Is this compiled with Fast RAD or fast VIS?
The lightmap resolution also looks extremely low, but that might just be because i haven't looked at Source 2006 assets for a while
So, from now on it's up to TWHL to keep updating the projects, right? Do they have plans to implement the fixes to the updated SDK that Valve is supposed to release some day?I created issues to track this work:
Will you contribute further, or have you become tired of developing this project? (I guess I would, it's a lot of work what you did).I've more than accomplished my goals with the work i've done, it's time to let others manage things. There are other SDKs that also offer improvements and features, so there's no shortage of people to make something like this.
Could I use the SDK to make my maps? or would that be unnecesarryYou don't need the SDK to map for HL. Only if you want to develop new functionality that goes beyond the current HL code. Some mods do this, but not all, most stuff I can think of can be done in Hammer with proper use of entities.
So essentially the USDK bundles the fixes of the base game plus the expansions in one solution in case someone wants to make a mod that uses e.g. stuff from vanilla HL and Opposing Force at the same time, right? Plus CMake support.Yes, but it also adds a couple new features like a new sound system with increased limits. It's basically an expert SDK for when you want to go beyond some of the engine's limits but it'll require a good understanding of C++ to deal with any potential problems.
config.cfg
by searching through path IDs in this order:
config.cfg
file it will load one from another location, usually the one in Half-Life/valve
. The engine does not use default.cfg
(there is a commented out line in valve.rc
that does) but you can try executing a config file that sets defaults in the client dll's Initialize
function. Note that config.cfg
will override any keybinds you've set.Thank you for all the updates youve done so far!You're very welcome.
I don't fully understand the unified SDK, is it just a compilation of the fixes of all other 3 repos (HL, OF, BS) in one, or is it something entirely different?The project readme explains what it is: https://github.com/twhl-community/halflife-unified-sdk#half-life-unified-sdk
Which one should we be using for modding?
-wadinclude padev
argument on the CSG compiler.halflife.wad
decals.wad
liquids.wad
xeno.wad
zhlt.wad
Now if you're using JACK, in the editor hit Alt+P (or go to Map -> Check for problems) and it should list several Invalid texture ('<texture name>')
errors. These cannot be fixed by the editor so you have to fix it manually:zhlt_embedlightmap 1
.sv_downloadurl
cvar) is used with the Unified SDK. Since the Unified SDK generates and precaches a JSON file every time a map is loaded it's required to download this file every time.crossfire
with custom content you'll download that content with FastDL, but if the server then changes which custom content it uses for that map and reloads the map you'll download that content from the game server directly instead.httpstop
console command to clear the list of maps which have been downloaded using FastDL.steam_legacy
branch.----- END hlvis -----There was a problem compiling the map.
Check the file D:\SteamLibrary\steamapps\common\Half-Life\cstrike\maps\mp_shipment.log for the cause.
----- END hlrad -----There was a problem compiling the map.
Check the file D:\SteamLibrary\steamapps\common\Half-Life\cstrike\maps\mp_shipment.log for the cause.
hud_scale
client cvar to control HUD scaling. 1 means the original scale. 0 means autoscale depending on the screen resolution. Note that support for high definition sprites from the anniversary patch will be added later.
trigger_configure_monster
can configure more monster's parameters: Free Roaming, Gib Policy and Size For Grapple.monster_miniturret_dead
, monster_sentry_dead
and monster_turret_dead
Custom amount
parameter for ammo entities.Custom Initial Ammo
parameter for weapons.Delay after blocked
parameter for monstermaker. If not zero, this is used instead of spawn delay before trying to to spawn the monster again, if the spawn was blocked before.Don't fire look target
for trigger_camera
.scripted_following
entity and the Followage policy
parameter for following monster (Experimental).scripted_sequence
with Walk or Run move type not properly working after it got interrupted and triggered again (Half-Life bug). Thanks @Aynekko for reporting.scripted_sequence
being unresponsive when it has Idle Animation and Turn to Face move type (Half-Life bug).#
symbol instead of 0x
.hud_autoscale_by_default
- whether hud_scale
value is 0 by default (meaning autoscale).crosshair_colorable
feature and corresponding cvar. Allows crosshair color to depend on the chosen HUD color. Requires a sprite with white crosshairs to apply colors properly. Experimental feature, not enabled by default.