Forum posts

Posted 4 years ago2019-12-28 05:29:21 UTC
in First Person Player Leg Post #343520
If you type thirdperson then the player model gets rendered - I'm not sure where the rendering is handled but I assume it's the client.dll project as that's where thirdperson is handled from memory. If you find it then you can just make player.mdl render regardless of point of view.
Posted 4 years ago2019-12-28 05:23:36 UTC
in A good tutorials to make TFC maps? Post #343519
Check out the entity setups of the official maps too - they work.
But yeah, the Team Fortress Classic .fgd is pretty complex.
Posted 4 years ago2019-12-28 05:21:17 UTC
in How To Add Holster Function? Post #343518
There is already a Holster method in CBasePlayerWeapon - just make it play the desired animation I think.
Posted 4 years ago2019-12-28 05:20:00 UTC
in "Servers" option on main menu Post #343517
type "singleplayer_only" in liblist.gam might get rid of it.
Posted 4 years ago2019-12-28 05:16:44 UTC
in Fate of Gunman Chronicles Post #343516
I think Gunman Chronicles is ultimately owned by Valve (there was some sort of partnership I think) but it was nearly 20 years ago.
Posted 4 years ago2019-12-28 05:10:17 UTC
in Post your screenshots! WIP thread Post #343515
I finally got around to updating Sandpit. Can now go frame by frame on sprites and set other properties as well.
Expanded pose menuExpanded pose menu
Are there any errors in the console?
Also, it looks like scripted_sequence sets some flags to override the target's AI - are you respecting these flags in your new monster?
Posted 4 years ago2019-12-28 05:03:51 UTC
in HL2x Custom Maps Post #343513
Oh, didn't Steam change the registry key where the current user is stored or something like that in the last year? That might why there's an error about not being able to find steam user.

Source code is available at https://downloads.ammahls.com/cst/
Posted 4 years ago2019-12-28 05:01:25 UTC
in Now Playing: ... Post #343512
Anyone tried Xen in Black Mesa yet? I hadn't been keeping track of things and only saw it was released the other day.
Posted 4 years ago2019-07-28 08:49:51 UTC
in arbitrarily positioning bones Post #342927
Okay so I've done a bit more reading but I'm still not sure why a bone rotation (I assume) is stored per axis - unless I'm understanding incorrectly a quaternion can represent a rotation in all axes?
It looks like if I take some angles from user input or whatever I can pass them to AngleQuaternion in studio_util.cpp and overwrite the bone rotation in m_pbonetransform after StudioSaveBones.
Posted 4 years ago2019-07-28 08:45:24 UTC
in HL2x Custom Maps Post #342926
I'm sure the setup is different - the tools names are different from memory? cstbsp instead of vbsp or something like that from memory.
Posted 4 years ago2019-07-28 06:21:35 UTC
in arbitrarily positioning bones Post #342924
I'm wondering whether it's possible to position a model's bones in any position and I'm thinking it might be?
CStudioModelRenderer on the client does a lot of processing of bone positions to implement animation and m_pbonetransform I think stores the positions of the bones, maybe?
It's declaration is
`float (*m_pbonetransform) [ MAXSTUDIOBONES ][ 3 ][ 4 ]`
So each bone has three axes (x, y and z) but I'm not sure what the array of 4 floats at the end is. I think it's a quaternion but I'm not sure what exactly it represents (I never learned quaternions but my understanding was they were a better way of representing positions than the standard vector + angle representation).
Posted 4 years ago2019-07-28 01:06:42 UTC
in Post your screenshots! WIP thread Post #342923
Looking good.
Posted 4 years ago2019-07-28 01:05:07 UTC
in HL2x Custom Maps Post #342922
Maybe trying the old Custom Source Tools (cst) - they should make .bsp files for the original version of Half-Life 2 (I think).
Posted 4 years ago2019-07-28 01:04:16 UTC
in Mapbase Trailer Post #342921
Nice.
Be good if the Source SDK was updated to work with the latest Visual Studio...
Posted 4 years ago2019-06-29 10:46:22 UTC
in E3 2019 Post #342817
I wasn't interested in anything, and then this week ACE Team announces a new game,
Posted 4 years ago2019-06-29 10:44:55 UTC
in Black Mesa Xen Post #342816
Looking very nice. The ambient sound is good too.
Posted 4 years ago2019-06-29 10:44:25 UTC
in Console Error Message Post #342815
Which error message exactly?
Posted 4 years ago2019-06-29 10:43:45 UTC
in Faceposer Configuration Nightmare... Post #342814
Yeah .vcd files get packed into scenes.image
No idea if there's a way to dump its contents though.
Posted 5 years ago2019-05-05 01:45:23 UTC
in checking for t.mdl with GET_MODEL_PTR Post #342574
Hm okay - I guess textureindex will be 0 for models with no textures but the game handles that.

My problem is that I want to see how many skins a model has by checking numskinfamilies but it looks like I can't use that if the textures are external. If I want to get the number of skins I guess the only alternative is to try and open up the *t.mdl and parse the header then?
Posted 5 years ago2019-05-04 07:08:32 UTC
in checking for t.mdl with GET_MODEL_PTR Post #342572
Does the data returned by GET_MODEL_PTR tell you if textures are stored externally? If it does then how do you get the model pointer for the *t.mdl?
Posted 5 years ago2019-04-24 06:24:15 UTC
in Improving decals, detail textures for decals ? Post #342510
Looks like it might be possible with some programming. The server-side decal entity sends a message which the engine handles - it and the rest of the engine decal messages don't take scale parameters.
You could add a new message type and handle it on the client-side and use the efx_api_t R_FireCustomDecal function which has a scale parameter.
Posted 5 years ago2019-04-19 21:38:15 UTC
in Post your screenshots! WIP thread Post #342498
Nice.

And I thought one of those maps looked a lot like Uplink.
Posted 5 years ago2019-04-19 00:30:07 UTC
in Improving decals, detail textures for decals ? Post #342490
I remember reading someone on hlcoders wanting to write their own decal rendering code - I assume now that it was to work around this limitation.
They found it difficult though because of the undocumented changes to the renderer structs between software mode and hardware mode: https://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23227.html

So it looks like decals have a scale attribute?
Posted 5 years ago2019-03-24 01:07:41 UTC
in The Hype-o-matic (Upcoming games) Post #342319
The original is cheap now too (as long as the sale lasts): https://www.gog.com/game/vampire_the_masquerade_bloodlines
Posted 5 years ago2019-03-24 01:06:10 UTC
in Navigation file doesn't work Post #342318
Maybe have a look at the Left 4 Dead nav-mesh documentation - it should be a similar system.
Posted 5 years ago2019-03-22 23:14:41 UTC
in The Hype-o-matic (Upcoming games) Post #342312
I was vaguely aware that a new Bloodlines might be coming, then I read earlier in the week that an announcement was imminent, and it's now been announced, so that's pretty good.

I really enjoyed the original - it was really grindy in parts but it had a great setting and some great characters. Hopefully the sequel is more of the same.
Posted 5 years ago2019-03-22 23:10:08 UTC
in Post your screenshots! WIP thread Post #342311
Are you using texture lights?
Posted 5 years ago2019-03-22 23:09:29 UTC
in Para_ maps in Day of Defeat Post #342310
I didn't think para_ maps were a thing in the latest Day of Defeat. The last para_ maps were in beta 3.1 maybe?
Possibly they just don't work properly in the latest version.
Posted 5 years ago2019-03-22 23:08:35 UTC
in Navigation file doesn't work Post #342309
Hm, I think there are probably console commands to show the navmesh visually but I don't know.
Posted 5 years ago2019-03-17 01:51:40 UTC
in Cleansuit scientist won't move Post #342274
I think there are some hard-coded instances of monster_scientist in the code - maybe you need to add monster_cleansuit_scientist to those places too?
Posted 5 years ago2019-03-17 01:49:47 UTC
in Model has too many sub files Post #342273
usual MDL compiler can't create MDL-files over 4Mb
Really? What part of it sets that limit?
Posted 5 years ago2019-03-17 01:47:52 UTC
in Navigation file doesn't work Post #342272
Are there any errors in the console? My guess is HPB Bot waypoint files are incompatible with the bot you're using.
Posted 5 years ago2019-03-10 05:08:00 UTC
in More mods that never were... Post #342210
Haven't touched it in a while but I did start work on a mod for Zeno Clash.
I'm not much of a mapper but I did get a bit of a Roman town going.
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I intend to finish it one day.
Posted 5 years ago2019-03-10 05:02:58 UTC
in Navigation file doesn't work Post #342209
How do they not navigate properly?
Posted 5 years ago2019-03-10 05:02:39 UTC
in Half-Life 2 Mod as a homebrew Post #342208
The Xbox engine uses mostly the same formats as the PC version but textures are different and as far as I know there is no tool to convert to a .xtf file.
Also, the gameplay is built into a monolithic binary with the engine I think so you probably can't change the code.
Posted 5 years ago2019-03-10 05:01:45 UTC
in Model has too many sub files Post #342207
Had a quick look at studiomdl and maybe $sequencegroupsize set to some high number? Not sure.
Posted 5 years ago2019-03-10 04:57:20 UTC
in How to make a button, giving you a gun? Post #342206
The game_player_equip might be what you want - not sure if it's in Counter-Strike but it is in Half-Life.
Posted 5 years ago2019-03-02 23:20:39 UTC
in Waypoints for this maps [Firearms] Post #342117
Posted 5 years ago2019-03-02 04:48:29 UTC
in Waypoints for this maps [Firearms] Post #342114
There is an open source tool on botman's sites that generates waypoints for a given .bsp file - that may be of use.
Posted 5 years ago2019-03-01 11:39:09 UTC
in programmatically changing origin and angles Post #342102
I was calling UTIL_SetOrigin but that didn't help.
Playing around with it some more and it still seemed to happen... sometimes. I don't think anything is resetting stuff as it mostly works.
More experimenting required.
Posted 5 years ago2019-03-01 11:37:12 UTC
in Waypoints for this maps [Firearms] Post #342101
Looks like MarineBot is based on HPB Bot so I imagine you use similar console commands to place waypoints.
Binding those commands to keys will probably help.
Posted 5 years ago2019-03-01 11:34:53 UTC
in Post your screenshots! WIP thread Post #342100
Playing around in Sandpit:
Half-Life SoccerHalf-Life Soccer
Posted 5 years ago2019-03-01 11:34:11 UTC
in Reviving War in Europe (Half-Life mod) Post #342099
Is agrobot open source? Bot #10 is for integrating into existing mods I thought so if you want to create you own bot you'll need to base it off something like HPB Bot (or Sandbot which I created and which is a bit more up-to-date and has everything in one package: http:/sandbot.bots-united.com).

Making waypoints is the same in most bot frameworks, though botman created an auto-waypointing tool which you could modify. I don't know if the results are perfect so some modification may be required but it probably takes a lot of the hard work out of it.
Posted 5 years ago2019-03-01 11:28:58 UTC
in NPC friendly unless you attack it. Post #342098
bits_MEMORY_PROVOKED is only used to determine whether to attack the player or not for the islave.
In CTalkMonster::IRelationship bits_MEMORY_PROVOKED is used to determine whether to attack the player or not.

If you want a friendly monster to attack you if attacked do something similar to CTalkMonster::IRelationship (and set bits_MEMORY_PROVOKED in TakeDamange too of course).
Posted 5 years ago2019-02-17 01:46:09 UTC
in programmatically changing origin and angles Post #342046
I'm getting a CBaseEntity using FindEntityForward then doing pForward->pev->origin.x += 1; or pForward->pev->angles.x += 1; or whatever. If I do pForward->pev->animtime += 1; right after that I see the entity move without any jitter but it looks like the updates get queued i.e. if I start updating a new field it changes the previous field first one more time.
If the entity inherits from CBaseAnimating it needs the pev->animtime hack but if I inherit from CBaseMonster then the calls to StudioFrameAdvance make it work.
Posted 5 years ago2019-02-16 06:49:33 UTC
in programmatically changing origin and angles Post #342034
I've got a class that inherits from CBaseAnimating and it seems like changes to pev->origin and pev->angles don't cause any changes to the rendered model (but traces do seem to respect the new position).
If I inherit from CBaseMonster the problem goes away - I've narrowed the cause down to CBaseAnimating :: StudioFrameAdvance (which gets called as part of CBaseMonster's main think method). Specifically, the line pev->animtime = gpGlobals->time; seems to cause the rendered model to update. Doing this manually seems to produce jittery results that reverse themselves after a second or so. pev->animtime += 1; seems to sync the changes without any jitter, although changing another attribute causes a delayed change of the previous attribute before updating the new attribute.

Anyway, I've wasted a lot of an afternoon trying to figure out what the problem was. If there's a better solution (one that doesn't cause a delayed change when changing a new attribute) I'd be interested. Any ideas why changing the animation time is needed too? Changing these attributes on sprite-based entities works fine I think.
Posted 5 years ago2019-02-09 22:04:50 UTC
in mod icon Post #342003
Ah yep, didn't think about x/y-origin fields - thanks.
Posted 5 years ago2019-02-09 07:29:14 UTC
in mod icon Post #341995
@potatis_invalid does your tool reverse the order of the pixel rows as well as setting the direction bit? I tried just setting the direction bit (which apparently makes it an invalid .tga according to the spec) and Windows shows it as upside down.
Posted 5 years ago2019-02-09 04:30:24 UTC
in mod icon Post #341994
Oh nice potatis_invalid - I might just try flipping that bit and hope that that works.