Forum posts

Posted 1 year ago2023-09-07 07:09:59 UTC
in My map is not updating Post #347839
Im done working on the mod so its fine now sorry
Lost Tapes Lost TapesIntro Labs Collective Co-Owner
Maybe a func_train? You may want to try and decompile the target range from the HL´s training room, or the CS map, and see how the moving targets were done.
hi, bit of an odd first post, but I was wondering about something involving the default UI icons for the main menu and pause menu
is it possible to change the "steam" icon in the top left of these menus? example below:
User posted image
as you can see, it stands out a bit from the rest of my menu, understandably being a bit irritating
the 'resource' folder in my mod's directory has every other menu element's icon, be it the microphone volume display, or the logo that always shows in the bottom left of the main menu

EDIT: discovered a way to replace it, one of the .res files mentions a certain, "resource/icon_steam" and "resource/icon_steam_disabled"
adding these to the resource folder seems to work
User posted image
sorry for the, admittedly, quite easy-to-answer question, but i suppose that's how life is :P
tMtMtL114 tMtMtL114Idiot by trade
Is it possible to make a moving button, after activation of which - it would NOT stop, but move to a certain point?
Imagine a wall, and behind it a button, which is not visible to the player, after a conditional trigger, the button would appear in front of the wall and start moving from side to side, after a shot at it - it would disappear behind the wall, waiting for the next call. Could you please advise how this can be done, if at all possible?

Something similar was used on "cs_training" for CS 1.6, there were buttons in the form of targets, but after the player shot at them they just stopped, I need the button to return to the original position.
Im interested, i could "mildy" fill in as a mapper and modeller, perhaps editing some textures, but i cant do coding right now, sorry. Do you have a Discord or something?
The mod is inspired by Resident Evil and POSTAL 1, while having deviation to make something independent. It's kind of like Cry of fear. For more information you could check out the mod page on Moddb!
Sorry for the extreme delay:

1. Preferably use J.A.C.K. You might also want to try Trenchbroom if you are more familiar with Quake mapping.
2. You´ll probably want to look up some tutorials, i cant help you with that. Blender has its own documentation and tutorials, they can be found here. If Blender proves difficult to use, try simpler programs like MS3D or FragMotion.
3. You are trying to export the model as a Source model rather than a GoldSrc model. Check this and this.
4. I haven´t used MetaMod, but they have a guide for this. Keep in mind, you do need a little bit of C++ knowledge to use it. You might want to check out some tutorials on C++. I recomend this (1, 2, 3) pages for learning.
I could join, however im kinda busy on some other mods, but i could make some time. Could you elaborate further on your mod? (Concept, lore, ideas, etc.)

I'd like to ask for some help!

I can't develop a Half-Life 1 mod by myself, I've tried to do some coding but it always ends up as a total mess. The only roles I will cover are "Texture artist" and "Sound/Music designer" So I'd like to ask YOU for some help, I need some roles. Also this is my first time using TWHL to post something, so I don't quite understand how messages and etc. work. NOTE: I can't pay you...
The roles we require are:

Level Designer
Most current levels end up having no where to go or what to do next, so this role would be necessary for most levels, especially the Hospital one.

Modeler
I have little to no knowledge on how to make a model for Half-Life 1, the most I know is how to retexture models.

Weapon Programmer
This is the one we need the most currently, I always fail at coding weapon into Runamok, and there is a ton of weapons featured in Runamok.

NPC Programmer
This is the least currently needed role, but it is necessary since at some point Police Cops and perhaps other hostiles will need to have AI Implemented. For the time being the only hostiles in the first release will be Zombies which will be a HL1 Zombie remodel.

Game Mechanics Programmer
Runamok has a lot of game mechanics like a inventory and much more, and I don't know how to add them

Voice Actor
Runamok presents a lot of characters and hostiles, mostly men and women voices, including zombies.

If you'd like to fill any of these roles and help with the mod, send a message to my Moddb account and add me as a friend. Then I'll make a group!
Posted 1 year ago2023-09-03 18:56:50 UTC
in My map is not updating Post #347827
It could be the .$ext in the path, or that you have short filenames (8.3 filename) disabled.
I would copy the compilers and folders over to somewhere that has no spaces or weird characters in the path or filenames like this.

C:\Hammer\London8daysdemo\maps

Then setup hammer or jack again.
Glad it helped, scripted_sequence isn't the most intuitive entity to work with. It's Entity Guide entry can be very helpful, especially the Notes section. 🙂
Thank you so much!!!!

I misundertood.

I thought the idle animation was what the guy would do after the action animation. xD
When you give a scripted_sequence an Idle Animation it changes how it behaves. Walk and Run Move to Position types won't work anymore, and it will perform the Idle Animation until triggered.

In your scenario you want to use two scripted_sequences: One with the Idle Animation ("studycart") and Move to Position type set to Instantaneous (let's name it ss_idle), and second one with no animations set but with a Move to Position set to Walk (name this one ss_walk).

The ss_idle needs to be triggered before the scientist will react to ss_walk being activated (the scientist needs to be "released" from it).
So in ss_idle's Target key we can put ss_walk and lastly in the trigger_once's Target we can put ss_idle.
Now ss_idle should activate ss_walk on its own when activated.
Weird, I tried in a new map and it worked.

On the prevous one I also had some leak for whatever reason, despite being 100% encolsed simple brushes room?
So I'm finally trying to learn "scripted sequences" and this drives me nuts, I have double and triple checked everything I wrote in the scripted_sequence entity, trigger_once brush and the scientist.

Its a very simple thing.

He's just supposed to walk over and "open" the laptop.

AFTER I WALK INTO THE AAATRIGGER BRUSH.

But the sequence starts even if I just stands still.

Why? =/

Second problem is that the idle animation does not continue. I want it to look like hes fiddling with the computer... "studycart" looked good enough.
But he just goes back to normal!

TRIGGER_ONCE (brush, aaatrigger)
Target: scientistlaptop

SCRIPTED_SEQUENCE
Name: scientistlaptop
Targetmonster: benny
Action animation: studycart
Idle animation: studycart
Walk to position: Walk
(x) Leave Corpse
(x) Oerrides AI
(x) No Script Movement (makes no difference...)

MONSTER_SCIENTIST
Name: benny

(x) Wait For Script (makes no difference...)
caption textcaption text
Posted 1 year ago2023-09-01 18:45:40 UTC
in My map is not updating Post #347821
Firstly, Base Game Directory should be ...\steamapps\common\Half-Life\valve

Not important but Source Map Directory shouldn't be the game/mod's maps folder but instead a project folder holding the RMF/JMF project files (keeping it separate from your game data will help making things more tidy, for example in a folder like C:\hl_modding\28daysdemo\maps).

Secondly, I asked you if you compiled using Expert Mode, and if so what does the compile setup look like.
I'm asking since the paths in the log implies incorrect/incorrect parameter use in the compile tool arguments.
Posted 1 year ago2023-09-01 17:11:53 UTC
in My map is not updating Post #347820
caption textcaption text
caption textcaption text
caption textcaption text
caption textcaption text
Lost Tapes Lost TapesIntro Labs Collective Co-Owner
Posted 1 year ago2023-09-01 06:04:05 UTC
in My map is not updating Post #347819
London.$ext8daysdemo\maps\London.map
This looks like a strange mess. Are you compiling in Expert Mode?
If so, could you post a screenshot of how your compile setup looks like?

Oh and double-check your Directories in game config as well. It should look something like
[Game Executable]
...\steamapps\common\Half-Life\hl.exe

[Base Game Directory]
...\steamapps\common\Half-Life\valve

[Mod Directory]
...\steamapps\common\Half-Life\8daysdemo
(Assuming your mod is called "8daysdemo")
Posted 1 year ago2023-08-31 22:06:23 UTC
in My map is not updating Post #347818
Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve

** Executing...
** Command: Copy File
** Source: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\London.$ext8daysdemo\maps\London.map
** Destination: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\London.map8daysdemo\maps\London.map
  • Could not copy the file:
Source: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\London.$ext8daysdemo\maps\London.map
Destination: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\London.map8daysdemo\maps\London.map
  • Windows gave the error message:
"The system cannot find the path specified."

If im correct this means my config is all messed up but I don't know what it is that's messed up
Lost Tapes Lost TapesIntro Labs Collective Co-Owner
Posted 1 year ago2023-08-31 20:44:46 UTC
in Half-Life Updated (custom SDK) Post #347817

Half-Life Updated release candidates released

Half-Life Updated, Half-Life: Opposing Force Updated and Half-Life: Blue Shift Updated release candidates have been released:
Half-Life Updated: https://github.com/SamVanheer/halflife-updated/releases/tag/HLU-V1.0.0-RC002
Half-Life: Opposing Force Updated: https://github.com/SamVanheer/halflife-op4-updated/releases/tag/HLOP4U-V1.0.0-RC002
Half-Life: Blue Shift Updated: https://github.com/SamVanheer/halflife-bs-updated/releases/tag/HLBSU-V1.0.0-RC002

Notable changes for all games:
  • Fixed hand grenade model not animating
  • Added cvar sv_allowbunnyhopping to control whether the bunny hopping limiter is enabled
  • Fixed mouse cursor being invisible in VGUI1 menus when raw input is enabled
  • Fixed RPG being flagged as unusable while a rocket is loaded
  • Copy delta.lst when building client or server to ensure mods have correct delta.lst file (defines networking properties for data types)
  • Fixed item history HUD not resetting the vertical position used for new items added to the list when loading save games
  • Fixed Gauss gun dealing full damage when saving and loading right after starting a charged shot
  • Prevent breakables from spawning multiple items when destroyed by gunfire and explosives at the same time
  • Properly fixed mouse movement in main menu affecting in-game angles
Notable changes for Opposing Force:
  • Fixed electrified wire damage being frametime-dependent causing players to die almost instantly at high framerates
  • Fixed func_tank_of and other OF tank entities firing many attacks at the same time at players if they hide behind obstacles for a few seconds
  • Fixed Geneworm not lighting up its eyes

Progress on the Unified SDK

Release candidate 2 is now available: https://github.com/SamVanheer/halflife-unified-sdk/releases/tag/UNIFIED-V1.0.0-RC002

SDK Changes

  • Fixed incorrect attribute order on a couple functions
  • Optimized debug & project info huds to avoid unnecessary memory allocations
  • Fixed third person view not using correct camera offset
  • Set Drill Sergeant accessories bodygroup to blank
  • Added Natvis types for Schedule_t, CBaseMonster & CCineMonster to make it easier to debug NPCs and scripts using the Visual Studio debugger
  • Move mouth when playing regular sounds as well as when playing sentences
  • Fixed not being able to select weapons if they do not have sequential positions in the weapon bucket
  • Hardened HUD code against missing configuration data
  • Added check to prevent out of range access in entity classification code
  • Fixed func_tank entities not respecting persistence and not being able to switch targets properly if target is behind cover
  • Fixed func_tank and other tank entities firing many attacks at the same time at players if they hide behind obstacles for a few seconds (same fix as in Opposing Force, applies to regular tank entities here)
  • Make sure loader NPC stops playing looping sounds on death
  • Fixed rats having alien gibs instead of human gibs
  • Fixed turrets and tanks continuing to target players after enabling notarget
  • Fixed baby voltigores using adult sized gibs
  • Fixed Baby Voltigores playing attack sounds at wrong pitch
  • Fixed Hornet gun not playing attack animation when firing after recharging the only available ammo
  • Implemented cvar change callbacks to simplify syncing cvar changes with other systems
  • Added cvars sv_infinite_ammo & sv_bottomless_magazines to override skill variables
  • Made crosshair color separately configurable

C# Changes

  • Removed classname validation on map load to allow TFC's flagrun map to load (contains an entity with an empty classname)
  • Missing game content is now logged as a warning instead of an error
  • A missing Half-Life Uplink installation is no longer logged as an error or a warning
  • Fixed Osprey falling through the ground and reverting to the flying animation in ofboot1 after loading a save game
  • Fixed Op4 func_tank entities using persistence keyvalue (func_tank_of entities do not use this keyvalue and act as though it is set to 0)
  • Added missing wav extension to sound in of6a5 (portal sound when Geneworm arrives)
  • Removed redundant chaptertitle key from ba_power2
  • Fixed bullsquids in of5a2 not playing eat scripts (Xen area reached via Displacer)
  • Fixed grunts in ba_outro having wrong body groups

Asset Changes

  • Reverted the LD Opposing Force Crowbar model to the original model
  • Fixed Snark viewmodel fidgetnip animation leaving the left hand in an awkward position at the end of the animation
  • Use correct hud sprite for Opposing Force scanline digits
  • Fixed scientist portal animation cutting off dialogue due to sounds played on voice channel (affects c3a2d, final Lambda Core level)
  • Fixed deadhaz.mdl helmet submodel including Gordon's head causing his glasses and ponytail to clip through the helmet
  • Added crosshair color setting to cfgs, added player_setcrosshaircolor to fgd, updated test_sethudcolor with tests for crosshair color

Remaining work to be done

  • Update changelog to include all changes (done)
  • MIT license all community-written Updated & Unified SDK code
Thanks to everybody for testing these out and giving feedback, this has allowed a lot of issues to be fixed and improvements to be made.

The documentation has also been updated to include new additions.

These releases are mainly bug fixes but in the Unified SDK a few new features were added based on feedback:
  • The infinite ammo and bottomless magazines skill variables now have associated cvars to override the skill settings
  • Crosshair color is now independent of hud color and Blue Shift's crosshair color now matches the original game's color (blue was harder to see as well)
All projects are feature complete so no new features will be added. These were added because they are simple enough and somewhat required for the existing features to work well.

Do remember to follow the installation instructions to ensure that all game assets are installed and upgraded properly so as to avoid glitches and bugs!

There are some more changes that will be made for a third release candidate but nothing involving bug fixes at this time.

Try out the new release candidates and let me know what you think!
Posted 1 year ago2023-08-31 20:08:54 UTC
in Portals and gels in special surfaces Post #347816
as we all know, in both games portals can only be placed on basalt surfaces. but... using the classic sv_chetas 1, we become able with a command, to place portals anywhere. so, since i play portal on nintendo switch i cannot access the command tab (i don't wanna download stuff to my switch) besides there's no information in how to activate cheats in nintendo switch, SO I'm asking for some testing in some surfaces: (both games portal gun)
inside a pool (water physics test)
toxic goo (HL2 style)
toxic goo (Portal 2 style)
NPC's or players
glass surfaces or transparent.
in the transparent surfaces or just a non collision transparent part, the back part of a portal, how does it looks??? and how does it behave when you enter it from behind? that's what i ask since i've seen no information of someone doing it
I also ask about gels in water and toxic goo's
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 ago2023-08-31 11:05:13 UTC
in HL1 MMod - Adding Weapons / Monsters - SDK Post #347813
Oh, thank MrFloyd for that, I was just doing some programming there x)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-08-31 08:58:40 UTC
in Tracking +1/-1 Counter Post #347812
Damn, how'd I mess that? Thank you Mad Carrot, I'll give it a look.
Posted 1 year ago2023-08-31 08:57:54 UTC
in HL1 MMod - Adding Weapons / Monsters - SDK Post #347811
Thank you for the input, Admer. Your Decay stuff is part of what's got me intrested in learing Hammer!
Posted 1 year ago2023-08-31 06:22:32 UTC
in My map is not updating Post #347810
Iv Been working on a map for a mod I'm working on and the map saves in jack but In the mod when I play it its still the old version anyone know why this is happening.
Lost Tapes Lost TapesIntro Labs Collective Co-Owner
Posted 1 year ago2023-08-30 22:02:31 UTC
in HL1 MMod - Adding Weapons / Monsters - SDK Post #347809
If you want to add new weapons & monsters, you absolutely need code access. If HL1 MMod isn't source-available, you are out of luck. Base HL SDK / HL Updated SDK doesn't have any of the additions MMod has.

BTW Half-Life SDK, not exactly Source SDK~
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-08-30 15:08:27 UTC
in Tracking +1/-1 Counter Post #347808
On the wiki page of the game_counter entity, it says that you can decrement its value by triggering it with a trigger_relay with Trigger State set to 'off'. I've never used this entity so I'm not sure if this will work, best to try and see for yourself.
Posted 1 year ago2023-08-30 14:35:53 UTC
in HL1 MMod - Adding Weapons / Monsters - SDK Post #347807
I'm basing a mod off HL1 MMod and I'd like to add custom weapons, creatures and stuff to it. In my reserach about adding new weapons and creatures, I'm coming across needing to compile my own version of Source SDK.

I'm pretty sure MMod has its own fork of the SDK, which I don't think we have access to. Does that mean adding new content like that is impossible? Or can I still do it using the updated HL1 SDK and then run it through MMod reguardless?

This is my first attempt at a real mod of complexity so pardon if I don't know about even some basic principles. I'd just rather not spend my time figuring out getting it working if it's not possible with MMod because of not having the right SDK.
Posted 1 year ago2023-08-29 13:37:48 UTC
in Tracking +1/-1 Counter Post #347804
I’m looking to add one (+1) or remove one (-1) from a counter.

I have a gameplay idea where players need batteries to open doors and power things. Batteries are scarce, but there are lots of places they can be used. So, when a player gets a battery, the counter goes up by one. When they use a battery, the counter goes down by one (so long as they have any).

I've read about the 'game_counter' but what I’ve read is it only works for exact matches (=) and can only count up. Conventional "key"s arn’t suitable here as batteries are not tied to specific doors, and their quantity across the map is arbitrary.

I thought about having two game_counters, one for "found" and one for "used", but I don't know of a way to check the state of found > used.
Posted 1 year ago2023-08-29 11:37:42 UTC
in Post Your Desktops Post #347803
You mean:
Use le img tagUse le img tag
Also yeah that is quite unusual.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-08-29 09:54:35 UTC
in Something Terrifying! Post #347802
Sooo i was playing in half life opposing force multiplayer, and i was alone no online players no admins no bots no one, soo i was in room i was setting a bombs in that room then i hear some footsteps and i hear someone shoot with m16 he ruined my plan, then i started recording a demo i did everything same but nothing happened idk what was that but that's scary :nervous:
Posted 1 year ago2023-08-29 06:49:40 UTC
in Post Your Desktops Post #347801
Posted 1 year ago2023-08-28 13:33:51 UTC
in Train with doors and windows Post #347800
You can do it only with a custom mod that has a veeery proper implementation of movewith / parenting (not Spirit of HL). I wrote a couple entities that specialise in that for HL:WAR. If not a programmer, consider the above solution.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-08-27 22:01:23 UTC
in Train with doors and windows Post #347799
No you can't do this in Goldsource in general.

There are some tricks you can do, like having the train be stationary and have the station move until stopping. Then have a map change to a new map where both station & train are world brushes, and have a func_door or func_train open for the train's door.
Posted 1 year ago2023-08-27 21:52:58 UTC
in Train with doors and windows Post #347798
I've tried looking around on the forums to get an answer for this but no luck so I'll just ask myself. Is there anyway to give a func_train working windows and doors? I've built a pretty detailed train with sliding func_doors, func_walls for windows, func_details for furniture and want to have the train pull into the station at the beginning of my map. Is there any way to tie all of these into a single train? Like, can I have these door brushes move along the path with everything else and then open?
NintyFan290 NintyFan290Trans rights!!
Posted 1 year ago2023-08-26 18:48:17 UTC
in Half-Life Updated (custom SDK) Post #347797
Works for me, I still need to figure out if what I wanna make is a feasible workload and do the preprod on it.
Notewell NotewellGIASFELFEBREHBER
Posted 1 year ago2023-08-26 17:47:53 UTC
in Half-Life Updated (custom SDK) Post #347796
I'd hold off for a couple more weeks. We're still testing things and fixing bugs.

There should be another release candidate in the coming days to make all of the fixes available.
Posted 1 year ago2023-08-26 13:50:59 UTC
in Half-Life Updated (custom SDK) Post #347795
Now that we have a Release Candidate, are you feeling confident enough to greenlight modders beginning work using the SDK, provided they update to 1.0.0 once it's fully tested and released? I recently started getting the urge to play around with HL1 mapping again and I'd love to use the functionality you've added.
Notewell NotewellGIASFELFEBREHBER
Posted 1 year ago2023-08-22 03:45:14 UTC
in Problem with sprites Post #347794
Hey, just fixed it, and i can't belive how i fixed it.
First, i writted the code much better and added a CBasePlayer to my void, which solved most of the problem, but then this message appeared: No model 175!
I spent hours trying to figure out the problem, and the answer is kinda surprising.
You see, the sprite wasn't supposed to be precached in the player's Precache(), so i precached the sprite in weapons.cpp, added an extern short to weapons.h and done!
//call medic
void CBasePlayer::MedicToogle(CBasePlayer* pPlayer)
{

if (gpGlobals->time < m_flCounter)
{
return;
}

switch (RANDOM_LONG(1, 2))
{
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "speech/saveme1.wav", 1, ATTN_NORM);
m_flCounter = gpGlobals->time + 3.5;
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "speech/saveme2.wav", 1, ATTN_NORM);
m_flCounter = gpGlobals->time + 3.5;
break;
}

MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY, pPlayer->pev->origin);
WRITE_BYTE(TE_PLAYERATTACHMENT);
WRITE_BYTE((BYTE)pPlayer->entindex());
WRITE_COORD(45);
WRITE_SHORT(g_sModelIndexMedic);
WRITE_SHORT(30);
MESSAGE_END();

}
This is the new code.
Posted 1 year ago2023-08-21 05:00:46 UTC
in Is GoldSource still cool Post #347793
Definitely don't think you're too late, plenty of activity on this website for example. Sure, part of the fun of goldsrc (for me) is pure nostalgia, but even then, the engine itself is fun to play around with.

I agree with @qe, a lot is possible but it quirkiness forces you to be creative, which can be super statisfying if stuff finally works.

And me and friends keep coming back to half-life multiplayer, it never gets old, also thanks to the never ending treasure trove of custom maps and possibilities to make your own.

So @derpy, welcome to the party
Posted 1 year ago2023-08-20 20:16:08 UTC
in Is GoldSource still cool Post #347791
One of the pleasures in art is working within constraints. Goldsrc provides plenty of versatility, but also plenty of constraints. These help you find creative solutions, and so in this sense mapping with Goldsrc is both creative and intellectually stimulating.
Posted 1 year ago2023-08-20 19:06:12 UTC
in Half-Life Asset Manager Post #347790

Half-Life Asset Manager V2 Beta 10 released

Half-life Asset Manager V2 Beta 10 has been released: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V2.0.0-beta010

Changes:
  • All mouth bone controllers now work properly and synchronize their controller value
  • Mouth controller value range matches the internal range used by the game
  • Mouth controllers can have a negative starting range
  • Fixed shadows drawing at wrong height when models are moved up or down
  • The "Highlight Hitbox" option now uses a different configurable set of colors than hitboxes drawn with "Show Hitboxes"
  • Added known issues to the manual
  • Numeric edit widgets now use the shortest possible representation to reduce the width of the text
  • Miscellaneous code cleanup
Posted 1 year ago2023-08-20 10:12:57 UTC
in Half-Life Updated (custom SDK) Post #347789

Map Decompiler beta 11

Map Decompiler beta 11 has been released: https://github.com/SamVanheer/HalfLife.UnifiedSdk.MapDecompiler/releases/tag/V0.11.0.0-beta011

Changes:
  • Added checks to log a proper error if BSP version is not supported
  • Show messagebox if any errors occur when saving settings (e.g. file is read-only)
  • Reworked parallelization to improve throughput when decompilation takes a while
  • Fixed job time elapsed being incorrect
This should improve CPU core usage without causing any performance issues. Testing shows that decompiling 125 maps takes 31 seconds with beta 10 and 29 seconds with beta 11.

If you encounter any issues with stuttering or freezing do make sure to let me know.
Posted 1 year ago2023-08-20 05:21:56 UTC
in Problem with sprites Post #347788
Yeah, i'm kinda lost... tried to do that, but i just get errors and crashes, i think i'm missing something.
i'll see if i can figure this out later.

Edit: Still on this problem, the message directly doesn't recognize any model/sprite given and just finded this on my console: No model -24064! , so im kinda stuck now.
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY); //here we start a message which draws a beam behind a player

WRITE_BYTE(TE_PLAYERATTACHMENT); //sets the beam to follow the entity(player)
WRITE_SHORT(entindex()); // entity
WRITE_COORD(20);
WRITE_SHORT(m_mCall); //model/sprite
WRITE_BYTE(20); //life

MESSAGE_END(); //ends the message we started above
m_mCall already has a precache with a sprite that worked, I tried other messages that were not "TE_PLAYERATTACHMENT" and they managed to make the sprite appear (to a certain extent), so I think something is misspelled.
I'm pretty sure i'm doing something wrong but i don't know what.
Posted 1 year ago2023-08-19 19:11:56 UTC
in Half-Life Featureful SDK Post #347787
In case the project won't use opfor ally soldiers, one can make a custom model for opfor human grunts which would look like a guy in HEV. Then also replace sounds and redefine sentences. Of course it's a hacky solution but it's at least something.
Posted 1 year ago2023-08-19 16:07:39 UTC
in Half-Life Featureful SDK Post #347786
好的,我很期待。
I look forward to it.
Lei Shi Lei ShiFRS石磊
Posted 1 year ago2023-08-19 13:51:06 UTC
in Is GoldSource still cool Post #347785
goldsrc still rocks to this day!!