Forum posts

Posted 11 hours ago2019-05-18 21:08:41 UTC
in Post your screenshots! WIP thread Post #342632
User posted image
Back to the place that started it all.
The engine that cries, version 5 this time. (to clarify, the place that started it all was version 1, and later 2)

Just gotta add the trees, the grass, the clouds, and maybe set up a day-night cycle and this test scene is done. And yes, most assets were made by me as well. UwU
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 day ago2019-05-18 05:14:39 UTC
in Triggering blocks Post #342631
I imagine the method I suggested and the one TMC suggested are pretty much the same thing done in different ways (though I'd use TMC's).
I'm, uh, curious about the 5000 blocks thing you mentioned though. That sounds... impractical. Could you detail exactly what you're trying to do there?
Jessie JessieLadytype
Posted 1 day ago2019-05-17 13:03:11 UTC
in Triggering blocks Post #342630
Seems this is texture lighting, I guess it's done the way The Mad Carrot suggested?
Certainly looks like it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 day ago2019-05-17 09:06:01 UTC
in Triggering blocks Post #342629
Guys take a look at 1:45 of this video:
https://www.youtube.com/watch?v=BfhBm6be7WM
Seems this is texture lighting, I guess it's done the way The Mad Carrot suggested?
Posted 2 days ago2019-05-16 23:55:07 UTC
in A Utopia At Stake Post #342628
I mentioned some seats there, but I haven't explained these in detail.
There are basically 4 types of seats: Driver, Driver-Gunner, Gunner and Passenger.
Driver -> vehicle accepts the driver-specific commands from this seat. Can turn on the vehicle's lights (if any), can toggle the motor etc.
Gunner -> controls the weapon component of the vehicle.
Driver-Gunner -> combination of both. Think of the HL2 jeep's tau cannon.
Passenger -> the simplest type. Does not control the vehicle, only sits there. Can only switch seats and/or exit the vehicle.

The weapon components are the next thing to be done, once the engine and wheel components are finished.
Tanks will require a weapon component, absolutely.
Now, Driver-Gunner seats and Gunner seats are the ones that can utilise these vehicle weapon components. Such a seat has to be linked to a weapon component, otherwise it'd be exactly the same as a passenger seat.

Another question might appear, and that is: are seated players able to use their own weapons? I'll let that be an option. If you want seat A to allow that, just flip the flag for that in the init function. :)
You'll likely want to disable the flag for driver seats, for example, and enable it for passenger seats. But this is something I'll definitely work much later on. For now it's a concept.

An example of a weapon component is a mounted MG on a Humvee. Even stuff like a mounted M60 on a helicopter. Either way, these will have to be attached to seat bones, for the sake of simplicity. This may or may not be the final decision for that, but we'll see. :)
Basically, seats assume that seat bones are the last seats of a model.
So you've got the following
Bone 0 - root
Bone 1 - something
Bone 2 - something else
Bone 3 - seat 1
Bone 4 - seat 2
But if we were to add more stuff, eeeh, it'd get complicated. They will likely use attachments then. We'll see. shrug
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 days ago2019-05-16 18:26:25 UTC
in Resources sites Post #342627
Hello

Is there any list of working resources sites? I mean I am looking for sites where I can download textures, models, sounds etc.
So far I know these:
www.17buddies.rocks
www.gamebanana.com
gamer-lab.com/eng/goldsrc/

Its very hard to find some good non-repetive .wads
However the most difficult things to find are good .wav files.
Propably the best site for it was:
http://www.en.serverklan.net/index.php?file=FichierDownload&typeFichier=Sounds
but the download isn't working anymore.
Posted 3 days ago2019-05-15 21:28:14 UTC
in A Utopia At Stake Post #342625
Yeah, screw that last post. It was an April fools thingy.
Now back onto the serious stuff.

The CBaseVehicle class is siting at around 400 lines of code right now.
Since last time, I have added multi-seat support, seat switching, and better controls. But also, a very important change for modders who decide to use this tech one day.

And that is the following: creating new vehicle classes is super duper easy.
1. Define a vehicle class e.g. CVehicleVWGolf and base it off CBaseVehicle (however, it'll likely be CBaseCar, since each base is devoted to different vehicle types)
2. Define the VehicleInit() function
3. Let the base take care of the rest

And what did I do to make the two-seated couch work?
I just defined VehicleInit() like this:
m_iSeats = 2;

v_Seats[0].Init(Driver, v_Body.pos, 0);
v_Seats[1].Init(Passenger, v_Body.pos, 1);
Of course, this is just a part of the total function, but I'm planning to make it as easy as possible. For two reasons, really. Firstly, people would have to learn the whole vehicle system (and it can only get more complex in the following months), and that is not optimal for someone who just wants to create a vehicle. Secondly, I'm just too lazy to type 400 lines for each vehicle class, and you may agree that it's a bit inconvenient too. <w<

Either way, the new controls have arrived, finally. Up until now, my controls looked something like this:
if W -> push the vehicle in the direction the player's looking at
if A -> push the vehicle negatively in the X axis
if D -> push the vehicle positively in the X axis
if S -> push the vehicle negatively in the Y axis
That is, obviously, wrong (the ADS part) because those axes are world axes, not ones that are local to the vehicle.
So what I did was, I made it more standard, how you'd usually expect a car to be driven in games.
if W -> push the vehicle in the vehicle's front direction
if A -> rotate the vehicle's direction to the left
if D -> rotate the vehicle's direction to the right
if S -> push the vehicle in its back direction

All of this new stuff was programmed just today. Lastly, the seat switching. This one was the most tedious one, but it turns out I had a small inconsistency:
// Standard for all seats - always listen to unuse and seatswitch
fCommands[bi_unuse] = pSessilis->GetKeyButton(vehicle_unuse);
fCommands[bi_seatswitch] = pSessilis->GetKeyButton(vehicle_seatswitch);
This is what it's supposed to be like ^
However, I somehow placed the seatswitch listener into the Driver seat category, so only Driver and Driver-Gunner seats could switch. D:
But it was resolved in about 30 minutes.

Here are some videos:
https://i.imgur.com/5RWNHld.mp4
https://i.imgur.com/uRG4rmv.mp4
https://i.imgur.com/94xW83F.mp4

What's next?

Engines/motors. There's already some code, including the jokes:
void VehicleEngine::Damage(float hp)
{
    if (MadeInGermany)
        return; // engine was made in Germany, can't break
This is an actual part of the code and it'll stay that way. :)
Either way, the engines will be responsible for the vehicle performance. Think of RPM, gears, shifting and perhaps fuel if we want to be that realistic (though I don't really wanna add fuel). Either way, the engine will be damageable, and if it's broken, the vehicle cannot accelerate etc.

Wheels. Currently only the struct definition.
Wheels are interesting. They define the grip of the vehicle, and its handling. They will also be damageable, except the vehicle will still be able to operate after these are destroyed.

However, I will eventually create a new vehicle class to utilise all the 4 components: the body, the seats, the engine and the wheels.
A couch won't cut it. Once I get to the cars, then I can show the real power of the vehicle system. ;)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 days ago2019-05-15 20:27:47 UTC
in Triggering blocks Post #342624
The Mad Carrot said:I think the tutorial Jessie posted is the old way of doing switchable texture lights. Nowadays, with Vluzacn's Half-Life Tools, you can get a better result when you use the light_surface entity.
Oh, cool, I didn't know about this! That sounds much simpler and more flexible.
Jessie JessieLadytype
Posted 3 days ago2019-05-15 16:36:44 UTC
in Triggering blocks Post #342623
QuArK has an FGD converter, I believe. So just download VHLT v34, and convert its FGD. :D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 days ago2019-05-15 15:49:54 UTC
in Triggering blocks Post #342622
@The Mad Carrot

Thank you for response
I am mapping with Quake Army Knife, I wonder if it's possible to add this entity to this program.
Posted 3 days ago2019-05-15 15:29:30 UTC
in Triggering blocks Post #342621
I think the tutorial Jessie posted is the old way of doing switchable texture lights. Nowadays, with Vluzacn's Half-Life Tools, you can get a better result when you use the light_surface entity.

Quote from VHLT version 23:

Provide a convenient way of creating texture lights.
Usage: Place a light_surface entity near the face which you want to emit light.
'Texture name' shall be the name of texture of the face.
'Filter max distance' can exclude faces whose centers are far from this light_surface.
'Texture brightness' is the brightness value that the face obtains. 80 is enough to ensure brightness of the texture itself.
'Inner angle' and 'Outer angle' are 90 and 'Adjust emit scale' is 1.0 for normal texture lights by default. Smaller angle and larget scale can be used to simulate spotlight.
'Fast' is useful when the face is large and brightness is low. The result of fast lighting is very similar to bounce lighting.
The light_surface can be triggered and have appearance like other light entities. Actually its classname will be changed to 'light' or 'light_spot' according to your choice.
Note: If you want to set any of these value to 0, fill in 0.0 instead. Otherwise Hammer will ignore the keyvalue.
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 days ago2019-05-15 11:45:22 UTC
in Triggering blocks Post #342620
It might be working but since I want to divide map with like more than 5000 32x32 blocks I can't make 5000 light entities. Is there any possibility to not use light entity? Just lights.rad ?
Posted 3 days ago2019-05-15 10:43:45 UTC
in Triggering blocks Post #342619
Making texture lights toggleable is a bit more complex, but quite doable. Check out this example map.
Loading embedded content: Vault Item #1941
The "style" attribute of the func_wall lights is important, as is having a matching light entity.
There might be a more specific tutorial or forum thread somewhere on TWHL. If you're having trouble with it, try using the search to find more info.
Jessie JessieLadytype
Posted 3 days ago2019-05-15 10:12:11 UTC
in Triggering blocks Post #342618
That is working but how to make it turn-on lighting textures? I mean the light is visible before I even toggle it.
Posted 4 days ago2019-05-15 08:31:07 UTC
in Half-Life Model Viewer 2.2 beta update Post #342617
One last update: https://github.com/SamVanheer/HL_Tools/releases/tag/V2.7
  • Fixed Test Origins values not applying to correct axes (thanks Marphy Black)
  • Fixed viewmodel origin being off by 1 unit in the Z axis (thanks Marphy Black)
Posted 4 days ago2019-05-14 13:42:34 UTC
in How to add gravity on objects? Post #342616
Yeah, as Jessie said, func_pushables will fall when the object below is broken. What you could do is make the top crate pushable and slightly embed it into the crate below which is a standard func_breakable. It will still be pushable once it drops to the floor though, so your options are indeed fairly limited.
UrbaNebula UrbaNebulamonster_urby
Posted 4 days ago2019-05-14 11:28:10 UTC
in Half-Life Model Viewer 2.2 beta update Post #342615
I've released an update: https://github.com/SamVanheer/HL_Tools/releases/tag/V2.6
  • Added readonly field to display pev->body value
@MrMystery I hope the WPF based version won't have that, when it's done you'll need to try it out. I can't say when that will be though, only that NET Core 3 will release in September.
Posted 5 days ago2019-05-14 01:52:44 UTC
in How to add gravity on objects? Post #342614
As far as I recall, only func_pushables have that kind of gravity. If that's supposed to be a breakable on top of another breakable, you could have both break at the same time. Your options are pretty limited if you don't want them to be pushable.
Jessie JessieLadytype
Posted 5 days ago2019-05-14 00:09:15 UTC
in How to add gravity on objects? Post #342613
Hello there, i created some crate objects and allowed them to break with func_breakable , but it seems they dont have gravity(They are floating in the air) like this:
caption textcaption text
It seems func_pushable makes the object have gravity, but i dont want to make the crates pushable.

Any ideas?
Posted 5 days ago2019-05-13 22:27:06 UTC
in Triggering blocks Post #342612
Well, you could make the grey cube a func_wall_toggle as well, one that starts visible. If you trigger it at the same time as the red cube, it'll give the appearance of the cube changing.
To trigger it at the same time, you can give the grey cube the same name as the red cube. When you enter your trigger_once, it'll target everything with that name.
Alternatively, if you wanted finer control, or to add other effects or so on, you could use a multi_manager. That would let you target the cubes individually at set times, along with other sound effects and sprites or whatever else you might like to spice the effect up (if you wanted those). You can check out Tutorial: Multi_Manager for info on how to use that.
Jessie JessieLadytype
Posted 5 days ago2019-05-13 14:53:08 UTC
in Triggering blocks Post #342611
Ok thank you. But do you know how to make the first cube disapear? I mean like let's say there is one 32x32 grey cube, when I enter with my character to trigger_once block it should trigger func_wall_toggle to make red cube appear on it's place. But how to make the grye cube disapear? Something like on this video, when they are bhoping one block disapers and one apears: https://www.youtube.com/watch?v=P5ECGsLiW58 (but you can see still "shadow" of the block, its propably func_ilusionary but I don't want this effect).
Posted 6 days ago2019-05-13 03:53:05 UTC
in Triggering blocks Post #342610
There's lots of ways to trigger entities in the way you're looking to do it. For this, I'd probably use either a func_button or a trigger_once.
func_button is, well, a button, which you press with the 'use' key ingame to have it trigger something. trigger_once is a zone which triggers something when you enter it (the zone is invisible). Both entities have a "Target" attribute, which should have the name of the func_wall_toggle in.

There's more detailed tutorials on this very site if you need to know more about the basics of working with entities.
Jessie JessieLadytype
Posted 6 days ago2019-05-12 23:39:01 UTC
in Triggering blocks Post #342609
ok but how to activate func_wall_toggle? I mean in game
Posted 6 days ago2019-05-12 15:25:38 UTC
in Jack wont launch half life Post #342608
anyway thank you
Posted 6 days ago2019-05-12 15:06:34 UTC
in Triggering blocks Post #342607
You can make those cubes using func_wall_toggle to turn them on, and render mode color with a render color set to have a single uniform color.
Posted 6 days ago2019-05-12 14:51:38 UTC
in Hello Everyone Post #342606
Friendly advice: you have to stop becoming so unmotivated every time you hit an obstacle, and most importantly, you have to stop considering yourself a failure and write posts on the Internet telling everyone how miserable you are. That's simply going to lead you nowhere. And, at least speaking for myself, I don't appreciate seeing others uselessly bashing themselves instead of trying to improve, no matter the difficulties they might encounter.

We all have to begin learning or doing something from scratch. We're not born with already fully developed skills or abilities. We have to slowly build them up over time. That will not only make us better at something, but it will also make us more confident of our abilities (and of ourselves). So just try to get into the mindset of learning something, and learn it well, without feeling hopelessly discouraged every time you encounter even just a minor difficulty. Challenge yourself to learn it a few hours everyday, or even just every two or three days, but be constant. Only in that way you'll ever be able to achieve anything.

Most importantly, stop thinking that complaining will solve anything.
Posted 6 days ago2019-05-12 14:10:55 UTC
in Triggering blocks Post #342605
Hello

Is there any way to trigger blocks?
My concept op map is to make the whole map with grey brick. I need to colllect colored bricks to make this map colored with 8 colors. So lets say first I need to find red cube which will activate 1/8 of the map with red color. Do you have any idea how to make it? Is it even possible? There could be like only 32-unit cubes which map is build from(also rooms etc). Then I find red cube which activates red cubes to appear on the map instead of those grey. Dunno if func_ like that exists. Also what if I make those color cubes textures with lights.rad. Will the light also appear with blocks?
Posted 6 days ago2019-05-12 13:26:16 UTC
in Hello Everyone Post #342604
I have successfully changed the music on Xbox Morrowind to HL2 tracks and got some major steps forward with Xbox homebrewing.

I do believe I can stay and try developing a total conversion home-brew using the Half-Life 1 on Xbox engine. If I can get to know how to get the game start. I can just change the Config file to lower quality so it actually runs? (Anyone who have tested out the home-brew would know)

I'm still a developer.
Screamernail ScreamernailYour personal Fear
Posted 6 days ago2019-05-12 10:04:53 UTC
in Hello Everyone Post #342603
You're not disappointing anybody here.

To me, it just sounds like you weren't interested in any of this. But I'm likely wrong, since you looked like you were willing to learn.
You could've asked questions here, or even on the TWHL Discord, because people are out there, willing to help with modding problems and whatnot.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 6 days ago2019-05-12 09:24:25 UTC
in Hello Everyone Post #342602
youre not disappointing me. I had a 10 year gap between map releases. No need to worry about what others think of you
Posted 1 week ago2019-05-12 08:31:26 UTC
in Hello Everyone Post #342601
I just want to say that I quit gaming and that I don't want to be around here anymore cause the only reason I'm here is to learn things. However I never did learn and I'm only disappointing everyone here so I call it an "end to all this uselessness".

If there's a way for me to deactivate manually then I would be happy to know how. I just can't do this anymore.
Screamernail ScreamernailYour personal Fear
Posted 1 week ago2019-05-10 19:42:54 UTC
in valve/models/base.mdl Post #342600
Oh, I see now.
Posted 1 week ago2019-05-10 19:23:06 UTC
in valve/models/base.mdl Post #342599
It's used in c1a4g, the map after you kill the tentacles. That's the body the tentacles were attached to.
Posted 1 week ago2019-05-10 18:54:47 UTC
in valve/models/base.mdl Post #342598
https://imgur.com/a/tPSizdy

Is that model used in the game? I don't see any reference for that on the web, not even on the "unused contents".

The model has an idle animation only.
Posted 1 week ago2019-05-09 20:00:04 UTC
in Jack wont launch half life Post #342597
Might be an issue with your JACK setup? Personally I've never run the game through the compiler. I always just compile and then run the map via the console in-game. The command is "map mapname" but I assume you've already figured that out. :D
UrbaNebula UrbaNebulamonster_urby
Posted 1 week ago2019-05-09 19:27:03 UTC
in SharpLife - Dot Net Core based modding p Post #342596
The latest VS 2019 preview added support for XAML Designer for NET Core, so i ported my prototype for HLMV:
User posted image
This is just an early mockup but it's working so far, so i can start working on the new version now.
Posted 1 week ago2019-05-09 17:40:38 UTC
in info_intermission Post #342595
guess it's a leftover from quake
Posted 1 week ago2019-05-09 14:42:05 UTC
in Jack wont launch half life Post #342594
YESSS you are one mf genius it does work ! so what's the problem
Posted 1 week ago2019-05-09 14:33:38 UTC
in Jack wont launch half life Post #342593
i don't know how to run a map like that do you write the name of the map and then start
Posted 1 week ago2019-05-09 12:28:43 UTC
in Jack wont launch half life Post #342592
So, just to confirm, your compiled map file (start.bsp?) is present in the D:\Sierra\Half-Life\valve\maps directory? That's where hl.exe will be checking for it.

If so, does the game also freeze if you fire up Half-Life as normal and try to run "map start" via the console?
UrbaNebula UrbaNebulamonster_urby
Posted 1 week ago2019-05-08 17:02:40 UTC
in Jack wont launch half life Post #342591
No that's not the issue i tried to save the map in gearbox/maps because i was saving it in a separate folder but nothing changed
Posted 1 week ago2019-05-07 21:39:46 UTC
in The_Tube2019 - HLDM Map Post #342590
Posted 1 week ago2019-05-07 21:20:04 UTC
in Jack wont launch half life Post #342589
D:\Sierra\Half-Life\gearbox\maps\start
Your map appears to be saving in the gearbox directory. Are you mapping for Opposing Force?
D:\Sierra\Half-Life\hl.exe
If so, you will need to launch Opposing Force to play it. It seems your setup is incorrectly launching Half-Life. It won't be able to find the map in the gearbox directory.
UrbaNebula UrbaNebulamonster_urby
Posted 1 week ago2019-05-07 20:37:51 UTC
in info_intermission Post #342588
I dont think so, this looks like it's just for Team Fortress Classic
Dimbeak DimbeakRotten Bastard
Posted 1 week ago2019-05-07 20:29:47 UTC
in info_intermission Post #342587
do info_intermission entity works in vanilla hl?
if you know any usefull info please also edit this article
Posted 1 week ago2019-05-07 19:51:23 UTC
in Jack wont launch half life Post #342586
---- BEGIN hlbsp -----
Command line: "C:\Program Files\J.A.C.K\halflife\hlbsp.exe" D:\Sierra\Half-Life\gearbox\maps\start
Arguments: D:\Sierra\Half-Life\gearbox\maps\start -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]
SolidBSP [hull 0] 25 (0.00 seconds)
BSP generation successful, writing portal file 'D:\Sierra\Half-Life\gearbox\maps\start.prt'
SolidBSP [hull 1] 29 (0.00 seconds)
SolidBSP [hull 2] 29 (0.00 seconds)
SolidBSP [hull 3] 29 (0.00 seconds)
Reduced 18 clipnodes to 18
Reduced 9 texinfos to 4
Reduced 3 texdatas to 3 (136 bytes to 136)
Reduced 96 planes to 20
FixBrinks:
Increased 18 clipnodes to 18.
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/512 64/32768 ( 0.2%)
planes 20/32768 400/655360 ( 0.1%)
vertexes 40/65535 480/786420 ( 0.1%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 4/32767 160/1310680 ( 0.0%)
faces 30/65535 600/1310700 ( 0.0%)
  • worldfaces 30/32768 0/0 ( 0.1%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/32760 56/917280 ( 0.0%)
  • worldleaves 1/8192 0/0 ( 0.0%)
marksurfaces 30/65535 60/131070 ( 0.0%)
surfedges 136/512000 544/2048000 ( 0.0%)
edges 69/256000 276/1024000 ( 0.0%)
texdata [variable] 136/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 3641/2097152 ( 0.2%)
  • AllocBlock 1/64 0/0 ( 1.6%)
3 textures referenced

Total BSP file data space used: 6705 bytes

Wad files required to run the map: "halflife.wad;"
0.07 seconds elapsed

----- END hlbsp -----
** Executing...
** Command: C:\Program Files\J.A.C.K\halflife\hlvis.exe
** Parameters: "D:\Sierra\Half-Life\gearbox\maps\start"
hlvis v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: "C:\Program Files\J.A.C.K\halflife\hlvis.exe" D:\Sierra\Half-Life\gearbox\maps\start
Arguments: D:\Sierra\Half-Life\gearbox\maps\start -low
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:1 compressed from 1
0.01 seconds elapsed

----- END hlvis -----
** Executing...
** Command: C:\Program Files\J.A.C.K\halflife\hlrad.exe
** Parameters: "D:\Sierra\Half-Life\gearbox\maps\start"
hlrad v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: "C:\Program Files\J.A.C.K\halflife\hlrad.exe" D:\Sierra\Half-Life\gearbox\maps\start
Arguments: D:\Sierra\Half-Life\gearbox\maps\start -low

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]
fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]
Load Textures:
Using Wadfile: D:\Sierra\Half-Life\gearbox\maps\start.wa_
3 textures referenced
Reading texlights from 'C:\Program Files\J.A.C.K\halflife\lights.rad'
0 opaque models
0 opaque faces
30 faces
Create Patches : 270 base patches
5916 square feet [851968.00 square inches]
1 direct lights and 0 fast direct lights
1 light styles

FindFacePositions:
(0.02 seconds)
BuildFacelights:
(0.03 seconds)
BuildVisLeafs:
(0.00 seconds)
visibility matrix : 0.0 megs
MakeScales:
(0.02 seconds)
Transfer Lists : 56862 : 56.86k transfers
Indices : 1944 : 1.90k bytes
Data : 114534 : 111.85k bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 GatherLight:
(0.00 seconds)
CreateTriangulations:
(0.01 seconds)
AddPatchLights:
(0.10 seconds)
FinalLightFace:
(0.00 seconds)
0.36 seconds elapsed

----- END hlrad -----

** Executing...
** Command: Change Directory
** Parameters: D:\Sierra\Half-Life

** Executing...
** Command: D:\Sierra\Half-Life\hl.exe
** Parameters: -console -dev +map start
Posted 1 week ago2019-05-07 19:51:15 UTC
in Jack wont launch half life Post #342585
as a matter of fact no errors were detected
** Executing...
** Command: Change Directory
** Parameters: D:\Sierra\Half-Life\valve
** Executing...
** Command: Copy File
** Source: D:\Sierra\Half-Life\OPF2\start.map
** Destination: D:\Sierra\Half-Life\gearbox\maps\start.map
** Executing...
** Command: C:\Program Files\J.A.C.K\halflife\hlcsg.exe
** Parameters: "D:\Sierra\Half-Life\gearbox\maps\start"
hlcsg v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: "C:\Program Files\J.A.C.K\halflife\hlcsg.exe" D:\Sierra\Half-Life\gearbox\maps\start
Arguments: D:\Sierra\Half-Life\gearbox\maps\start -low -wadautodetect
Entering D:\Sierra\Half-Life\gearbox\maps\start.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \Sierra\Half-Life\valve\halflife.wad
  • Contains 3 used textures, 100.00 percent of map (3116 textures in wad)
Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.07 mb (of 32.00 mb MAX)
0.08 seconds elapsed

----- END hlcsg -----
** Executing...
** Command: C:\Program Files\J.A.C.K\halflife\hlbsp.exe
** Parameters: "D:\Sierra\Half-Life\gearbox\maps\start"
hlbsp v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
Posted 1 week ago2019-05-07 18:58:58 UTC
in Jack wont launch half life Post #342584
Sounds like a problem with your map, check your compile log for error messages and report any here so we can help you further.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 week ago2019-05-07 18:42:15 UTC
in Jack wont launch half life Post #342583
If i want to play the game no problem , but when i try and run the map through JACK it doesn't load half life at all . As i said for Worldcraft valve it does lunch Half life but i am stuck at an endless loading screen
Posted 1 week ago2019-05-07 18:22:51 UTC
in Jack wont launch half life Post #342582
does half-life opens but doesnt load? or do half-life doesnt even opening?