Forum posts

Posted 6 years ago2018-10-16 11:07:30 UTC
in Explosive mines working just first round Post #341048
Yeah there was a thread here in the last few months about to make various entities reset between Counter-Strike rounds though I think it was more to do with doors.
Posted 6 years ago2018-10-16 11:06:25 UTC
in where workshop files get stored Post #341047
Doesn't look like it - there's no workshop/ folder under left 4 dead 2/left4dead2/maps/ or any other of the game directories.
Posted 6 years ago2018-10-14 01:49:10 UTC
in SharpLife - Dot Net Core based modding p Post #341035
Looks like "cooledit" is now Adobe Audition: https://en.wikipedia.org/wiki/Adobe_Audition

The one time I tried playing with looping/non-looping sounds it didn't seem to work so I moved on to playing with something else.
Posted 6 years ago2018-10-14 01:43:58 UTC
in where workshop files get stored Post #341034
Anyone know where they get stored in Steam/? I can see steamapps/workshop/content which has some stuff but I installed the files in https:/steamcommunity.com/workshop/filedetails?id=1372592884 today and can't see them there, or anywhere obvious in steamapps/common/left 4 dead 2/
Posted 6 years ago2018-10-14 01:41:51 UTC
in rendering bounding boxes Post #341033
Where do the values passed to UTIL_SetSize actually get stored? Is it anywhere in entvars_t?
Posted 6 years ago2018-10-06 05:17:36 UTC
in rendering bounding boxes Post #340994
Is there a way to show an entity's bounding box client side? I mean the bounding box from setting UTIL_SetSize too as I've tried using the TriAPI on an entity's mins and maxs but that doesn't seem to work (it renders but I'm not seeing a bounding box that looks like it matches what was passed to UTIL_SetSize).
Posted 6 years ago2018-10-06 05:15:36 UTC
in thewall.de archive Post #340993
Wouldn't hurt to (though probably archive the original too).
I'm guessing it's probably hard-coded in Counter-Strike's client.dll but I don't know.
Posted 6 years ago2018-09-21 21:39:11 UTC
in Hassassins killing each other Post #340930
What is Otis' AI - just Barney's copy+pasted?
Posted 6 years ago2018-09-16 06:40:47 UTC
in Creating teams and loadouts Post #340892
I think the client.dll code has a bunch of code related to those screens though they're not hooked up and ready to use.
The different weapons per class would be handled in the server .dll - I think the Deathmatch gamerules class you can see where you get the crowbar and pistol - you've just switch on pev->playerclass (I think).
Posted 6 years ago2018-09-09 05:42:59 UTC
in dynamically scaling a model Post #340822
Many thanks - it worked.
There was one change that was required and that was to check that the value of scale was greater than 0 as it seems weapon and player models have a scale of 0 by default.
Posted 6 years ago2018-08-31 22:08:27 UTC
in vgui combobox Post #340756
Ah too bad. I'll see what I figure out.
Posted 6 years ago2018-08-31 22:08:14 UTC
in dynamically scaling a model Post #340755
Thanks, I'll give that a go.
Posted 6 years ago2018-08-31 22:07:54 UTC
in SharpLife - Dot Net Core based modding p Post #340754
Looking good
Posted 6 years ago2018-08-28 10:55:38 UTC
in vgui combobox Post #340707
Anyone know if there's a VGUI combo-box? I had a look through the code base but couldn't see anything obvious, and a git grep -i of combobox just returned a .lib (no plain source files).
Posted 6 years ago2018-08-28 10:53:42 UTC
in dynamically scaling a model Post #340706
Thanks all - I want to be able to scale in-game so a QC $scale or bone controller aren't an option.
@GeckonCZ so I guess at the end of CStudioModelRenderer::StudioSetupBones I should do something like this:
(*m_pbonetransform)[i][0][1] *= scale;
(*m_pbonetransform)[i][1][1] *= scale;
(*m_pbonetransform)[i][2][1] *= scale;
where scale is available somewhere in CStudioModelRenderer?
I'm okay with just a bigger looking model but it's simple enough to scale the bounding box on the server I think (not sure about hitboxes).
Posted 6 years ago2018-08-28 10:46:27 UTC
in how to properly use "hpb bot" for a custom mod. Post #340705
As Snehk said you'll have to modify HPB Bot to add support for the new weapons.
The reason it requires Visual C++ 5.0 is because it was developed in 2000 or 2001 I think and that was still a reasonably new version back then.

If you're looking for a bot framework to use then I recommend the one that I've been working on: https://github.com/tschumann/sandbot
It's not perfect but it's based on HPB Bot, has been updated to work with Visual Studio 2017, has Linux support, currently broken MetaMod support (MetaMod is just enraging) and various bug-fixes.
Posted 6 years ago2018-08-25 08:31:46 UTC
in dynamically scaling a model Post #340654
Is it possible in GoldSource to dynamically scale a model? I tried playing with pev->scale but it looks like it's only for sprites.
There's a tutorial from the old VERC about fatboy mode which does some hacking in the client-side model rendering code to scale models but if there's a simpler solution that would be better.
Posted 6 years ago2018-08-25 08:29:00 UTC
in making an internet server for my mod Post #340653
Read up on SteamCMD - it should you be a case of putting your mod's directory in the half-life/ directory (wherever it sits with regards to SteamCMD) and starting the dedicated server tool with the right parameters or config file.
Posted 6 years ago2018-08-25 08:25:47 UTC
in how to properly use "hpb bot" for a custom mod. Post #340652
What do you mean you can't manage to run bot config files? And did you add new weapons?
Posted 6 years ago2018-08-17 21:31:33 UTC
in why are you mapping/modding Post #340589
It helped get me into programming, and now that I know how to program it's something to do.
Posted 6 years ago2018-08-17 21:30:59 UTC
in War In Europe mod - Bots Post #340588
Is War in Europe the precursor to Day of Defeat?
I think I've got the source for Day of Defeat beta bot but it's not agrobot.
Posted 6 years ago2018-08-04 07:11:51 UTC
in Permanent health and armor upgrading? Post #340399
I think it would be easy enough - when it gets picked up set a flag on the player that picked it up to increase the maximum health.
You'd possibly need to add save/restore support but there's plenty of examples to copy+paste.
Posted 6 years ago2018-08-04 07:11:17 UTC
in Npc moving through a long path Post #340398
I agree that the info_node entities need to be above ground but I think it's a scripted_sequence or aiscripted_sequence entity.
Posted 6 years ago2018-08-04 04:44:25 UTC
in Permanent health and armor upgrading? Post #340396
Do you mean an item that increases the maximum health or armor?
Posted 6 years ago2018-07-27 10:39:24 UTC
in Half-Life Echoes releasing soon Post #340281
Looking very nice!
Posted 6 years ago2018-07-26 11:01:11 UTC
in Help me finding a GoldSrc map? Post #340262
https://twitter.com/dot_bsp has lots of maps listed but I don't use Twitter enough to know how searchable it is.
Posted 6 years ago2018-07-19 09:57:01 UTC
in Baked Physics Model Method Post #340186
Nice - I'm not a modeler but I read through it and it was a good tutorial.
Posted 6 years ago2018-07-19 09:53:22 UTC
in 6 minutes speedrun of Half-Life Post #340185
Ah thanks - makes sense.
Posted 6 years ago2018-07-17 10:30:22 UTC
in 6 minutes speedrun of Half-Life Post #340163
So how does save-warping work? I didn't want to watch a 12 minute video to find out.
Posted 6 years ago2018-06-23 06:52:29 UTC
in TWHL4 Discussion / Bug Reports Post #340002
Works for me now - many thanks.
I agree it's a browser issue (if it looks like a URL as opposed to something to pass to a search engine and it prepends a protocol and www. - I could always type the www. but I think typing just twhl.info is easier).
Posted 6 years ago2018-06-23 01:36:29 UTC
in TWHL4 Discussion / Bug Reports Post #339998
It is possible to update the server config to listen on www.twhl.info as well as twhl.info?
A few times I've just typed twhl.info into the Chrome address bar and have been redirected to www.twhl.info which doesn't resolve.
Posted 6 years ago2018-06-23 01:33:56 UTC
in Cubemaps Refuse to Function Properly Post #339997
Does buildallcubemaps in game work?

I remember reading https://github.com/ValveSoftware/source-sdk-2013/issues/40 recently but that might be a different issue (worth searching there though).
Posted 6 years ago2018-06-21 10:50:49 UTC
in 6/20 Update Post #339989
That's a bit unexpected but good to hear.
Posted 6 years ago2018-06-21 10:50:30 UTC
in E3 2018 Post #339988
I expected Titanfall 3 but nothing was said.
Other than that I didn't see much to get overly excited about.
Posted 6 years ago2018-06-21 10:48:50 UTC
in (REQUEST) HL Blue Shift blue hud Post #339987
It might be the beta branch on Steam that has the blue HUD - for a long time it was Half-Life yellow and I get it still is on the stable branch.
I've got a valve.rad and a lights.rad that came packaged with Hammer or the Half-Life SDK - neither of the files appear to contain +0~FIFTS_LGHT5 but valve.rad has this:
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
This post was made on a thread that has been deleted.
Posted 6 years ago2018-06-14 09:56:25 UTC
in (REQUEST) Original HD pack Post #339914
I cannot remember the name of the .exe installer (from memory it's something quite generic) but https://www.moddb.com/mods/won2-cd-retail-multiplayer-continuation/downloads/half-life-updates-pre-post-1100 says it contains it.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-15 08:58:15 UTC
in Strange error Post #339577
Can you post the whole compile log? At a guess it looks like you're trying to compile the .rmf file instead of the .map file.
Posted 6 years ago2018-05-10 09:10:30 UTC
in SharpLife - Dot Net Core based modding p Post #339539
It looks like it's just the client and server code being ported - not the engine, so I imagine it's just plain old C# and the .Net standard library mostly.
Posted 6 years ago2018-05-07 00:07:33 UTC
in SharpLife - Dot Net Core based modding p Post #339511
Nice - this is something that I've wondered about for a while.
I guess it's possible but apparently not without its challenges.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-05 20:46:41 UTC
in Windows XP usage Post #339503
Windows XP was now two computers ago for me. Must be be six or seven years ago at least that I stopped using it.
Oddly I had a user of one my mods complain about Windows XP support - when I tried to fix it and asked for their help in verifying the fix they never came back.
Posted 6 years ago2018-04-21 20:07:08 UTC
in mod_numforname error Post #339407
Ah of course - the path cuts off at 64 characters which is the maximum path length to a .mdl file.
Posted 6 years ago2018-04-20 20:40:10 UTC
in mod_numforname error Post #339401
If you run the game with -condebug can you output the contents of qconsole.log too?
Posted 6 years ago2018-04-20 20:38:59 UTC
in The Hype-o-matic (Upcoming games) Post #339400
Probably Black Mesa is the only thing at the moment (no other announced or imminent games I'm looking forward too).
Posted 6 years ago2018-04-13 21:21:14 UTC
in compiling for linux Post #339312
Thanks - looked like deleting it worked for the person reporting the issue. Probably time to read up on Linux's .so resolution rules (I naively assumed that it would only look at the path that ldd outputs but it looks closer to Windows' .dll resolution).
Posted 6 years ago2018-04-07 02:25:06 UTC
in compiling for linux Post #339229
Ah right. I think one of the people having the problem is using HLDS, and sure enough it does ship with its own libstdc++.so.6 whose latest CXXABI is CXXABI_1.3.7
So I guess steamcmd overrides LD_LIBRARY_PATH with its own linux32/ which means the apt-get installed versions don't get loaded?

Incidentally the Steam libstdc++.so.6 is okay.