Forum posts

Posted 8 years ago2016-02-09 23:03:29 UTC
in trigger_once game crash Post #328798
You should use game_text for maps for Half-Life, whereas you can make use of env_message and titles.txt if your making a mod. This means you can make small tweaks if you made a typo, without needing to recompile any maps. :)

"All Clients" flag should only be required in multiplayer maps. I've never used it and not encountered any crashes.

The only time I did get a crash caused by an env_message was when I was actually entering the message text into the "message" field, which was too long. This was before I learned to use the codes from titles.txt

Derp... :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-09 07:30:47 UTC
in The Official HRP "Halp!" Threa Post #328785
One way to do that is to make them in the same way you would a transparent texture. With a solid background color that becomes transparent in game.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-08 12:20:36 UTC
in Alien Shock Post #328775
Heh, I commented on this last night. Didn't realise it was your mod. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-07 09:45:36 UTC
in How to make this following things in VHE Post #328745
Moved to HL Engine Discussion
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-07 09:41:50 UTC
in Playing music in Half-Life Post #328744
You'd just have to save the track as a wav file, using Audacity or a similar program. This would only really work if it's music coming from a stereo or something, since ambient_generic is not meant for background music.

If you're talking about background music heard throughout the map, Dr.Orange has you covered. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-04 13:43:46 UTC
in TWHL World - Community Project Post #328664
Yeah, just use what you like. As long as no textures have the same name they can all be crammed into one .wad file anyway.

If you're only using a few from OpFor or BluSh then just copy them and stick them in a new .wad. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-04 13:37:13 UTC
in NPC Opens door. Post #328663
You should have a flag to "Gag" the scientists. That should stop them engaging in idle chatter and will only speak when triggered to do so.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-01 20:50:36 UTC
in Can't see models in VHE or Sledge Post #328624
Yeah, if you were using a new install of Hammer, the halflife.fgd would have been the standard one that comes with Hammer (aka. the one without model support)

You must have been using an updated FGD on the laptop.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-01 18:57:48 UTC
in Can't see models in VHE or Sledge Post #328619
All the files are in there now by default anyway. I think one of the updates did it. Still, worth checking
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-01 16:21:31 UTC
in Can't see models in VHE or Sledge Post #328613
Apart from a very unusual directory set up (which may be the cause... I don't know), I see no issues.

But seriously, who installs to the desktop folder!? I have all my HL modding tools in the HL directory. Makes setup and file searching so much faster. :rly:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 23:03:35 UTC
in Now Gaming: ... Post #328578
I'm loving the new career style game mode in Exanima. It's a really cool game if you're into medieval era stuff, with a little fantasy, a heavy emphasis on physics and an utterly unforgiving permadeath system. You can easily lose all your progress in a second if the enemy gets a lucky hit.

I've started a new series where I make myself and the SnC guys into a fighter's guild. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 22:55:28 UTC
in Can't see models in VHE or Sledge Post #328577
Make sure all your settings are correct when setting your half-life directory and mod directory in Hammer, so it knows where to look for them. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-30 22:52:57 UTC
in Ignore "Bad surface Extents"? Post #328576
Yeah, just alt+p and fix the problems. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-29 14:35:34 UTC
in Model Animation Problem "help requi Post #328550
The issue is, the last time I looked into animation was while working on The Core, and the grunt model we use has fingers and eyeballs that all need to be animated...

Honestly I figured the time was better spent elsewhere in order to get the mod released in a reasonable amount of time-AH-HAHA WAT!?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-29 09:18:05 UTC
in Model Animation Problem "help requi Post #328540
That is the one thing that stopped me trying to animate anything in Goldsource.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-28 09:13:19 UTC
in turning sprite on for a few seconds? Post #328521
... Just trigger the sprite again after five seconds? It should toggle.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-27 10:57:37 UTC
in Half-Life: The Core Post #328374
Exactly! Christ, we've got a mod to work on.

Incidentally, if the complete lack of updates on TWHL or Bi-Monthly updates on MoDDB aren't enough, we sometimes do a twitter, or something

UPDATES

We're getting some more attention lately. We won RTSL's Most Anticipated mod, beating Prospekt in the final head to head round (by a considerable margin I might add)
User posted image
And the winner is The Core.

Was there any doubt? This is probably going to win next year too.

“No, don’t talk like that Phillip, by then it will have been released!” Let’s hope the mod keeps being updated and it gets released this year.
This has also earned us a mention on Valve News Network, with Tyler stating that he will cover the mod in more detail soon. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-24 21:02:33 UTC
in Sven Co-op 5.0 Post #328469
^ Hey Archie. Do this ^
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-24 13:57:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328458
IGNORE ME - I AM A MORON. I'll leave the below there for my own sake, but I can now see the option in textures window to set right click to apply texture AND VALUES. Derp derp derp.

I remembered the texture issue I mentioned the other night in team speak. It's to do with right click texture application.

In hammer 3.5, when you select a textured face, you can then right click on another face to quickly apply the same texture, along with scaling and positioning.

It works a little differently in sledge if I recall.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 10:29:01 UTC
in TWHL World - Community Project Post #328427
w_camera.mdl
w_portablemed.mdl + w_portablemedt.mdl
null.mdl

Spirit also comes with a prop model (sink.mdl) and a replacement for the mp5 view models (v_9mmar.mdl) but these aren't needed
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 10:21:54 UTC
in End game when NPC is killed? Post #328426
I had the same issue with the Apache in TWHL Tower and wrote it off as a spirit bug, but I guess it might simply not work with the apache. Standard NPCs should all work though, as far as I am aware.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-21 09:35:16 UTC
in Sven Co-op 5.0 Post #328425
Congratz on the upcoming release. It's good to see Sven Coop is still hugely popular.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 23:16:30 UTC
in TWHL World - Community Project Post #328421
Just a heads up. Your base mod is missing some essential models used by spirit.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 22:48:02 UTC
in End game when NPC is killed? Post #328420
It's a bunch of entities that will need to be triggered so you need the following entities.

monster_whatever (the NPC)
multimanager (to trigger each of the below entities)
env_fade (fade to black)
env_message (to show the endgame text)
player_loadsaved (to load the last saved game)

Set the npc to target the multimanager, with the trigger condition set to "Death" (basically when the npc dies, it triggers the multimanager)

Set the multimanager to trigger the env_fade immediatly and the env_message after one second. Then, have it trigger the player_loadsaved after a few more seconds. (Not too long because essential NPCs dying is really annoying and you don't want the player waiting for ages for their game to reload)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 17:07:32 UTC
in TWHL World - Community Project Post #328414
Hnnng... I really want in on this. :|
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-20 12:52:19 UTC
in Sven Co-op 5.0 Post #328410
I think this might need to be an SnC go to for a week or two (in between the race seasons and terrorist clear outs)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 14:03:56 UTC
in making grunts engage from distance? Post #328377
Well, alrighty then. Good luck with it :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 10:09:53 UTC
in making grunts engage from distance? Post #328373
Did you try reading the thread? Archie explained it all in the second post...

Squad functionality is pretty simple. Use the squad field to set a name. Any grunts who share a squad name will be alerted if one of them spots the player. You can also set a flag for a squad leader (the guy with the beret) but I'm not sure if this alters their behaviour at all.

Houndeyes also use the squad system and it makes a huge difference to their effectiveness
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 00:47:08 UTC
in Half-Life: The Core Post #328368
We'd show you more, but we'd have to kill you. That would be a massive inconvenience for us.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 16:53:01 UTC
in making grunts engage from distance? Post #328359
I've never encountered this before... I guess I've never made a map with a space that big.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 14:33:57 UTC
in Sounds playing when loading a save game? Post #328356
Are you using trigger_autos anywhere in the map? Trigger_Auto entities will fire whenever you enter the map, be it by a changelevel or loading a save. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 12:29:50 UTC
in Prospekt Post #328351
Wow, what's with the overwhelmingly negative feedback on that Before mod? I played it a few months ago and thought it was a decent little experience. No better or worse than the vast majority of of short Half-Life mods at any rate.

Is it just Greenlight shenanigans?
I'm curious about that myself. A lot of the feedback appears to relate to short play time, no story beyond the blurb in Steam and a bad ending. I've not actually tried it, but... I think I HAVE to now.

In other news:
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 10:46:51 UTC
in Prospekt Post #328344
I wonder how soon steam will greenlight GoldSource mods. Lol.
That happens now.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-18 10:05:01 UTC
in Half-Life: The Core Post #328341
Guffaw
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 21:06:27 UTC
in Prospekt Post #328336
A mod would need to be ground breaking for me to consider paying for it. Black Mesa was at least a total conversion, not to mention a remake of my favourite game of all time...

Prospekt raises serious issues with me. Sure, I can see that a lot of work has been done on some new particle system, and that's fine. But the models appear to be the same as retail, the level design looks bland and even the general location itself... I mean Nova Prospekt? Really? It was probably my least favourite location in HL2, which is my second least favourite game in the HL series.

It would be like charging for a HL1 mod set purely in Xen...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 17:35:41 UTC
in Half-Life: The Core Post #328327
Anyone feel like voting for The Core for most anticipated mod award? It'd be lovely if you did.The poll is here.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 17:09:32 UTC
in TWHL Tower Post #328326
TWHL Tower is mod of the week on the half life sub reddit
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 11:54:37 UTC
in TWHL World - Community Project Post #328321
Alright i found a few free hours.
Can i have some help setting up this folder structure? I copied TWHL TOWER and i'm stripping out the resources.
What is the barebones requirement? It's been a while since i've done this
I'd say that the safest bet would be to grab the zip of the latest version of SoHL, from pebs' link and amend the name in the liblist.gam file, as well as the other elements. The TWHL Tower file is below. A lot of it is just generic info, and things like version are for internal use I guess. Icon stuff is purely to make it look more 'complete' in the steam games list.
game "TWHL Tower"
url_info "http://twhl.info"
url_dl "http://twhl.info"
version "1.0"
hlversion "1101"
type "singleplayer_only"
startmap "twhl-lobby"
gamedll "dlls/spirit.dll"
cldll "1"
icon "twhlt" This adds the icon in the steam list, looks for two .tga files. In this case twhlt.tga and twhlt_big.tga, which are 16x16 and 32x32 pixels respectively.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 04:34:30 UTC
in TWHL Tower Post #328318
You can make a sprite from a bitmap image using Sprite Wizard. Google that.

I don't think there is anywhere you can download sprites for gold source.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 04:31:37 UTC
in Prospekt Post #328317
Yeah, this looks average at best. I would have maybe checked it out if it were a free mod, but I won't be paying for it when there are better, total conversions out there that are free.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-16 21:03:59 UTC
in TWHL Tower Post #328310
I love the arrows pointing to the keys!!!, how are they done?
It's just a simple env_sprite entity. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-15 10:28:42 UTC
in TWHL World - Community Project Post #328282
why is source such a no-no for you? Complex entity work is surely much easier in Source... so, I don't get it
I just prefer the old school feel of Goldsource and I feel that it's much easier to create something unique. I've always rated HL1 way higher that HL2 and the episodes.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-15 09:35:35 UTC
in TWHL World - Community Project Post #328279
That's the beauty of it. A lot of the standard entities have some new fields, but you don't have to do anything with them.

The whole 'master' thing is a lot easier in Spirit for example. None of this trigger relay crap. Take my boarded doors in TWHL Tower. 3 breakables, all named 'plank' and one door with the master 'plank.' As long as 'plank' exists the door doesn't work. Break the boards and the door unlocks. So simple.

You've also go env_model, which just lets you place a model in your map. No cycler crap, and of course, lighting properties for brush entities. So if you have a block with a light texture, set it to a func_wall and you can make it flicker / toggle and so on.

One of my favourite things is the NPC control. You can chose different models and skins for every NPC. So if you have 4 grunt models, you can use them all together. :P

But yeah, otherwise, you can just stick to what you know.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-14 19:58:05 UTC
in TWHL Tower Post #328258
Mod was covered by Valve News Network today, which is nice. Lo and behold, not a hint of lag on Jeff's floor...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-14 19:49:48 UTC
in TWHL World - Community Project Post #328257
My vote is Goldsource, even though I'm not not likely to enter.

Source is clearly superior, but demands a much larger amount of work to create something that doesn't resemble HL2.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-14 09:15:10 UTC
in TWHL World - Community Project Post #328234
Oh lordy... The distractions...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-13 14:51:26 UTC
in Is the site dead? Post #328209
mods like Earth Special Forces, or Arrangement mod, or Paranoia
PFFT! :rly:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-13 09:41:19 UTC
in Is the site dead? Post #328207
As long as there are people still modding Doom and Duke Nukem 3D, people will be modding for Goldsource engine.

I for one am still a massive user of the engine and there are plenty of communities across the net that feel the same. I think it will be a VERY long time before Goldsource modding is completely phased out.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-13 09:19:56 UTC
in Pets! Post #328206
Lovely pic. :D

The feet in ankle socks at the top really pull it together :lol:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-09 17:47:32 UTC
in TWHL Tower Post #328166
Your model pack just made me realise something... The textures the HD pack are completely fucked. I'm assuming they are the wrong way round or something. The Sleeve and hands are 64x64 in HD, and 256x256 in the original LD... Slow clap Valve.
monster_urby monster_urbyGoldsourcerer