Forum posts

Posted 13 years ago2011-02-04 20:14:36 UTC
in [CODE] Fix crowbar and Glock Post #290061
It was already fixed in the code, but the glitch still exists in the default hl.dll file.
Posted 13 years ago2011-02-04 19:09:47 UTC
in item_healthkit / item_battery / ammo_??? Post #290057
So you did'nt get the dreaded "too many entities in visible packet list" message in the console while testing?
Posted 13 years ago2011-02-04 18:20:05 UTC
in item_healthkit / item_battery / ammo_??? Post #290055
-dev is a parameter that you can add to hl.exe or the properties window of HL in Steam, it's not a console command.
Posted 13 years ago2011-02-04 18:13:37 UTC
in prop_ragdoll picked and dragged by playe Post #290053
Posted 13 years ago2011-02-04 18:12:36 UTC
in item_healthkit / item_battery / ammo_??? Post #290052
First, make sure that having too many visible entities in one area is the problem. Just check the console for messages while you test your map.
Posted 13 years ago2011-02-03 22:07:30 UTC
in Any fix for glowing func_door? Post #290012
You could also try downloading the latest toolset here: http://twhl.co.za/forums.php?thread=16333
It comes with the file zhlt.wad which contains the NULL and the BEVEL texture.
Posted 13 years ago2011-02-03 21:08:53 UTC
in Any fix for glowing func_door? Post #290010
If you want to make the blue parts of { textures transparent, use the Solid render mode, not the Texture render mode.

Also, if you use the NULL or BEVEL texture instead of the {TRANSPARRENT texture, you'll get the same results. The only difference is that the brush that has the NULL/BEVEL texture applied to it doesn't need to be an entity, you can just leave it a normal world brush.
Posted 13 years ago2011-02-01 20:18:01 UTC
in Free Command & Conquer - Legit Post #289918
Too bad im on Windows 7 64 bits.
Tried to install Red Alert, didn't work.
Posted 13 years ago2011-01-31 12:49:36 UTC
in The Future of TWHL Post #289826
www.thewholehalflife.com is available!

Oi! I'd say get that!
Posted 13 years ago2011-01-31 12:28:32 UTC
in The Future of TWHL Post #289823
Posted 13 years ago2011-01-30 19:53:21 UTC
in Post your screenshots! WIP thread Post #289800
"normal" "1"
"nocompress" "1"
That should be

"ssbump" "1"
because it's an ssbump map, not a normal map?

But it seems to have fixed it, the pixelation is gone:
User posted image
Posted 13 years ago2011-01-30 19:42:34 UTC
in Post your screenshots! WIP thread Post #289799
@atom: did you apply that to your texture as well?
Was playing games, so no. I'll try it out right now!
Posted 13 years ago2011-01-30 18:43:52 UTC
in Post your screenshots! WIP thread Post #289797
I have to say, the bump effect on that tilefloor in Striker's screenshot looks really good. Is it an ssbump or normal map?

kdunivan, i guess sooner or later you'll get it right. :D
Posted 13 years ago2011-01-30 16:47:46 UTC
in Post your screenshots! WIP thread Post #289793
Alright, ill try it out soon.
Posted 13 years ago2011-01-30 16:12:22 UTC
in Post your screenshots! WIP thread Post #289790
kdunivan, what a load of ugliness. The bumpy effect i mean. :(
Assuming you aren't using VTFEdit, when you compile your texture for the normal map, create a .txt file with the same name as the normal map and save this in it, with quotations:

"normal" "1"
"nocompress" "1"

Then drag-and-drop that onto vtex.
Would that also fix the pixelation seen in my screenshot with the flashlight?
Posted 13 years ago2011-01-30 13:21:01 UTC
in Post your screenshots! WIP thread Post #289784
Also, did you put a cubemap in and build your cubemaps after compiling?
No. It's a brick wall, i don't want it to be shiny (unless it's wet).

Do you also have the difuse texture that normal map belongs to?
Posted 13 years ago2011-01-29 19:53:22 UTC
in Post your screenshots! WIP thread Post #289763
Oh i messed that sentence up. What i was trying to say, the commandline app was a pain in the butt, the ssbump generator does its job.
But the bump effect looks ugly, when im up close with the flashlight.
Posted 13 years ago2011-01-29 18:27:32 UTC
in Post your screenshots! WIP thread Post #289760
Is this acceptable:
User posted image
It's a 1024*1024 texture with a ssbump.

But up close it looks like shit:
User posted image
Look at the sort of pixelation. It looks horrible!

This source texture stuff is complicated.
Posted 13 years ago2011-01-29 12:26:54 UTC
in Now Gaming: ... Post #289756
Gunman Chronicles (Steam version)
Posted 13 years ago2011-01-27 21:36:43 UTC
in Post your screenshots! WIP thread Post #289715
You can make an ssbump from a heightmap if you use Valve's tool that's included in the Orange Box SDK.
Tried it before trying the SSBump Generator but it's a pain in the butt to use and it did'nt work.
Posted 13 years ago2011-01-27 15:09:49 UTC
in Post your screenshots! WIP thread Post #289703
Ah that.

Geez, i don't get SSBump Generator. I get these as generated ssbump:
User posted image
User posted image
That's not right, right?
Posted 13 years ago2011-01-27 13:55:31 UTC
in Post your screenshots! WIP thread Post #289699
Striker, what tool/program do you use to generate ssbumps?

And what's a dudv map?
Posted 13 years ago2011-01-25 16:02:03 UTC
in [CODE] Fix crowbar and Glock Post #289637
Thanks, that did it!

+5 crowbars for you.
Posted 13 years ago2011-01-23 22:16:44 UTC
in Now Gaming: ... Post #289605
Couple of good old HL singleplayer mods i remember playing a couple months after i got HL. This is BEFORE i started mapping for it.

And i've also started playing Supreme Commander 2. Have'nt completed it yet.
Posted 13 years ago2011-01-23 19:46:30 UTC
in goldsource mod forum game Post #289600
I think we have a winner already:

Wanted.
Posted 13 years ago2011-01-23 19:26:42 UTC
in [CODE] Fix crowbar and Glock Post #289598
I don't know, 2.3 is the latest version and i've never heard of patches/updates for the SDK.

Im using Steam HL so yeah, it's the latest version as well.
Posted 13 years ago2011-01-23 19:02:39 UTC
in goldsource mod forum game Post #289591
Half-Life: Uplink Extended

Wanted.
They Hunger trilogy.
Posted 13 years ago2011-01-23 18:41:54 UTC
in [CODE] Fix crowbar and Glock Post #289586
Oh lol, it does work. I was playing a old mod wich dll was probably build from an older SDK version.
So yeah, no fix needed.

But the crowbar glitch is still there.
Posted 13 years ago2011-01-23 18:26:19 UTC
in [CODE] Fix crowbar and Glock Post #289584
Im using the 2.3 SDK. It's the latest, right?

As for the Reload code, it's already at 17:
void CGlock::Reload( void )
{
	if ( m_pPlayer->ammo_9mm <= 0 )
		 return;

	int iResult;

	if (m_iClip == 0)
		iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
	else
		iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );

	if (iResult)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
	}
}
Yet it still reloads on full clip.
Posted 13 years ago2011-01-23 18:18:08 UTC
in [CODE] Fix crowbar and Glock Post #289581
Does anyone know (looking at Potatis, 2muchvideogames, ChickenFist and anyone else who know their way in the HL SDK) how to fix the crowbar and Glock?

When you try to gib a dead body, the crowbar goes apeshit. I actually like this glitch because you can easily gib a body if it's blocking a door or something. Still, i'd like this fixed.

And the Glock keeps reloading even if its clip is full (17 rounds).
Posted 13 years ago2011-01-23 18:08:57 UTC
in goldsource mod forum game Post #289580
I don't get it either. What's the point?
Posted 13 years ago2011-01-23 16:08:23 UTC
in a texture doesnt work - opacity Post #289570
Your index has to be 255 as well.
Adam Savage would say, "Well there's your problem!"
QFT!
Posted 13 years ago2011-01-23 12:28:49 UTC
in Half-Life files Post #289556
I once found a website (more of an open directory listing really) with hundreds of wads, sprites, models, skies and stuff. I don't remember the url or anything but I've downloaded the entire collection to my computer.

Size: 850 mb
Files: 2000+
Posted 13 years ago2011-01-23 11:27:55 UTC
in Half-Life files Post #289550
I remembered Prefablab. Pretty much all prefabs suck in terms of construction and Hammer friendliness.
Posted 13 years ago2011-01-22 17:56:50 UTC
in Competition 30 chit chat Post #289533
I agree, Rimrook is the texture guru after all.
Posted 13 years ago2011-01-22 16:54:11 UTC
in Source Sdk func_guntarget FAIL need help Post #289529
Captain terror, first of all,i thought origin brushes were obsolete in Source?
Second, make your custom title shorter so that it is one line long.
Posted 13 years ago2011-01-21 16:35:37 UTC
in Source Sdk func_guntarget FAIL need help Post #289505
Stop double posting! Use the edit button next time.

So the plane is a func_guntarget?

Sorry, i got confused.
Posted 13 years ago2011-01-21 12:42:40 UTC
in Competition 30 chit chat Post #289491
Map from wad.

//Raises hand.
Posted 13 years ago2011-01-20 21:35:10 UTC
in Raven City FGD file Post #289462
Can't be bothered to add him to my MSN as i probably won't be talking to him afterwards.

So go ahead.
Posted 13 years ago2011-01-20 21:20:28 UTC
in Raven City FGD file Post #289459
This makes no sence. What do YOU have it? What do you plan to do with it in the first place?

Also, it says on the ModDB profile:

I'll keep the profile up for those who want to download the source code

Actually there's no download but that doesn't change anything. Also, i send an email a couple of weeks ago asking about the RC source. Never heard anything from him.

So wtf?
Posted 13 years ago2011-01-20 21:11:19 UTC
in Raven City FGD file Post #289456
Im only interested in the Opposing Force entities. Been trying to get a hold on (third party) Opposing Force monster entity source code for ages to include into my dll project.
Posted 13 years ago2011-01-20 20:52:47 UTC
in Raven City FGD file Post #289451
Link please.
Posted 13 years ago2011-01-20 20:50:54 UTC
in Raven City FGD file Post #289449
What a bunch of shit.
Posted 13 years ago2011-01-20 13:49:56 UTC
in The final say on subunit mapping Post #289408
I've always believed that vertices that lie off/in between the 1-unit grid snap to nearest unit. The result is that you get cracks in walls, caused by carving a cillinder into a wall for example or you get deformed brushes.

That's why HLFix was invented. HLFix basically replaces the EXPORT TO .MAP feature in Hammer as it generates a .map file on its own. The major difference is that, as CStriker pointed out, HLFix exports a .map as floating points instead of integers which no longer causes vertices to snap to the nearest point. The result is that rotated and/or twisted objects no longer look deformed ingame.

However, there appears to be some compatibility issues with HLFix and the latest SHLT. Known issues are outside world errors and dissapearing faces.

So right you want to
  • Use HLFix to generate the .map file which has floating points instead of integers but in return you're forced to deal with possible compiling errors and disappearing faces
  • Stick to SHLT and not use HLFix to get around the compatibility issues between HLFix and the other tools but you're back using integers again causing cracks and deformed brushes due to off-grid vertices.
Posted 13 years ago2011-01-20 13:28:27 UTC
in Source Sdk func_guntarget FAIL need help Post #289407
Moved to Source.

Ghost129er, take a look at this and this to make sure you're making your plane (wich is a func_tracktrain i presume) the correct way.
Posted 13 years ago2011-01-19 15:19:25 UTC
in Coder wanted. For real this time. Post #289329
Ah yes, the icon is wrong, i'll fix that.
Gonna attempt the Shocktrooper plus shock rifle today. A pretty complex monster in terms of code.

Edit:

Well, the Raven City sdk does not have the Shocktrooperbut it does have the shockrifle. That doesn't make any sense. How the hell am i supposed to get the Shocktrooper now?

The same applies to the Voltigore.
Posted 13 years ago2011-01-18 22:52:20 UTC
in Coder wanted. For real this time. Post #289310
Actually, the deagle has its own ammo type. It does not take 9mm ammo.
Posted 13 years ago2011-01-18 21:49:16 UTC
in Coder wanted. For real this time. Post #289305
Posted 13 years ago2011-01-18 20:09:18 UTC
in Coder wanted. For real this time. Post #289302
Changed:
VECTOR_CONE_1DEGREES
VECTOR_CONE_2DEGREES
That should make the deagle a little less accurate when the laser is on.

Laser off is:
VECTOR_CONE_10DEGREES
Also:
User posted image
Now that's what im talking about!
Posted 13 years ago2011-01-17 21:58:25 UTC
in Coder wanted. For real this time. Post #289285
I can always change that.