Forum posts

Posted 5 years ago2019-05-07 21:39:46 UTC
in The_Tube2019 - HLDM Map Post #342590
Posted 5 years ago2019-05-06 20:24:23 UTC
in The_Tube2019 - HLDM Map Post #342577
Hello again,
it's been a while but I finished something half life related again. Basically it's a map that I have build in 2011 for AG of which I thought that I have lost the map files but just stumbled across a few ago.

Original mapname was "The_Tube" refering to the large tube in the middle of the map. I have greatly overhauled the visuals and opened up several places for better gameplay and on recent testing it worked very well in AG and will also work in HLDM, especially in teamplay. Every room & every part of the map has been worked on.

Attached are some screens and a link to gamebanana. I have also attached the old version for curiousity.
https://gamebanana.com/maps/204922
OLD VERSION DL: https://www.file-upload.net/download-13595634/The_Tube.bsp.html
a new rooma new room
a heavy modified rooma heavy modified room
an old room (reworked nonetheless)an old room (reworked nonetheless)
Posted 8 years ago2016-02-24 11:10:25 UTC
in Half-Life: The Core Post #329006
hi hi,
I might not get done in 2016 too Spreen, so don't take it that easy with your mod :D
Posted 8 years ago2016-02-23 00:05:52 UTC
in Light Shadow and models Post #328988
you mean the third barrel on the second picture? as far as I experienced it the opaque entities often drop totally incorrect shadows.

When using the new versions of Vluzacn's Half life tools ( a modification of zhlt) it should always draw correct shadows though.

you can combine func_walls with cycler_sprites then
Posted 8 years ago2016-02-16 21:06:10 UTC
in MP - weaponbehaviour + Movement in SP Post #328906
nice, i changed that
yet one more thing to say about my crossbow... it also pushes the cameraangle up inside the zoom when firing. (doesnt do so in mp)

i have the feeling that something outside the crossbow.cpp is beeing called but I guess my main question was if i have to fix it for each weapon manually

so that seems to be the case
Posted 8 years ago2016-02-16 20:31:20 UTC
in MP - weaponbehaviour + Movement in SP Post #328904
Thats what I did and im quite certain that I didnt change anything else but my shot from zoom is still not creating a bolt or its sound...

I'll probably recreate the situation from scratch by time and test if the problem occurs again :/

Does anyone know where the speedcap (bhop) is saved?
Posted 8 years ago2016-02-16 15:00:48 UTC
in MP - weaponbehaviour + Movement in SP Post #328902
Hello again,
for my singleplayermodification I would like to use the whole movementsystem and weaponbehaviour from Half-Life's Multiplayer.

Now I am not a real programmer and also I never saw c++ before :/
Does anyone have an Idea what the easiest way to implement that would be?

Things I thought of:
1: change the code for every weapon manualy whenever it asks if it is multiplayer or not. I tried that with the crossbow but had no full success.

Instead of normal bolts with airtime i now have explosive bolts outside the zoom and the instant shots (sniperbolts) when inside the zoom.
Sounds like multiplayerbehavior so far,
however it wont show the bolt (at the target) when fired from zoom (only damage applies[with blood])
When I shoot without zoom and hit a monster it wont make an explosion, but make a normal singleplayerhit.
So I obviously still missed something somewhere :/

2. Changing the gamerules in Singleplayer to Multiplayer
I saw that there are different booleans: "bisMultiplayer" and "g_pGameRules->IsMultiplayer()"

Do you think changing the gamerules to multiplayer would also disable monsterspawn and such? Or might those things still work cause the other boolean "bisMultiplayer" will still always be false.

I would be very grateful for any ideas or if anyone in particular would help me some with the code in general (i don't want to change so much actually)
Posted 8 years ago2016-02-16 11:20:38 UTC
in Confused trigger_camera on a track Post #328900
Now I want to see those bad things.
just don't let it be my mod :D

So when I have a camera that moves faster than it's func_train there will be unlogical problems?

thanks for hints anyway, I went on to new problems, which might get revealed by a new topic :o
Posted 8 years ago2016-02-15 09:22:57 UTC
in Set maximum Hz for better quality sounds Post #328888
i cant imagine all goldsourcemods beeing on moddb though, since many of them are older than the website and the internet was a bit different at that time as well.
Posted 8 years ago2016-01-29 11:02:50 UTC
in Arctic Incident Post #328543
yepp, it's very cool - i enjoyed it a lot.
it has a few flaws but overall it's very enjoyable and keeps you entertained about all the playtime.

The ending is pretty awesome aswell
Posted 8 years ago2016-01-29 01:07:13 UTC
in Trouble on Terra // Modintroduction Post #328534
you mean target_cdaudio? I didn't know about it but i will check it.

This is vanilla Half-life and will only get a very few changes. I only really need a working env_fog ;)
Posted 8 years ago2016-01-28 19:54:43 UTC
in Trouble on Terra // Modintroduction Post #328527
I made a modpage for my upcoming mod "Trouble on Terra"

http://www.moddb.com/mods/trouble-on-terra

The work in progress mod intro is on youtube as some sort of sample ;)
https://www.youtube.com/watch?v=eu2D2_bdnII

Thanks a lot to Unq for helping me fix my trigger_camera
Posted 8 years ago2016-01-26 10:23:16 UTC
in Enhanced halflife engine? Post #328499
Black Mesa Source or HL Source have similiar gameplay to Half life? HA HA

-> No they don't

So you build maps for HLDM that you can't launch? Or do you just need a newer enginge to have them running more smoothly?
Posted 8 years ago2016-01-25 01:41:22 UTC
in Confused trigger_camera on a track Post #328477
awesome, thanks a lot!
it worked :)
Posted 8 years ago2016-01-24 17:39:45 UTC
in Confused trigger_camera on a track Post #328463
Hey,
I am trying to make an intro with a camera on a track of path corners targeting a func train on a different track of path_corners.

The problem: My camera doesn't follow it's target at all.

I know that the path's are working correct. I have tried different starting times, and also changed the tracks a bit but I don't see the problem. I've seen the exact same setup working in a sample map.
At the moment this is how it looks in the editor:
User posted image
On this sample picture and vid the func_train is not in its usual position at start which unfortunately doesnt have a lot of effect.

However this is what the cam shows (It doesn't ever have a target on it's right side actually). :/
https://www.youtube.com/watch?v=2MbIQUdEf4g&feature=youtu.be

Maybe the turns are to drastic for the rather delayed moving camera? Or do I maybe need to set more path_corners on the turns? I got very tired of this because I already had a lot trial and error :/
"Do you have any idea whats going on?"
Posted 8 years ago2016-01-23 17:41:18 UTC
in How to import guns from other GoldSource Post #328450
Thinking about i, i probably used another tool to decompile it because the one that I linked above can't recompile the model. So you need a tool that can decompile a model and compile it again (after you made your changes)
Posted 8 years ago2016-01-23 14:44:33 UTC
in How to import guns from other GoldSource Post #328449
I indeed would not recommend this for a mod, but you can get a decompile tool here:
http://www.moddb.com/games/counter-strike/downloads/kratistos-goldsource-mdl-decompilier-2003
The .qc can by opened with the windows editor and you might want to think yourself a bit in there. Its not very difficult to adjust the animations for a different game.
I did the same thing for a 1.5 deagle which I use in hldm:
https://www.youtube.com/watch?v=ZXt7FJCsWyk //In the video it's a glock replacement which is a little pointless, now it replaces the .357 for me.
I think in cs 1.5 there were different models for right handed and left handed models.
Posted 8 years ago2016-01-22 12:10:46 UTC
in TWHL World - Community Project Post #328440
I can't really bring up the time to take part in this one. I need some progress in my started singleplayer mod instead :o

But I'am looking forward for a sven coop project which would be awesome with sven coop 5.0 coming up.
But this should really have some more connection between the maps then.

About the editors, i have to admit that I didn't try sledge but the new Jackhammer Version is awesome in comparsion to Hammer 3.5 and also comes with a nice fgd. It also solved my camera problems :D
Anyway hf with the project, i'm just going to keep an eye on it
Posted 9 years ago2015-11-07 18:07:40 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327426
ok, so i'll stop working on my map...
Posted 9 years ago2015-11-06 00:07:33 UTC
in "1on1 without Gauss" Song Post #327420
I recorded this with the mircophone from my headset and that's not the best after all ;)

My youtube account is not set up for making money, so I can't afford that pop shield :/
Posted 9 years ago2015-11-05 17:24:40 UTC
in "1on1 without Gauss" Song Post #327412
well the quality isn't impressive but it was some fun for me:
https://www.youtube.com/watch?v=IVPgz9SKY8E
Posted 9 years ago2015-10-22 17:28:21 UTC
in TWHL Tourney Post #327302
well, i could play glock only if it should be necessary. just wanted to give that info because we can install all maps and so on that server
Posted 9 years ago2015-10-21 23:18:06 UTC
in TWHL Tourney Post #327300
we do have an 18 Slots Half life server by the way :)
Posted 9 years ago2015-10-02 13:50:23 UTC
in TWHL Tourney Post #327150
well go ahead and consider it, but please don't chose it.
I played this game quite a bit and well, ofc it's nothing like hldm. But also it has a deathcam that forces you always to wait about 6 seconds until you can respawn :/
If it didn't have that it would be playable at least.
and bb, i'm on holiday for a week ;)
Posted 9 years ago2015-09-30 20:30:47 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327124
yes, i'll take part aswell.
Posted 9 years ago2015-09-30 20:29:22 UTC
in TWHL Tourney Post #327123
Posted 9 years ago2015-09-26 11:02:51 UTC
in Post Your Photos Post #327022
looks like an awesome trip. the landscape is very inspiring. I like the shot of the leaves on the lava.
Posted 9 years ago2015-09-25 20:34:40 UTC
in Post your screenshots! WIP thread Post #327017
sure i'll make a page when i finished the intromap(s)
Posted 9 years ago2015-09-25 14:55:44 UTC
in Post your screenshots! WIP thread Post #327013
This is supposed to become a short singleplayerstory. I haven't mapped for singleplayer before and so this is supposed to be a test that should take about 3-4 Maps. This map is going to follow after a more or less cinematic intro and it is still just an introducing map.
User posted image
User posted image
User posted image
User posted image
I'm using models from the russian website "gamer-lab" but it's never showing the models authors :( For the rest im using a wild mix of textures. Some of these i created myself. The portal room is still gonna change a lot, but it's meant to be a microscopic dimension portal which you can see when using the microscope ;)I'll keep poly at a playable limit ofc. The contrast between low resolution textures and high res models might be a bit drastic.... and what do you think about it?
Posted 9 years ago2015-09-25 14:20:16 UTC
in static trigger_camera Post #327012
trigonowhat? :o hm yes i'm afraid i know how to calculate it but it's still a lot more annoying than having the camera instantly on the target. Also i'd rather struggle with calculating the length of the triangle's sides. which i would need then as far as i know.
I'll probably do it with an env_fade then usually.

Thanks for the welcome Trempler, could you remind me again what I am famous for? I'm just certain that it was not for my legendary mappingskillz :D
Posted 9 years ago2015-09-24 16:32:01 UTC
in static trigger_camera Post #327008
Hi,
for my singleplayermap i want a perfectly static camera. So i made a trigger_camera and an info_target. When I activate the camera the field of view moves from the standard angles of the camera to the target (using the acceleration deacceleration and so on).

But i want the camera to show instantly locked on the target without moving at all. So is the only way to achieve that with setting all angles manually? which is a lot of work -.-
But i think there should be a way to loc on the target instantly - thats why i ask ;) Didnt found any info about this in tutorials though
Posted 9 years ago2015-08-11 23:26:06 UTC
in Camera Problem in a Beginners Mod Post #326680
hihi, yes but i also needed to replace it with a standard config (copy of default.cfg) cause otherwise it would use the config from my valve folder. also i made it "read only" for now cause it seems to be overwritten otherwise even if i dont change something in the options. nvm i know that there are other ways to handle this problem
Posted 9 years ago2015-08-11 20:17:51 UTC
in Camera Problem in a Beginners Mod Post #326677
The problem still appears with the new Files. I tested it on a System with a completly up to date hl version on a seperate PC.

But somehow it was in fact a problem with the config.cfg.
The config is working perfectly fine in hl though. Sorry for disturbing already ;)
Posted 9 years ago2015-08-11 18:33:13 UTC
in Camera Problem in a Beginners Mod Post #326675
I know that jave wont help me directly. But with some java knowledge it's still easier to understand how some c++ code works.
Also i found this for example: (a tutorial for changing weapon properties)
http://www.moddb.com/games/half-life/tutorials/modding-weapons-ammo-weight-etc

So i will need to edit some stuff and i'm interested in it.
Unfortunately i need to keep the older .dlls in my half life folder for competitive gaming. My hl.dll is from the before 2013 (when they started patching hl again). This hl.dll was in use for many years and stable i guess but yes, sure it could be a problem in combination with other things. So the next thing is do is importing all new .dlls from the valve folder into my modfolder. then it shouldnt acces my outdated files.
Posted 9 years ago2015-08-11 16:18:33 UTC
in Camera Problem in a Beginners Mod Post #326673
well ok then, i'll downloaded all updates for hl and place copies of all .dlls in the modfolder. then i should be able to use the older files for my normal hl and it might just work
Posted 9 years ago2015-08-11 16:11:26 UTC
in Camera Problem in a Beginners Mod Post #326672
i am using a slightly outdated hl.dll in Half life itself. but i got the current hl.dll from a friend(it's still the same problem).
The problem also appears when refering to the hl.dll from the valve/dlls folder.
So the only option is fixing the hl.dll manually? i mean some people are still modding for hl1, so shouldnt there be a fix arround somewhere?

I don't use custom code so far but i will certainly try to. i have some experience with java. so im optimistic that i am able to change some simple things with the help of tutorials. Though i first need to get rid of that bug -.-
Posted 9 years ago2015-08-10 21:36:41 UTC
in Camera Problem in a Beginners Mod Post #326663
Hello,
i have a strange camerabug in a selfbuild mod. i can't turn my camera more than some degrees in each direction. so i cant look completly up or down and also only a bit to the sides.
i've build the mod step by step with a tutorial. So i dont have much more than a liblist, a save folder, maps folder, the client.dll and the hl.dll.// i changed the gamemenu.res file to change the menu buttons but i also did the whole thing again without changing any further things. I've used the normal crossfire map for demonstration. https://www.youtube.com/watch?v=xM_WFsAQXU0
My liblist is looking like this:
game "TroubleOnTerra"
gamedir "TroubleOnTerra"
startmap "crossfire"
trainmap "sp"
type "Single"
hlversion "1122"
cldll "1"
gamedll "dlls/hl.dll"
Any ideas? :(