Forum posts

Posted 1 year ago2023-07-03 08:20:39 UTC
in Is GoldSource still cool Post #347680
You're never late.
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 2 years ago2021-12-01 18:52:39 UTC
in Half-Life Updated (custom SDK) Post #346092
@Solokiller

Personally, I've already removed VS17 projects from my Spirinity fork. I've got about 4 friends using my repo and they are all working on VS19, and I'm working on VS22 preview.

I'm not that sure about the removal/replacement of v141_xp tools but VS17 project files are probably lying there, unused.

About the CMake, using it could maybe add an additional barrier, but it could also encourage people to learn using CMake, so they could use this "skill" in other projects, too. Apart from that; it would also help to maintain cross-platforming and save from adding new files and build settings into particular projects one by one. So I'd personally side with CMake.

Lastly, making features optional generally give good results bacause some people want lightweight mod without the new asthethisc and concepts. So I'd say It'd be neat to give it a try.
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
This post was made on a thread that has been deleted.
Posted 3 years ago2021-06-11 09:31:12 UTC
in Enhanced Half-Life (custom SDK/mod) Post #345691
Last update sounds veery neat actually. Wating for further progress! :heart:
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 3 years ago2021-03-08 14:35:19 UTC
in Grenade Tinnitus (Ear Ringing) Effect Post #345408
I tried out other solutions including yours but then I found a -subjectively- better way I think. At least works pretty good in game.

It's based on the HUD Pain Indicator code.

Thanks for your help mate
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 3 years ago2021-03-08 01:10:22 UTC
in Grenade Tinnitus (Ear Ringing) Effect Post #345406
Hello.

I want to create an ear ringing effect for grenades.

Here is what I did so far.

It works fine but I want to make something like this:
LayoutLayout
Ears are not ringing from where that bomb explodes. I want to calculate these areas.
If the explosion happened within one of these areas, it should play the desired sound.

I tried to calculate it but I couldn't make a good progress. (See the commented lines before "float volu")

How can I calculate these areas? Or is there a better solution for ear ringing from where the greande explodes (without emitting sound from where the grenade was)?

Thanks in advance for your help. :)
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 3 years ago2021-03-06 15:23:57 UTC
in TWHL! Sound off! (who are you) Post #345399
Lol saw this thread a little bit late

About You

Name: My name is too long so you can call me Kemal or Daniel. Or just call me Frantic
Age: 19
Hometown: Bolu, Turkey | Glasgow, Scotland, UK (Bloody mixed people)
Relationships: 2 ex-bfs are crying for me to come back. Single now.
Occupation: University Freshman
Current goal(s): Big one: Being a successful game developer. Small ones: Finish my games called "C.A.P.I.T.A.L." and "The Lone Guy", Finish my mod called "Half-Life Planch Epoch". Mod is my top priority in between these small ones.
Politics: :)
Religion: Muslim

Favourite Things

Food: Mantı (Can't translate. it is a specific name)
Hot drink: Tea
Cold drink: Coke
Snacks: Doritos Orange
Movies: Hot Fuzz and Ölümlü Dünya (Translated as "Mortal World")
Videogames: Half-Life, CP2077
Music: Rap, Soft Rock, Classical
Other: I love programming and level design. Also, I like watching football (the one you play with your feet).

Disliked/Hated Things

Food: Mushroom Soup
Hot drink: Weird bloody herbal teas
Cold drink: Alcohol, Şalgam Suyu (Translated as "Shalgam Juice")
Snacks: N.. ope?
Movies: Suicide Squad, Recep İvedik (Don't even bother to google it)
Videogames: TLOU2
Music: K-Pop
Other: Bloody compiler errors and playing football (I just like WATCHING it).
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 3 years ago2021-02-28 11:01:34 UTC
in Half-Life: Opposing Force code modding? Post #345385
Solokiller's OP4 is pretty neat tbh
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Hello.

I was thinking about making rainy weather for one of the maps in my mod. But ambient_generic gives sound from a static place.

Is there a way to implement this in the Goldsrc engine? Or can we use some hacks like moving ambient_generic with the player etc?

Thanks.
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 3 years ago2020-11-22 17:38:38 UTC
in Normal Mapping in the Goldsrc Post #344928
@Admer456
I just tried to simply create the thingy that I was using in the UE4/Unity/Godot/Source.

I was creating a high poly mesh, creating a normal map from it, and using the normal map on low poly mesh/BSP's texture to simulate shadows and lighting so without adding dents and bumps it would "simulate" them.

In screenshots, I tried to do the thing but I just ended up making some kind of "tessellation" effect that I make with a heightmap, not with a normal map. In those screenshots, I was trying to show I couldn't understand how to do normal maps with brushes, actually. :D

When I said "Increase build time for quality?" actually I was trying to refer to something like this

Sorry for unclearance and thanks for your help. :)
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 4 years ago2020-11-22 12:25:35 UTC
in Normal Mapping in the Goldsrc Post #344924
Thanks for your reply @admer456

I'm working on the SOHL source right now and some of the features are dependent on the Cg and I don't want to rewrite them. Also, I don't want to switch to the vanilla source because SOHL has some really useful features and I don't want to rewrite them too.

Is there a way to use Cg and GSLS together? If not, do you think its worth to increase build time for quality?
Manually BumpedManually Bumped
Manually Bumped In GameManually Bumped In Game
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.
Posted 4 years ago2020-11-22 09:53:15 UTC
in Normal Mapping in the Goldsrc Post #344922
Hello everyone!

I'm wondering, is there any modern approach to the normal maps in the Goldsrc engine?

I tried to find some solutions to the subject but I could find just one solution but it is so unnecessarily expensive hardware-wise and it is dependent on deprecated GL libraries that are hard to find (I couldn't) so I'm looking for better ways to do this.

For now, I'm trying to find a workaround with detail textures. But it isn't going so well. Here's an example of my "bright" solution:
Detailed (Right) - Plain (Left)
SolutionSolution
Team Psyskallar's Cry Of Fear and HL1 Mod Paranoia supports normal mapping if I'm not wrong. So it is possible, but how? If anyone has knowledge about this topic, please let me know. Thank you in advance. :)

Have a nice day.
FranticDreamer FranticDreamerR.I.P. Benny Harvey. Miss you big man. Gone but not forgotten.