Forum posts

Posted 1 month ago2024-03-11 19:49:08 UTC
in HL Like Node Graph Needed Post #348644
Posted 1 month ago2024-03-07 09:36:52 UTC
in HL Like Node Graph Needed Post #348638
Hi. How to make the pathfinding system in Half-Life for my own engine where less nodes is good? There's already an A-Star system in there but it's not too good for my needs currently. Does HL use line/ray casting for specific location detection in navigation calculations? I'm curious.

Meerjel01
Meerjel01 Meerjel01I want to be a Meerjel
Posted 3 months ago2024-01-07 13:35:31 UTC
in New item changes players speeds for movements Post #348419
Do ducking have it's own max speed?
Meerjel01 Meerjel01I want to be a Meerjel
Programming a relationship changer can work too but that requires it to be a mod and that you can program it in. Just giving out a thought.
Meerjel01 Meerjel01I want to be a Meerjel
What if he wants the zombie to attack the scientists later though?
Meerjel01 Meerjel01I want to be a Meerjel
Is it a mod or a map? If it's a mod then you could probably program it in.

If not then I'm not useful here.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 10 months ago2023-05-24 19:39:48 UTC
in Post your screenshots! WIP thread Post #347551
Feels a lot like Alien Trilogy to me.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 11 months ago2023-05-14 13:52:48 UTC
in compileX Post #347511
Change of plans. I will pay whoever is willing to code and create the compiler tools from the Sin SDK. Anyone that can program in the compiler's code is accepted. Further information will be given when willing.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 11 months ago2023-05-11 11:34:37 UTC
in compileX Post #347507
Bump*

After awhile I've figured that the cst isn't needed since there's other 2005 based compilers somewhere. The Sin Episode SDK worked better for the Xbox and are a better bet for modification for the OG Xbox port. I'm still no Source Engine programmer so I ask again if someone can help here.

Sin Episodes SDK Download

The Xbox community would be in depth if someone finished this.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-02-01 13:34:15 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347289
Okay well this is the boyOkay well this is the boy
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-02-01 11:28:03 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347287
Is UrbaNebula the Follower from 123 Slaughter Me Street? (And his 2 over-the-top brothers)
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-01-31 20:44:21 UTC
in Gonna be learning bsp format coding. Post #347283
I know. They had a discord that I was a member of. I don't know what happened to it, if it was removed or that I was banned from it. They managed to make a compiler themselves that worked with the Xbox port but I can't find it anywhere.

I want to try make my own since I can't find the server and the members.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2023-01-31 14:04:28 UTC
in Gonna be learning bsp format coding. Post #347277
I want to learn the map file structure for source maps so I can make maps for the original Xbox port of Half-Life 2. But I need to start somewhere. And I'm clueless.

How do I make a custom bsp compiler?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-12-31 14:19:13 UTC
in Segments 6th Post #347214
I've finished the 6th segment of my series of classic video files on zips! Have the whole series even! Also it's not just HL in them now.

Segment 1
Segment 2
Segment 3
Segment 4
Segment 5
Segment 6

It isn't much but it is for me..
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-12-03 10:23:58 UTC
in eXperiment HL horror mod Post #347149
A Christmas special
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-11-24 13:42:44 UTC
in eXperiment HL horror mod Post #347128
TF2
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-11-07 20:48:52 UTC
in C++ aabb-triangle collision Post #347056
Messed with the code and got it to stop working so I decided to go with separated collision triangles instead.

It wasn't a complex engine anyway so it works fine.

EDIT:
Made the link a Vimeo link.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-11-06 09:44:56 UTC
in What does grass density mean in j.a.c.k? Post #347046
Isn't grass a Xash3D thing?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-10-31 11:02:04 UTC
in C++ aabb-triangle collision Post #347032
Bump*

I've made a stair climbing system for the engine though it isn't as good as I wanted it to be. But I've come up with a fix for the raycast method.
User posted image
Also this is the ray-triangle code that I used.

EDIT:
Credit to Admer for giving me some code to work with.
Meerjel01 Meerjel01I want to be a Meerjel
I'm too unfocused on searching for the code myself so if someone can find it for me then it would be great.
Meerjel01 Meerjel01I want to be a Meerjel
How do one program a software that can read from a bsp like file? For use with my engine of course.

EDIT:
Make a custom map format and compiler for it.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-10-26 17:34:14 UTC
in Blender Python Exporter Needed Post #347008
I would need help with getting an exporter for Blender that converts a mesh into a file containing geometry information. Usually I copy and paste from .x files but I want something more efficient.

Example file.
18 6 ConcreteCeiling1 0 Solid

1.000000 -2.000000  2.500000
      -6.000000  2.000000  2.500000
       5.000000  2.000000  2.500000
       1.000000 -2.000000  2.500000
       5.000000 -4.000000  2.500000
       1.000000 -4.000000  2.500000
      -6.000000  2.000000  2.500000
      -10.000000  4.000000  2.500000
      -6.000000  4.000000  2.500000
       1.000000 -2.000000  2.500000
      -10.000000 -2.000000  2.500000
      -6.000000  2.000000  2.500000
       1.000000 -2.000000  2.500000
       5.000000  2.000000  2.500000
       5.000000 -4.000000  2.500000
      -6.000000  2.000000  2.500000
      -10.000000 -2.000000  2.500000
      -10.000000  4.000000  2.500000

3 2 1 0
      3 5 4 3
      3 8 7 6
      3 11 10 9
      3 14 13 12
      3 17 16 15

-0.000000 -0.000000 -1.000000
         0.000000  0.000000 -1.000000
        -0.000000 -0.000000 -1.000000
         0.000000 -0.000000 -1.000000
        -0.000000  0.000000 -1.000000
         0.000000  0.000000 -1.000000

-0.000000  0.000000
         2.000000  3.500000
         2.000000 -2.000000
         0.000000  2.000000
        -2.000000  3.000000
         0.000000  3.000000
         1.000000 -0.000000
         3.000000 -1.000000
         1.000000 -1.000000
        -0.000000  0.000000
         0.000000  5.500000
         2.000000  3.500000
         0.000000  2.000000
        -2.000000  0.000000
        -2.000000  3.000000
         1.000000 -0.000000
         3.000000  2.000000
         3.000000 -1.000000

0.339873  0.869992
         0.259166  0.640306
         0.199980  0.967272
         0.339873  0.869992
         0.377537  0.999698
         0.399058  0.880801
         0.259166  0.640306
         0.221502  0.510600
         0.199980  0.629497
         0.339873  0.869992
         0.399058  0.543027
         0.259166  0.640306
         0.339873  0.869992
         0.199980  0.967272
         0.377537  0.999698
         0.259166  0.640306
         0.399058  0.543027
         0.221502  0.510600
First is the Vertex and poly count followed by the base texture and lightmap index and then the tag for the mesh.
Then the vertex positions, faces, normal directions and UV1 and UV2 def.
This is for my Xbox engine, a way to make my job easier.
Meerjel01 Meerjel01I want to be a Meerjel
Which Quake came first?

(Possibly WinQuake but I'm not someone putting attention to this so I don't know)
Meerjel01 Meerjel01I want to be a Meerjel
Now I feel like making a Quake 1 based engine myself.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-10-14 08:30:07 UTC
in Post your screenshots! WIP thread Post #346968
Have a view of my macOS game Hostility.
User posted image
It's a turn based strategy game. Currently in the prototype stage.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-09-04 11:55:52 UTC
in Player speed limit? Post #346851
It's probably mdl root motion based but I don't know.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-09-03 17:09:59 UTC
in How to get Blue Shift Hands??? Post #346847
I believe you have to replace the mdl files (But make backups of the old) with the appropriate ones. But I didn't do that since I don't own Blue Shift.

I also learned to not write your gmail as your username for everyone to see. Spammers can get to it.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-09-03 14:04:45 UTC
in C++ aabb-triangle collision Post #346845
Couldn't make step-offset work but I will try make OBBs work. I will relay on invisible colliders for stairs and small edges for now until I get it working.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-30 14:55:47 UTC
in C++ aabb-triangle collision Post #346824
Had been talking to Admer about slopes and got it working. Now I need to work on step-offset for stairs and Capsule colliders. I had looked up This when I struggled with collision detection and it might be a good source for information right now.

Here's some screenshots from in-engine. (If anyone's still interested)
User posted image
User posted image
User posted image
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-28 10:08:41 UTC
in C++ aabb-triangle collision Post #346818
I got it working myself! Now the player can collide and slide on a triangle!

1 triangle. When going to a corner the player goes through another. Will get to work on fixing that. Also I switched to a sphere collider and will try to implement a capsule collider later on.

EDIT:
Got it working myself again.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-27 12:37:00 UTC
in C++ aabb-triangle collision Post #346815
I've found this But it's not constructed like the code I have. If someone knows how to help then do that please.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-25 14:06:30 UTC
in C++ aabb-triangle collision Post #346809
Achievement! I got it working! Now I need to make the AABB object oriented and make the player slide on collision (There's a function in the Xbox Home-brew website to make collision reaction).

Thanks for clarifying me about that site Admer. I don't think I ever got this far with engine making with DX8.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-23 18:41:32 UTC
in C++ aabb-triangle collision Post #346806
I tested the code and I think my only problem is the AABB system that I'm using. Anyone willing to help?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-22 09:26:34 UTC
in C++ aabb-triangle collision Post #346805
Having some problems getting my levels to load on the hardware currently so I wasn't able to program any collision code yet. In the mean time someone can translate the code to C++ for me. If someone wants to convert it. Currently the problem to understand about it is the SAT sections.

EDIT:
Got the engine to load levels again somehow and will work on collision detection next.

This is the level that I'm gonna use. (Straight from the Console itself)
User posted image
EDIT2:
Having trouble getting through this line.
{ if (Max(-Max(p0, p1, p2), Min(p0, p1, p2)) > r) }
Anyone with a 3 parameter function for this?
Meerjel01 Meerjel01I want to be a Meerjel
This post was made on a thread that has been deleted.
Posted 1 year ago2022-08-18 15:24:29 UTC
in C++ aabb-triangle collision Post #346800
I've found that one before but it doesn't look like C++ programming. But it's convertible at least.

Has a bit of a "Too Long Didn't Read" problem with instructions like that. But I can look this through.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-17 10:20:39 UTC
in Programming video tutorials Post #346791
Is there a way to fix it?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-17 05:40:37 UTC
in Programming video tutorials Post #346788
I forgot about the camera entity's name.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-16 19:30:50 UTC
in Programming video tutorials Post #346786
Didn't the view changer start from the player's view rotation and rotate it slowly when activated? Or is it just me?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-08-14 12:18:08 UTC
in C++ aabb-triangle collision Post #346781
This was an issue for me to figure out how to make an aabb (obb) collide with triangles on my Xbox engine and since people can C++ here, I'll ask here.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-26 19:15:18 UTC
in Here, have a Minecraft server Post #346754
I'm Swedish and I don't play Minecraft.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-06 13:39:28 UTC
in Collaboration anyone? Post #346708
I did some work on the first Orb-map and would want to share it to the other developers if possible. Here's some screenshots.
User posted image
User posted image
User posted image
It's not really anything to gasp over but it looks fine for me. But I might be too simple. I'll send the vmf to the others via pm if any of you wants to see it or improve it a bit.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-05 08:19:45 UTC
in Collaboration anyone? Post #346705
Mapping in Source isn't too different from GoldSource except for some additional tools and Displacements.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-04 14:55:01 UTC
in Collaboration anyone? Post #346703
I where more interested in making an atmospheric, moody game with little obstacles but I guess some thinking doesn't hurt.

Also for a soundtrack, I've found some very interesting music albums from SUBWISE which I think can fit as influences for the mod.

Sometimes an Error : MIDItation
x3d5 : Hard Floors
Vena Portae : Izotop
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-04 06:43:40 UTC
in Collaboration anyone? Post #346701
I gotta say that I don't have the Episodes so I'm extremely limited on resources. But even if Episodes-assets gets used then it doesn't matter a lot since I barely play games made by others except myself. Somewhat of a burden for a developer.

Anyway, the ambient music for my Orb collect game should be bright for the time being. Tho the theme for it isn't fully visible in my head yet but it'll be rather soon as long as I get my focus on it. Also the map in the video I showed would have it's vmf released soon. Gonna create something new for the mod.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-03 18:24:09 UTC
in Collaboration anyone? Post #346699
Great! The slow paced map can have ambient music while the racing one can have trance or dnb(Just my taste talking). Tho I'm not much of a racing fan. I can design the collection map and give out ideas.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-02 13:15:58 UTC
in Collaboration anyone? Post #346696
I can give out an example of how it should work. Orb Collection Game
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-01 13:40:28 UTC
in Collaboration anyone? Post #346692
It's "Boring" when one isn't used to it.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-07-01 07:56:38 UTC
in Collaboration anyone? Post #346690
I had an idea about a Source mod where there's no combat. You only collect sprites to progress. Some sort of "Keep calm and collect sprites" game for calm people.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 1 year ago2022-06-30 19:02:26 UTC
in Collaboration anyone? Post #346688
No a txt file for story. It's not too fantastic but it's good enough. I think.
Meerjel01 Meerjel01I want to be a Meerjel