Forum posts

Posted 7 years ago2017-08-25 18:31:50 UTC
in HL2: Episode 3 Post #337051
https://www.youtube.com/watch?v=VxTsaEbqcvo

This is my old video (Very bad English) that shows HL 2 commentary scripts which points to EP3.
Posted 7 years ago2017-07-19 21:10:59 UTC
in Half-Life Model Viewer 2.0 Post #336167
In my instance, it needed platforms/qwindows.dll, qoffscreen.dll, qminimal.dll even though dependency walker not showing them along with ICU and classic Qt dlls. Dont know about ICU, I just needed to put that in the archive. Maybe there is a way for not putting it in the archive but I dont know.

DLLs are more than 30 mbytes.

For Qt 4. It is like 10~ mbytes for DLLs.
Look at my old projec: (There are some extra dlls that should not be considered though)

Qt 5: https://transfer.sh/tULS5/Flappy%20Bird_x86_win32_v1.2.0.zip
Qt 4: https://transfer.sh/15SPsd/FlappyQt_CD_Demo_win32.zip

One of the icu dlls I put was probably cropped version I found randomly on the internet.
.

And one more thing,

There was something wrong with Qt's OpenGl support. Maybe its fixed in 5.9 but if possible, do not use Qt's wrappers for OpenGL.
Posted 7 years ago2017-07-19 20:02:29 UTC
in Half-Life Model Viewer 2.0 Post #336163
If I remember correctly, not only DLL files are bigger, it needs more DLL files. And one of them was like 20~ mbytes which is related to ICU.

There were some other things but I do not remember them now.

Nice profile picture btw :D
Posted 7 years ago2017-07-19 19:34:20 UTC
in Half-Life Model Viewer 2.0 Post #336161
I hope you have used Qt 4.8.7 or something in 4.x branch. I hate Qt 5.x. It became a bloatware after 5 in my opinion.

As long as you do not use QML (which is retarded for Windows imo) ,or not intended producing for mobile ; I think you are completely fine with 4.x. It is much more stable, compact and developed by a real company.
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Posted 7 years ago2017-04-02 17:47:20 UTC
in Post your screenshots! WIP thread Post #334208
I think people should make new "separate games" built on Xash3d instead of making goldsource mods. Because there are a lot of limitations in goldsource and you can not make a modern and optimized game with it. But with Xash3d you can even modify the engine or make your game playable on phone.

But the thing is I do not know if it is legal to use HL1 sdk as a base to use with Xash3d.

Steam does not allow xash3d but what about itch.io for example ? Would gaben sue us even if it would be free :D ?
Posted 7 years ago2017-03-13 16:50:12 UTC
in HLDM Century Megapack: best of all times Post #333935
Thank you dude!
Posted 7 years ago2017-03-04 09:54:44 UTC
in TWHL4 Design Crowdsourcing Post #333864
Something like "tahribat.com" would look better in my opinion.
Posted 7 years ago2017-02-19 14:21:19 UTC
in Competition 34: HL Re-Imagined Post #333627
These are great! I hope this community never dies.
Posted 7 years ago2017-02-09 16:17:39 UTC
in Im gonna make a map of my school Post #333387
Take a look at CMPMVS, VisualSFM, Blender to goldsource exporting.
Posted 8 years ago2016-12-15 15:46:08 UTC
in Competition 34: HL Re-Imagined Post #332722
Parkour maps allowed?

This was a fun work based on Highlander? s tutorial in this forum. Layout can be changed.
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Posted 8 years ago2016-10-06 14:24:38 UTC
in Post your screenshots! WIP thread Post #331908
I hope both Java and Android to die. Let's pray to get a MeeGo remake soon.
Posted 8 years ago2016-10-02 10:46:41 UTC
in Half Life: Opposing Force source code Post #331876
Look at malortie's work.
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Posted 8 years ago2016-08-11 22:51:40 UTC
in Half-Life Model Viewer 2.0 Post #331187
Amazing!

Did you fix viewer not closing and %100 cpu utilization afterwards bug?

It was noticed long time ago after Jeds release, but havent been fixed (yet) though.
Posted 8 years ago2016-08-03 22:27:48 UTC
in goldsrc studiomdl qc file error Post #331075
I tried a lot of things but I could not get it to work in Windows 10 (after upgrade).

I think it is strictly incompatible with win10. Use direct method instead.
Posted 8 years ago2016-08-02 21:34:57 UTC
in goldsrc studiomdl qc file error Post #331054
Windows 10?
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Posted 8 years ago2016-07-09 07:54:29 UTC
in TWHL World - Community Project Post #330758
Yeah that was very unfortunate. He is a good and interactive developer.

And this is off-topic but I have to ask, will this lovely website close anytime soon? This is one of few websites which is dedicated to goldsource alongside source. If this will happen, I should backup at least tutorials with some tools like httrack. Is this allowed?
Posted 8 years ago2016-07-07 17:36:57 UTC
in TWHL World - Community Project Post #330733
I have found this repository called "Spirit of half life 1.0 Refresh" in Github:

https://github.com/Hammermaps-DEV/SOHL-V1.0-Refresh

What is this about? A rework on the old sohl?

Also according to github there is only 1 contributor. Is this the original author of sohl?
Posted 8 years ago2016-07-04 08:51:23 UTC
in Is this a dumb method? (Detail textures) Post #330678
So, if you converted the original texture to BnW (black'n'white), to use it as a detail texture, that's a very cool way to add more colour to these 8-bit textures.
Yes I did that and I adjusted the levels to distribute rgbs around 128.

As this is Xash3d, I used 32bit textures. I think this method gives some heavy contrast rather than colors. (At least for 32/24 bit textures)
Posted 8 years ago2016-07-04 08:41:04 UTC
in Is this a dumb method? (Detail textures) Post #330676
That looks smashing! Sadly I'm not sure I understand what this is for.
I just dont have much time and knowledge to manually create detail textures for a lot of textures. So I made original texture black and white and used it as detail texture.

I am not sure if this a optimal method if you consider time but with given results, I think this method makes things better.

What do you think? Should I make details of noticable textures with this method?

Also, dont stuck with resolution. This is just a demonstration and like I said I upscaled them to 4096 to see what will happen.
Posted 8 years ago2016-07-03 14:08:50 UTC
in Is this a dumb method? (Detail textures) Post #330659
It was upscaled to 4096px but it is a waste anyway. However, this is not the point.

What do you want to say by saying isnt adapted? Usage of 3000px or using black and white version of same image as detail?

As for the crushed by a press :D,
Yes there is something wrong but I could not realise what is the cause.
Posted 8 years ago2016-07-03 13:06:58 UTC
in Is this a dumb method? (Detail textures) Post #330657
I made a texture black and white and adjusted its levels to use that as a detail texture for the texture itself. Is this a bad thing to do?

I tested this with
*Xash3d
*3000px texture & 3000px detail texture

Here is results:

With detail texture applied:
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Without detailed texture applied:
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