Forum posts

Posted 7 years ago2016-12-11 01:58:16 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332664
Wasn't Sledge supposed to get a full rewrite to target Linux and Mac ? I've read that somewhere that I can't remember.
Posted 7 years ago2016-12-09 08:31:51 UTC
in Competition 34: HL Re-Imagined Post #332632
Yep, it's Anomalous Materials. For Unq, I think this is the map that allow you to get to Xen.
Posted 7 years ago2016-12-08 21:03:54 UTC
in Competition 34: HL Re-Imagined Post #332628
Does the layout look familiar to you ? ^^
User posted image
Posted 7 years ago2016-12-07 08:44:26 UTC
in Adding Bunnyhopping to a Mod Post #332603
Just comment PM_PreventMegaBunnyhopJumping in pm_shared.c
Posted 7 years ago2016-12-06 19:33:18 UTC
in Error spamming in console Post #332597
This error can appear if you have 2 entities attempting to play an identical sound at the same time.

For instance: 2 func_train using the same move sound and triggered to start at the same time.
Posted 7 years ago2016-12-04 11:10:37 UTC
in Competition 34: HL Re-Imagined Post #332549
I started working on my entry, nothing fancy to show right now
Posted 7 years ago2016-12-04 09:54:47 UTC
in Competition 34: HL Re-Imagined Post #332541
Crossfire ? ^^
Posted 7 years ago2016-11-29 11:48:33 UTC
in Detail textures,easy swapping? Post #332483
An alternative would be to load some external texture, and bind it over the original one in the engine. Of course to do that, you need to know how to do code that in.
It wouldn't be worth the time and risk, unless of course, you plan on adding features such as normal mapping (or parallax), specular...
Also my general advice would be to keep the WAD textures lower resolution, around 128x128 or so, and use high-res detail textures, because if you have to use low texture scales in your levels you'll use lightmaps more, and get an AllocBlock: full error eventually.
+1, I think "Counter-Strike - Condition Zero" and it's "Deleted Scenes" are great examples of combining low res textures from WADs with detailed textures. Worth checking them.
@Highlander but you can check tutorial by Trampler! I remember Trempler's cs map with whole detail textures and it hasn't problem no Allocbloc: full error.
I don't see any tutorial made by Trempler here, if you are talking about "de_retrostation", I think the textures are using normal "scales" preventing the AllocBlocks error to happen.
If you have problem sometimes Allocbloc:full error than you can use Xash engine because Xash engine has expanded unlimited lightmap 64 to 512. I hope you know how does it work with detailtextures
Using Xash is the lazy/easy solution to the problem, the best solution would be to use "normal" scales and "normal" lightmaps sizes.

"ArrangeMode: REBIRTH" made the HUGE mistake of having the vent "borders" textures scaled to 0.1 (and a lot of minor details) resulting in huge compile times and huge FPS drops. This is why (in my opinion) maps were small and only the textures were detailed (not the map in general) to prevent engine errors from happening. Worth a note that REBIRTH was still using the standard HL renderer (not PARANOIA/Trinity or whatever).
Posted 8 years ago2016-11-25 14:27:58 UTC
in CS Maps that change based on player coun Post #332452
Thanks for the info Solokiller, this will buy me a lot of time for testing the idea I have in my head.
Posted 8 years ago2016-11-25 11:45:27 UTC
in CS Maps that change based on player coun Post #332449
I may have a solution but I need to experiment, I don't know precisely how CS 1.6 "resets" the entities on round start
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Posted 8 years ago2016-11-24 20:19:36 UTC
in Competition 34: HL Re-Imagined Post #332430
I do have an idea but I have to see if it's feasable
Posted 8 years ago2016-11-24 00:18:01 UTC
in Post Your Photos Post #332406
I have to agree with DiscoStu, I was shocked about the number of "weapon accidents/malfunctions" when I was researching about firearms (for ARRANGEMENT). Just because your weapon is unloaded, the switch is on SAFE and your finger is extended doesn't mean it's REALLY safe. Imagine if a bullet was still chambered and by accident the switch goes from SAFE to AUTO and the trigger was pressed ?

Don't get me wrong, it's cool that you had a trip to the army of your country, but having the soldiers letting you handling those is where my line get crossed.
Posted 8 years ago2016-11-24 00:14:37 UTC
in HLDM Server! Post #332405
Something that I have in my head for quite some time now : I think it would be really cool that everyone join a Steam group (the TWHL one for instance) and an event is scheduled, it would be a lot easier to regroup NA/EUW players on the server ^^

And for more fun : Discord, Mumble or TeamSpeak ^^
Posted 8 years ago2016-11-20 23:50:57 UTC
in Startup videos? Post #332373
Posted 8 years ago2016-11-20 23:23:36 UTC
in Startup videos? Post #332370
I have "1.1.1.1" with the Steam version of HL1.

A word of warning people : you shouldn't trust what "right-click -> Properties -> Details -> Version" says because this depends on how Valve setup the "hl.exe" project. If you are a programmer and you got Visual Studio, add a "Version" resource file and there you can specify your copyright, version and such. But it's pointless because nobody does that (especially in projects where cross-platform is important).
Posted 8 years ago2016-11-20 23:17:54 UTC
in Stronger monsters (more health) possible Post #332369
@abbadon : This would be correct if he make a mod, I think he's creating a map for vanilla HL.
Posted 8 years ago2016-11-20 14:41:51 UTC
in Stronger monsters (more health) possible Post #332356
Oh wow, thought it would be as easy as set a key and value like "health 500" or something in smart edit mode. :/
This would have worked if you were using Spirit of Half-Life, but I guess you are mapping for vanilla HL or another mod.
Posted 8 years ago2016-11-20 12:08:55 UTC
in Competition 34: HL Re-Imagined Post #332355
Can we set a meeting time ? I jumped in at 5 AM (Paris time) but there was nobody.
Posted 8 years ago2016-11-18 14:36:43 UTC
in Startup videos? Post #332327
I think the AVI has to respect some properties in order to work. Can't remember which ones.
Posted 8 years ago2016-11-13 17:58:20 UTC
in Competition 34: HL Re-Imagined Post #332270
What about making a map where you have to use at least one room from each HLDM map ?
Posted 8 years ago2016-11-10 16:38:33 UTC
in Competition 34: HL Re-Imagined Post #332244
Got a long list of project that need to be done. Can't participate.
Posted 8 years ago2016-11-08 07:41:49 UTC
in Glass in Models? Post #332225
env_render ?
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Posted 8 years ago2016-10-18 19:11:47 UTC
in Making new footstep sounds? Post #332055
@abbadon : The tutorial you sent is to make NPCs using the same footsteps sounds as the player depending on the surface he's walking instead of always using the default concrete ones, it's not about adding materials.

Adding materials requires modifying the game code (aka programming), it can't be done by mappers.

Just search in the SDK (if you have Visual Studio, use "Find in files") everything related to "step" (or "pl_step1.wav"), just copy/paste and change to your needs.
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Posted 8 years ago2016-10-06 20:29:31 UTC
in Post your screenshots! WIP thread Post #331913
Microsoft had to rebuild Minecraft in C# for xbox one and windows 10 because they wouldn't want that garbage on their platform.
Microsoft is just stupid, they will have to support different source codes just because their Xbox One is way too much dependant of C#. Since their Xbox is just a modified version of the Windows kernel, they could have just taken any JVM and installed it on their Xbox One with the proper settings, job done.

As for Windows 10, the UWP (Universal Windows Platform) is a waste of time and a shit load of crap, also, if like me you prefer to use the standard PC login method instead of a MS account (because the "use an Internet account as PC account" is stupid), you can't access the Windows Store which means you can't download/install the game. Even the CEO of Epic Games can tell you that our "legacy" Win32 still have years to live. There is no difference between Minecraft UWP and Minecraft Win32 on Windows 10 so in the end it's just "OH LOOK, WE PORTED OUR GAME TO OUR PLATFORM THAT NOBODY WILL USE BUT WE'LL DO IT FOR MARKETING PURPOSES #YOLO_SWAG_PROGRAMMING_MONEY".
client and server libraries jar file if you do not worry whatever you play under Linux or Mac OS X because LWJGL has a lot of native extensions via class define calling so like LoaderInfo of AS3.

But how are Mac OS X , Solaris OS and Linux? I think they are mad to Windows users. If you use Linux than Minecraft has not to load native extension for Linux OS.
Who uses Solaris to play video games ? About the native librairies, I have (re)downloaded Minecraft on Linux, I typed "java -jar Minecraft.jar" in my Terminal and voilĂ , the game just ran fine (and I even managed to gain 7 FPS compared to Windows 10). If LWJGL is yelling at user because of "missing OpenGL extension or something" it's the user's fault, not yours. This reminds me of the early days of Minecraft where you had to update LWJGL and such yourself because the launcher downloaded obsolete versions (it caused a huge pain in the asses of Linux users too).
Minecraft runs pretty badly because of Java. It just can't handle the massive amount of data being processed by it, and if you run a lot of mods you'll notice the memory usage spiking to several Gb easily. Some mod packs won't run on 32 bit systems at all.
Microsoft also made a mistake, 1) if you take the standard Windows installer, you'll get a built-in outdated JVM. 2) Regardless of 1) the default settings point to a 32 bits JVM (even on a 64 bits PC). 3) The default JVM settings are designed by retarded monkeys who can't read a documentation properly which is causing the problem you describe.

This is why I use some special JVM settings (they come from the Internet, they're not mine), if you have 1 Gb to spare for Minecraft :
-Xmx1G -Xms1G -Xmn128m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+UseNUMA -XX:+CMSParallelRemarkEnabled -XX:MaxTenuringThreshold=15 -XX:MaxGCPauseMillis=30 -XX:GCPauseIntervalMillis=150 -XX:+UseAdaptiveGCBoundary -XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=15 -Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true -XX:+UseFastAccessorMethods -XX:+UseCompressedOops -XX:+OptimizeStringConcat -XX:+AggressiveOpts -XX:ReservedCodeCacheSize=2048m -XX:+UseCodeCacheFlushing -XX:SoftRefLRUPolicyMSPerMB=2000 -XX:ParallelGCThreads=10
If you have 3 Gb to spare to Minecraft :
-Xmx3G -Xms3G -Xmn768m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+UseNUMA -XX:+CMSParallelRemarkEnabled -XX:MaxTenuringThreshold=15 -XX:MaxGCPauseMillis=30 -XX:GCPauseIntervalMillis=150 -XX:+UseAdaptiveGCBoundary -XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=15 -Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true -XX:+UseFastAccessorMethods -XX:+UseCompressedOops -XX:+OptimizeStringConcat -XX:+AggressiveOpts -XX:ReservedCodeCacheSize=2048m -XX:+UseCodeCacheFlushing -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:ParallelGCThreads=10
Depending on the computer and the JVM, what I've posted may work or not, so please don't bash me if they do nothing or worse.

Also, Minecraft still relies on "immediate OpenGL" (like Half-Life), hence why OptiFine or a mod that allow you to use modern OpenGL (if your PC allow you to do it of course) is highly recommended.
I hope both Java and Android to die.
Java cannot die, it already conquered a lot of areas that C# will never conquer (like Windows can't conquer areas that are dominated by Linux). Android became a victim of Google's cancer, their forced "Google Apps" on Nexus ROMs which OEMs (Samsung, Motorola, Sony...) uses is one of those reasons. On my Motorola Moto X 2013 (codename "ghost"), my stock ROM starting to act like shit (even after multiple factory resets), I took the risk of installing "Oct-OS" and I succeeded, this result in less CPU/RAM being wasted, more battery life, no more Google/Motorola junk and my phone can live for more than 5 years. If you can, find and install a pure AOSP (Android Open Source Project) ROM or MiUI (chinese are good developers and phone manufacturers, way to go Xiaomi ^^) and you won't blame Android again. I have the feeling that Google becomes a cancer by killing everything it touches, "Google Chrome" is one of their another victim. I wish Windows/Apple/Steam/AMD/ATI and many other companies die but that won't be possible because they are supported by goats or they have monopolized their market.

Everyone should understand that Java isn't designed for fast paced games like Striker mentioned. And I think this applies to C# as well, if you are looking to make a FPS/RTS/racing game (in other words, a game where "a tiny delay matters"), then Java (and probably C#) aren't the proper languages, move to a "low level language" like C or C++. If your game is something like a Space Invaders, Tetris, Monopoly, then it's ok to use a high level language. Recently, I started programming a Were Wolf game with client-server multiplayer and maybe webcam/microphone capture support in the future, I could have used C# but I'll loose the compatibility with Linux and OS X (unless everyone install Mono as CLR), using C/C++ would require more time and I don't want to deal too much with the low level stuff and guess what I have chosen ? Java. You also need to take in account that each language has it's advantages and it's limits, even for C and C++ which some people consider as "gods". If you want to argue about programming languages, a web site already exists for you: https://wiki.theory.org/YourLanguageSucks
Guys, stop talking trash about Java. Getting motivated for my studies is already hard enough, if in addition to that I learn that what I'm learning is useless and bad, I'm not sure how I'll do... :P

But actually, I like Java. (even though that's the only language I know besides PHP)
Like I said above (and Striker said it too), Java is pretty cool as-is even if it has some downsides (a 100% programming language will never exists) and it's reputation of being used in enterprises is well deserved (at least in France, I don't know about the other countries).
think that when you study computing science in university you have to learn languages like C and then move to others, I think java should be the means not the end of learning. wink-wink - ;) I remember how I did study microbiology in the first course of university only to never touch it anymore, but it was essential in anathomopatology. wink-wink - ;) Don't feel you are wasting your time!.
Assuming we put aside the fact that I was reading tutorials and praticising on my own when I was young: during my first year of "specialization" (I was 18 years old back then), the first language I learned was C#, Java and Python and they all are "high level programming languages", when I graduated to university at 20, I was being taught C (using ANSI ISO C90 standards) which is this time a "low level programming language". Why we teach in this order ? Because the execution environment of "high programming level languages" (CLR on C#/JVM on Java/Python interpreter) makes a huge part of the dirty job for you: you don't have to deal with memory allocation, you have useful types (List, Map, Set, Dictionary...), in other words, you have the "right to be dirty". When you move to C however, you don't have the built-in List, Map, Set, Dictionary types, you have the joy and charm of dealing with pointers, you wanted memory allocation ? Do it yourself (and clean it yourself).

We live in a world today where programming is getting being taught to very young kids (I saw experiments on 6/8/10 years old with graphical programming languages then "high level programming languages"), imagine teaching to 6 year old kids structures, pointers, memory allocation.
Posted 8 years ago2016-10-05 14:34:01 UTC
in Post your screenshots! WIP thread Post #331899
G. Restrictions on Use of Content and Services

You may not use the Content and Services for any purpose other than the permitted access to Steam and your Subscriptions, and to make personal, non-commercial use of your Subscriptions, except as otherwise permitted by this Agreement or applicable Subscription Terms.
TL;DR

Xash3D is illegal
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Posted 8 years ago2016-10-02 16:07:48 UTC
in Post your screenshots! WIP thread Post #331880
Oh your are hater of Unity, UE4? I think other members want just learn because UE4 sees better than Source Engine 1 / 2. I have used UE4 but my computer is very slow. That is why I don't want happen my computer. That is why I will buy new strong computer than i get UE4. But Unity 5.3 has whole platforms like Mac, Linux, Windows, HTML5 and Television-app and more more.. very good but I am beginner of Unity :/ I need to learn about Unity 5.3
I'm not an Unity/UE hater, one problem I have with modern engines is their method of licensing for paid games and the fact that it encourages people to do "quality over quantity". Look at Abzu (a UE4 diving game), it looks great but you finish it in a single hour, done.

Another problem I also have is the feeling that levels aren't created in a specific editor anymore, the whole level is made of meshes (Unity)/static meshes (UE) and this just annoy the hell of out me. Look at Borderlands, Painkiller, Killing Floor 2, XIII (the map where you crash inside of an ambulance). Try to make a level in Unity/UE with only using meshes/static meshes as props and you'll see what I mean.

I do use Unity for a little project (and also education purposes) and making the map using only the built-in editor is a pain in the ass and I hate using third party dependencies/plugins if I could use the built-in tools.

Double post be gone! -Urby ;)
Posted 8 years ago2016-10-01 16:30:52 UTC
in Post your screenshots! WIP thread Post #331870
WebGL would be more appropriate.

Quake 3 BSP renderer using WebGL
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Posted 8 years ago2016-10-01 12:46:53 UTC
in Post your screenshots! WIP thread Post #331863
How to write a custom renderer:

1) Learn C/C++.
2) Learn modern OpenGL.
3) Learn how Gold Source works technically.
4) DIY (Do It Yourself).
5) Profit!
Posted 8 years ago2016-10-01 12:41:48 UTC
in Half Life: Opposing Force source code Post #331862
HLEnhanced's wiki tell that VS 2015 is a requirement (otherwise I would have written MSBuild), once you have it installed, order CMake to generate and build for VS2015, once you have the solution and projects files, you can change the "header" for any VS version.
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Posted 8 years ago2016-09-30 20:57:45 UTC
in editor clipping 3d view Post #331832
Imagine that there is an invisible line starting from the camera and the ending point would be straight ahead. Then there is a invisible perpendicular plane, everything behind that plane won't be rendered but everything between that plane and the camera is rendered, the "clipping distance" is the distance between that plane and the camera.

You should try to post this on J.A.C.K. forums, see if they can help you about that, I never went over the map limits.
Posted 8 years ago2016-09-30 20:51:55 UTC
in Post your screenshots! WIP thread Post #331830
Hello guys, if you use metarenderer than you can metahook -game <yourmod> -lightmaps 512 +map your map ( over than 100 % allocblock is full from 64 )
Never managed to get this working on both my laptop and my desktop PC.
That is like to Xash 3D - I know Valve doesn't support because initial Xash released to Steam than Valve Software stopped to Xash. They are very sad because Xash is like vanilla half-life. I know reason because Valve Software is a very stubborn cowboy unhappy - :(
Xash3D is NOT like vanilla Half-Life, there are a lot of differences between the standard Gold Source and Xash3D itself.
I have tested meta renderer 1.5c and it works fine with standalone mod spirit of half-life 1.9.1
SoHL is dead since Laurie Cheers abandoned it, the Gold Source modding community killed it. People should downgrade to 1.2 (or 1.5 because it's the only not messed up community release) or even better, not use SoHL at all.
spirit of half-life 1.9.1 = So close Source Engine with -/+ 32768 or -/+65536!
Does SoHL 1.9.1 has Havok ? Does it has HL2 arsenal and NPCs ? No, so your comparison of Gold Source VS Source Engine is invalid (especially the word "so close"). Question about the map size, that "additional space" works for everything or just for a "Source style skybos" ? Because in the past, someone already extended the map's limits but only world brushes would work (player/entities were not "allowed" in that space).
meta renderer has support to up 2048x2048 testures details
2048x2048 is just pointless, you are wasting a ton of CPU/GPU memory for something that the player won't stare at it for 15 minutes. Even if we do have in ARRANGEMENT an enhanced PARANOIA renderer and such, we're not some crazy details maniacs, we still limit ourselves to 512x512 and 1024x1024. Nobody would like to play a game with 1 FPS even on a very recent hardware.
If you create custom shader vertex and fragment example fire effects or aurora effects and it can render to normalmap and specular to models...
Unless I'm drunk (or stupid), Aurora is the name of particle system within SoHL, so I don't know how you could render normal maps and specular maps on particles.
How do we get flashlight from shader? If somebody knows to write fragment- and vertex-shader - If who knows than it sees awesome vanilla half-life mod smile - :)
Friendly advice: keep the standard HL flashlight, make a VGUI overlay (similar to PARANOIA), it will only cost you a TGA image and it will look pretty. It also saves you the time of writing the shader.
Why do we love "vanilla half-life" because it is stabler than Source Engine, right?
No, I love HL1 because it's one of the first FPS games I've played and modded and I have little (not none) interest with Unity/UE3/UE4.
Thanks for suggestion with meta renderer because meta renderer can crack lightmaps
What do you mean by "cracking lightmaps" ?
Posted 8 years ago2016-09-30 20:20:30 UTC
in Half Life: Opposing Force source code Post #331827
Posted 8 years ago2016-09-30 20:19:33 UTC
in Bone rigging issues in 3ds max. Post #331826
Wallworm for importing goldsrc smd?
dosnt it just imports source engine smd?
those smd dont have the same data, i tried to import a character but the vertex weight was broken base mesh unwelded and bone hierarchy different.
Gold Source doesn't support vertex weight, you should ignore them.

A Source skeleton is different from a Gold Source skeleton, but the data storing the vertexes, meshes, bones are identical for both engines.
Posted 8 years ago2016-09-29 20:00:11 UTC
in Post your screenshots! WIP thread Post #331808
@Admer456 : Nope, it's "skeletal animation". Unless you are ready to write your own animation system (and model renderer because you won't be able to achieve that with a format such as MDL), you won't see that in Gold Source.