Forum posts

Posted 1 hour ago2024-12-06 09:17:54 UTC
in Weird issue with decals Post #349388
There are tricks to make brushes thinner than 1 unit. For example, make one brush 1 unit thick and another brush 8 units thick, select both and resize to 1 unit, now the original 1 unit becomes 0.125 units thick.
Posted 11 hours ago2024-12-05 23:34:38 UTC
in Weird issue with decals Post #349387
You could still try cutting the brush in half to form a triangle so that the texture touches a little bit more the floor. Though for the decal issue, I've got no idea on how to fix it (except if you're willing to code a fix yourself), because decal "corruption" is a common thing for mods (at least it happens really regularly for me).
Posted 1 day ago2024-12-04 22:55:55 UTC
in Weird issue with decals Post #349384
Man that sucks. Placing them as brushes doesn't really work for me because the grid doesn't go small enough, you'd be able to see the texture floating a unit away from the wall. Is there any way to get around decals behaving strangely or is it just something you have to live with? I don't think I've ever seen them do this in Valve's maps.
Posted 1 day ago2024-12-04 21:34:09 UTC
in Programming video tutorials Post #349383
He's a fox blob actually. A little boxy, sure, but mainly a blob!
Admer456 Admer456If it ain't broken, don't fox it!
Update: All I had to do was creating a new game config.
Posted 1 day ago2024-12-04 16:16:51 UTC
in Weird issue with decals Post #349381
That's the problem with decals : they tend to "corrupt" for strange reasons over time, and they're not really flexible anyway. I think using 1 unit thick additive (or whatever) func_illusionary is a better alternative than decals, also the cool thing with them is that you can deform them like Source overlays, so they're really useful.
Posted 2 days ago2024-12-03 21:50:55 UTC
in Weird issue with decals Post #349380
There is some complex texturing in some of my maps, so that could be why decals appear in weird places? The above example map doesn't have any edited texture transforms though so it doesn't explain decals disappearing/changing textures.
Posted 2 days ago2024-12-03 21:35:40 UTC
in Weird issue with decals Post #349379
In my experience it can happen if you did some complex texture transformations. Try to reset the texture transformations and see if the issue persists.
Posted 3 days ago2024-12-03 00:44:26 UTC
in My first map! Post #349378
Hope making only one didn't completely kill my motivation, here ya go!;

https://twhl.info/vault/view/6974 :D
Posted 3 days ago2024-12-02 14:57:37 UTC
in Weird issue with decals Post #349377
I've been having a weird issue with decals that's plaguing every map I make, regardless of the editor or compile tools I use (the latter having minor influence on the problem). Decals will randomly use the incorrect texture, disappear, multiply, It seems to be affected by quickloading but I've seen decals plastered all over walls I never placed any on while playtesting my maps and it's baffling.
Before quickloadBefore quickload
After quickloadAfter quickload
This is the best I can purposely recreate it. idk what's going on. This doesn't happen in any maps that aren't compiled by myself.

Test map:
https://mega.nz/file/g99FBCoT#ic35VLj98Rhx4O2D3SRMTVhRdhA-lVggFHF4myRlNOE
The only thing I could think of as to why is because I'm using hardlinks (using Link Shell Extension) to make it seem like the contents of a common folder are in another place. And yes, I've explicitly put the VPKs that are in those folders in gameinfo.txt.
Posted 4 days ago2024-12-01 13:20:37 UTC
in Half-Life Featureful SDK Post #349375
Thanks for reporting. Will be fixed in the next version.

This is the consequence of switching to Visuals that allow for render parameters customization. I didn't properly define the default Visual for gonome's guts.
Posted 4 days ago2024-12-01 13:04:09 UTC
in Programming video tutorials Post #349374
The fox head in the videos looks square. It's a Foxbox.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 5 days ago2024-11-30 22:08:53 UTC
in Programming video tutorials Post #349373
"Projectile weapons" has been released. It has a bit of a sawblade launcher, charging grenade launcher, poison dart and a funky concept of proximity grenades.
Projectile weapons
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 days ago2024-11-30 21:44:18 UTC
in How to make hostile barney? Post #349372
Featureful SDK allows you to change any monster's relationship with the player https://github.com/FreeSlave/halflife-featureful I'd recommend using this SDK as it allows mappers way more variety and customizations in your maps
Posted 5 days ago2024-11-30 10:55:31 UTC
in How to make hostile barney? Post #349371
Without code changes, the only thing I can think of is to 1) hurt Barney with something activated by the player, like a trigger_hurt, so he retaliates, or 2) kill a scientist (with the "gag" flag on so he doesn't scream) with the same method and let Barney witness it, so he considers Gordon hostile.

Not sure if triggers will propagate the inflictor info correctly though.

If you don't mind changing the code, then it's a lot easier, either make a custom trigger to provoke a named Barney entity, or just change the relationship with the player to be hostile (https://twhl.info/wiki/page/Monsters_Programming_-_Classifications_and_Relationships).
Posted 6 days ago2024-11-30 02:55:49 UTC
in How to make hostile barney? Post #349370
I am making a half life 1 mod but i want the security guard to shoot at the player automatically. Can someone tell me how to do this?
Posted 6 days ago2024-11-29 20:27:45 UTC
in Half-Life Featureful SDK Post #349369
The Gonome's gut projectile seems to be invisible. Its other effects are visible though.
gameaddict117o7 gameaddict117o7SavebearingBoss
Posted 1 week ago2024-11-28 06:52:07 UTC
in Post your screenshots! WIP thread Post #349367
airlock:
User posted image
last room before the proper maintenance tunnels chapter intro. Needs some furniture, which is the tough part
28/11/2024 UPDATE: - The Final Update.

So after 3 months, I can say for sure that I finally Now know how to Compile Models using Studiomdl. I've learned that "./" Should be specified for compling models in any Directory whereas "valve/models/*modelname*.mdl" seems to be for compiling models for the Main Half-Life Directory. (However, For my E3 Mod, I'd created a Duplicate valve Directory under my Model Source Directory to preserve the Original File paths in the .qc files while using Absolute Zero's .bat files to compile the Models Automatically)
Anyways, i tried another Attempt using Crowbar for compiling (The Studiomdl.exe is from the Absolute Zero Developer Drive's Old Compilers Directory [There's a file saying it's the Seven Co-Op Game's version which seems to be what everyone uses]) using the Directions mentioned here: - https://www.the303.org/tutorials/gold_mdl_comp.htm but i still keep getting errors when i tried to compile.
So, First off Back in the Above Post, i was using 3Ds Max 8 with Cannonfodder's SMD Exporter but i mentioned that it wouldn't Complie, Well it turns out that one reason for why it wouldn't Complie was because it was the wrong SMD Format, Cannonfodder's Exporter was exporting the Files to Half-Life 2's SMD Format which uses "ValveBiped" instead of the "BoneXX" System Which HL1 Uses, So therefore when studiomdl\Cowbar tried to compile, it was trying to find "BoneXX" But it founded "ValveBiped" So therefore it wouldn't Compile as intended.
As for the Situation regarding 3Ds Max, It would seem that As I Said above, I was using an Incorrect Exporter (Which I put down to being a HL2 smd format one). But in the Months following, It now seems that the Exporter was exporting regular 3ds Max bones instead of HL1 format ones (Which seems to be what the .vph files seem to be used for). Anyways I did eventually find an Unpacked Version of Max V1.2 via the Valve Cut Content Discord which only needed to have the Sentinel Drivers to be installed (Which I found on an Third Party Website and Installed via the Custom Option so It was just the component needed for 3Ds Max to work) and Max V1.2 now works almost fine on my 64 Bit Windows 7 Rig (with the exception of an Error Popup saying ACDB.dll is missing whenever I launch the Software) and Was able to get most of the Meshes I needed for the E3 Mod.

With everything I've said, I'll close this as Solved, Expect no further correspondence from this Thread, This is my final epistle.

Yours in infinite finality,
~ NSWThomasFan.
Posted 1 week ago2024-11-26 02:33:20 UTC
in Half-Life Featureful SDK Post #349365
The update with important bugfix related to the sound playback https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-11-26
Posted 1 week ago2024-11-24 10:48:03 UTC
in bug with weapons after level transition Post #349364
after level transition i can't change/shoot/reload weapons. Everything is set properly, both landmarks have the same name etc.
map1 level transition and landmarkmap1 level transition and landmark
map2 level transiton and landmarkmap2 level transiton and landmark
Posted 1 week ago2024-11-24 10:22:18 UTC
in blinking/flashing brushes Post #349363
Thanks, fixed it!
Posted 2 weeks ago2024-11-22 00:17:07 UTC
in blinking/flashing brushes Post #349362
The problem: Too many entities are visible in some spots in the map, which makes some brush entities stop rendering.

The causes:
  • Unoptimized map layout - too open and without the classic kinked corridors used to block visibility →do that
  • VIS ran with -fast → remove -fast
  • too many entities → remove some, merge some
Posted 2 weeks ago2024-11-21 21:55:05 UTC
in Post your screenshots! WIP thread Post #349361
Posted 2 weeks ago2024-11-21 18:56:04 UTC
in blinking/flashing brushes Post #349360
Are there any warnings or errors in your compile log?
What settings such as Render FX or Render Mode are you using for each of these entities?
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-11-21 18:00:17 UTC
in Half-Life Featureful SDK Post #349359
New release with some bugfixes https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-11-21

The codebase now has unittests that run automatically on every push to the repository. The number of tests will grow gradually to cover more code pieces. While this is not something the end user benefits from, I hope the presence of tests will help to ensure the code quality and decrease the number of possible breakages.

New major features will come later.

I noticed some users fork the Half-Life Featureful repository on github and make their own changes to SDK. While this is perfectly fine, I must warn you that in future I may introduce some drastic changes to the codebase which will make it hard to merge/rebase upon. If you feel some particular feature is deserved to be included into the main branch, you're welcome to make a PR or discuss implementation details with me.
Posted 2 weeks ago2024-11-21 12:37:50 UTC
in Half-Life Featureful SDK Post #349358
Can you tell more about the crash? Does it happen to you on the sample mod?

Large sprites from HL25 are supported. But you'll need to draw large sprites for non-standard HL weapons if you're going to use them, and write your own .txt files for these weapons.

Floaters are not enabled by default. They must be enabled in the features/featureful_monsters.cfg file. I'll probably enable both floaters and flybees by default in the next release to avoid confusion.
Posted 2 weeks ago2024-11-21 11:27:30 UTC
in blinking/flashing brushes Post #349357
When I'm at a certain distance they (func_wall, func_door_rotating and func_breakable) don't show up. However, if I get closer to them or move farther away, they will be drawn. How to fix it?
dont show updont show up
show upshow up
Posted 2 weeks ago2024-11-20 22:50:24 UTC
in New Half-Life Alpha Mod Post #349356
A new Alpha recreation mod has been released. It's called Triphammer, here it is: https://www.moddb.com/mods/ykcins-triphammer
Posted 2 weeks ago2024-11-18 15:01:03 UTC
in Half-Life Featureful SDK Post #349355
Love some of the stuff in here, the demo map really shows it off well. Lot of really interesting and useful features.

I was just thinking that it could be nice to include the larger hud sprites from HL25. I got confused on why trying to scope in with the sniper kept crashing me and then I did some testing with it. I was able to just copy paste them from the normal valve folder and then it worked fine.
Also how do you get the floater properly implemented? I took the model and sounds from Field Intensity and it still doesn't spawn in.
Posted 2 weeks ago2024-11-17 16:15:31 UTC
in Show off your HL box copies! Post #349354
Heres my small little nook of box copies. I do have some jewel cases tucked away at my parents house too
Wide shot of boxesWide shot of boxes
HL2 Alyx Box artHL2 Alyx Box art
Posted 2 weeks ago2024-11-17 15:11:51 UTC
in 20th Anniversary of Half-Life 2! Post #349353
Hope it'll became available for HL1 too!
I hope so too
Combiner 1P Combiner 1PEvolve. Control. Combine.
Posted 2 weeks ago2024-11-16 23:00:01 UTC
in 20th Anniversary of Half-Life 2! Post #349352
Yeah, the recording thing in Steam - is the thing that must have its place in Steam Overlay. I haven't tested it out, but i hope in future i'll do so.
Hope it'll became available for HL1 too!
Posted 2 weeks ago2024-11-16 22:15:45 UTC
in Show off your HL box copies! Post #349351
On the occasion of the 20th anniversary of Half-Life 2, I wish happy non-mechanical reproduction simulation to everyone!

I thought to dig up the box copies of HL2 I got for 2004 Christmas from my now-deceased Dad, and HL2:EP1 I bought years afterwards. Unfortunately, I skipped getting a boxed copy of the Orange Box, I only purchased it digitally in Steam. I was quite poor back then and didn't think about the ideological value a boxed copy would have by today. If I think about it, probably HL2:EP1 was the last game I got a physical copy of, aside from the Undertale Collector's Edition from 2017.
Half-Life 2 Retail and EP1 coversHalf-Life 2 Retail and EP1 covers
Half-Life 2 box contents (excuse the snack wrappers covering the keys)Half-Life 2 box contents (excuse the snack wrappers covering the keys)
Half-Life 2 released on 5 CDs (didn't have a DVD drive back then)Half-Life 2 released on 5 CDs (didn't have a DVD drive back then)
You can find more photos here:
https://undead.megabrutal.com/pics/hl/box/

Do you still have your physical copies perhaps? Post your photos here! Nice memories, huh?
Posted 2 weeks ago2024-11-16 21:31:32 UTC
in 20th Anniversary of Half-Life 2! Post #349350
What's also ultimately awesome is that you can record HL2 footage right with Steam, without needing to set up complicated recording software like OBS (which is a great recording software and probably more capable than the Steam UI, still I always scratch my head over the settings).
Yeah, the recording thing in Steam - is the thing that must have its place in Steam Overlay. I haven't tested it out, but i hope in future i'll do so.
Combiner 1P Combiner 1PEvolve. Control. Combine.
Posted 2 weeks ago2024-11-16 21:00:00 UTC
in 20th Anniversary of Half-Life 2! Post #349349
What's also ultimately awesome is that you can record HL2 footage right with Steam, without needing to set up complicated recording software like OBS (which is a great recording software and probably more capable than the Steam UI, still I always scratch my head over the settings).

This is my first attempt:
Failure to comply with loyalty check
Probably I could have achieved better quality with OBS, but I must appreciate the simplicity of the Steam UI, so I think there is a trade-off here. Also it is inherently hard to record any good quality footage with my gear, for example I can't get rid of the awful screen tearing in GoldSource games (like the Sven Co-op footages on the same channel).
Posted 2 weeks ago2024-11-16 16:36:28 UTC
in 20th Anniversary of Half-Life 2! Post #349348
Just like they did with Half-Life 1's 25th anniversary, they have created a special website for HL2's 20th:
Yeah, that's very creative. And they added to this website the Gravity-Gun (instead the Crowbar on first site), and you can grab some links and images and throw it over the page, thats very cool.
Combiner 1P Combiner 1PEvolve. Control. Combine.
Posted 2 weeks ago2024-11-16 16:20:50 UTC
in 20th Anniversary of Half-Life 2! Post #349347
Just like they did with Half-Life 1's 25th anniversary, they have created a special website for HL2's 20th:

https://www.half-life.com/en/halflife2/20th

Personally, HL2 is not my favorite game of the saga, but it's still a decent FPS. Hope you all enjoy the occasion!
Posted 2 weeks ago2024-11-16 13:43:01 UTC
in 20th Anniversary of Half-Life 2! Post #349346
I noticed Half-Life 2: Deathmatch being delisted from the Steam store. Is it automatically granted for HL2 now, along with the episodes, or did it become temporarily unobtainable? It's even possible that it's been like that for a long time, I just didn't notice – even I didn't buy HL2DM separately, but got bundled to something – to what, I don't even remember.
DM was not deleted from the store, but simply removed, and apparently put into the complect. What about whether it was included all the time (Valve Complete Pack), then yes, it was available all this time freely by searching in the store until the 20th anniversary.
Combiner 1P Combiner 1PEvolve. Control. Combine.
Posted 2 weeks ago2024-11-16 12:30:15 UTC
in HL.dm20.NET - Vanilla/Fun Server Post #349345
Nice server and website! I see it's static – did you make it with Hugo or by hand?
You can check out my server too, it's „Coralie”.
Posted 2 weeks ago2024-11-16 12:15:15 UTC
in 20th Anniversary of Half-Life 2! Post #349344
I noticed Half-Life 2: Deathmatch being delisted from the Steam store. Is it automatically granted for HL2 now, along with the episodes, or did it become temporarily unobtainable? It's even possible that it's been like that for a long time, I just didn't notice – even I didn't buy HL2DM separately, but got bundled to something – to what, I don't even remember.
Posted 2 weeks ago2024-11-16 11:41:05 UTC
in 20th Anniversary of Half-Life 2! Post #349343
In honor of this, Valve made a set that includes HL2 and its episodes, completley free. They also added content for developers, and a mode for selecting episodes, they tinkered with the graphics, updated the gameplay a little, made updates tio the maps, they didn't even forget about Half-Life 2: Deathmatch, and adjusted it too. And also, THEY ADDED WORKSHOP SUPPORT! HOOOOOORAY!!!!!!!
Combiner 1P Combiner 1PEvolve. Control. Combine.
Sounds made up, you need to provide evidence if you're going to make claims like that. Steam has even refreshed and renewed their family sharing functionality just two months ago, they would be unlikely to do that if they were removing it.
I just saw an article in my gaming media that said (now i think it was clickbait) that Family Sharing would be removed from Steam, now i'll probably reconsider the crap that damn users come up with in their posts.

And with all this, i can't check the rumors myself, because i have an outdated operating system that no longer supports Steam.

Sorry for misinformation.
Combiner 1P Combiner 1PEvolve. Control. Combine.
Posted 2 weeks ago2024-11-16 08:52:40 UTC
in HL.dm20.NET - Vanilla/Fun Server Post #349341
Hello everyone,

It's been a long time since I have visited these forums and I can tell they feel more alive than ever. I hope this is the right category for what I am about to post, if not my apologies.

So I used to own a Half-Life server back in 2013 (#3 on GT) and 2021 (#1 on GT) and I thought to open it again. This time however, there are fewer players and more fake servers so it's a bit more hard to populate it rather than pay the host and watch it grow. So I figured I should advertise it everywhere I know.

Server is classic with the map crossboun, max players 18 for now, I plan on offering random prizes to map winners from time to time. I am looking for players and admins, we also have a small forum. Any suggestion is welcome!

Details:
Server DNS: hl.dm20.net
IP+port: 146.70.254.99:27015
Website: Here

A small video from 2013:
Full Server
Posted 3 weeks ago2024-11-14 08:10:03 UTC
in env_camera / trigger_once not working Post #349339
You said the trigger_once has a target, but you didn't specify if the target is the trigger_camera. Does it target the camera directly, or indirectly through other entities?

What sort of entity is the camera's target?

Have you double-checked if all targets and targetnames are correct and have no spaces or special characters in them?
Posted 3 weeks ago2024-11-14 02:05:32 UTC
in env_camera / trigger_once not working Post #349338
Would you share your entity setup, please?
Posted 3 weeks ago2024-11-14 00:32:51 UTC
in env_camera / trigger_once not working Post #349337
*trigger_camera
Posted 3 weeks ago2024-11-14 00:31:50 UTC
in env_camera / trigger_once not working Post #349336
I am trying to make an opening cutscene for my map, and I am testing it with a trigger_once, when I enter the trigger, the camera won't work, I have a target for the camera and a target for the trigger_once, I am using the free version of J.A.C.K
Posted 3 weeks ago2024-11-13 14:26:24 UTC
in How do I make a foundation for my inventory system? Post #349335
Featureful has a very, very barebones inventory system. You could use that, but i doubt it's going to be enough for what you want. Still, might as well just use it as a base to add more code.