Forum posts

Posted 7 years ago2017-06-29 20:08:46 UTC
in Half-Life Universal Timer Beta Release Post #335814
Download Link: http://gamebanana.com/maps/192990

Beta 1 Release
Youtube Video: https://www.youtube.com/watch?v=ROhI9__OGjk

Features
  • New Display Timer in 6 digits represented as 00:00:00
  • Slim Display board
  • Timer restarts and repeats after reaching 59:59:99 and repeats back to 00:00:00 and restarts indefinitely
  • Dedicated Reset Zone to reset the timer
  • Choice of Button Activator or Zone Activator
  • Start activator methods will automatically restart the timer as soon as you activate it
  • Works with Half-Life and all mods associated with it.
  • Can work in any game modes that requires a timer for competitive gameplay
  • Issues syncing any timer from amxmodx to this timer is a result of a coding problem from amxmodx, there is an issue with the timings for all amxmodx timer plugins as BAILOPAN Explains - See this link for the problem - http://www.bailopan.net/blog/?p=27
NOTES/ISSUES
  • Singleplayer only, designed for singleplayer speedruns
  • No support for Multiplayer due to limitations of the HL1 Engine
  • FPS Dependent timer, in order to have the most accurate results it is recommended that you play at 100fps, which means you will have to turn off Vertical Sync or Vertical Refresh from your graphics driver in order to play at 100fps.
  • If you play the map running other than 100fps the timer will desync and will cause the timer to tick faster/slower if any fps changes are done manually during playing the map.
  • In order to use the zone activator with an amxmodx timer plugin, the source code from an amxmodx timer plugin will need to be modified for it to work (ask the devs from amxmodx for more info.)
It is recommended that the timer should be played at 100fps for the best results and to ensure 100% accuracy.

Map Source Information
There are 224 Point Entities and 50 Texture Entities which is less than 300 therefore map making for speedruns is more enjoyable due to the low entity count and low memory usage with the triggers.

Beta 1 Changelog (28/06/2017)
  • Fixed a few things cosmetic design
  • Included 2 options how to start the timer
  • Button Activator
  • Zone Activator
Release Candidate 8 Changelog
  • Changed the display timer that at spawn it will display all zero's
  • Fixed : Timing issue while running on a dedicated server
  • Marked the Reset marker with a border so you know exactly where the reset zone is and the start zones are
  • Gap between trigger_multiples for start/reset zones have widened to ensure that the triggers do not overlap or override the start/reset sequence
Changelog (18/07/2017)
  • at spawn the timer will display all zero's
  • timer now recycles and repeats indefinitely back to zero and recycles again once 59:59:99 has passed (fixed due to change in coding)
  • changed the spawn area to include a border to help distinguish the start/spawn areas
  • timer issues fixed on a dedicated server
Changelog (23/11/2016)
  • Cleaned up a few unwanted entities
  • Renamed a few variable triggers (the timer is no longer compatible with button activated timers from kreedz)
Posted 7 years ago2017-06-26 08:07:59 UTC
in game_counter not resetting after first r Post #335754
Ok I've fixed the problem, one of the triggers was not set correctly and another trigger was conflicting with my timer so i removed the unwanted trigger, so now the timer works.

I have now tested my timer in game and on a dedicated server, it seems theres some differences between the amxx timer and the timer ive built into the map.

I'm not sure how the deviations occur but I will need to look at the plugin on how it's designed.
Posted 7 years ago2017-06-26 05:17:38 UTC
in game_counter not resetting after first r Post #335753
I'm in the process of finishing my timer, the only problem I have with my timer is the game_counter.

When activated via trigger multiple the numbers go from 0 - 5 and resets back to 0.

The first time it ran it reset back to 1 instead of 0 but after the cycle it works properly.

Anyone can explain why it is the case?

Because that is the only fix I need for my HL-Timer.
Posted 7 years ago2017-06-18 09:04:41 UTC
in Half-Life Timer - Concept and Functional Post #335571
It can also work with all half-life mods, not just half-life itself.

So any mod will work fine, it's deemed to be a universal timer.
Posted 7 years ago2017-06-18 07:56:44 UTC
in Half-Life Timer - Concept and Functional Post #335569
That is correct, since the Half-Life 1 Engine's behaviour is more or less like a clock, any value other than 100 fps will cause the timer to tick faster or slower depending on the fps used in game.

On the flip side, it does however act as a way to prevent cheating.
Posted 7 years ago2017-06-18 06:45:22 UTC
in Half-Life Timer - Concept and Functional Post #335567
Ok I have worked on building a new timer that allows players to run speedrun maps competitively. So far its close to being complete.

All of the singleplayer functionality of my timer works, the only thing I really need to do is to add individual timers to work under multiplayer from either a listenserver or a dedicated server.

So far here is the progress I have done so far.

Release Candidate 6
Youtube Video: https://www.youtube.com/watch?v=qzs_mj6Idig

Information
  • Zone Based Activator
  • .00 MS Display included with the MM:SS
  • Reset Feature Included
  • Clean Digital Display
  • Low Entity Count
To be added - Individual player timers for each connected player, where a player activating the timer has no influence towards the other players connected in a server.

There are 226 Point Entities and 50 Texture Entities which is less than 300 therefore map making for speedruns is more enjoyable due to the low entity count and low memory usage with the triggers.

Release Candidate 6 Changelog
  • Changed the display timer that t spawn it will display all zero's
  • Fixed : Timing issue while running on a dedicated server
  • Marked the Reset marker with a border so you know exactly where the reset zone is and the start zones are
  • Gap between trigger_multiples for start/reset zones have widened to ensure that the triggers do not overlap or override the start/reset sequence
Changelog (18/07/2017)
  • at spawn the timer will display all zero's
  • timer now recycles and repeats indefinitely back to zero and recycles again once 59:59:99 has passed
  • changed the spawn area to include a border to help distinguish the start/spawn areas
  • timer issues fixed on a dedicated server
Changelog (23/11/2016)
  • Cleaned up a few unwanted entities
  • Renamed a few variable triggers (the timer is no longer compatible with button activated timers from kreedz)
  • Included a custom amxmodx timer with both the source code and a working plugin. However there is an issue with amxmodx with the delays starting the timer.
  • See this link for the problem - http://www.bailopan.net/blog/?p=27
  • All it needs from the devs from amxmodx is to change the value of the timer delay which you will require the source code of amxmodx and alter it to run the timer 100% accurate.
Issues
  • If you play the map running other than 100fps the timer will desync and will cause the timer to tick faster/slower if any fps changes are done manually during playing the map.
It is recommended that the timer should be played at 100fps for the best results and to ensure 100% accuracy.

A workaround is on it's way to resolve timing issues in regards to speedruns for maps that are NOT designed for 100fps gameplay which is an issue that I am attempting to resolve.
  • Mainly designed for singleplayer speedruns, work on getting multiplayer timers to work will take time, if its possible to achieve.
Download Link:
http://gamebanana.com/maps/192990
Posted 7 years ago2016-12-20 04:38:19 UTC
in Adding Bunnyhopping to a Mod Post #332797
For BHOP in HL1 and other mods with the exception of Counter-Strike its pretty simple.

As what people have stated use the settings that suits your style.

If you ask me what the recommendations are it's what I use assuming you use the scroll wheel to jump.

sv_maxspeed 10000 (Overkill but enough for you to jump at least 700 Velocity)
sv_airaccelerate 100 (A must for Counter-Strike but Half-Life can be less)
sv_gravity 800 (I cannot stress enough, please don't fiddle with gravity)
sv_friction 4 (It's fine leaving friction as it is)

Pretty much these are the speed settings you would use for any HL1 Mods, whereas source it's not fps dependent like in HL1 where increasing the fps will cause you to bhop faster but players stressed that it's cheating.

You can improve the bhop speed a bit by fiddling with some client commands
cl_forwardspeed 999
cl_backspeed 999
cl_sidespeed 999
cl_pitch ???
cl_yawspeed 210
cl_bob 0.5 - 1

In that effect you tend to do more sharp 90 degree turns so the effects feel pretty wild for you to turn sharply.

Another technique to improve speed is tapping the crouch in sync with your mouse wheel so basically you tap the crouch key as well the scroll wheel at the same time to give like an overall 10% speed boost, often people who play Quake will benefit with this technique.

So in terms of configuration, it's pretty simple, use what i recommend and allow more than 10 on airacceleration but 100 is fine, with maxspeed change it to something higher than the default so you are able to bhop at least speeds of 700 velocity on 100fps and please try not to fiddle with gravity because it can cause an undesirable effect on bhopping.

Quake's bhopping behaviour is a little different but it behaves simular or the same as hl1 since the bhop code is the same with each other.
Posted 7 years ago2016-12-10 10:26:16 UTC
in Half-Life Timer By Zerotech Post #332643
I was wondering in order to reduce the entity count, is there a way to turn off triggers without the use of trigger relays using multimanagers, im focusing on func_wall_toggle that can be turned on/off without the use of trigger_relay.
Posted 7 years ago2016-12-10 00:29:57 UTC
in Half-Life Timer By Zerotech Post #332641
As soon as I tried to fiddle with the values of the multi_manager the multi_manager misbehaves.

https://s30.postimg.org/xdazr4r6p/mm_help.jpg

It's turning all of the triggers on/off when it should be specific triggers I wanted to turn on and off, is there a way to fix that?
Posted 7 years ago2016-12-05 21:43:50 UTC
in Bad Surface Extents?? Post #332581
With better compilers such as ZHLT it will also tell you which brush it is that is causing the leaks.

All you have to do is do a search on the brush number it is and it will show you which brush it's affecting the comppile.

As for bad surface extents it depends on the shape of the texture you create, unfortunately VHE does not like shapes that look complicated to compile, even source engine has that problem too.
Posted 7 years ago2016-12-02 02:04:55 UTC
in Half-Life Timer By Zerotech Post #332512
I have brought back this discussion over how to improve the overall quality of the timer, also to find a way to reduce entity counts, I have come across something.

Someone from sven co-ops site has found something about multi_managers that you can turn on/off the triggertargets inside a multimanager by putting a # and a value of 0-2 after you have set a delay which can be 0.

I am curious to know if anyone has gotten a hash wildcard to function inside the value field, i know you can have that inside multi_managers by using the same trigger names for it to work.

Link: https://sites.google.com/site/svenmanor/entguide/multi_manager

Is this a feature also built-in the half-life engine can i ask?

I am curious to know.
Posted 7 years ago2016-11-25 12:42:59 UTC
in Half-Life Timer By Zerotech Post #332450
In regards to tickrates, it works more or less like a clock.

From the Half-Life engine according to it's capabilities it works just like a clock.

We all agree as long as you follow the metric measurement that 1 tick is basically 1 frame generated as an output so having 100 ticks or cycles means 100fps will be generated per second, this works well with clocks so that the timer will always be synchronized and would work perfectly but here is a problem with that.

Today's monitors are locked at a specific refresh rate measured in Hertz which in computing terms is a form of timer or a clock that can be cycled to generate the fps output.

Ever wondered why people say in today's gaming is 60fps is the magical number for gaming? it's to do with monitor's refresh rate which is 60Hz.

That is fine with gaming in general, but it poses a problem if you include a timer.

All monitors run at 60Hz but the problem is that the refresh rate works exactly like a timer, if we try to get a timer to work perfectly the 60Hz refresh rate will NOT work as to opposed to 50Hz is what the european television standards recommends to all countries across the world.

If we all agree 100 milliseconds equals to 1 second that means the monitor has to cycle exactly 100 ticks in order for the screen to work properly meaning a monitor at 50Hz will always display a timer correctly, unfortunately the timer will never be displayed accurately in today's monitors because the refresh rate is locked at 60Hz.

The monitors work with fps by having a multiplier and a divider but it never adds or subtracts, so there is a debate going on with videos running at 25fps as to opposed to 30fps.

This has brought up a heated debate in the past and still is today being the television standard specifically PAL vs NTSC and it's not hard to understand why PAL is a better choice in terms of viewing experience but now all monitors have adopted the NTSC standard meaning PAL videos will no doubt run too fast on an NTSC monitor.

For gaming having a higher fps will mean a faster gaming experience but lower fps is a smoother choice but at 60Hz it means the timer will never be 100% accurate, the best it can go is 99.99% but never exactly 100%.

You ever wondered why scientists and researchers across the world apart from USA ever used monitors or television screens designed to run at exactly 50Hz.

If computer manufacturers today allows us customers to allow screens to run at 50Hz as well as 60Hz that would be perfect and timers will work fine, unfortunately we all have been accustomed to the US standard of fps and this affects timers and clocks in general as to why it can never be 100% accurate, it's what we actually see on screen that makes the difference.
Posted 7 years ago2016-11-25 00:04:24 UTC
in Half-Life Timer By Zerotech Post #332436
Thanks i just like to see with my timer i put a delay in the tick cycle as 0.001 to ensure that the timer does sync in with the game's tickrate.

All i know is that by default Half-Life's tickrate is NOT 100 but I think it is 64.
Posted 7 years ago2016-11-24 21:08:29 UTC
in Half-Life Timer By Zerotech Post #332431
I know in the Half-Life game you can acutally change the ticrates for the listenserver or the client, by adding in a parameter at game launch.

Is is -ticrate 100 or -tickrate 100?
Posted 8 years ago2016-11-22 23:59:48 UTC
in Half-Life Timer By Zerotech Post #332397
Release Candidate 5b
Youtube Video: https://www.youtube.com/watch?v=qzs_mj6Idig

Information
  • Zone Based Activator
  • .00 MS Display included with the MM:SS
  • Reset Feature Included
  • Clean Digital Display
  • Low Entity Count
There are 240 Point Entities and 50 Texture Entities which is less than 300 therefore map making for speedruns is more enjoyable due to the low entity count and low memory usage with the triggers.

Release Candidate 5b
Fixes
  • Getting the 0,1,3,5,7 to work on the MS display works now along with 2,4,6,8,9 so all numbers when stopped will generate a random number from 0-9
  • Coloured the Reset marker so you know exactly where the reset zone is and the start zones are
  • Gap between trigger_multiples for start/reset zones have widened to ensure that the triggers do not overlap or override the start/reset sequence
Changelog (23/11/2016)
  • Cleaned up a few unwanted entities
  • Renamed a few variable triggers (the timer is no longer compatible with button activated timers from kreedz)
  • Included a custom amxmodx timer with both the source code and a working plugin. However there is an issue with amxmodx with the delays starting the timer.
  • See this link for the problem - http://www.bailopan.net/blog/?p=27
  • All it needs from the devs from amxmodx is to change the value of the timer delay which you will require the source code of amxmodx and alter it to run the timer 100% accurate.
Issues
  • If you play the map running other than 100fps the timer will desync and will cause the timer to tick faster/slower if any fps changes are done manually during playing the map.
It is recommended that the timer should be played at 100fps for the best results and to ensure 100% accuracy.

A workaround is on it's way to resolve timing issues in regards to speedruns for maps that are NOT designed for 100fps gameplay which is an issue that I am attempting to resolve.

Download Link: http://gamebanana.com/maps/192990
Posted 8 years ago2016-11-22 20:04:20 UTC
in Half-Life Timer By Zerotech Post #332396
The good thing you have mentioned about the ticrate is that its fixed on the server.

It is probably a better idea to have an amxmodx plugin instead to run the timer on the trigger_multiples for the timer but also I have found out too amxmodx has it's limitations, its ticrate delays are 30ms and not 10ms as you have stated which would have made the timer perfect but instead results in which would desync timers otherwise.

Even the author of amxmodx has admitted this problem which they are trying to fix. It's not just amxmodx but also sourcemod has this problem as well.

Source : http://www.bailopan.net/blog/?p=27

I've only tested the maps on a listen server which causes this effect, im not sure if it has the same effect or not on a dedicated server but I will let you know the results soon.

The timers in source engine is indeed accurate and you can do more with it on a single entity than the goldsource but however they both run identical, the only difference is that goldsrc requires more entities for it to work where source engine uses significantly less triggers which results in the source engine to run the timer efficiently and more effectively but both run from their respective engines 100%.

Even valve has gotten a timer to work on Half-Life so I know for a fact that the goldsrc engine is capable of getting a timer to work 100% perfect.

The reason I chose a zone-based activator via trigger_multiple than a func_button are for 3 reasons
  • Efficency
  • Accuracy
  • Convenience to the players
Also I know that entities in general are not treated the same, some entities like func_train for example uses more game memory than infodecal as an example.

It's a good idea to experiment with the right entities to ensure that the timer not only runs 100% but also efficiently so that there is virtually no lag, I probably can somehow reduce the count of the triggers that can do this but so far all i know from the game engine itself that the timer is indeed working perfectly.

All it needs is suitable testing, I have compared it with a stopwatch over my phone and the game itself and it does indeed work, the game shows 3.62 seconds on the start/stop on my map and my phone i have compared it with shows about 3.67 - 3.68 so i know that its simular but i can never get a timer from a stopwatch to synchronize with the game timer perfectly so there is always some form on desynching with the accuracy of me using the stopwatch and getting the timer to work exactly at the same time.

Amxmodx would have been a good 3rd party tool to use to compare but unfortunately I have stated earlier it has timing issues which results in desync times with the maps and also it doesnt allow ms times to appear either which is a shame really.
Posted 8 years ago2016-11-22 09:18:58 UTC
in Half-Life Timer By Zerotech Post #332392
I have just found out one major issue with the timer. Since this is an entity timer which depends on FPS to tick properly.

The issue with my bhop maps is that they play other than the default 100fps which has caused an undesirable effect.

Meaning a higher fps count would make the timer cycle faster which results in a mismatch.

I have compared the timer with different fps and have noticed in huge deviations in terms of reliable times which means anyone who will change their fps to a higher value other than the default 100fps which is what valve recommends will result in the timer to tick faster meaning that their times appear to be much longer than a lower fps.

Players who have especially players who use the autobhop feature from amxmodx will no doubt will have a significant impact.

The players who use autobhop use an fps higher than 100 which in certain countries the standard is 125 others 131 and 150 in some countries.

The higher the fps is the faster the timer ticks which unfortunately will disadvantage the player who runs at a higher fps which results in a timer longer than it actually is.

The reverse is true, players that play at a lower than 100fps specifically 60fps or 30fps will have their timers run much slower meaning they get record to appear faster than the actual time itself.

However this has caused for me a backflip meaning if you want a reliable timer that will work you will unfortunately have to play at a specific framerate to get the benefit of it's accuracy.

That means a couple of things
  • Players are forced to play at 100fps so if they want to make speedruns and want a reliable timer i have no doubt people will be forced to play at that framerate which is a problem. Players have a right to choose what framerates they play as long as everyone agrees to it and it has to be comparable at the framerates they play
  • It discourages people from using a higher fps value other than 100 meaning if players use a higher framerate no doubt that their times will be worse
  • Players who deliberately attempt to play other than 100fps by going lower will have the timer tick slower which will cause accuracy issues and performance slowdowns
  • It discourages cheating, people who use 150fps for example will no doubt have a huge speed boost over a 100fps player but the consequence of that is the timer will tick faster which therefore makes their times actually worse than someone who plays at a legitimate framerate
If players want to play at a higher framerate than the default 100fps it will mean i have no doubt have to fiddle with the delays on the tick cycle to suit them.

Before i do that i just have tested my map out to find it takes approx 3.6 seconds from start to finish and i think i just got the timing right, all i need is an amxmodx plugin to confirm that.
Posted 8 years ago2016-11-21 17:03:52 UTC
in Half-Life Timer By Zerotech Post #332382
It's basically this timer is like sports, whether skiing, running or driving is like a race to the finish line to see who gets there first.

Since the timer is zone-activated all it needs is a touch and go to start/stop the timer and whoever finishes the race first with the fastest time is deemed the winner.

Which is what the purpose of this timer is all about, for speedruns and racing to see who gets 1st position from a race.

However the timer is only designed for singleplayer speedruns but however others can compare speedruns from a single map to compare the times and whichever is faster is deemed the winner.
Posted 8 years ago2016-11-20 19:54:18 UTC
in Half-Life Timer By Zerotech Post #332363
youtube video link : https://www.youtube.com/watch?v=qzs_mj6Idig

Release Candidate 5 in action.
Posted 8 years ago2016-11-20 18:55:48 UTC
in Half-Life Timer By Zerotech Post #332360
UPDATE: Release Candidate 5

Information
  • Zone Based Activator
  • .00 MS Display included with the MM:SS
  • Reset Feature Included
  • Clean Digital Display
  • Low Entity Count
There are 241 Point Entities and 50 Texture Entities which is less than 300 therefore map making for speedruns is more enjoyable due to the low entity count and low memory usage with the triggers.

Release Candidate 5
Fixes
  • Getting the 0,1,3,5,7 to work on the MS display works now along with 2,4,6,8,9 so all numbers when stopped will generate a random number from 0-9
  • Coloured the Reset marker so you know exactly where the reset zone is and the start zones are
  • Gap between trigger_multiples for start/reset zones have widened to ensure that the triggers do not overlap or override the start/reset sequence
Download Link: http://gamebanana.com/maps/192990
Posted 8 years ago2016-11-20 17:35:55 UTC
in Half-Life Timer By Zerotech Post #332359
OK I have decided to test out my timer by changing fps and I am surprised at the results.

Having a lower fps slows the timer down, while raising the fps above 100 runs the timer faster.

Hence which is why people had always recommend 100fps as the most suitable fps to run the game as the game runs well and have more of an accurate representation with the timer.

Is there a way to artifically limit the background environment to lock to a specific freamrate so that the timer does not go haywire and produce unpredictable results other than having 100fps as the guideline?
Posted 8 years ago2016-11-18 00:09:52 UTC
in Half-Life Timer By Zerotech Post #332323
Follow up video - https://www.youtube.com/watch?v=2y0kigcnbhw

I have now demonstrated that you can activate/deactivate the timer using zone or button triggers.

The source code is also now released on gamebanana's website

Link: http://gamebanana.com/maps/192990
Posted 8 years ago2016-11-17 18:44:06 UTC
in Half-Life Timer By Zerotech Post #332321
Basically adding entities/triggers is in a way 3D-Coding.

To add it onto your maps, just copy the whole timer display as well as the entity in the middle of the timer and allocate 3 zones where you want to choose as the start/finish and reset and you are good to go.

Primarily this timer is built for the purpose of speedruns whether Half-Life or Counter-Strike or any other mods associated with Half-Life it's practically a universal timer made for that purpose.
Posted 8 years ago2016-11-17 11:11:57 UTC
in Half-Life Timer By Zerotech Post #332318
OK I think i have fixed up the timing issue as well as getting the reset feature to work. Also this update has logos to tell you where the start/stop and reset function is.

Release Candidate 4 - http://www.mediafire.com/file/1kzxogiz38i45od/hl_timer-rc4-zerotech.rar

I have tested out some amxmodx timer plugins unfortunately there seems to be a 1 second delay so whatever the amxx timer says the actual timer is 1 second faster which makes sense.

To get the amxmodx timer working, the timer has to start without delays to ensure that the display timer on the map will match with the amxmodx timer that does not have a delay in activating/deactivating the timer.

So overall its no longer a map problem with the inaccuracies with the map timer and the amxmodx timer that is something that the devs will have to fix in order to get the plugin timer to work.

All I need now is a working amxmodx timer and also a 3rd party demo viewer to compare the times to see if it is 100% accurate and working properly.
Posted 8 years ago2016-11-17 08:32:54 UTC
in Half-Life Timer By Zerotech Post #332317
I've managed with an update to get the reset function to work, I also include the button function to confirm that it works.

Download Link: http://www.mediafire.com/file/ubid596lb6bsn8c/hl_timer-rc3-map.rar

I can tell you with the button activated timer it will work with just about any amxx kz plugin.
Posted 8 years ago2016-11-16 21:40:28 UTC
in Half-Life Timer By Zerotech Post #332313
Youtube Video Link : https://www.youtube.com/watch?v=QEJmOjZV8xw

You can come and see for yourself how good the timer is.
Posted 8 years ago2016-11-16 21:12:17 UTC
in Half-Life Timer By Zerotech Post #332312
It's both a map and source code.

UPDATE: Release Candidate 2
Fixes: Reset function now works.

Link - http://www.mediafire.com/file/n14nlljku6spp5l/hl_timer_zone_rc2.rar
Posted 8 years ago2016-11-16 20:30:42 UTC
in Half-Life Timer By Zerotech Post #332310
STATUS: Release Candidate 1

Link: http://www.mediafire.com/file/pqlsrikdhjnlaqd/hl_timer_zone_rc1.rar

Activation: Zone-Based
Time: 00:05:28

Please do report of any problems with the timer, I think I have now gotten a timer to work, also the reset feature is working as well.

I plan to implement this timer onto my bhop maps, and if it goes well this timer will no doubt will change the way how speedruns for Half-Life and it's mods will operate.

I like some feedback and if people enjoy this timer I hope the mods/devs will include this timer as part of the Tutorial or Development Source so people can use my timer with full appreciation.
Posted 8 years ago2016-11-16 20:01:49 UTC
in How to disable 2 trigger_relay's running Post #332309
OK I think I've got it working now, its just that the timer is not 100% accurate but it functions 100%. now all i have to do is set the timer so it displays the time correctly and I think i am done.

Link: http://www.mediafire.com/file/2y61nw9cub4nffo/hl_timer-wip3c.rar
Posted 8 years ago2016-11-16 18:24:39 UTC
in How to disable 2 trigger_relay's running Post #332308
UPDATE: I have cleaned up the triggers so its less now.

What I have gotten it to work is the start and disable timer working, but the reset and repeat function isnt working atm.

It is a shame but however upon testing the timer it is working 100%.

Link : http://www.mediafire.com/file/54d1e2wao2bh564/hl_timer-wip2c.rar

Check out the source code and map to view how the timer is working and if you know how to get the reset function to work so the timer can work repeatedly that would be appreciated.
Posted 8 years ago2016-11-13 08:37:52 UTC
in How to disable 2 trigger_relay's running Post #332263
UPDATE: Source - http://www.mediafire.com/file/6hv645gle48t30h/hl_timer-zerotech-wip1l.rar

I've begun to realise the map design for this version all of the triggers should work. the only problem are the env_global entities and the global states associated with it.

I have looked very carefully about the env_global from one of the timers it seems that 2 of them are associated with a statename the same and the other 2 another state with the same name. However I have discovered with each of the env_global triggers that have the same global state name the functions perform differenly.

In essence, what the clever people did was to have both states in a toggle mode which allows the states to turn off and on from func_button and/or trigger_multiple.

Technically the design i have there there is nothing wrong with it with functionality except the states of env_global of how they are triggered.

Set one of env_global
1. have one trigger mode on and initial state as on.
2. has trigger mode on and initial state as off.

Both have initial states set with the prefix

Set two of env_global
1. has trigger mode off and initial state on
2. has trigger mode off and initial state off

both do not have initial state set with the prefix.

The question i like to ask with the triggers that are tied into the multisource which states they should belong to. That is something i am happy to find out.

Hopefully if i am correct i will get a timer that works 100%.

I can see why 4 env_global entities exist to allow to turn on/off the triggers manually.

So hopefully i get the env_globals and the states to work correctly, if i managed to get it working i have no doubt that it will need to be tested thoroughly to ensure that the timer works before i plan to release the final source code for all map developer sites so that way all of the bhop, surf, deathrun etc. will benefit with a working timer.

Players from all communities have demanded a working timer that actually works not only in map design, but also with plugins with the aid of amxmodx and 3rd party tools like demoviewer so that way we can compare the times of speedruns in general will work perfectly every time.

I have no doubt this will change the way how we view and play speedruns in general.
Posted 8 years ago2016-11-13 05:32:49 UTC
in How to disable 2 trigger_relay's running Post #332262
It appears according to my map design that the triggers supposed to work, but there is a conflict with multisource and env_global and I am happy to release my source code and can you point to me where i am going wrong.

Source: http://www.mediafire.com/file/n787gqpnfiydzwf/hl_timer-zerotech-wip1j.rar

so far according to design it supposed to work but the timer does activate and reset but the deactivation does not work.
Posted 8 years ago2016-11-12 12:25:56 UTC
in How to disable 2 trigger_relay's running Post #332254
So by the timer design according to kreedz timer all i need to do is establish 2 triggers.

1. Activate a trigger_relay to run a variable to run in a loop.
2. Deactivate a trigger_relay to stop variable to stop a loop from running.

I will investigate on how this can work, with the help of multisource and multi_manager.

However in order for that to work i have to ensure i use trigger_relay and make it work without 2 trigger relays to run in a loop.
Posted 8 years ago2016-11-12 07:12:01 UTC
in How to disable 2 trigger_relay's running Post #332253
Thanks heaps.

From what you have said, you should not run 2 multi_managers in a loop, pretty much you don't want 2 trigger_relays to run infinitely because i know that you cannot break it no matter what which is what i have found out.

You did say you can run a game_counter in a loop which i do like and therefore it can be broken with the help of multisource and env_global.

i will give this a try and see the results, i will let you know the outcome very soon.

Stay tuned.
Posted 8 years ago2016-11-11 15:20:57 UTC
in How to disable 2 trigger_relay's running Post #332247
Ok I have managed to get the timer not to crash, what I have done is use 2 multi_mangers and one trigger_entity so the timer shows properly and resetting works but i have unable to stop it.

Is there a way to break or disable a multi_manager from running in a loop?

that is all i need, ive fixed the timer working so it will not crash every time it starts or restart i just need to figure out a way how to break a multi_manager from looping.
Posted 8 years ago2016-11-11 12:59:40 UTC
in How to disable 2 trigger_relay's running Post #332246
I have now made some modifications to the map, it no longer crashes but the timer does not disable but the reset feature works.

You did tell me to create master names on the activation triggers which is what i did, also for the master triggers to work they need to be tied in with an entity so i chose multisource as the entity for that to work.

The only problem now is that 2 trigger relays are still working in a loop and i just need to break that and i will then have a working timer.
Posted 8 years ago2016-11-10 16:50:43 UTC
in How to disable 2 trigger_relay's running Post #332245
I have taken a good look at the map i was making and compared it with a modified kreedz timer, it looks simular but the env_global triggers act differently so what i need to do is the timer ticking to stay at the same global state with the display using the triggers counter_start and counter_off if you cant seem to understand what i meant ill try to explain.

From a kreedz timer there are 4 env_global entities which are map controlled that affects the entire map.

2 of those env_global entities work co-operatively meaning the display portion of my timer will work running or stopped but that is only one part of the timer ive actually got working.

The other 2 env_global entities one of them is to deal with the ticking or the counter cycle which trigger_relays control that allows the control of ticking from one entity to another which is effectively 2 trigger relays running in a loop.

The last env_global is a reset system which not only refreshes the counter to 0 also it disables the counter running in a loop also as a flipside you can use multi_managers to clear out the timer display completely.

The difference between turning off a display and clearing the display and turning off the trigger relays is clearly black and white.

What i also want for the counter_off is to also disable the counter tick cycle but keep the display frozen while the reset feature also clears the display whilst making the counter cycle disabled.

The counter cycle is controlled by a series of game_counters and multi_managers with trigger_relays and func_wall_toggle.

The difference between the kreedz timer and my timer are kreedz uses a set of texture brushes that requires func_wall as well as func_train, path_corner or path_track as well as a bunch of trigger_relays which ive found out from the timer itself has over 500 triggers to activate the timer but the timer itself is inaccurate due to delay points between entities.

What I plan to do is to reduce the amount of entites required so instead of path_corner, func_train and func_walls i opted for func_wall_toggle, game_counters and multi_managers so that way the multi_managers will generate like the number 6 by turning on and off a texture which you can make textures in general visible or invisble.

So all i need to do is set the trigger_multiples to a master name and establish 4 env_globals instead of 2 and get the naming conventions right.

The difference in entity count with my timer is less than 250 compared to the kreedz timer which uses over 500 so performance wise it will make a big difference and ive also tested out my timer which the 1st run will yield perfect results.

hopefully when ive found out the problems i can honestly say in due time i will have a working timer that i would say people who play bhop, surf or deathrun maps will enjoy and hopefully adopt my new timer.
Posted 8 years ago2016-11-10 15:39:01 UTC
in How to disable 2 trigger_relay's running Post #332242
ok i have seen the func_button but can i ask a question.

from what i have seen from the additional presets you can actually touch it to auto-activate but can you also go through it as well?

so in a way it works just like trigger_multiple but not just touching it but to actually go through it.

since its a brush entity i don't think it will work, i know one brush entity that you can go through a texture is func_illusionary but that serves no purpopse for me.
Posted 8 years ago2016-11-10 14:30:01 UTC
in How to disable 2 trigger_relay's running Post #332240
Cool thanks, so all i need to find is like an entity that has a master feature built-in and tie that in with another entity like multisource for example.

trigger_relay does not have a master feature unfortunately but trigger_auto does.
Posted 8 years ago2016-11-10 14:06:01 UTC
in How to disable 2 trigger_relay's running Post #332238
I have gotten a new working HL1 Timer that is a Zone-Based trigger that allows you to walk into the start and the display timer activates and walking to another zone will disable it.

There is an issue with that problem.

What I have found out, from the initial first-timer to activate the triggers the timer display actually works but the problem is repeating it whilst in the map without having to use the 'reconnect' command.

The map will crash if you enter and stop the timer repeatedly, I am trying to fix it up but only one problem remains is the condition of 2 trigger_relays.

What the 2 trigger_relays are doing is running one t1 as trigger_relay no.1 and t2 trigger_relay no.2 and another trigger_relay activates t3, that trigger relays 1 and 2 are doing are running in a loop repeating each other while the 2nd trigger relay activates the 3rd trigger upon 2nd triggers request while triggers no1 and no2 are repeating each other.

I need to know if there is a way to disable or break a trigger_relay while it is running in a loop.

That is the only condition i have a problem with that prevents my timer to reset properly.

I can show you my map design and/or source code to figure out what needs to be done so i can fix up the problem, otherwise my timer is complete.

Any ideas on where to find help will be gladly appreciated.
Posted 8 years ago2015-12-26 02:43:49 UTC
in Half-Life Timer - WIP Post #327918
I have spoken to someone about this.

What i understand is that you can stop a multi_trigger from running by adding in a trigger_relay but it will not work if a multi_trigger and a trigger_relay are working together and you try to use a different trigger_relay to stop it that is when it wont work.

What i would need is a way to set a multi_trigger to run in a loop without a trigger_relay so i can interrupt it at will when i use a trigger_relay to stop a looping multi_trigger.

That is what is stopping me from getting the timer to work properly.
Posted 8 years ago2015-12-25 16:51:29 UTC
in Half-Life Timer - WIP Post #327913
Video Link: https://www.youtube.com/watch?v=gF-LlCgyaJ0

This new timer, unlike kreedz uses a zonal mechanism to enter and stop the timer rather than a button function.

So far the activation works, and also from my previous work i have ditched the sprites and used built-in textures that activates and deactivates.

However i have yet to get the stopping mechanism to work. Once I can figure it out then a reset function should be easy to do and I am happy to release the timer for projects such as BHOP, SURF, DEATHRUN etc.

Here is the project source code if you can help me in the right direction of how to stop the timer and i think i can do the reset function.

Source Code: http://www.mediafire.com/download/karrbm9nnhmfs9l/active_timer_p5c.rmf

Anyone who can help me out with getting the timer to work i will include your name on the map as a design credit for helping me out with getting certain triggers to work.

I am interested in how to get multi_trigger and trigger_relay to stop function while it is running.
Posted 9 years ago2015-06-05 23:57:58 UTC
in Help with making a better counter Post #325819
I know that cycler_sprite can work but I wasn't sure if env_sprite could do that. If it can, the current situation to create timers was to use textures and from the source code I have seen there is too many triggers to run it which could effectively cause fps loss and lag and would not be suitable for low powered machines although the game is designed to run on a low spec machine but not with too many triggers running at the same time.

Having sprites can reduce the amount of triggers needed to work, if this is possible this could change the way how speedruns are done.
Posted 9 years ago2015-06-05 16:09:34 UTC
in Help with making a better counter Post #325806
Here is my video of what I have done so far.

Youtibe Video Link

I will post the source code soon, so if you are able to help me out what to do.

EDIT: Here is a HD video
Youtube HD Video Link
Posted 9 years ago2015-06-05 14:46:44 UTC
in Help with making a better counter Post #325805
What I can do is show you a demonstration on video. I can also post the source code if you wish so you can help me out figure out 2 major problems.

The idea of sprites is to act as an auto-controller which sprites uses sequences to change the animation of a frame. What I did was created 2 sprites so that it controls the output of the timer from 0 - 9 sequence which I have marked in ms and seconds and minutes and the 10 min and 10 seconds are controlled using 0 - 5 frame sequence.

What I am trying to do is to pause the animation say when it hit a marker and the timer displays currently at 4 for example it will freeze at 4.

Unfortunately the env_sprite does not behave that way and cycler_sprite does.

The reason I prefer env_sprite over cycler_sprite is to control the frequency of the output so I can change the speed slower or faster.

I will post a video of what I have done so far, and I can release the source code if you know how to fix that problem.
Posted 9 years ago2015-06-05 14:15:40 UTC
in Help with making a better counter Post #325803
I am in the process of making a better timer than the one kreedz use which used 2 buttons and a whole bunch of triggers and entities which can lag the game when you use it.

I have come up with making a more user-friendly timer, rather than pressing a button to start you walk into an area and it starts the timer.

If I can get this right, this could change all of the maps on CS1.6 and HL1.

The only problem I am stuck with is getting the timer to stop using pre-rendered sprites rather than textures to control the timer.

I can show you the map how it works but the stop timer is behaving strangely and i would like to know if there is a way to pause the env_sprite function. I know that cycler_spite you can pause the animation but can it be done the same thing with env_sprite?

Test map : active_timer_p5

So you can see the behaviour of the timer.

I can release the source code of what I have done if you are happy to help me fix up one thing and I can assure you I can provide the source code here if you were to make say for example, deathrun maps, bhop, kreedz climbing maps etc. which involve using timers.

Post your thoughts about this.
Posted 10 years ago2014-05-04 12:56:00 UTC
in Bhop Maps for Half-Life Post #319201
Detailing can be resolved if people are willing to invest in time to build a nice looking map, although gameplay is also questionable about it. I wouldn't like the idea of building a beautiful map to find it doesn't get played a lot compared to a map that was done on an average attempt.

So you might want to look at not only design, but gameplay is most important. People have different views about gameplay what is appropriate depending if they have the pc that can run the game but also be able to complete obstacles too in a manner that the designers made for.

I could take a few months to build a nice looking map but chances are for my experience that it doesn't get played very often and one of the maps that supports my claim was a bhop map called temple and that is one of the things you have to be careful of when making bhop maps, are they interested in design or the quality of completing their objectives.
Posted 10 years ago2014-05-04 11:17:25 UTC
in Bhop Maps for Half-Life Post #319191
Hi guys my first post here, I want to present to you my work portfolio over my bhop maps that was implemented onto Counter-Strike until recently I have decided to transfer my bhop maps onto Half-Life and I want to showcase to you the possibilities of what bhopping maps means to the people in the Half-Life community.

I hear that a lot of people are vocal about the standards of Half-Life bhopping so I have made a suggestion about implementing a standard that people will be happy to follow. Here are my suggestions.

Bhop Settings
Playable on 100fps
sv_airaccelerate 100
sv_maxspeed 10000
sv_gravity 800
sv_accelerate 10

Binding mouse wheels to jump is fine it doesn't matter if it is up or down as long as it is a manual bind.

Nothing in my statements will be complete without maps, speaking about it I have recently posted a number of playable maps that were designed for Half-Life bhopping.

Map Downloads - http://hl.gamebanana.com/maps/cats/8413

You were wondering, how would people play bhop maps, people with bhop skills would like to test their capabilities online to showcase their ability to bhop and also we can encourage competitions at a later point in time where bhop is encouraged in Half-Life.

Post you thoughts about the idea of a bhop proposal if people enjoy the idea or not. Any changes you like to add that was not mentioned in this post I welcome all suggestions.