Forum posts

Oh boy... That sounds like a massive clusterfuck of an expansion. Glad they pulled the plug on that.
CaptainQuirk26 CaptainQuirk26AKA laurarvix
Posted 1 year ago2023-05-30 20:27:04 UTC
in I need help with my mod Post #347568
now im using windows haha, im still learning but i have some ideas like my mod name, thanks everyone.
Now i want to know how to make a new voice line for a scientist and the barneys
Posted 1 year ago2023-05-27 10:43:57 UTC
in I need help with my mod Post #347565
They're likely using Windows
Oskar Potatis Oskar Potatis🦔
Posted 1 year ago2023-05-26 21:15:43 UTC
in Bug with trigger_levelchange Post #347563
Ah nice. Just got to my desk and saved me a job. Glad that's fixed. :D
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 16:51:45 UTC
in I need help with my mod Post #347562
Compatibility with MacOS is futile, Apple pulled 32-bit support years ago. I suppose if you have an older Mac it would still work, but who does?
CaptainQuirk26 CaptainQuirk26AKA laurarvix
Posted 1 year ago2023-05-26 16:44:30 UTC
in Bug with trigger_levelchange Post #347561
Thanks!

UPD. I fixed it! Problem was like you said, trigger_changelevels were too close to one another between maps.
Posted 1 year ago2023-05-26 15:09:26 UTC
in Bug with trigger_levelchange Post #347560
I can take a look at the RMFs tonight, but that does sound like your trigger_changelevels might be too close to one another between maps. I'll take a look and let you know what I find unless somebody beats me to it :D
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 11:41:55 UTC
in Bug with trigger_levelchange Post #347559
I tested a little bit and find out that:

After you go into map2 from map1, you cant return, same bug.
If you load on map2 from console, and return to map1 (which you can), you cant go to map2 from map1
And for some reason, after i moved triggers a little bit on map2 and map3, when you load on map2 and go to map3, game just crashes.

I would like to mention that i use Spirit Of Half-Life 1.8, but this bug was even before i start using sohl1.8

Link to rmfs (Google Drive)
(The only thing that this maps uses from sohl1.8 is giving a player suit at the start, so maps works well in vanilla hl)
Posted 1 year ago2023-05-26 10:14:48 UTC
in Bug with trigger_levelchange Post #347558
It's tricky to tell without seeing the map files, but if completing the first map kills the transition in the second map, this suggests to me that there is some duplication with the names or something. Also, does the transition from map2 back to map3 work? Likewise does the transition from map2 back to map1 work? It could also be that the trigger to the previous level is too close to your start point when changing level, and is being disabled to prevent an infinite loop.

Some further testing:
  • Can you complete map1 and change to map2 via the trigger? - Yes
  • Can you return to map1 from map2 via the trigger? ?
  • Can you complete map2 and change to map3 via the trigger? - Yes
  • Can you return to map2 from map3 via the trigger? ?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 10:13:00 UTC
in Post your screenshots! WIP thread Post #347557
Hoo boy... :gak:
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-26 09:10:21 UTC
in Bug with trigger_levelchange Post #347556
In the game this bug appears too.
Posted 1 year ago2023-05-26 09:01:14 UTC
in Bug with trigger_levelchange Post #347555
Are you running the map from the editor? That may cause issues with changelevel.
Try starting the game on its own and load the map from there if you haven't already tried that.
Posted 1 year ago2023-05-26 06:31:25 UTC
in Bug with trigger_levelchange Post #347554
Please help!

The level does not change on the second map to the third after passing the first map.
But if you load second map from the console, level change works fine!

Video:
Showing the bug
Posted 1 year ago2023-05-25 12:47:01 UTC
in Post your screenshots! WIP thread Post #347553
Time's EndTime's End
There's an entire official Half-Life 1 single player episode called Hostile Takeover by 2015, supposedly 60% complete when the plug was pulled by Valve possibly due the plot line being utterly insane and incompatible with everything (it starred G-Man Junior and the Team Fortress characters)

Not a single screenshot has ever been seen. But it's got to be on someone's HD,,,
Posted 1 year ago2023-05-24 19:39:48 UTC
in Post your screenshots! WIP thread Post #347551
Feels a lot like Alien Trilogy to me.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-05-24 15:53:07 UTC
in Post your screenshots! WIP thread Post #347550
Wanted to share these, I really like the results I'm having lately.
User posted image
User posted image
Posted 1 year ago2023-05-22 21:49:46 UTC
in I need help with my mod Post #347547
Happy to help
Oskar Potatis Oskar Potatis🦔
Posted 1 year ago2023-05-22 21:29:14 UTC
in I need help with my mod Post #347546
Oh god, thank you i was so pissed with the game hahaha, i will post about my mod here if i can, thanks again
Posted 1 year ago2023-05-22 20:49:13 UTC
in I need help with my mod Post #347545
Replace \dll\ with \dlls\ and it should hopefully work :)
Also, replacing
gamedll_linux "dlls/hl.so"
gamedll_osx "dlls/hl.dylib"
with
gamedll_linux "../valve/dlls/hl.so"
gamedll_osx "../valve/dlls/hl.dylib"
should make your mod playable on Linux and MacOS.
Oskar Potatis Oskar Potatis🦔
Far time ago I saw an old page with hl1 mods with wayback machine, almost of them were lost (if badly I remember were from very early 00's) and currently can't be found. An old game like Half Life or Counter-Strike obviously can have lost media (like maps, skins, mods...)
I know exist the famous lost map cs_canbunk by Marwood... Do you know another lost media of that two games? Curiosity. :freeman:
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-05-22 19:40:07 UTC
in I need help with my mod Post #347543
liblist:
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Prueba"
startmap "2022_firstmap"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "..\valve\dll\hl.dll"
gamedll_linux "dlls/hl.so"
gamedll_osx "dlls/hl.dylib"
secure "1"
type "singleplayer_only"

and im using the Dlls from half life but they arent in my mod folder
Posted 1 year ago2023-05-22 19:26:08 UTC
in I need help with my mod Post #347542
Welcome to TWHL!

What does your liblist.gam look like and what two game DLLs are you using and where are they located?
Oskar Potatis Oskar Potatis🦔
Posted 1 year ago2023-05-22 19:12:51 UTC
in I need help with my mod Post #347540
Hi ! im new in the modding community, i want to create a half life mod but i still have a error when i want to open the first map its says:

LoadLibrary failed on `� (126)
Host_Error: Couldn't get DLL API from `�!

pls, can somebody help me ?
Posted 1 year ago2023-05-22 12:20:42 UTC
in Mod Team searching for people to help Post #347539
Yes, we're searching for a mapper that is skilled enough to at least match the main half-life campaign quality
Non2ense Non2ense Untalented Insomniac
Posted 1 year ago2023-05-21 22:17:47 UTC
in Post your screenshots! WIP thread Post #347538
Some nice looking stuff in here. :)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-05-21 17:26:16 UTC
in Half-Life Updated (custom SDK) Post #347537
<-- Continued from previous post

zoo_npcs test map

The zoo_npcs test map has been added and includes functionality to test most of the non-scripted NPCs as well as weapons, items, ammo and other new features.
As you can see there is still work needed for the classification changes to work properly. Additional features are needed to help reduce the number of entities created since it exceeds the server-side maximum visible entities limit at times (255).

Note that the turrets float up when the fuel and vent buttons are enabled because both apply trigger_push (fuel to force entities to move and touch trigger_hurt) to all entities in the arena. Since the turrets aren't meant to move they aren't set up to handle this properly.

New features used in the map (not an exhaustive list):
  • trigger_changekeyvalue: used to configure NPCs after spawning to set the classification and is_player_ally keyvalues
  • point_teleport: Used to teleport the player at the push of a button
  • Health & HEV chargers: infinite capacity, recharge 5 units per tick instead of 1
  • All item entities: float item to retain designer-configured angles, stay visible during respawn, sound replacement file to silence respawn sound, respawn in singleplayer, give max ammo on pickup
  • ammo_all: Resupply point outside Displacement field lab
  • env_warpball: Teleport target for Displacement field lab teleporters, creates teleport effect
  • trigger_teleport: fire_on_teleport triggers warpball entity on teleport
  • ´!activator´: Used to kill destroyed turrets (a func_button in a room under the map is used for this, since trigger_relay doesn't preserve the activator)
  • monstermaker: Pass initial path_corner target name to Apache and Osprey NPCs
  • func_tank: target lasers

Project merging status

Current status:
  • Half-Life Updated (up-to-date)
  • Half-Life: Opposing Force Updated (up-to-date)
  • Half-Life: Blue Shift Updated (up-to-date)
  • Half-Life Updated CMake (done)
  • HLEnhanced (in progress)
  • Enhanced Half-Life (almost done)
  • Half-Life Better Weapons (done)
  • Condition Zero: Deleted Scenes SDK (done)
Some of the changes listed above involved integrating features that exist in HLEnhanced, the list of features left to merge is getting very small now.

Remaining work to be done

  • Update changelog to include all changes (partially complete)
  • Write documentation for all new features (partially complete)
  • Networking system (other immutable data): Networking system is implemented, new and existing features are being updated to use it
  • Versions of Opposing Force-only HUD images that have the scanline effect removed: in progress
  • Merge in remaining useful functionality from other projects (in progress)
  • Implement as much of the work scheduled on the issue tracker as possible (in progress)
  • Review all changes
  • First alpha build
  • Stress test the four campaigns and fix issues that show up (first test done)
  • First beta build
The Half-Life Uplink demo maps are included with the game installation now since it's a free demo, and setting it up to copy the maps is non-trivial (Uplink uses the same mod directory name so it has to be renamed, and the maps have to be extracted from the pak0.pak file). The demo works fine aside from a couple scripted events that glitch out, but that also seems to happen in the original so i don't consider those to be worth fixing.

The remaining work required for classifications isn't too much so that should be done soon. After that there's a bunch of smaller stuff i need to check out.

The list of remaining work is getting smaller. There are only a few remaining issues on the issue tracker, not all of which will be implemented.
After that i have to go through my TODO list which includes remaining project merging work.

With a bit of effort the implementation work should be done soon.
Posted 1 year ago2023-05-21 17:26:12 UTC
in Half-Life Updated (custom SDK) Post #347536

Progress on the Unified SDK

SDK Changes

  • Fixed mouse movement during map load affecting initial view angles (caused the player to look to the side instead of straight ahead)
  • Set monster_rosenberg model to correct default (was still using scientist.mdl)
  • Overhauled entity classification system (see below)
    • Implemented is_player_ally keyvalue
  • Fire monstermaker target after NPC spawning is done instead of after NPC creation and before spawning
  • Re-implemented UTIL_FindEntityBy* functions to avoid calling engine function (see below)
    • Implemented wildcard matching for entity classname, targetname & target searches
  • Implemented point_teleport
  • Added initial_capacity keyvalue to Osprey NPCs to allow specifying how many grunts/assassins to deploy instead of relying on existing NPCs in the map to influence calculations (max 24)
  • Implemented targeting laser in all func_tank entities
  • Fixed func_tank entities not returning player weapon control when killtargeted
  • Prevent engine precache limit from being reached (game will no longer tell engine to precache a resource if doing so would cause the limit to be exceeded)
  • Implemented target selector support for target, killtarget & point_teleport (see below)
  • Always store activator on delay trigger to allow access to initial activator entity in delayed trigger setups
  • Ensure turret NPCs finish dying so they don't keep running dying logic forever if killed during first activation
  • Fire Death trigger condition when turret NPCs are destroyed
  • Install additional 32 bit Linux dependencies when running Linux CI (needed because Github Actions has updated its default Linux environment)
  • Implemented Counter-Strike style env_fog
  • Play hud & geiger sounds on unique channels to avoid preempting game sounds (geiger used to cause sounds to cut out)

Asset changes

  • Add default entity classifications config file
  • Added new keyvalues to fgd
  • Added point_teleport and env_fog entities to fgd
  • Cleaned up fgd a bit to remove non-existent functionaltiy and properly hint to level editor how to use certain keyvalues
  • Added source files for class_signs.wad (contains textures stating NPC names)
  • Added zoo_npcs map
  • Added Half-Life Uplink demo sentences & titles entries

C# Changes

  • Fixed flare sprites in c4a3 (Nihilanth boss battle death script) using wrong render mode
  • Fixed grunt on stretcher holding gun in of1a1 (Opposing Force "Welcome To Black Mesa" map)
  • Clear model keyvalue for monster_rosenberg (defaults to correct model in code now)
  • Copy Uplink maps from valve_uplink directory

Entity classification changes

The entity classification system has been redesigned for comfort and utility. Previously this was a hard-coded table defining the relationship between entity classifications.

You can think of a classification as a faction. The human_passive classification (Black Mesa scientists) fears human_military (Human Grunts) and will run away from them. human_military dislikes human_passive and will attack them.

This is now defined in a configuration file:
{
    // Class none is always added and should only have relationship "none" (default) to all classes.
    "none": {},
    "machine": {
        "Relationships": {
            "player": "dislike",
            "human_passive": "dislike",
            "human_military": "none",
            "alien_military": "dislike",
            "alien_passive": "dislike",
            "alien_monster": "dislike",
            "alien_prey": "dislike",
            "alien_predator": "dislike",
            "player_ally": "dislike",
            "player_bioweapon": "dislike",
            "alien_bioweapon": "dislike",
            "human_military_ally": "dislike",
            "race_x": "dislike"
        }
    },
    "player": {
        "Relationships": {
            "machine": "dislike",
            "human_military": "dislike",
            "alien_military": "dislike",
            "alien_passive": "dislike",
            "alien_monster": "dislike",
            "alien_prey": "dislike",
            "alien_predator": "dislike",
            "player_bioweapon": "dislike",
            "alien_bioweapon": "dislike",
            "race_x": "dislike"
        }
    },
    "human_passive": {
        "Relationships": {
            "player": "ally",
            "human_passive": "ally",
            "human_military": "hate",
            "alien_military": "hate",
            "alien_monster": "hate",
            "alien_prey": "dislike",
            "alien_predator": "dislike",
            "player_ally": "ally",
            "human_military_ally": "dislike",
            "race_x": "hate"
        }
    },
    // More classifications here
}
As usual it can be overridden on a per-map basis, though it only supports a single file per map.

The default classification used by NPCs now uses these names instead of a hard-coded index.

Notable changes to existing classifications:
  • added alien_flora classification for Xen trees and large spores (replaces CLASS_BARNACLE which wasn't used by barnacles and was never used because it would cause the class table to be accessed out of bounds)
  • Added IsMachine method to determine whether an entity is a machine of some kind (e.g. Osprey, turrets)
  • Added IsBioWeapon method to determine whether an entity is a bioweapon of some kind (e.g. Snarks, Penguins, Hornets)
  • Changed RadiusDamage and FlameDamage methods to take ignore class as last parameter to allow it to be defaulted to "none"
  • Changed squad monster code to use CanRecruit function to determine whether a candidate entity can be recruited into the current squad monster's squad
  • Changed human grunts, allied human grunts and shock trooper squad dialogue to only identify enemies as monsters if they have alien gibs (previously entities that are not players, player allies, human passive or machines were considered to be monsters)
  • Changed Snarks and Penguins to change their classification when they update their enemy instead of doing so when their classification is requested (avoids possible recursion). They will not do so if they are using a custom classification.
Two new keyvalues have been added:
  • classification: If defined, changes the NPC's classification to the specified class (must be one named in the map's classification config file). The new entity templates feature can be used to apply this to every instance of a specific type of NPC in a map. The new target selector feature (see below) can be used to change the player's classification.
  • is_player_ally: Has three possible values: Default, No and Yes. Default uses the relationship from the NPC's class to the player's class defined in the map's classification config file. No equals dislike (will attack), Yes equals ally.
The classification system changes are not done yet. More work is needed before it works as intended but this covers the majority of the work required.

Entity lookup changes

The functions used to look up entities by classname, targetname and target have been re-implemented in game code. Previously they asked the engine to find entities.

Doing so makes these functions more efficient, not only by eliminating a function pointer call but also because the engine uses an inefficient lookup method. Every time the engine is asked it first looks up the address of the variable used to perform comparisons which slows things down.

The new implementation uses a callback to indicate which variable to use. Analysis of compiled release builds shows that the callback does not exist at all so there is no overhead involved with selecting the variable anymore.

In addition these functions now accept wildcards just like source. So you can for instance trigger all entities that start with a specific prefix:
"target" "class_sprite_*"

Just like Source it only accepts wildcards at the end.

It is now also possible to use target selectors in some cases. For example you can kill the activator of a trigger like this:
"killtarget" "!activator"

Unfortunately some entities don't pass activators along properly, like trigger_relay which passes itself instead.

Two target selectors are supported:
  • !activator: The entity that started the current trigger execution
  • !caller: The last entity in the trigger execution chain

Teleport entities changes

trigger_teleport now has a fire_on_teleport target fired whenever it teleports an entity. Useful for triggering effects and whatnot.

The new point_teleport entity can be used to teleport a targeted entity to the point_teleport entity's position. To teleport the entity that activated it (like a player pressing a button that triggers the teleport entity) the !activator target selector can be used.

It also has a fire_on_teleport keyvalue.

func_tank changes

All tank entities now correctly restore the player's weapon if they are killtargeted. Previously this left the player in an invalid state where the weapon HUD was disabled.

Tanks now also have a target laser visible only to the player that is currently using it.

This laser is enabled only if turned on with the enable_target_laser keyvalue and can use a designer-configured sprite, width and color.

env_fog

Counter-Strike's env_fog entity has been implemented here as well. This entity allows the addition of fog with configurable density, start and stop distances, color and the option to also affect the skybox.

The TWHL and VDC wikis have been updated to include missing keyvalues and spawnflags for this entity.

Note that fog only renders when using the OpenGL renderer. This uses the engine's fog rendering code, not custom OpenGL code.

Hud & geiger sound changes

HUD sounds (weapon selection HUD & chat text) now play on a dedicated sound channel, as do geiger sounds. Previously these played on the player's item channel which is also used for things like weapon reloading. Since the geiger plays very often when near a radiation source it kept cutting off the sounds. This is no longer the case.
--> Continued in next post
Posted 1 year ago2023-05-21 15:44:01 UTC
in Half-Life Updated (custom SDK) Post #347535
And did you learn about modern delegate unmanagable pointers and you would like to port whole Half-Life into C# if Valve Software would like to be happy if many coders write in C# and develop own game better then Xash.
No, i stopped working on SharpLife because that project is way too big to be completed in a reasonable amount of time and recreating game behavior is too difficult to do with available resources.

Like i said on Discord SDL3 is not backwards compatible with SDL2. If you intend to interface with existing mods then you will have to use SDL2 for it to work.

Since native libraries have platform-specific behavior you may run into problems if you try to load multiple versions of the same library into memory. In my experience the Linux runtime linker will try to merge identical symbols even if they exist in different dynamic libraries so it may try to merge SDL2 and SDL3 APIs into a single one.

This happened when i converted some globals to use C++17 inline declarations so i had to change the default symbol visibility to hidden, which you can't do with exported symbols like SDL2's API since those must have default (public) visibility to be directly accessible from other binaries. I also had to make a custom SDL2 build to load it side-by-side since it creates process-global objects managed at the operating system level. That was on Windows but Linux likely has something similar.
Posted 1 year ago2023-05-21 09:40:07 UTC
in Mod Team searching for people to help Post #347534
Do you need to be skilled mapper for the mod?
WilliamPony WilliamPonyWhy people hates introverted guy? 🙂
Posted 1 year ago2023-05-21 09:17:10 UTC
in Teleport pushable for soccer map? Post #347533
It somehow felt so close for an easy option, but if pushables are indeed not teleportable, I'll give up. Thanks for the idea! The corridor might be fun as well to make.
Posted 1 year ago2023-05-21 08:42:51 UTC
in Post your screenshots! WIP thread Post #347532
no, it's only that room at the moment.
Posted 1 year ago2023-05-21 08:35:14 UTC
in Post your screenshots! WIP thread Post #347531
looks nice, got more pictures? :D
Posted 1 year ago2023-05-21 07:39:46 UTC
in Post your screenshots! WIP thread Post #347530
Working on my mod.
User posted image
Posted 1 year ago2023-05-21 05:35:28 UTC
in Post your screenshots! WIP thread Post #347529
User posted image
My first serious map
Posted 1 year ago2023-05-20 21:39:36 UTC
in I need help finding dlls Post #347528
Do you have the Half-Life SDK code? (not the tools from the SDK, but rather the C++ source code, as well as an installation of Visual Studio)

https://github.com/SamVanheer/halflife-updated
Admer456 Admer456If it ain't broken, don't fox it!
I've never seen that unless the entity is standing on an entity like a func_wall... Are you able to upload the map and source file to the problem maps vault. Somebody can take a look.

Edit: According to Bruce's comment on the map you uploaded, your NPCs ARE standing on a func_wall. Dunno why your standard looking floor would be a func_wall, but that's your issue. :)
monster_urby monster_urbyGoldsourcerer
I'm trying to make a map which is an apartment complex, however if I try to spawn any monster entities and test they're just completely pitch black.
There aren't any leaks, and J.A.C.K says there's no problems, so I have no idea what's causing it.

here's a picture of what it looks like.
User posted image
Posted 1 year ago2023-05-20 18:10:56 UTC
in I need help finding dlls Post #347525
I have been trying to locate were to find these files I was following the way to add a gun to half life tutorial and I need these files but I cant seem to find them if you could tell me were they are located

https://twhl.info/wiki/page/Tutorial%3A_Add_a_new_simple_weapon_%28straightforward_way%29

dlls/weapons.h
dlls/ak47.cpp (manually created)
dlls/cdll_dll.h
cl_dll/hl_weapons.cpp
dlls/weapons.cpp
dlls/player.cpp (optional, can be skipped)
Lost Tapes Lost TapesIntro Labs Collective Co-Owner
Posted 1 year ago2023-05-20 15:36:21 UTC
in Post your screenshots! WIP thread Post #347524
My map
Posted 1 year ago2023-05-20 09:22:36 UTC
in Teleport pushable for soccer map? Post #347523
If teleporting doesn't work, you can create a corridor under the field to carry the ball through with trigger_push brushes.
Posted 1 year ago2023-05-19 22:59:35 UTC
in Mod Team searching for people to help Post #347522
That is definitely yes. If you specialize in any other fields other than mapping and modeling, you can still join and help us in those fields.
Non2ense Non2ense Untalented Insomniac
Posted 1 year ago2023-05-19 09:31:49 UTC
in Teleport pushable for soccer map? Post #347521
Hey all,

I'm trying to do a soccer map, where the ball (a pushable) should be teleported right back to the middle of the field after scoring a goal.

Whatever I try, the trigger does not react at all to the pushable. I did this:
-> flag 'pushables' on/off, tried all combinations on the flags
-> the pushable with and without an origin brush
-> made sure the teleport itself works fine, with enough space/room for the ball as well
-> looked everywhere on google/this forum, came close but no solution yet

Is there a solution to this? Any thoughts about it or should I give up on this idea?

Thanks in advance!
Posted 1 year ago2023-05-18 22:15:29 UTC
in Mod Team searching for people to help Post #347520
I have some modding-related skills, but mapping is not one of them. Would it be possible for me to pick up slack in other areas so that the people who can map have more time to devote to that?
CaptainQuirk26 CaptainQuirk26AKA laurarvix
Posted 1 year ago2023-05-18 00:42:31 UTC
in Mod Team searching for people to help Post #347519
We're still looking! We need your help.
Non2ense Non2ense Untalented Insomniac
Posted 1 year ago2023-05-14 21:26:09 UTC
in HUD position Post #347514
hl_cdll, yeah.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-05-14 20:51:13 UTC
in HUD position Post #347513
Would it be in hldll or hl_cdll?
Posted 1 year ago2023-05-14 18:36:43 UTC
in HUD position Post #347512
Which ones would you like to change? Generally you would go to an appropriate HUD element's .cpp file and change the coordinates, e.g. health.cpp for the health display.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-05-14 13:52:48 UTC
in compileX Post #347511
Change of plans. I will pay whoever is willing to code and create the compiler tools from the Sin SDK. Anyone that can program in the compiler's code is accepted. Further information will be given when willing.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-05-14 02:55:54 UTC
in HUD position Post #347510
how do I change certain hud elements position with the SDK?