Forum posts

Posted 1 year ago2023-07-03 07:44:59 UTC
in Is GoldSource still cool Post #347679
no? there's still plenty of people modding goldsrc
Posted 1 year ago2023-07-03 07:36:37 UTC
in Is GoldSource still cool Post #347677
I am too late am I :C
Posted 1 year ago2023-07-02 06:59:46 UTC
in multiple effects.h errors Post #347676
Idk what i did but now all is OK. Maybe visual studio complained about something
Posted 1 year ago2023-07-02 06:36:40 UTC
in multiple effects.h errors Post #347675
Yes I did
Posted 1 year ago2023-07-01 20:33:36 UTC
in multiple effects.h errors Post #347674
Have you included extdll.h and cbase.h before including anything else in your .cpp file?
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2023-07-01 19:34:30 UTC
in multiple effects.h errors Post #347673
When i compile hl_cdll I see this:

Build started..
1>------ Build started: Project: hl_cdll, Configuration: Debug Win32 ------
1>dbarrel.cpp
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(34,1): error C2504: 'CPointEntity': base class undefined
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(46,14): error C3646: 'AnimateThink': unknown override specifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(46,27): error C2059: syntax error: ')'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(46,28): error C2238: unexpected token(s) preceding ';'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(47,14): error C3646: 'ExpandThink': unknown override specifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(47,26): error C2059: syntax error: ')'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(47,27): error C2238: unexpected token(s) preceding ';'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(48,11): error C2061: syntax error: identifier 'CBaseEntity'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(51,55): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(51,55): error C2143: syntax error: missing ',' before '&'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(53,28): error C2061: syntax error: identifier 'edict_t'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(93,14): error C3646: 'AnimateUntilDead': unknown override specifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(93,31): error C2059: syntax error: ')'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(93,32): error C2238: unexpected token(s) preceding ';'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(95,12): error C2061: syntax error: identifier 'CSave'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(96,15): error C2061: syntax error: identifier 'CRestore'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(97,25): error C3646: 'm_SaveData': unknown override specifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(97,35): error C2143: syntax error: missing ',' before '['
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(97,36): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(98,68): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(98,68): error C2143: syntax error: missing ',' before '&'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(98,91): error C2143: syntax error: missing ')' before ';'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(98,91): error C2059: syntax error: ')'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(36,7): error C3668: 'CSprite::Spawn': method with override specifier 'override' did not override any base class methods
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(37,7): error C3668: 'CSprite::Precache': method with override specifier 'override' did not override any base class methods
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(39,6): error C3668: 'CSprite::ObjectCaps': method with override specifier 'override' did not override any base class methods
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(48,7): error C3668: 'CSprite::Use': method with override specifier 'override' did not override any base class methods
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(95,7): error C3668: 'CSprite::Save': method with override specifier 'override' did not override any base class methods
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(96,7): error C3668: 'CSprite::Restore': method with override specifier 'override' did not override any base class methods
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(42,7): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(43,12): error C2065: 'FCAP_DONT_SAVE': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(44,11): error C2653: 'CBaseEntity': is not a class or namespace name
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(44,40): error C2065: 'FCAP_ACROSS_TRANSITION': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(55,7): error C2065: 'pEntity': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(57,4): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(57,25): error C2065: 'pEntity': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(57,16): error C3861: 'ENTINDEX': identifier not found
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(58,4): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(58,16): error C2065: 'attachment': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(59,4): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(59,18): error C2065: 'pEntity': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(60,4): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(60,20): error C2065: 'MOVETYPE_FOLLOW': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(68,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(69,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(70,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(71,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(72,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(73,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(75,44): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(76,38): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(79,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(80,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(81,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(83,46): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(87,22): error C2039: 'AnimateUntilDead': is not a member of 'CSprite'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(33,7): message : see declaration of 'CSprite'
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(87,1): error C2065: 'AnimateUntilDead': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(87,3): error C3861: 'SetThink': identifier not found
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(88,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(89,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(89,18): error C2065: 'gpGlobals': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(90,3): error C2065: 'pev': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(90,20): error C2065: 'gpGlobals': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(107,1): error C2504: 'CBaseEntity': base class undefined
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(119,14): error C3646: 'TriggerTouch': unknown override specifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(119,27): error C2065: 'CBaseEntity': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(119,40): error C2065: 'pOther': undeclared identifier
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(119,46): error C2096: 'EXPORT': A data member cannot be initialized with a parenthesized initializer
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(119,7): error C2182: 'EXPORT': this use of 'void' is not valid
1>G:\.HLSDK\s\halflife-updated-master\dlls\effects.h(119,46): fatal error C1903: unable to recover from previous error(s); stopping compilation
1>Done building project "hl_cdll.vcxproj" -- FAILED.
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
Elapsed 00:01,817
What can be the problem?
Posted 1 year ago2023-07-01 13:50:36 UTC
in Weapon problem Post #347672
I making my own weapon all is OK but when i move to next map by trigger_changelevel my weapon doesn't work i can see it in my inventory but cant select it.

i think there is a problem becouse my weapon (weapon_dbarrel) dont transferring.

Transferring player (1)
Transferring monster_zombie (16)
Transferring monster_zombie (17)
Transferring weapon_crowbar (18)
Transferring game_counter (19)
Transferring monster_zombie (20)
Transferring fireanddie (21)
Compressing split packet (7146 -> 3946 bytes)
Game started

how to fix it?

I fix it
Posted 1 year ago2023-06-30 20:34:42 UTC
in Half-Life : Twisted Causes MOD Post #347671
TWISTED CAUSES: Seeking Support and Collaboration

Greetings, fellow gamers and modding enthusiasts!

I'm thrilled to provide you with an update on the progress of my ambitious project, "Twisted Causes," a total conversion mod for Half-Life 1. Before I proceed, I want to clarify that the mod is still a work in progress, and this announcement serves as a call for additional support, particularly from talented individuals with programming and other relevant skills. Please note that this is an indie project, and unfortunately, there is no financial compensation involved.

The primary goal of this post is to reach out to the community and invite passionate individuals who share a common interest in crafting immersive gaming experiences. While the mod is still in development, I'm open to collaborating with programmers, level designers, artists, and other creative minds who can contribute to enhancing the project.

"Twisted Causes" is intended to offer a unique narrative experience, exploring themes of corruption, darkness, and the consequences of human actions. As an indie project, my primary focus is on delivering a compelling storyline and atmospheric environments, and I am unsure about making significant changes to the base gameplay mechanics at this stage.

If you are interested in joining the development team for "Twisted Causes" or know someone who might be, please reach out to me through private message or email. I believe that by pooling our skills and passion, we can create something truly special together.

I understand that many talented individuals might be seeking paid opportunities, but I hope you will consider joining this project driven by the love for game development and the desire to bring a unique experience to the gaming community.

Thank you for your support, and I look forward to hearing from passionate individuals who are ready to embark on this dark and captivating journey with "Twisted Causes."

:hecu:
Posted 1 year ago2023-06-30 15:29:08 UTC
in TWHL Tower: Source Post #347670
Hey, everyone! Sorry for the delay, but we're now testing the Alpha 2 build of TWHL Tower: Source! Send me a direct message on Discord (my username is dr._orange) or here on TWHL if you're interested in testing. There's a dedicated channel for testing on the TWHL Discord server where you can chat with other testers, so I highly recommend joining the server if you haven't already.

Again, this is an alpha build, and there are still quite a few things that need to be finished before the full release, but we're slowly getting there!
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2023-06-30 14:37:55 UTC
in Trigger Fires Post #347669
Thanks for the help. Only one game_counter is needed here
Posted 1 year ago2023-06-29 14:39:46 UTC
in Trigger Fires Post #347668
Make a multisource entity called ms1, and in all of the monster_zombie entities change TriggerTarget to ms1, and change Trigger Condition to Death.

You could also use a game_counter
Posted 1 year ago2023-06-29 11:47:23 UTC
in Trigger Fires Post #347667
For example we have a 10 zombies on the map when 9 of 10 zombies are dead nothing happens but when all of 10 are dead trigger fires. How i can do it? I think with UTIL_FindEntityByTargetname but i dont know how.
Posted 1 year ago2023-06-29 08:15:13 UTC
in Playing a sound worldwide? Post #347666
AMXModX can do it
Posted 1 year ago2023-06-28 23:25:19 UTC
in Playing a sound worldwide? Post #347665
The command "play file" plays a sound, but only for the player that uses the command. However, ive seen in some servers that the sounds get played for all of the players (worldwide). How is this achieved?
Posted 1 year ago2023-06-28 21:02:47 UTC
in My model cant walk Post #347664
Great! 👌
Posted 1 year ago2023-06-28 19:01:00 UTC
in My model cant walk Post #347663
Thanks it works
Posted 1 year ago2023-06-28 10:35:43 UTC
in My model cant walk Post #347662
In the 3D editor you've used to create your model, does the walk animation actually physically move the root bone of the skeleton? If the root bone remains stationary then so will the headcrab.

If you're unfamiliar with this concept, then I suggest decompiling the model and opening it in a 3D editor and viewing the walk sequence and see how it causes the root to physically move away from the editor's world origin.
Yeah, scripted_sequence would definitely be the way to go.
Since it's a mod you're working on, you can perfectly use a modified version of stock NPC models (such as scientists and barneys) that are given window climbing sequences if the default sequences don't work for you.

Here's a simple example I made you could take a look at.
Not as standard, no. The clip texture will allow projectiles and grenades and such through, but I believe these will also block NPCs as well.
monster_urby monster_urbyGoldsourcerer
You can do this with scripted sequences, assuming the model you are using has a suitable animation. Scientists for example have windive and crawlwindow animations. It would just be a case of setting up a sequence near the window and then triggering it to execute when the scientist gets within range. If you wanted other NPCs like Barney or the grunts to do it, they would need new animations.

If you wanted it to be dynamic, that might be a little more complicated and would definitely require coding. However given how the node graph works for AI in Goldsource, I suspect this would be quite tricky.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-27 20:31:39 UTC
in My model cant walk Post #347658
I want to make a model for a headcrab, everything is ok, but he can't walk (just staying and play animation).
piece of qc file with walking animation:
$sequence walk "walk" LX fps 12 loop ACT_WALK 1
I just want to know this because a mod I am working on requires it however I do not know if it is even possible in gldsource.
It would just be a nice thing to know.
This post was made on a thread that has been deleted.
Posted 1 year ago2023-06-27 12:36:53 UTC
in Wiki enhancment thread Post #347654
I've split the tutorial for setting up a mod directory into WON and Steam versions and i've added links to the main tutorials page to point to these tutorials: https://twhl.info/wiki/page/category%3AGoldsource_Tutorials

I've also added some extra info about the use of unrelated client and server dlls and changes in how the game uses the multiplayer_only option.
Posted 1 year ago2023-06-27 12:34:07 UTC
in Half-Life Updated (custom SDK) Post #347653
I'd suggest asking for help on the Discord server, they can help you with that.
Posted 1 year ago2023-06-26 19:31:14 UTC
in Half-Life Updated (custom SDK) Post #347651
@solo
would it be difficult to make a simple menu with different skills, e.g. pistols, medicine, hacking? surely it would be easy to create experience points that the player receives for killing a monster. And a menu with skills? Can you write me a tip in a nutshell? I'll try to figure it out myself, if I have a problem I promise to flood your inbox with spam! :P
but seriously i would like to make a mini rpg like this out of half-life
Posted 1 year ago2023-06-25 13:38:05 UTC
in Half-Life Updated (custom SDK) Post #347650

Progress on the Unified SDK

SDK Changes

  • Fixed scientists crashing when speaking fear dialogue when enemy has been removed (e.g. scientist screaming in fear at human grunt that was just gibbed)
  • Fixed serverctrl tool not compiling when built as 64 bit (note: tool is not compatible with Steam Half-Life due to removed engine functionality)
  • Removed procinfo library (obsolete, the Half-Life SDK uses SSE2 by default which is only available with CPUs newer than what this library tests for)
  • Tools now obtain SDL2 using vcpkg instead of relying on the SDL2 library included with the SDK (allows 64 bit builds to be made)
  • Fixed qcsg & qrad crashing due to pointer-to-int downconversion in 64 bit builds
  • Disabled fall think function for weapons when the player picks it up to prevent possible double-pickup which removes the weapon and crashes the game
  • Implemented cheat_jetpack: When enabled, players can fly by holding down the jump button and accelerate forward when holding the forward movement button
  • Give maximum ammo when giving weapons with impulse 101 (MP5 gets full magazine)
  • Fixed Egon gun resetting animation when another weapon has just been deployed
  • Added checks to ensure talk monsters (scientists, security guards, friendly grunts) only talk to other talk monsters when idle chatting or getting shot by friends
  • Added missing call to PostRestore in weapons code (caused weapons dropped in the world to change models when going through level changes)
  • Allow CBaseMonster::DropItem to drop any entity (fixes Shock Troopers not dropping roaches)
  • Disabled jump sounds while player is frozen
  • Fixed node graph code incorrectly flagging node graphs as out of date if an outdated graph exists in a search path other than the mod directory
  • Ensure auto weapon switch setting is always initialized (fixes not switching to picked up weapons in singleplayer)

C# Changes

  • Removed globalname from crates next to the Dam in c2a5 to stop them from disappearing when entering through level change
  • Removed unnecessary sentence replacements (now handled by bs_sentences.json)
  • Removed dialogue in ba_tram2 that references Freeman and HEV suit in error

Asset Changes

  • Fixed allied grunt sentence using wrong filename ("Ok, check in!" dialogue)
  • Stop looping turretrot1.wav sound played by loader model

cheat_jetpack

This cheat was added to make it easier to traverse maps more quickly and to allow players to reach ledges that are just out of reach when testing maps:

Remaining work to be done

  • Update changelog to include all changes (partially complete)
  • Write documentation for all new features (partially complete)
  • Review all changes
  • Stress test the four campaigns and fix issues that show up (second test done)
  • First release candidate build
I've tested all campaigns and training courses. All of the above changes are fixes for bugs encountered during these tests.

The next step now is to write the changelog and documentation. Features will be tested to verify that documented behavior works as expected. Any bugs found along the way will be fixed.

Once this process is complete the first release candidate builds for all projects will be released.
Posted 1 year ago2023-06-25 09:07:44 UTC
in Trailer for Backrooms, an upcoming mod ! Post #347649
Thanks for the review ! once the base mod is finished we'll surely update the mapping. This is our first GoldSrc project so we're still learning :)
Posted 1 year ago2023-06-25 03:41:12 UTC
in Texturing Sign Post #347648
Great choice of font to be honest, but I do feel that some of the text that are used is the default Arial font?
John Pot John PotIt's Me, From Discord
Posted 1 year ago2023-06-24 15:31:22 UTC
in Texturing Sign Post #347647
You can use a mixture of spot healing and clone stamp tools in photoshop to remove the text. Eurostile and Helvetica LT Condensed Black are some of the fonts Valve used on signs.
hi everyone first thing i know this random but i need help so i try convert some custom campain like under the black moon to coop for a mod named half life opposing force coop (https://www.moddb.com/mods/opposing-force-coop) but i try so many things i try put game_end and delete somethings but nothing change i want when u reach the end of the game auto change map change to next map like in singleplayer but for multiplayer but no thing change just walk around and its not changing so how can i convert it to coop and make end/auto change level to next map for coop
any help will be great
here some more details
https://gamebanana.com/threads/223859
bool CDesertEagle::AddToPlayer(CBasePlayer* pPlayer)
{
// AddToPlayer returns true if the weapon was picked up
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
// Send a message to the client so the pickup icon can be shown
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return true;
}
return false;
}

I'm getting two errors:

1- expression must have bool type (or be convertible to bool) D:\halflife-updated-master\projects\vs2019\deserteagle.cpp 95
2- declaration is incompatible with "void CDesertEagle::AddToPlayer(CBasePlayer *pPlayer)" (declared at line 1237 of "D:/halflife-updated-master/dlls/weapons.h") hl_cdll D:\halflife-updated-master\projects\vs2019\deserteagle.cpp 92
Posted 1 year ago2023-06-24 08:24:22 UTC
in Texturing Sign Post #347644
Is there any possible tips for re-using those sign texture that is seen trough out Half-Life and it's expansions?
Like removing the text and adding it...
John Pot John PotIt's Me, From Discord
honestly, i really should've been able to figure that out myself
Thank you!
Posted 1 year ago2023-06-21 21:37:17 UTC
in Half-Life Decay HUD Problems Post #347641
Hey, thanks for letting me know. I really should of thought of that.
Oh and you can check out the Monsters Programming - Classifications and Relationships guide for more info about this
In goldsrc, monsters use a Classification system to decide how they feel about another monster.
The Classify() method is used by the monster to return which classification it belongs to, and IRelationship(CBaseEntity* pTarget) method is used to find the monster's relation to a target monster.

I guess you could override the IRelationship method in both hgrunt.cpp and islave.cpp to check if the target's classname is the opposite and return R_AL (-2, ally), something like:
if (FClassnameIs(pTarget->pev, "monster_human_grunt"))
{
    return R_AL;
}
Since both monsters already override that method with special handling, I'd suggest adding this check at the start of the method.
I want to make a mod where the player fight Grunts & Vortigaunts, but I don't want Grunts & Vortigaunts to fight each other. I've had a look through hgrunt.cpp and islave.cpp and I can't find any references to each other in either files, but I might have just missed it. Please help.
Posted 1 year ago2023-06-21 13:52:27 UTC
in Half-Life Decay HUD Problems Post #347637
READ_BYTE is used to read data from an incoming network message. It's only valid inside the message handler for the message. You can't just call it whenever and get the value you want; you'll get -1 instead since there's no data to read. There are plenty of examples on how to cache the values received in a message in existing handlers, so look at those to get an idea on how to do that.
Posted 1 year ago2023-06-20 02:48:33 UTC
in Forum webhook in Discord server? Post #347636
I might be able to do something like that, I'll investigate when I can.
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2023-06-18 20:29:35 UTC
in Forum webhook in Discord server? Post #347635
Hi, first post, I guess. Been on the TWHL discord for almost a year, but didn't bother getting an account until earlier today.

Anyway, I was thinking the Discord sever could have a couple channels with webhooks that update when someone posts/replies to a thread on the forums or posts/updates a vault file.
This would make it easier to know when activity happens on the website without having a TWHL tab open in one's browser, as activity on the discord is much faster than activity on the forums. (It'd be especially convenient for zoomers that spend too much time on Discord, like me, who is little more than half a year older than HL1). The PCGamingWiki discord has something similar, which is where I got the idea.
SirYodaJedi SirYodaJediAKA "Yui"
Posted 1 year ago2023-06-17 23:37:37 UTC
in Is there any way to preview "p_" models? Post #347634
Possibly. Im gonna check it out, thanks for the help.
Posted 1 year ago2023-06-17 16:20:28 UTC
in cycler_sprite charachers head rotation problem Post #347633
My gosh! It works, you're a legend. Thank you :)
Posted 1 year ago2023-06-17 14:17:11 UTC
in cycler_sprite charachers head rotation problem Post #347632
Add a key to your cycler_sprite, named "controller", with value 2155905152

This should center the bones, one number controls several bones, the formula is: a+b*256+c*256*256+d*256*256*256

Where each letter determines how much the bone is turned, from 0 to 255, I think... 128 for center.

I think vluzacn once posted this somewhere.
Posted 1 year ago2023-06-17 11:59:26 UTC
in cycler_sprite charachers head rotation problem Post #347631
Hello, straight to the point:
Never had this issue. Somehow yesterday problem appeared. I installed vhe 3.5.3, but STILL everything was alright, but "then" idk, maybe accidentally change some things in the Batch Compiler or vhe, but i restarted everything, seted up batch and vhe from scratch, and still these heads... cycler_sprite default settings, didn't manipulated with models in HLMV or something. What can i do?
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User posted image
User posted image
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https://pastes.io/oomnnp9tfm
https://pastes.io/nbk55b97yh
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Edit: Forgot to mention that on default cycler_sprite models are sprinting like there's no tomorow, have to change it from "10" to "1" to look as it was intended.
Posted 1 year ago2023-06-17 08:14:53 UTC
in Is there any way to preview "p_" models? Post #347630
Sounds like your computer itself has a problem. Maybe your operating system installation is corrupted somehow?
Posted 1 year ago2023-06-16 21:04:13 UTC
in Is there any way to preview "p_" models? Post #347629
Opened a model in HLAM to test and got this error, followed by my computer brutally crashing
imageimage
After restarting my computer, HLAM works perfectly (?)
imageimage
Im not exactly sure what happened.
Posted 1 year ago2023-06-16 18:38:32 UTC
in Half-Life Updated (custom SDK) Post #347628

Progress on the Unified SDK

A new pre-alpha build is available: https://github.com/SamVanheer/halflife-unified-sdk/releases/tag/dev-2023-06-16
Note: pre-alpha builds are not intended for general testing. As the wiki article on software life cycles explains the first versions intended for this kind of testing are alpha builds. Pre-alpha builds are for testing specific features by request to verify that they work as expected based on bug reports and feature requests.

Since this project is still in the midst of development (essentially this is the game engine development part of the project) it's expected that there are bugs and features not working as expected (or at all). Once all required features have been implemented the project can move to the alpha testing stage where verifying the proper behavior is the main goal.

SDK Changes

  • Added cl_custom_message_text cvar to display a custom message on-screen, along with cl_custom_message_x and cl_custom_message_y to control the position on-screen (works like game_text)
  • Fixed ropes breaking at high framerates
  • Added documentation to the engine's server interface
  • Marked a few more engine functions as deprecated
  • Fixed code analysis warnings
  • Reworked the music system to use a separate OpenAL device to prevent the HRTF setting from affecting music playback
  • Added option to use Link-time optimizations (C++ compiler setting)
  • Reworked HEV suit sentence playback to no longer store group and sentence indices in save games (indices are not guaranteed to be stable)
  • Reworked sentence groups to allow sentences to be non-sequential, removed bad sentence group index diagnostic message
  • Redesigned sentences system to use JSON instead
  • Removed sv_snd_openal and cl_snd_openal cvars (sound is played through the OpenAL sound system only now)
  • Disabled follower logic for (ai)scripted_sequence to prevent players from activating them with +USE (scripts share code with NPCs, including follower code)
  • Converted documentation for server and client interfaces to Doxygen format, fixed swapped documentation for HUD_Init and HUD_VidInit

C# Changes

  • Added Sentences2Json: tool to convert sentences.txt to sentences.json

Asset Changes

  • Replaced sentences.txt with sentences.json
  • Removed sentence groups that aren't actual groups
  • Fixed bad sentence replacements used in the Opposing Force & Blue Shift replacement files
  • Reworked sentences so game-specific sentences replace originals

Framerate-independent rope physics

Ropes in Opposing Force don't account for the framerate so higher framerates cause players to apply more force to ropes, and ropes will eventually stop moving if the framerate gets high enough.

This has been fixed. Rope physics has been reworked to behave as it did at 30 FPS.

Sentences changes

The HEV suit's playback list used to store group and sentence names using their index which can change between maps in this mod because it supports custom sentences files. The list now stores the names instead. This also simplifies the API used to play sounds since it can deduce what is being played using the name. It previously required you to tell it whether it was a sentence or a group.

The switch to JSON means the engine can no longer load the mod's sentences files so support for using the engine's sound system has been removed. The OpenAL sound system handles everything just fine with the sole exception of the bell sound in the Hazard Course map. That single case can be fixed by manually adjusting the sound to play as it does under the original sound system.

The new file syntax looks like this:
{
    "Sentences": [
        // Grenade Warning
        "HG_GREN0 hgrunt/clik(p120) grenade! clik",
        "HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik",
        "HG_GREN2 hgrunt/clik clik oh! shit! clik",
        "HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik",
        "HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110)",
        "HG_GREN5 hgrunt/clik no! clik",
        "HG_GREN6 hgrunt/clik move! clik(p120)"
    ],
    "Groups": {
        "HG_GREN": [
            "HG_GREN0",
            "HG_GREN1",
            "HG_GREN2",
            "HG_GREN3",
            "HG_GREN4",
            "HG_GREN5",
            "HG_GREN6"
        ]
    }
}
Sentences is a list of strings containing the sentences, just like before.
Groups is an object of group names to lists of sentences that are in that group.

It is no longer required for sentences to start with the group name and it doesn't have to end with a digit either.
This allows another sentences file to replace groups and arbitrarily combine sentences.

A tool called Sentences2Json has been added that can convert the old format to the new. It also prints warnings if invalid or duplicate sentences are encountered. The default file has a few of those.

Here's an example of the BA_POK group being replaced, which is played when you +USE a pre-disaster Barney, as well as the scripted sentence BA_SEC2_NOPASS which plays when trying to continue in the Insecurity chapter before you've got your armor:
{
    "Sentences": [
        "BA_POK0 hgrunt/clik(p110) (t40) freeman you are lay!(e90) team!(e20) clik(p120) clik",
        "BA_SEC2_NOPASS barney/c2a4_ba_longnite"
    ],
    "Groups": {
        "BA_POK": [
            "BA_POK0"
        ]
    }
}
This becomes:
Note that you can reload the map to test changes as opposed to the original game which requires a full restart.

Remaining work to be done

  • Update changelog to include all changes (partially complete)
  • Write documentation for all new features (partially complete)
  • Implement as much of the work scheduled on the issue tracker as possible (done)
  • Review all changes
  • First alpha build
  • Stress test the four campaigns and fix issues that show up (first test done)
  • First beta build
These changes represent the last programming work that had to be completed for V1.0.0. Code-wise this project is now feature complete, which means it's now time to test it and finish the documentation.

This also includes testing the 3 Updated projects independently to make sure they work on their own. That means 7 full campaign playthroughs are required to verify that they work as intended: once in each Updated project and once in the Unified SDK.

New beta builds for the Updated projects will be made available once i've done these tests.

That's about it for now, until next time.