Forum posts

You're right. I've prepared a bug fix for it https://github.com/LogicAndTrick/twhl/pull/96 It's up to Penguinboy to merge it if he wants
You could use a hex editor and replace the spaces with something else, and then rename the resources accordingly. If you do, make sure you rename the bsp so people don't get errors about mismatching versions of the bsp
Posted 6 months ago2024-06-15 06:32:31 UTC
in hl widescreen problem Post #348881
Click Options, Video, and change the resolution to a high value
Posted 1 year ago2023-11-05 12:09:44 UTC
in Mapping game of telephone Post #347993
You're probably thinking of
Loading embedded content: Vault Item #5781
Posted 1 year ago2023-10-27 11:12:45 UTC
in Modify names in Counter Strike Post #347977
I don't think you can do that with just a custom map.

It might be possible with a server mod but I think it's more likely hardcoded in the client. I have played a ton of CS and never seen a server where the team names are different
Posted 1 year ago2023-06-10 18:39:35 UTC
in I need help with my mod Post #347595
If the log tells you nothing you could try taking out things from your map until it compiles to see what's breaking it. Or make a new map with a big cubic room and copy things into it until it breaks.
Posted 1 year ago2023-06-08 02:04:12 UTC
in I need help with my mod Post #347592
Just a wild guess, but try renaming it, maybe the compiler doesn't handle the dot
Posted 1 year ago2023-05-27 10:43:57 UTC
in I need help with my mod Post #347565
They're likely using Windows
Posted 1 year ago2023-05-22 21:49:46 UTC
in I need help with my mod Post #347547
Happy to help
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.
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?
Posted 1 year ago2023-04-29 19:57:42 UTC
in P2ST map compiler tools Post #347487
Interesting. Which RAD should you use, hlrad, p1rad, or p2rad? And do you need to do anything to make them work with GoldSrc Half-Life?
Posted 1 year ago2023-04-20 08:10:28 UTC
in how do you make a train Post #347463
Also
Loading embedded content: Vault Item #927
Posted 1 year ago2023-03-23 02:18:47 UTC
in Need help with modding Post #347410
If all you need to change in the map is the name of the next map, you don't need to decompile it - use either Ripent or a hex editor to change the trigger_changelevel. As for your other questions: you wrote a whole novel. Don't know if anyone will read all that
Posted 1 year ago2023-02-21 20:32:19 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347358
i pick d even though tripod isnt canon
User posted image
Checkmate, vortigaunts
Posted 1 year ago2023-02-19 16:30:25 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347350
No way. The bolt action, C
You almost succeeded 🙂 You only need the https:// address without the <a href and <img parts (the HTML). I have corrected the link for you - now we just need to wait for ModDB to finish their review
Hi and welcome! Make sure it's smaller than 16MiB because that's the limit. If it's bigger than that, upload it to ModDB or GameBanana and choose "Link to file on another website" when posting it in the vault.
Posted 1 year ago2023-01-31 15:21:18 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347279
How fun! I choose D
Posted 1 year ago2023-01-25 09:28:04 UTC
in Stuck in TWHL Tower Post #347257
I'm using the vanilla Spirit of Half-Life game libraries
Why?
Posted 1 year ago2023-01-12 10:39:15 UTC
in Post your screenshots! WIP thread Post #347230
Do you know who ate all the baklava?
This post was made on a thread that has been deleted.
Posted 1 year ago2022-12-28 15:41:18 UTC
in Wiki enhancment thread Post #347206
Since anyone can make improvements to tutorials today, I think it makes sense to move away from the first person perspective - there is no "I" in a tutorial written by many - and to remove any signatures and instead use the "credit" tag: [credit:Original author|user:1267]
The best thing about the mod is actually how you move around. You start with long jump (ctrl+space). You can also throw yourself forward by pressing the scroll wheel (mouse3). And you can combine the two for a very long double jump. If you want to go really far, fire your minigun in the ground and jump and you will fly. Being able to move around so quickly without difficulty is what makes it one of my favourite multiplayer games
1) Download https://www.moddb.com/mods/jaykin-bacon-source/downloads/jaykin-bacon-54-beta
2) Install it in the Half-Life folder:
User posted image
3) Restart Steam
4) Find it in your Steam library under the name "Half-Life 2 Jaykin' Bacon: Source (5.4 Beta)"
5) Start a server
6) Have fun!
7) I am sometimes unable to start a server. Restarting the game seems to make it work, but if it doesn't:
8) Start a singleplayer game
9) sv_cheats 1; map c3a1a; impulse 101
10) At least you can try out the weapons
Half-Life 2: Jaykin' Bacon Source is a wonderful Half-Life 1 mod with plenty of wacky weapons such as the finger gun and the knife with a scope
Posted 2 years ago2022-11-18 17:10:39 UTC
in Uss darkstar? Post #347099
Hi and welcome! It doesn't look like it mentions the developer anywhere, which is suspicious. USS Dark Star was made by Black Widow Games. It also looks like they just took the Opposing Force CD and case cover and changed it from green to blue and put the CD key on the CD instead of on the back of a manual. I don't think it was produced by Sierra, Valve, or Black Widow Games, I think it was just made by a fan or someone looking to make money
Posted 2 years ago2022-11-17 17:21:51 UTC
in Help with modding (first time) Post #347096
What exact error message do you get in the console?
Posted 2 years ago2022-11-14 18:45:47 UTC
in Help with modding (first time) Post #347088
The multiplayer maps? Or SP? How do you try to load the maps (New Game, Create Server, console, or command-line parameter)? What does the folder structure look like? Are you launching the mod from the game list in Steam?
Posted 2 years ago2022-11-11 20:11:30 UTC
in how to make a npc teleport Post #347078
There are example maps in the vault and tutorials in the wiki
Posted 2 years ago2022-11-10 19:42:38 UTC
in Help with modding (first time) Post #347075
The multiplayer maps? Or SP? How do you try to load the maps? What does the folder structure look like? Are you launching the mod from the game list in Steam? Some info please
Do I have to include the mods folder
You don't have to do anything. But you should include the mod folder with your mod, the same way you should give someone a cup if you are trying to give them a cup of tea. If you just pour it into the air you'll have tea on the floor and they'll have to find their own cup and try to fill it with the floor tea and that can't be fun, can it? What are you trying to make? I assume it's not floor tea?
Posted 2 years ago2022-11-09 17:59:48 UTC
in G-Life ready to release! Post #347070
Do you have some screenshots or something?
Posted 2 years ago2022-11-09 16:25:31 UTC
in Help with modding (first time) Post #347068
Just a liblist.gam, the files you modify, and any new files you want to add
Posted 2 years ago2022-11-09 00:22:51 UTC
in Barney Reload stucks and does not fire Post #347066
Good to hear 🙂
Posted 2 years ago2022-11-09 00:20:14 UTC
in Can anyone explain whats happening Post #347065
This isn't an explanation, I am on my phone so it's hard to see, but: Carving often breaks geometry and is best avoided. I suggest deleting the brushes in that area and remaking it using vertex manipulation
Tutorial: Vertex Manipulation Intro

And remember to frequently take backups of your RMF or JMF to prevent loss of work when things go really wrong
Posted 2 years ago2022-11-09 00:13:31 UTC
in Help with modding (first time) Post #347064
Hi! You put your files in a separate folder inside the Half-Life folder, and create a liblist.gam file and a maps folder, models folder and whatever else you want to mod and then you restart Steam so the mod will show up in the games list. See Tutorial: Setting up a Mod: Part 1 - Custom Game feature

There is an example mod here:
Loading embedded content: Vault Item #4249
Posted 2 years ago2022-10-16 21:09:08 UTC
in Wiki enhancment thread Post #346973
It's a lot of work, that's all. The work Dan does on this site is unpaid, so let's keep our expectations and sarcasm in check.
Posted 2 years ago2022-10-16 21:01:44 UTC
in how would i mute the HEV logon in J.A.C.K Post #346972
If you are just making a Half-Life map meant to be placed in Half-Life/valve/maps, I don't think it's possible. If you are making a mod (you have your own folder with a liblist.gam), you can copy over sentences.txt and edit !HEV_AAx (the full startup) or !HEV_A0 (short version)
Posted 2 years ago2022-10-04 10:39:02 UTC
in Wiki enhancment thread Post #346932
I think the lists of attributes and flags in the entity guide are mostly based off of the official FGDs. Which is unfortunate because the FGDs are far from accurate. For example the "Not In Deathmatch" flag actually works on any entity regardless of game or mod, so it should probably be included in every entity page? But does it make sense to include a description of it on every page, when we might want to update that description some day?

Multiple licenses

Multiple licenses for art and software is pretty common: you should be able to use it under whichever of the licenses you prefer. Often readme files or the descriptions say something like "use it however you like but please credit me" and that can be legally binding, too. When in doubt you can always write and ask, they are probably just happy to hear that there is interest in their creations.

TWHL's Vault

I would have liked if "all rights reserved" was not the default on TWHL: I would have preferred if there was no default. The legal implications should be the same whether it says "all rights reserved" or just nothing at all, since copyright at least in many countries does not require any notice (the absence of a license is not a permission to distribute), but the social implications are different:

If someone made the effort to actively choose "all rights reserved" they really do not want anyone to use their stuff so you do not bother them about it.

If someone simply did not make a choice, it is not a bad idea to ask them for permission to use their work.

I believe that many modders have little interest in or knowledge of licensing or copyright but are happy to share when asked.
Posted 2 years ago2022-09-20 17:18:05 UTC
in Mod_NumForName: *155 Post #346892
Hi! Are you using custom DLLs? If so, try without them. If that doesn't help, start removing every object from your maps until you have only the spawn points, level transitions, and simple rooms. That should narrow down the cause of the problem
Hi! The photo is was not available because "Для того, чтобы это сделать, нужно сначала войти на форум" which I think means attachments are only available when you are logged in to that website. I suggest using https://imgur.com instead

Unlike the digits, the colon is not drawn from a 640hud sprite file, I suspect it's instead drawn entirely programmatically or from a font. Do you have recorded demo files? If you do, you can play back the demo twice, once with hud_draw 0 to hide the colon, and once with hud_draw 1 to capture the kill feed. Then using a video editor, you can combine the bottom half of the first capture and the top half of the second capture. Does that make sense?
Posted 2 years ago2022-09-06 12:26:19 UTC
in Strange visual glitch Post #346857
Hi and welcome. I think you should try the map on another computer. These kinds of graphical glitches are sometimes caused by faulty hardware (RAM or graphics card)
Posted 2 years ago2022-09-04 14:36:14 UTC
in Player speed limit? Post #346852
Lower sv_maxspeed. If you ever want the player to go faster instead, you will need to increase sv_maxspeed, cl_forwardspeed, cl_sidespeed, and cl_backspeed
Posted 2 years ago2022-08-07 12:05:20 UTC
in How to get RGB value of top color? Post #346765
Did this work for you, Jack?
Posted 2 years ago2022-07-26 20:30:51 UTC
in Here, have a Minecraft server Post #346755
If I see the image, what does that mean?
That you are using a different browser or a browser with different settings than I. On Android, the image isn't displayed in Chrome v103 or Firefox Focus v102, but regular Firefox v102 displays the image (but with a security warning in the address bar - the red line over the lock icon). It's been a trend that the major browser vendors keep tightening the restrictions around unencrypted content and I believe Chrome is the strictest.
Do I need to get a SSL cert to enable HTTPS?
If you are using a traditional web hosting service they can almost certainly take care of creating and renewing a cert for you (it's usually included for free these days though the rare small web host might charge you for it even though it almost doesn't cost them anything and is almost necessary these days). If not, or if you have your own server or are using a VPS, yes, you'll need a SSL/TLS cert, and you can get one for free from Let's Encrypt (it can be a little bit tricky to set up).
Posted 2 years ago2022-07-25 06:32:37 UTC
in Here, have a Minecraft server Post #346751
Mad Carrot, your image doesn't show because TWHL uses HTTPS but your website uses unencrypted HTTP. https://developer.mozilla.org/en-US/docs/Web/Security/Mixed_content

These days most web hosts offer free HTTPS and you might just have to flip a switch. It would also improve your site's ranking in search engines.

I would join the server, I had fun the last time. Unfortunately Minecraft is too addictive for me 😌
Posted 2 years ago2022-07-17 15:17:42 UTC
in How to get RGB value of top color? Post #346733
Do you mean the one you choose with the top slider when you choose player model?
User posted image
I think this should give you that color. Call getLocalPlayerTopColorRgb(), you'll find the red in the return value's [0], green in [1], and blue in [2]. I have not tested any of this code. But it works in my head :D

#include "cl_dll.h"
#include "com_model.h"
#include "r_studioint.h"

#include <array>

extern engine_studio_api_t IEngineStudio;

typedef std::array<unsigned char, 3> rgb_color;

// Converts hue (in degrees) to 8bpc linear RGB, with 100% saturation and brightness
constexpr rgb_color hueToRgb(int hue) {
	rgb_color result{};

	if (hue < 0 || hue >= 360) { // Out of range, make it red
		hue = 0;
	}
	
	const int cycleProgress = hue % 120;
	const int channelA = hue / 120;
	const int channelB = (channelA + 1) % result.size();
	if (cycleProgress < 60) {
		// If hue is between   0 and  59 inclusive, channelA is 0. The result is between #FF0000 and #FFFA00 inclusive
		// If hue is between 120 and 179 inclusive, channelA is 1. The result is between #00FF00 and #00FFFA inclusive
		// If hue is between 240 and 299 inclusive, channelA is 2. The result is between #0000FF and #FA00FF inclusive
		result[channelA] = 255;
		result[channelB] = (unsigned char) ((cycleProgress * 255) / 60);
	} else {
		// If hue is between  60 and 119 inclusive, channelA is 0. The result is between #FFFF00 and #04FF00 inclusive
		// If hue is between 180 and 239 inclusive, channelA is 1. The result is between #00FFFF and #0004FF inclusive
		// If hue is between 300 and 359 inclusive, channelA is 2. The result is between #FF00FF and #FF0004 inclusive
		result[channelA] = (unsigned char) (((120 - cycleProgress) * 255) / 60);
		result[channelB] = 255;
	}
	return result;
}

rgb_color getPlayerTopColorRgb(int playerIndex) {
	rgb_color result { 255, 255, 255 };

	if (playerIndex >= 0 && playerIndex < gEngfuncs.GetMaxClients())
		const player_info_t * const playerInfo = IEngineStudio.PlayerInfo(playerIndex);
		if (playerInfo) {
			const int topColorHue = playerInfo->topcolor;
			result = hueToRgb(topColorHue);
		}
	}

	return result;
}

rgb_color getLocalPlayerTopColorRgb() {
	rgb_color result { 255, 255, 255 };

	const cl_entity_t * const localPlayer = gEngfuncs.GetLocalPlayer();
	if (localPlayer) {
		const int playerEntityIndex = localPlayer->index;
		const int playerIndex = playerEntityIndex - 1;
		result = getPlayerTopColorRgb(playerIndex);
	}

	return result;
}

Posted 2 years ago2022-07-16 18:49:11 UTC
in How to get RGB value of top color? Post #346718
You'll need a custom DLL. Know any programming? If you do, check out Half-Life Programming - Getting Started and then Tutorial: Customising the HUD colour (ignore the part "For this tutorial you will need" of that tutorial, you don't need those specific versions)
Posted 2 years ago2022-07-16 16:26:10 UTC
in How to get RGB value of top color? Post #346715
By UI do you mean the in-game HUD, or the main menu, or menus like the green "New Game", "Create Game", "Load", or "Options" menus?