Forum posts

Posted 8 years ago2016-07-05 19:55:57 UTC
in make barney hostile Post #330696
Urby has a point, you can create a flag for your fgd in HLSDK that is checked whether It's enabled or not so if It's enabled (For instance: Hostile Barney) in flags window that barney will be hostile, else he's friendly. Integers that define hostility are easily understood.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-07-05 19:50:42 UTC
in Additive crosshairs? Post #330695
@Shepard62700FR (A lil spoiler but oh well)
User posted image
I see, it just gets the type from the spr file.

@Half-Rats

Wouldn't that make the crosshairs not colorful? And yes as I mentioned in the first post the image file was 8-bit.
Is making colorful crosshair sprites additive even possible? AKA does the engine make all additive sprites glow in set color? (For instance, orange for health, armor, etc.)
EsprimoP EsprimoPwEight
Posted 8 years ago2016-07-05 10:25:05 UTC
in Additive crosshairs? Post #330689
What other sprites? In valve, original half life, crosshairs are Alphatest. I want mine to be Additive.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-07-05 08:57:54 UTC
in Additive crosshairs? Post #330686
I made my custom crosshairs sprite. Every pixel except the crosshairs is black so it would be invisible and the crosshairs will be transparent. I'm using Sprite Explorer, I save the bmp as 8-bit depth and save the sprite as Additive, I configure it for each weapon in sprites/<weapon>.txt
In game every crosshair sprite is correctly displayed for every weapon except that they are not additive. The should be transparent with black invisible, they are normal. Nothing invisible, nothing transparent. Can this be done in a code maybe or is there another way outside coding?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-06-22 12:29:42 UTC
in How to make zombies move faster? Post #330545
Jumping in the topic.

GoldSource takes the movement speed from the model and not from dlls?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-06-12 09:26:11 UTC
in Displacements in Jackhammer? Post #330392
Actually I didn't use the vertex tool afterwards, I just clipped a brush until I got a cool displacement...thing. I found twister which is kind of useful for something.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-06-07 13:03:07 UTC
in Displacements in Jackhammer? Post #330368
I guessed it correctly. Dang. Most people use similar wads, dev wads to source mapping on goldsrc mapping videos. I guess I need to practice more with the clipping tool to make nice brushes.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-06-06 18:42:49 UTC
in Displacements in Jackhammer? Post #330362
Simple question. How do you open the "Displacements Tab" in Jackhammer? In tutorials you open the tab through Texture Application Tab. I don't see it. Even don't see it in VHE.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-22 14:05:51 UTC
in Including a header Post #330198
Thanks! Works nicely. Didn't even know there was a cvar for that.
Also I get it, they have to be in the same project dir. Totally didn't think about it.

Btw. It's
gEngfuncs.pfnGetCvarFloat
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-22 11:12:55 UTC
in Including a header Post #330196
Started from mapping questions, now we're at coding topics :D Half Life modding is indeed very addictive and fun. But less knowledge ruins it a little.

Anyway

In ev_hldm.cpp I wanted to check the room type, configured by the env_sound entity by using if(pPlayer->m_flSndRoomtype == <number>) { ... }. It can be found and called in player.h which calls the main function in sound.cpp, though there is no header for sound (sound.h). Then I included player.h in ev_hldm.cpp. When compiling, it gives errors in player.h. There are 170+ errors. I see that most cpp's have included player.h . I really can't explain further... any solution? If there is explain it to me please.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-07 16:31:51 UTC
in Can someone write/give me a gauss event? Post #330072
Read the replies above please. It's a single shot weapon. And I'm no expert in HLSDK.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-07 14:58:57 UTC
in Can someone write/give me a gauss event? Post #330070
[b]
if ( tr.allsolid )
break;
->
if ( !tr.allsolid )
{
// blah
}
and
if ( pEntity == NULL )
break;
->
if ( pEntity != NULL )
{
//blah
}
[/b]

I don't know if you put break; on purpose but It shouldn't be placed anywhere except do, while, for and switch.
Okay, I got the laser working, but at random time it shoots two lasers simultaneously and doesn't do any damage to the target?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-07 09:59:10 UTC
in How to change sound file names in weapon Post #330068
Thx
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-06 19:11:41 UTC
in How to change sound file names in weapon Post #330065
Lots of custom weapon models have new sound file names. (For example: "awp_fire-1" instead of "awp1"). But I wonder, how do they do it? How do they add/edit sound file names for every animation of the weapon model?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-03 09:27:46 UTC
in Can someone write/give me a gauss event? Post #330030
@Shepard Heh if the variables and function calls were a little more descriptive, I could've found it instantly. I did try something like VectorMA( tr.endpos, 8.0, forward, vecSrc );, End Position maybe? It didn't do anything.

@Spanner Yes It's a single shot weapon just like primary gauss. I DID put a secondary fire but using secondary ammunition. It's the same as the primary fire, single shot.

The only difference is different type of ammo and laser color.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-02 13:41:00 UTC
in Can someone write/give me a gauss event? Post #330022
Made the laser, but it points at the center of the map wherever I aim at. Is there no API or anything? Right now I'm totally confused because the gauss in unique and has lots of abilities in one event function.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-05-02 11:03:47 UTC
in Can someone write/give me a gauss event? Post #330020
I'm making a new laser gun. I made every part of the weapon except the laser.. it shoots bullets currently. gauss.cpp firing function is too confusing. It first checks whether the player clicked left mouse button or right mouse button, then the spin event. Is there already a code with that maybe? Or do you know the main function that plays a sprite like a line(laser) from the gun?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-24 10:22:33 UTC
in Trigger when you recoil from a trigger b Post #329955
Found a way of doing it
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-22 20:34:52 UTC
in Trigger when you recoil from a trigger b Post #329950
I don't know if I'm crazy or I really saw an option somewhere in a trigger_* entity or something where you enter a targetname, it gets triggered when you recoil from the trigger? Is this even possible? For example, when you enter a trigger (touch it), a light gets turned on, when you recoil it turns off. I'm pretty sure I noticed something like that on this site when I was learning more about some entities...
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-10 14:04:31 UTC
in Help with triggercamera Post #329765
50, everytbing else is in untouched
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-10 12:10:19 UTC
in Help with triggercamera Post #329762
It wint move, I set the properties correctly, target name, path corner, flags are set so it looks at player. the path corner's properties are also set correctly, name = path corner peoperty in camera, but the camera won't move to it. It looks at the player but does not move.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-09 18:53:53 UTC
in How the heck do you use SoHL? Post #329747
Uuughh... I have to uninstall VS2008 which is over 7GB then install 2010 which is who knows how big, maybe same, maybe bigger. I only have 9.3GB of space on one disk and 26.4GB on another, I'm trying not to fill them too much. Would 2008 work on 1.9?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-08 16:03:45 UTC
in How the heck do you use SoHL? Post #329732
@SourceSkyBoxer
On here? Didn't know about it. Thanks.

@Tetsu0
Okay so It's just the same as the hlsdk 2.3 Got it. I put the client.dll in cl_dll and the hl.dll in dlls. Don't know why I was so confused about it at all...
EsprimoP EsprimoPwEight
Posted 8 years ago2016-04-08 12:59:00 UTC
in How the heck do you use SoHL? Post #329729
I downloaded v1.2 with Source Code from moddb. Seriously, there's absolutely no info or tutorial on the internet about how to use it... I mean okay, I'm a liiiitle familiar with cl_dll and dlls coding in vs2008, but what about the fgd? The rest? I don't know what is what.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-23 17:26:53 UTC
in Adding new HUD sprite for new weapon Post #329515
Edit: Fixed it.
The width and height were out of bounds and caused the crash.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-21 18:59:37 UTC
in Set maximum Hz for better quality sounds Post #329507
It was actually because of env_sound. When you get close to a tunnel-like env_sound it makes the sounds do that. It's kind of similar to Xash3D engine. But considering making the sound 16-bit.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-21 18:57:23 UTC
in Adding new HUD sprite for new weapon Post #329506
Couldn't make it in weapons.h but I did actually change the new weapon's position to 1, and returned crowbar to default. So now It actually works, but the sprite is not set. I made 2 sprites for the new weapon (When selected and not), made weapon_classname.txt in sprites folder. I copied it from weapon_crowbar.txt and changed it. I still don't know what those numbers means.

4
weapon 320 320hud1 0 0 80 20
weapon_s 320 320hud1 0 20 80 20
weapon 640 640mpipe1 0 0 170 45
weapon_s 640 640mpipe2 0 0 170 45

What does all of this mean?

After starting a map, it crashes with an error GL_Upload16: s&3 and R6025
-pure virtual function call
.

I first compiled hl.dll before adding the sprite and the weapon worked well, I could select it. This error appears after adding the sprite.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-20 19:56:03 UTC
in Adding new HUD sprite for new weapon Post #329486
iSlot = 0
iPos = 0
I did change the crowbar's iPos to 1 so it goes after the new melee weapon.

I never noticed that text file.. I'll check it out.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-20 16:56:49 UTC
in Adding new HUD sprite for new weapon Post #329481
I created a new weapon in HLSDK and it works just fine, animations, precaches, classname, etc. But I after picking up another weapon I can't switch to it, there's no sprite. I can't find any part of the code in HLSDK where weapon HUD sprites are present. I created the new weapon through this tutorial http://twhl.info/articulator.php?art=31. It is not very accurate but I fixed some issues and made it work. Now, I made a nice sprite in Sprite Explorer for the weapon. But how do I add it? In the sources and headers for existing weapons there are no hud sprite parts.

Ugh.. sorry I'm so confused, I don't know what else to type, tell me what do you think I just said (What you understood).
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-07 21:09:04 UTC
in Face light? Post #329253
What the what? All this time I've been using light entities in bright rooms when I didn't have to. I had no fudging idea about that lol
I don't seem to have lights.rad, I will download the latest vhlt as soon as I get back on comp.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-07 19:48:49 UTC
in Face light? Post #329249
Maybe there's a way making a texture emit light? Or something like that?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-06 23:57:16 UTC
in Face light? Post #329236
0.1 makes it too bright for dark areas (Not pitch black areas lol, but there is some light) also there are rooms with different brightness. If only I could set a specific face texture's light level. I don't know how others do that, they don't use light origin target nor min. light level
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-06 11:48:55 UTC
in Face light? Post #329232
Yeah, It's a pretty neat way. But now because I had to make the door look better by punching holes/elevations in it. Then the inner parts of the door is dark. I tried the Light Origin Target thing, put an info_null under the door where the visible face is when it opens, then It actually darkens the bottom part of the door instead of lighting it.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-06 00:56:29 UTC
in Dumb Entity Game Post #329225
Obvious one
User posted image
User posted image
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-05 20:09:51 UTC
in Cs sdk? Post #329206
First off, am I even allowed to ask this question?

I'm looking forward to amxx module writing and was wondering where I can get Cs 1.6 sdk? Not hlsdk, sdk exactly for cs 1.6
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-03 10:45:38 UTC
in Face light? Post #329152
The "Starts Open" method works. THanks
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-02 10:53:59 UTC
in Dumb Entity Game Post #329109
Nice idea!
The second picture Loulimi posted is definitely multimanager.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-01 22:15:36 UTC
in Face light? Post #329092
Wouldn't that make the rest of the door dark?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-01 11:24:18 UTC
in Face light? Post #329068
I have a door with set textures, when it opens it goes in a wall and the front and back faces cannot be seen anymore, but the right face's texture is dark, how did valve and most modders make it, it's dark because it couldn't receive light, how to make it's texture bright anyway?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-21 20:56:48 UTC
in Half-Life Vodka: Putin's Revenge Post #328968
The number of messup mods is too darn high! But as Loulimi said, some people like it.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-16 23:09:24 UTC
in Set maximum Hz for better quality sounds Post #328908
FMOD was indeed a good idea. Still having those... how do you call them. Kind of sounds like you're scratching your speakers. But making them 8-bit and 44k isn't any different than 4kk 16bit or greater.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-14 16:04:34 UTC
in Set maximum Hz for better quality sounds Post #328879
thread can be closed now
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-14 15:36:52 UTC
in Set maximum Hz for better quality sounds Post #328877
Ugh.. I'm confused. Sorry I'm new to all of this. Well, I want to mod on Goldsrc instead.. well, because I want to :) , simple as that. What are the parts Goldsrc engine? What dlls? That is uncompiled from the SDK?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-13 23:48:30 UTC
in Set maximum Hz for better quality sounds Post #328868
I create 16-bit 22k and they are fine too. But I'm trying to add in even better though. Like in source engine.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-13 20:21:16 UTC
in Set maximum Hz for better quality sounds Post #328863
Oh, how to get a result of a hd sound then? That is, allow 44100khz and play it without converting it?

What part of the code could it be?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-13 19:12:49 UTC
in Set maximum Hz for better quality sounds Post #328861
In which part of the half life SDK can you set the maximum acceptable Hz? Default is 22050Hz. Xash3D engine has this already but you'll probably suggest to make my mod for Xash3D, please don't do that, I'd like to get the answer I'm looking for.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-02-06 12:30:21 UTC
in Passable cycler? Post #328702
What I'm trying to do is add a custom model in JH, but I want it to be passable. How?
For hl.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-31 18:13:26 UTC
in Ignore "Bad surface Extents"? Post #328587
I know how to fix it. I fixed it. I am asking one simple question.
Can I make the compiler and the game ignore that? Can I, or can I not?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-30 23:36:41 UTC
in Ignore "Bad surface Extents"? Post #328579
Please answer the question.
Alt+p didn't help ("No problems found")
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-30 20:17:22 UTC
in Ignore "Bad surface Extents"? Post #328569
I know this might sound silly and I know what causes the error. But can I somehow make the compiler and the game ignore it? Maybe extend some limitations in the codes?
EsprimoP EsprimoPwEight