Forum posts

Posted 8 hours ago2019-11-11 21:22:35 UTC
in Guess who's coming to dinner... Post #343348
Hand Of God monster test #1 SuccessfulHand Of God monster test #1 Successful
Hand Of God monster test #2 SuccessfulHand Of God monster test #2 Successful
Now I am working on the full animated sequence synchronizing the attack of the "hand of God" with the fall and destruction of the Hecatonquiro crane. That's why I stopped working on the design of the device for 3D games, but as soon as I finish this part of the Zion Warcry mod I go back to it !!
I hope you like it!!
Posted 8 hours ago2019-11-11 20:47:05 UTC
in What's new for HL1 in 2019? Post #343347
Sorry for the shameless self-promotion, but I see people discussing choices of texture-editors. I created an online one at http://www.j0e.io/tools/wad-editor/. I'm hoping that the community will find it useful and possibly contribute to the project (I'll probably have to change the name then). It supports all the major image formats, but not sprites currently. I would love to hear feedback/suggestions. I also wrote a tutorial on that website detailing how WADs work so if any other ambitious programmers want to develop their own editors. I'm all about keeping the HL community going.
Posted 14 hours ago2019-11-11 15:11:07 UTC
in half-life still updating with necessary features Post #343346
Agree it's a feature, not a bug.
Posted 17 hours ago2019-11-11 12:07:32 UTC
in half-life still updating with necessary features Post #343345
It is not random. If maps are well made, as in not enclosed in a skybox so the ground doesn't have a thickness and the player takes his time to make sure there are no rooms below it, it can be almost fully avoided. HLDM is taken seriously enough and was taken even more seriously back in the day before Valve ruined it's netcode in favor of CS. And rufee is absolutely correct. One classic scenario is a battle between two players armed with gauss in an area prone to that self-gaussing. The player better at taking the aforementioned considerations will have an advantage. Hundreds of maps are built on these assumptions. Thankfully the server-client model should prevent all the weepers and noobs from undermining all the good work and all the fun.
Posted 18 hours ago2019-11-11 11:01:38 UTC
in TWHL Tower 2 Post #343344
Can you write me some of the known bugs for SOHL, I would try to fix them.
Please in a separate thread :)
Posted 19 hours ago2019-11-11 09:40:52 UTC
in half-life still updating with necessary features Post #343343
Since its predictable it can be argued that the weapon has a learning curve associated with it. The better you are with it the less you will "shoot yourself in the foot"
I always thought of it as a "feature" and since its been around it can stay.
rufee rufeeSledge fanboy
Posted 22 hours ago2019-11-11 07:24:57 UTC
in half-life still updating with necessary features Post #343342
But bunnyhopping makes some sense, given that it potentially gives the players more mobility. What exactly does getting seemingly randomly killed by one of the weapons every now and then add?
Jessie JessieLadytype
Same with bunnyhopping, the hardcore HLDM players have chosen it as the hill to die on and keep attacking the BMS devs for not re-implementing it after Valve patched it in the engine.
JeffMOD JeffMODCall 141.12
I have never understood people defending that bug
Jessie JessieLadytype
Posted 1 day ago2019-11-10 19:24:36 UTC
in What's new for HL1 in 2019? Post #343339
Well I'm not mapping on Linux now but that's good to know! I'll try it next time I map on Linux.
Posted 1 day ago2019-11-10 18:54:37 UTC
in What's new for HL1 in 2019? Post #343338
Bruce might be right, I remember there was a comment that VHLT might not auto detect number of threads on the machine, which would cause it to run on one core.
Try running it and then take a look at CPU usage with htop or something.
rufee rufeeSledge fanboy
It has been a critical part of HL death match to the 0.5% of players who take the game very seriously. To the rest of us, it's an annoying bug.
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 1 day ago2019-11-10 13:05:20 UTC
in What's new for HL1 in 2019? Post #343336
Loulimi, you probably need to manually add "-threads 4" parameter to every vhlt tool, whatever number of threads you got
Posted 1 day ago2019-11-10 13:02:37 UTC
in half-life still updating with necessary features Post #343335
lol, that auto death with gauss aka selfgauss is intentional and has been a critical part of hl deathmatch since the beginning of time and most of the time its very predictable, depending on the thickness of the brush being shot at. I think they should leave hl alone and just release the code so people can do whatever they want without messing up hl itself
By all appearances the amount of development time Valve is willing to put into improving Half-Life and GoldSrc is very limited. It's great and unexpected that they're even doing anything at all after all these years. Since Hammer has good alternatives in Jack and Sledge I think it would be a waste of that precious developer time for them to work on Hammer.
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
An update for Hammer :hammer: would be exceptional to fix the countless bugs and development gaps. The GoldSrc engine also needs a lot of revisions, despite its age. There are many many things we could list, we need a thread for that –do we have one? The auto death with gauss gun when shooting a solid is one.
MrMystery MrMysteryI refuse to go another step.
Posted 2 days ago2019-11-09 18:33:21 UTC
in What's new for HL1 in 2019? Post #343332
@Loulimi, wait you say correctly?
And it works on Linux! (So do the VHLT, so they seem to be very slow on Linux)
You believe it is slow? For me It is really faster. My computer was released since December 2016 It is close to 3y years now. But it is very fast.
Why do I believe that VHLT is slow on Linux. Did you try Linux Mind or Ubuntu? Can I see how did you get problem with vhlt.
Half-Life Texture Tools seem to have a problem adding textures to an already existing wad.
Wow you did it. Like also in J.A.C.K. or in VHL has missing wad file, too!

I don't know if SoloKiller, PenguinBoy or me work hard own C# written alternative to J.A.C.K. or VHE.
You can see my journal I made XLibSharp for Linux only. ( But I don't care common types with enumerations by Steffen Ploetz ) I port XLib in C# with real default types like int, short, byte, IntPtr or whatever...
But I try to resolve any problems with XLib functions. I hope I can because I see many Linux and Mac users wait longer for GUI of C# for Half-Life (Cross)-Mapping
PS: Who uses Mac than somebody can use Xamarin.Mac for C#.
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
They'd better update it by adding source code of the GameUI.dll or something like that. Because it's no the engine itself and this library is located in the mod's folder, so it's supposed to be edited by the community.
Posted 2 days ago2019-11-09 11:37:19 UTC
in What's new for HL1 in 2019? Post #343330
Yeah JACK is basically the way to go. It's not perfect, but by far the best offer on the market. And it works on Linux! (So do the VHLT, so they seem to be very slow on Linux). I'd recommend you stick with the free version for now, the Steam version costs 10 bucks and it brings very little apart from useless distracting achievements.
For textures, I'm still using Wally. Half-Life Texture Tools seem to have a problem adding textures to an already existing wad.
To view models, I belive Solokiller's model viewer is the best choice: https://github.com/SamVanheer/HL_Tools/releases.
Posted 2 days ago2019-11-09 10:27:37 UTC
in What's new for HL1 in 2019? Post #343329
Yeah Admer is good and I know I have played with J.A.C.K. But J.A.C.K. is very buggy if you copy brush and past brush when VHLT won't compile bsp file.
It is really hard to get pasted brush should be correct brush from original brush.
I remember I want try out large curvy hallways than it stopped since compilation.
I think Valve Hammer Editor 3.5 is king of map editor. Did you test with VHE when you copy and past original brush and pasted brushes?

J.A.C.K. is sometimes horrible for copy-past. All are ok. Duplicate from original brush?
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 days ago2019-11-08 22:35:54 UTC
in What's new for HL1 in 2019? Post #343328
Holy shit, thank you so much everyone! I honestly hadn't expected there to be much in the way of new tools, looks like I've got some catching up to do! That should be fun, given I got so used to the workflow of the same old tools for 20 years, funny how so much of it is still in muscle memory, lol.
quux quux+quux
Posted 3 days ago2019-11-08 16:57:33 UTC
in Post your screenshots! WIP thread Post #343327
Looks great, agent Orange! Looks both new and Half-Lifey at the same time. :)
Tower submission can be much bigger than I thought.
Posted 3 days ago2019-11-08 15:58:03 UTC
in Post your screenshots! WIP thread Post #343326
Tower WIPs!
User posted image
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User posted image
Dr. Orange Dr. OrangeBoth a fruit and a color
They are planning to update the SDK at some point, yes.
Posted 5 days ago2019-11-06 21:12:33 UTC
in TWHL Tower 2 Post #343324
Ok I respect everyone... I don't make that.
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 5 days ago2019-11-06 21:02:05 UTC
in TWHL Tower 2 Post #343323
My word, why do you care so much? Of course SoHL 1.8 has bugs but it's probably the most stable release. 1.9 may have more useful features but I'd go for stability over features. And since we're already started, upgrading to SoHL 1.9 would be too much of a hassle now anyway.

And why are you directly addressing Unq? It's Strider who organized TWHL Tower 2. Please pay attention, man.
My God, this guy. :tired:
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 days ago2019-11-06 19:49:28 UTC
in TWHL Tower 2 Post #343322
Oh my dear @Unq Please use latest version of SoHL 1.9 because SoHL 1.8 has bug - Why do you not listen me since I explained that?

Please download Moddb.com
Thanks! PS Please remember with background from SoHL 1.8 and update libgam.gam and dlls ok

// EDIT: You mean only Half-Life dlls? I am sorry for that.
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 5 days ago2019-11-06 10:29:27 UTC
in half-life still updating with necessary features Post #343321
^ Huh, why wouldn't they?

Also nice :)
LOZ98 LOZ98Insert Creative "Custom Title Text" here
Posted 5 days ago2019-11-06 10:29:13 UTC
in TWHL Tower 2 Post #343320
WinRAR or 7-Zip should open it, but here's a ZIP.
Strider StriderTuned to a dead channel.
Posted 5 days ago2019-11-06 09:53:42 UTC
in half-life still updating with necessary features Post #343319
Do they update source code as well?
Posted 5 days ago2019-11-06 07:41:30 UTC
in TWHL Tower 2 Post #343318
sounds like you need new rar handling software
Jessie JessieLadytype
Posted 6 days ago2019-11-06 01:31:35 UTC
in TWHL Tower 2 Post #343317
i cant open the rar file with my rar handling software. do u have a zip version?
Posted 6 days ago2019-11-06 01:29:03 UTC
in TWHL Tower 2 Post #343316
@Jackathan: Yep, team entries are allowed.
Penguinboy PenguinboyHaha, I died again!
Posted 6 days ago2019-11-06 01:18:02 UTC
in TWHL Tower 2 Post #343315
will very likely join. I still have a couple of map snippets waiting for an excuse to get released. Gonna download the template and check it out later
Posted 6 days ago2019-11-06 00:52:37 UTC
in TWHL Tower 2 Post #343314
Is working on an entry as a duo with another person allowed? Me and my partner want to enter.
Jackathan JackathanI can tell it's animal day, 'cause my best friend has turned into a frog
Posted 6 days ago2019-11-05 21:55:43 UTC
in half-life still updating with necessary features Post #343313
Yes Indeed! Especially "cl_autowepswitch", "Fixed progress bar for individual files in resource download always showing at 100%", and "Fixed inability to reload a partially empty weapon after reloading a save game". These things always bothered me!

We hear a lot of people complaining about Valve, sometimes for right reasons, but what they're doing here is just great! :)
Posted 6 days ago2019-11-05 21:35:17 UTC
in half-life still updating with necessary features Post #343312
Woot! Great update!
Rimrook RimrookGoldsource Guru
Posted 6 days ago2019-11-05 20:05:42 UTC
in half-life still updating with necessary features Post #343311
Posted 6 days ago2019-11-05 11:58:55 UTC
in TWHL Tower 2 Post #343310
I'm having a similar creative blank but have an idea for an onslaught wave based thing set in a nightclub. Could work, have some ideas to make fake lights and sync them with audio
Instant Mix Instant MixTitle commitment issues
Posted 6 days ago2019-11-05 05:57:03 UTC
in Post your screenshots! WIP thread Post #343309
@potatis_invalid
It's for an idTech 4 game of mine. I wanted to have some modular road pieces for some flat grounds, though I'll mostly model each one uniquely, i.e. make one model that is specific to one area, because most of the terrain will be bumpy anyway.

Speaking of the game, I am implementing interactive computer terminals into it (ones that you come up to and type), and now I'm getting an idea how to do the same in my HL mod. ;)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 week ago2019-11-05 02:24:43 UTC
in Post your screenshots! WIP thread Post #343308
What is it you're building with that, Admer?

Looking good, Windawz
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 1 week ago2019-11-05 02:02:11 UTC
in Post your screenshots! WIP thread Post #343307
Ok, I think it's ready to be showcased here:
User posted image
User posted image
User posted image
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HLDM.
Windawz WindawzI'm not a robot.
Posted 1 week ago2019-11-04 19:39:46 UTC
in TWHL Tower 2 Post #343306
You’ve got plenty of time to figure something out, Muzz.
Jessie JessieLadytype
Posted 1 week ago2019-11-04 17:08:02 UTC
in TWHL Tower 2 Post #343305
Yet again I have no idea's for my floor and I don't want to do another "find hidden keys to open door to next floor" type of deal. Bummer.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 week ago2019-11-04 12:15:18 UTC
in Half Life Opposing Force SDK Post #343304
https://github.com/SamVanheer/halflife-op4

you have to fix a few things like sounds, etc.
then you should be able to use it, ps.
the resp. is for reference only and is not official.
Posted 1 week ago2019-11-04 11:36:13 UTC
in TWHL Tower 2 Post #343303
Can't you use "fake" fog? By "fake" I mean sprites, func_illusionary, non-solid func_conveyor...
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 1 week ago2019-11-03 21:35:52 UTC
in TWHL Tower 2 Post #343302
Aww.
Rimrook RimrookGoldsource Guru
Posted 1 week ago2019-11-03 20:12:36 UTC
in TWHL Tower 2 Post #343301
Do 1024x1024 maps really need fog?
Maybe I want to set my map during a high school disco!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 week ago2019-11-03 16:18:19 UTC
in TWHL Tower 2 Post #343300
Do 1024x1024 maps really need fog? Remember, there's a whole particle system in Spirit (Aurora).
Posted 1 week ago2019-11-03 15:37:21 UTC
in Now Playing: ... Post #343299
Diatribe - Sick The Dogs
Suparsonik SuparsonikWho writes reality?