via the trigger? ?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 10:13:00 UTC
in Post your screenshots! WIP thread Post #347557
Hoo boy... :gak:
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-21 22:17:47 UTC
in Post your screenshots! WIP thread Post #347538
Some nice looking stuff in here. :)
monster_urby monster_urbyGoldsourcerer