Forum posts

Posted 6 years ago2018-09-13 16:12:45 UTC
in Can someone explaind these sequence attributes. Post #340868
Thank you most of the information is there.
Ill report after reading, if it doesnt include all necessary information :)
Posted 6 years ago2018-09-13 08:57:46 UTC
in Can someone explaind these sequence attributes. Post #340865
Im so ignorant please help me :)

What is blends? how different is blend01 from blend02
What blend XR -90 90 means
What LX means
What AX AY AZR means
What { event 2001 21 } means
Why need loop? Do game cant loop animations that not made for looping?
Are there any more attributes should i know?
Which tutorials are needed to master on goldsource animations?
Which tutorials are needed to master on goldsource mdl compiling?
What $cbox 0 0 0 0 0 0 means?
what ZR 0 30 means at a bone controller?

From CS gign.mdl

$controller Mouth "Bone01" ZR 0 30

$sequence "crouch_aim_carbine"
{
"gign_anims\crouch_aim_carbine_blend01"
"gign_anims\crouch_aim_carbine_*blend02*"
"gign_anims\crouch_aim_carbine_blend03"
"gign_anims\crouch_aim_carbine_blend04"
"gign_anims\crouch_aim_carbine_blend05"
"gign_anims\crouch_aim_carbine_blend06"
"gign_anims\crouch_aim_carbine_blend07"
"gign_anims\crouch_aim_carbine_blend08"
"gign_anims\crouch_aim_carbine_blend09"
blend XR -90 90
fps 30
loop
}

From HL zombie.mdl

$sequence "walk"
{
ACT_WALK 1
"zombie_anims\walk"
fps 22
loop
LX
}

$sequence "dieforward"
{
"zombie_anims\dieforward"
ACT_DIEFORWARD 1
{ event 2001 21 }
fps 18
X
}

$sequence "vent_c1a3"
{
"zombie_anims\vent_c1a3"
{ event 1000 1 }
fps 18
AX AY AZR
}
Posted 6 years ago2018-09-13 08:30:07 UTC
in changing NPC walking speed Post #340864
thank you both of you :) problem solved. But unfortunatery it seems i have to study way more for modding.
Posted 6 years ago2018-09-13 06:36:07 UTC
in changing NPC walking speed Post #340862
I have to ask more sorry but im not a professional coder. :)

void CXenTree :: Attack( void )
{
if ( GetActivity() == ACT_IDLE )
{
SetActivity( ACT_MELEE_ATTACK1 );
pev->framerate = RANDOM_FLOAT( 1.0, 1.4 );
EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackMissSounds );
}
}

When i check tree.mdl there is 2 animations. idle1 and attack
Second animation is attack and indexed 1 (the other one is indexed 0)
But how game knows attack in model file is actually ACT_MELEE_ATTACK1 from activity.h

Is there a list says;
ACT_MELEE_ATTACK1 = attack
ACT_IDLE = idle1
Posted 6 years ago2018-09-12 16:18:17 UTC
in changing NPC walking speed Post #340860
are there any associations on codes? i dont see walk animations' names defined in sdk.
Posted 6 years ago2018-09-12 13:57:42 UTC
in changing NPC walking speed Post #340858
but how game knows which animation sequence belongs to movement?
Posted 6 years ago2018-09-12 13:47:50 UTC
in changing NPC walking speed Post #340857
ok thanks :)
Posted 6 years ago2018-09-12 12:21:04 UTC
in changing NPC walking speed Post #340855
i couldn't find in the sdk
darkulator is what i need :)
yes but i dont know how to use this command. wad files are in the same folder with bsp file. but i cant manage hlrad to see wads.
i want to change lights of a compiled goldsrc bsp file.
is it posible?
i dragged a bsp file over the hlrad.exe and gave me this error,
im not expert compiler so i couldnt fix wad error :)

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: "C:\Half-Life Modlama\radiosity\hlrad_x64.exe" "C:\Half-Life Modlama\radiosity\de_dust2.bsp"
Arguments: "C:\Half-Life Modlama\radiosity\de_dust2.bsp"

Current hlrad Settings
Name | Setting | Default
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Normal ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
custom shadows with bounce light [ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
Warning: Couldn't open C:\Half-Life Modlama\radiosity\de_dust2.wa_
Opening wad files from directories:
Warning: No wad directories have been set.
Error: Could not locate wad file halflife.wad
Error: Could not locate WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the file '<mapname>.wa_' exists. This is a file generated by hlcsg and you should not delete it. If you have to run hlrad without this file, use '-waddir' to specify folders where hlrad can find all the wad files.

Error: Could not locate wad file decals.wad
Error: Could not locate wad file cs_dust.wad

END hlrad
Posted 6 years ago2018-09-04 17:29:02 UTC
in Restore HL1 moving camera from WON Post #340791
Its called view roll i guess. if it helps.
Posted 6 years ago2018-09-03 19:54:23 UTC
in Half-Life SDK updated for use with VS2017 Post #340788
Ok thanks SourceSkyBoxer.
Posted 6 years ago2018-09-03 15:53:03 UTC
in Half-Life SDK updated for use with VS2017 Post #340786
Well done Nice work Solokiller :)
Posted 6 years ago2018-09-02 14:43:26 UTC
in how to tell texturename of where Trace Vector end Post #340768
OK. Thank you.
Posted 6 years ago2018-09-02 13:39:38 UTC
in how to tell texturename of where Trace Vector end Post #340766
i know i have already found example of ( *EV_TraceTexture ) ( int ground, float *vstart, float *vend )

but in my function below there is only 1 argument, pTrace->endpos argument.

how to add vecsrc argument in void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )

and below is the pntrace_t structure
struct pmtrace_s
{
qboolean	allsolid;	      // if true, plane is not valid
qboolean	startsolid;	      // if true, the initial point was in a solid area
qboolean	inopen, inwater;  // End point is in empty space or in water
float		fraction;		  // time completed, 1.0 = didn't hit anything
vec3_t		endpos;			  // final position
pmplane_t	plane;		      // surface normal at impact
int			ent;			  // entity at impact
vec3_t      deltavelocity;    // Change in player's velocity caused by impact.
							  // Only run on server.
int         hitgroup;
};
Posted 6 years ago2018-09-01 21:12:40 UTC
in how to tell texturename of where Trace Vector end Post #340764
when coding HL1, how to tell a brushes textures name from bullet trace?

i mean how to tell texture name using only "pTrace->endpos" argument

because i want to sky brushes dont make bullet hit sparks/debris.
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
{
int iRand;
physent_t *pe;
gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
iRand = gEngfuncs.pfnRandomLong(0,0x7FFF);
if ( iRand < (0x7fff/2) )// not every bullet makes a sound.
{
	switch( iRand % 5)
	{
	case 0:	gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
	case 1:	gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
	case 2:	gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
	case 3:	gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
	case 4:	gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;}
}
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
// Only decal brush models such as the world etc.
if (  decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
{
	if ( CVAR_GET_FLOAT( "r_decals" ) )
	{
		gEngfuncs.pEfxAPI->R_DecalShoot(
			gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
			gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
	}
}
}
Posted 6 years ago2018-08-30 22:22:42 UTC
in do you even see a 100 meter tall tree? Post #340748
Nice. How lucky you are :)
Posted 6 years ago2018-08-29 20:54:28 UTC
in do you even see a 100 meter tall tree? Post #340738
I wonder do you ever travelled to see big trees around the world?
Also do you like big trees?

trees i know:
coast redwood (sequoia sempervirens) lives in California, USA
giant sequoia (sequadendron giganteum) lives in California, USA
Mountain ash aka swamp gum (eucalyptus regnans) lives in Victoria, Australia also lives in Tasmania.
Douglas fir (Pseudotsuga menziesii) lives in Oregon, Washington State and California, USA

these trees are tallest extant trees. most of them grow about 100 meter or around 300 feet.
100 meter means they are tall as 30 storey apartment buildings.

sadly i didnt see those trees yet :( i hope ill see in future.
A giant squoia treeA giant squoia tree
Posted 6 years ago2018-08-29 09:27:48 UTC
in help decompiling compiling CS1.6 mdl Post #340730
thanks. its worked :)
Posted 6 years ago2018-08-28 23:02:46 UTC
in help decompiling compiling CS1.6 mdl Post #340725
help ;(

here is the pictures of modelling stage and the result
modelling stagemodelling stage
result :(result :(
$modelname "C:\Half-Life Modlama\models\hk33\g3sg1\v_g3sg1.mdl"
$cd "\Half-Life Modlama\models\hk33\g3sg1\"
$cdtexture "\Half-Life Modlama\models\hk33\g3sg1\"
$cliptotextures
$origin 2.0 -10.0 0.0

$scale 1.0

2 attachments
$attachment 0 "Bone 04" 3.250000 -22.750000 3.450000
$attachment 1 "Bone52" 0.000000 -2.000000 0.000000

$bodygroup rhand
{
studio "rhand"
}

$bodygroup lhand
{
studio "lhand"
}

$bodygroup weapon
{
studio "f_hk33a3_template"
}

5 sequences
$sequence idle "idle1" fps 16
$sequence reload "reload" fps 46 { event 5004 16 "weapons/g3sg1_slide.wav" } { event 5004 54 "weapons/g3sg1_clipout.wav" } { event 5004 85 "weapons/g3sg1_clipin.wav" } { event 5004 116 "weapons/g3sg1_slide.wav" }
$sequence draw "draw" fps 35
$sequence shoot1 "shoot" fps 18 { event 5001 0 "22" }
$sequence shoot2 "shoot" fps 18 { event 5001 0 "22" }
$sequence shoot3 "shoot" fps 18 { event 5001 0 "22" }
Posted 6 years ago2018-08-28 22:52:39 UTC
in help decompiling compiling CS1.6 mdl Post #340724
i researched and found something.
always only one hand animations shifts.
i noticed there is 1 root bone for each hand. left hand animations is ok.
but right hand root bone is shifts backwards after compiling. i dont know why but it happens. so right hand animated with its origin shifted backwards.
but i cant fix this situation.
Posted 6 years ago2018-08-28 18:35:46 UTC
in Post your screenshots! WIP thread Post #340716
its alive :) its frankensteins monster. i merged original cs1.6 "mp5" and cs1.6 "g3sg1".
to make a hk33a3 rifle

its gonna be for cs.1.6 "famas". Because famas has 25 rounds magazine and burst fire mode, as well as a hk33

i hope it will be released soon
my modelmy model
real onereal one
Posted 6 years ago2018-08-28 18:10:02 UTC
in help decompiling compiling CS1.6 mdl Post #340714
when decompiling a cs view model (v_g3sg1.mdl) then compiling without modifying it results animations be tangled. so i cant make my custom cs weapons :(

im using milkshape 1.8.5 beta 2 on windows 10.
Posted 6 years ago2018-08-28 11:46:39 UTC
in how to properly use "hpb bot" for a custom mod. Post #340708
thanks
Posted 6 years ago2018-08-27 11:02:46 UTC
in dynamically scaling a model Post #340689
what about bounding box and hitboxes? can we change or are they hardcoded too?
Posted 6 years ago2018-08-26 14:35:23 UTC
in dynamically scaling a model Post #340684
gargantua dies with dynamic scaling.
i remember i tried to use this i remember when i shot barney hes getting big.
but i could not find the code now.
Posted 6 years ago2018-08-25 20:34:59 UTC
in how to properly use "hpb bot" for a custom mod. Post #340675
1>------ Build started: Project: HPB_bot_mm, Configuration: Release Win32 ----
1>Compiling...
1>cl : Command line warning D9035 : option 'Fr' has been deprecated and will be removed in a future release
1>cl : Command line warning D9036 : use 'FR' instead of 'Fr'
1>waypoint.cpp
1>.\waypoint.cpp(21) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>util.cpp
1>.\util.cpp(28) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>h_export.cpp
1>.\h_export.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>engine.cpp
1>.\engine.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>dll.cpp
1>.\dll.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot_start.cpp
1>.\bot_start.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot_navigate.cpp
1>.\bot_navigate.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot_models.cpp
1>.\bot_models.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot_combat.cpp
1>.\bot_combat.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot_client.cpp
1>.\bot_client.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot_chat.cpp
1>.\bot_chat.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>bot.cpp
1>.\bot.cpp(13) : fatal error C1083: Cannot open include file: 'extdll.h': No such file or directory
1>Generating Code...
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '.\Release\bot_chat.sbr': No such file or directory
1>Build log was saved at "file://c:\Half-Life Modlama\hpb_bot_plugin\Release\BuildLog.htm"
1>HPB_bot_mm - 13 error(s), 2 warning(s)
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
Posted 6 years ago2018-08-25 20:10:21 UTC
in how to properly use "hpb bot" for a custom mod. Post #340672
botman says in readme, "you need Microsoft Visual C++ 5.0 (with service pack 3) or Visual C++ 6.0 to compile this" ill try those.

is it common to use older IDEs to compile older sources. or most of the people convert source code for newer versions?
Posted 6 years ago2018-08-25 18:26:20 UTC
in how to properly use "hpb bot" for a custom mod. Post #340665
i only can compile this custom hl sdk
because i dont now how to adjust visual studio for a source code.
this sdk file already adjusted for a version of visual studio. so i use this sdk and proper visual studio version.

so i cant compile bot dll. even if i manage to find source codes. i cant adjust this source code to fit a visual studio version.

edit: ill give it a try. i downloaded sources
Posted 6 years ago2018-08-25 18:17:30 UTC
in making an internet server for my mod Post #340662
thanks for the answer. i hope ill be succeed on this :)
Posted 6 years ago2018-08-25 18:13:29 UTC
in how to properly use "hpb bot" for a custom mod. Post #340661
i added custom weapons.

hpb_bot is a metamod. so its dll file is seperate from original dlls. so if i copy my custom dll to mod folder, game runs my custom dll and bot dll simultaneously.
so i can play custom weapons with bots.

but i noticed something.

if i copy my dlls to my mod folder, result is like in this link

but if i copy my custom dll to original "valve" folder, and also copy bots dll file to "valve" folder. result is this

it seems bot files doesnt work well outside of the valve folder.

bots doesn't shoot and dont have custom names. all bots are named "Bot".
there is config file for custom names for bots. and it seems when dll is working in my mod folder bot files doesnt works well.

i hope i can fix this without modifying bot dll file. because i dont know how to modify bot dll. i only know to modify hl dlls.
Posted 6 years ago2018-08-20 00:08:52 UTC
in how to properly use "hpb bot" for a custom mod. Post #340615
https://twhl.info/vault/view/6295 this is my mod. i added bots. it was easy. but i cant manage to run bot config files in my mod. bots doesnt use guns and they arent quite right.
Posted 6 years ago2018-08-19 20:10:50 UTC
in How to see players current coordinates on a map. Post #340614
thanks this is what i looking for.
Posted 6 years ago2018-08-19 19:25:09 UTC
in How to see players current coordinates on a map. Post #340611
;( i need coordinates because i want to add some entities to my original half-life bsp files. so i want to know specific places coordinates. i mean im gonna modify the original bsp files.
Posted 6 years ago2018-08-19 18:29:16 UTC
in How to see players current coordinates on a map. Post #340609
How to see players current coordinates on a map when game is running. Just my position not all of the players :) And it doesn't have to real time, its fine when it shows when just i want to see.
Posted 6 years ago2018-08-19 18:25:01 UTC
in making an internet server for my mod Post #340608
how to create an internet server for my custom mod. do i need a custom dedicated server? is custom mod servers possible?
Posted 6 years ago2018-08-15 19:34:54 UTC
in why are you mapping/modding Post #340549
im modding because there are not any game that satisfying me. so im trying to make a game satisfies me. but i dont like modding, so usually i cant manage to complete mods and maps :)
Posted 6 years ago2018-08-02 15:33:52 UTC
in making an internet server for my mod Post #340383
so... :) what to do for making it :) and maintaining servers existence :)

edit:goldsource mods server.
My favorite thing in HLDM is shooting enemies with crossbow. I cant imagine any game more fun than shooting HLDM crossbow.

crossbow is very accurate (%0 bullet spreading) and very deadly (1 shot 1 kill). its the perfect marksman weapon :)

i dont hate moving targets when using crossbow, but i hate hev suit energy because i cant kill people with charged HEV suit.

all game developers makes guns some amount inaccurate and some amount weak to maintain realism and balancing. but a deadly accurate and fast marksman weapon could be fun as well.

do you support guns like HLDM crossbow in games, as well as me?

Or do you thing making it highly accurate is out balancing game and making it less fun?

well suddenly i wanted to start making a mod with deadly accurate guns :)

Infact pro shooters in real life more likely to favor accurate guns rather than faster firing guns. and all pro Game players choose highly accurate and powerfull guns like gauss or awp :) even though they can compansade its inaccuracy they prefer accurate guns. because its consistent and reliable. :)
Posted 6 years ago2018-03-22 20:47:25 UTC
in Your all time favourites Post #339074
Food & Drink
Salty Snack: Pringles
Sweet Snack: smooth serve ice cream
Meal: Kebab
cheese: Cheddar
Veggie: Potato
Fruit: Peach
Hot beverage: Tea without sugar
Cold beverage: Ice Tea
Alcoholic beverage: Not drinking, but beer is my favorite according to my little experience :)
Spice: Salt
Sauce: Ketchup

Entertainment
Movie: The Incredibles (im waiting 15 june 2018 because of sequel)
TV show: hard to decide, i will say Sponge Bob
Youtube channel: Channels about natural history & evolution.
Videogame: HL1
Book: Your inner fish
Band/Artist: None
Track: None
Video Game Platform: PC

General
Color: blue
Season: Summer
Time of the day: Noon
Place:Monument Valley
Ambient:Tropical
Animal (domestic): Gibbon
Animal (wild): Chimp
Hobby: Guns (dont have one yet, but i play games for guns)
Physical activity: Walking (second is climbing)
Day out: Eating food
Foreign country/culture: US
Favorite Lecture in University: Programming with C++ (there was also a lecture similar to mapping :) but c++ is better i guess)
Rifle: HK-33Ka3 with accessories
Pistol: HP-35
Plant: Grass
Vehicle Type: Prototype Race Cars

that all i can think of for now, but ill edit for more.
Posted 6 years ago2018-03-20 01:35:31 UTC
in Old & New style Model Texturing guid Post #339055
thank you i was looking for these tuts for years :) <3
Posted 6 years ago2018-01-31 14:46:27 UTC
in ../half-life/hunger/custom: permision de Post #338744
@solokiller because im on vacation, and didnt bring my actual PC. So im playing with my older PC. i didnt install steam on this. i was thinking im not gonna need to install steam. but i guess i should install.
Posted 6 years ago2018-01-31 14:28:48 UTC
in ../half-life/hunger/custom: permision de Post #338742
there is a custom.hpk file but i dont know is it related about custom: permission denied. btw i noticed other mods making same error and vanilla half-life makes too.
Posted 6 years ago2018-01-29 18:55:56 UTC
in ../half-life/hunger/custom: permision de Post #338727
*custom: permission denied
Posted 6 years ago2018-01-29 18:55:25 UTC
in ../half-life/hunger/custom: permision de Post #338726
im playing they hunger with won version. sometimes when i load the save i get an error like in the title. especially when quickloading or autoloading. btw half-life is installed on desktop not on program files. my os is 32bit win7. a fix would be good, this glitch happens sometimes so it is not annoying that much.
Posted 6 years ago2018-01-11 10:05:35 UTC
in game breaking glitch Post #338619
35 files are unverified. now works. i wonder what kind of event broke my map files. strange.
Posted 6 years ago2018-01-10 15:10:57 UTC
in game breaking glitch Post #338612
steam
Posted 6 years ago2018-01-09 19:57:24 UTC
in game breaking glitch Post #338608
@2muchvideogames i waited 5 minutes but he didnt open the door. next time ill wait more.
Posted 6 years ago2018-01-09 11:40:42 UTC
in game breaking glitch Post #338593
i also encountered half way flood glitch. in my both playing. i also noclipped in second playing. but it is posible to overcome this glitch by loading autosave from previous level. are flooding and scientist glitches related? maybe speedrunning causes these glitches. i guess i read an article about this. i hope ill find the article again.