Forum posts

Posted 8 hours ago2020-07-14 01:28:42 UTC
in TWHL's Rat Problem Post #344532
This is interesting. I should totally do some mapping again (feeling a bit rusty though), however I'm spending most of my time playing Minecraft 1.16 with friends, but I'll see if I can find time to get started on this.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 hours ago2020-07-13 19:01:13 UTC
in TWHL's Rat Problem Post #344531
Thank you so much for giving it another shot.

Yeah its built on a func_breakable so literally anything can kill a rat.
Maybe the difficulty is a tad high but at least its challenging. They should all be able to be found.

I highly recommend someone else make a rat hunt map. Hint hint poke poke.
Rimrook RimrookGoldsource Guru
Welcome, new guy!

clientscheme.res ain't working, edit TrackerScheme.res instead. You can find the Half-Life TrackerScheme in Steam/steamapps/common/Half-Life/platform/resource/, just copy-paste it to the appropriate folder in your game.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 day ago2020-07-13 07:28:05 UTC
in TWHL's Rat Problem Post #344529
Hey, I played your updated rh_quarters. Found all but 6 rats, couldn't find them after several sweeps so I admit defeat. A couple of notes, in case you ever want to update it again:
  • You can get stuck behind one of those round machines in the room next to where you start.
  • The rat underneath the sink in the bathroom is, uh, a lil' harsh. It's not even obvious there's doors that open there.
  • Not sure about the one above the roller door in the starting room, given how visibly it sticks its head in the roof.
  • I love the one hidden next to the ammo crate, I didn't think to look there at all.
All the changes make it... well, possible to beat, so that's good! The change from grenades to crossbow slightly dilutes the original point of the idea slightly to me, but it's undeniably far less of a hassle to use the crossbow, so I won't complain. I assume the template lets different weapons be used anyway, so having that on a per-map basis is good.

A good update, bringing it in line with Open the Door (the button-shooting one) as a great scavenger hunt map.
Jessie JessieTrans Rights <3
Hello all, I'm the new guy today!

Currently I'm modding CSCZ: Deleted Scenes and I'm up to changing the colors of the menu texts. (New game, Load game, etc...)

The clientscheme.res file isn't reflecting the changes, I'm not entirely sure if its possible to do so. It might possibly be hard coded (unfortunate, CSCZ: DS SDK when?).

So, any ideas?
Thanks, it works
Oh ok
I will try it
make sure it's not to close to the floor or the walls
How can i make it stop sinking, i tried to do something but it wont work
Posted 3 days ago2020-07-10 13:02:39 UTC
in TWHL's Rat Problem Post #344523
I’ll have to experiment with that counter idea. I frankly didn’t know that relays can kill target like that so I’ll update it.

Also I’ve already updated the old rats map with what I had. It’s not optimal but it works without flaw.

EDIT: Updated the template with the rat optimization, counter system is still the old one though.
I had to resize the env_blood entity size in the FGD just so i could see what I was doing. No idea why it's so large but things were easier to work with after doing so.

If you need to do this yourself, open the halflife.fgd file in notepad and search out the entity you want to resize, then there should be a size and color parameter available to you. I set mine pretty small, like 8 by 8.
Rimrook RimrookGoldsource Guru
Posted 3 days ago2020-07-10 12:18:40 UTC
in TWHL's Rat Problem Post #344522
I quite enjoyed your Hundred Heinously Hidden Buttons map, but somehow hadn't noticed your Rat Hunt map. Looks like a fun diversion for the coming weekend. :)

But... adequate health? Just how dangerous are these rats supposed to be?

A few technical notes:
  • The rat template can be simplified by removing the env_render and making the trigger_relay killtarget the cycler_sprite.
  • I think it's possible to make the counter system easier to adjust. Initialize the game_counters to the total number of rats in the map, then count down (by sending an 'off' message) whenever a rat is killed. This lets you match the counter limits with their corresponding messages, so you don't need to modify other messages when you add/remove one. The initialization can be done with a single game_counter_set, so there's only one number that needs to be adjusted. Disclaimer: I haven't tested this.
Hello, just need some help with sentences in half life (im making a mod just to be clear), Ive alredy came up with 2 possible solutions: a) Increase the limit of maximum sentences (I believe its hard coded), b) make it read different files on different map prefixes (eg. of, c, ht, ba_), im making a mod about all of half life campaigns merged into one, but theres another problem: playing any opposig force tracks put into my media folder directly from the gearbox/media folder doesnt seem to work, it gives me the following error: warning: MP3_InitStream(3, media\Prospero01.mp3) failed

Regarding the first issue Ive alredy tried just simply changing the file name (sentences.txt) that the game is meant to read in sounds.cpp and it just starts assigning random sounds found in my mods sounds folder to sentences, regarding the other issue, ive alredy implemented fmod into my game (I could only get my hands on a newer release, not the one that every tutorial mentions, and its just giving me an error in-game), that didnt solve the problem, so I implemented a patch that was sadly for Xash3d (Im trying everything at this point, it didnt work).

(btw english isnt my first language, so sorry for spelling mistakes)
Help with these issues would be much appreciated.
Posted 5 days ago2020-07-09 09:03:55 UTC
in Looking programmers for my mod Post #344520
Posted 5 days ago2020-07-08 20:30:23 UTC
in Looking programmers for my mod Post #344519
maybe start with what your mod is
Archie ArchieGoodbye Moonmen
Posted 5 days ago2020-07-08 19:00:40 UTC
in TWHL's Rat Problem Post #344518
surprised squeak face
Stojke StojkeOPL - 3
Posted 5 days ago2020-07-08 17:17:39 UTC
in TWHL's Rat Problem Post #344517
TWHL has been infested by rats. The COVID19 virus has made public trash spaces thin with food sources for rats, so they sorta moved into our vault to munch on our tasty maps!


Create a new map or use an existing map to hide 50 rats. Use this template to get the rat setup.

  • A rats map doesn't have to adhere to the common design conventions of deathmatch maps or singleplayer maps. There can be dead-ends and off-rooms.
  • Creativity is key where and how rats are hidden.
  • Use lots of prefabs and details. Make the player search.
  • Use light and dark areas in moderation. An all dark map isn't as fun as it sounds.
  • Provide adequate ammo and health.
  • Use the unique properties of the weapons, like the Crossbow, Tau Cannon, and Satchel charges.
  • A timer is optional, but you have to make it yourself, and must provide sufficient time to find all the rats.
  • Mind the entity count. The rats template uses quite a few.
This isn't a minicompo yet, it's mostly because Jessie said she wanted more rats maps. :P

Rimrook RimrookGoldsource Guru
Posted 6 days ago2020-07-07 13:51:51 UTC
in Looking programmers for my mod Post #344516
Hi all,

I'm looking for a programmer for my mods final release. There's not much task left. if you can handle OpenGL stuff, bug fixes, etc... Please hit me up.


You can reach me at:
It works! Thanks for reply.
Thanks Shepard! :cool:
GoldSrc does not support two-sided model rendering. You'll have to clone the mesh manually, and flip the cloned mesh's normals.
Admer456 Admer456If it ain't broken, don't fox it!
For the RPG, inspire yourself from the player weapon or the func_tankrocket entity (HGrunt uses them during the "On A Rail" chapter).

For the crossbow, inspire yourself from the player crossbow weapon (or the bullsquid spit attack).

The Gauss and Egon will require some extra work since some effects are done on the client side. I guess you will have to "copy and translate" all the effects from the client to the server.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Damm even I am having a similar kind of issue, I have searched all over the internet and even have posted on number of threads on different forum, no solution seems to work. I am really frustrated, can anyone of you here help me resolve this issue, I am very much tired now.
Hello there!

Recently I've made for my map a model of bush. It is made of several planes rotated within centre of origin of the model. I made UV Map and added a texture with blue background.

Since then after compiling I can achieve transulted texture where blue color disappears and the rest is visible. Problem is the texture isn't visible on the other side of plane. So I can see only texture from one side but not from another one, which doesn't make sense for any kind of foliage.

What kind of command should I add to .qc file to omit that obstacle?
Posted 1 week ago2020-07-05 21:42:23 UTC
in Good old Counter Strike 1.6 maps Post #344509
You mean, he inspired you.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2020-07-05 20:19:11 UTC
in Good old Counter Strike 1.6 maps Post #344508
God NIPPER :')
I remember i began mapping by him. I inspired to him (not copy) to make my maps in cs
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Alright, glad you got it sorted. :)
UrbaNebula UrbaNebulaGoldSourcerer
Hello everyone! I'm making a NPC that can shoot the following weapons: Glock, Python (357. Magnum), Shotgun, MP5, Crossbow, RPG, Gauss and Egon!
Hard work I've chosen. I wrote up the code for Glock, Python, Shotgun and MP5. They basically are a slightly modified copy of a hgrunt.cpp's bunch of code. I'll show up as an example my Python's method:

// PythonShoot
void CMyNewNPC :: PythonShoot ( void )
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );

UTIL_MakeVectors ( pev->angles );

Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass ( vecShootOrigin - vecShootDir * -24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_357 );

pev->effects |= EF_MUZZLEFLASH;


Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );

I wonder if you have the bunch of code for RPG, Crossbow, Gauss and Egon shoots! Due to I couldn't find them out through the Half-Life SDK yet. Or at least if you know where I can find them, please tell me! I suspect they are a little bit more complicated than the others I made! (I think they use different sprites, more sounds and models, beams...).

Thanks in advance,
I already solved the problem, thanks and don’t worry :) .It turns out that when switching to the problem map, the player fell down and there was a transition. The fact is that I set the landmark close to the trigger and during the transition they apparently conflicted and the transitions did not work on this map anymore.
Posted 1 week ago2020-07-03 16:22:57 UTC
in Good old Counter Strike 1.6 maps Post #344501
They're absolutely not bot friendly, but Nipper's old maps are great. So many good memories from crazytank maps <3
Nipper's maps
func_vehicle is a right not a privilge
Oskar Potatis Oskar PotatisIt's never too late to give up. Happily lazy
I noticed one more interesting detail: If you start the game right away with the map where the transition is, the transition works without problems. The problem appears if you start the new game or from some previous map.
By the way, the map to which the transition is carried out, I changed the skybox in the map settings to Desert. Could this be a problem due to skybox? It's just that this is the only map setting that I changed.
Generally or only between problematic maps?
OK, so it's not the usual issue that I am aware of. Very strange. Are you able to get a simple level change working between a couple of example maps, like say, just a short corridor? Or does this only affect a specific couple of maps that you are working on?

If you can get a simple levelchange example map to work, then it might be an issue with the setup in the map you're working on and you might need to upload them to the problem maps vault so that we can see the setup, or post screenshots of your map grid and the entities used to changelevel.

But first things first, can you get a transition to work between two simple example maps?
UrbaNebula UrbaNebulaGoldSourcerer
I work in JACK, GoldSource, and run map through the console
That's not really a lot of information to go on, but I assume this is for GoldSource? Are you using Hammer or JACK? Also, are you running the map from the console or the compile process? Level changes can act strangely if you run the map from the editor after compiling. It's best to disable this and run the map via the console.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 week ago2020-07-03 00:59:01 UTC
in env_render not working Post #344494
Didn't know you could do that, thanks
Posted 1 week ago2020-07-03 00:18:46 UTC
in env_render not working Post #344493
why not just trigger the sprites themselves
Jessie JessieTrans Rights <3
Posted 1 week ago2020-07-02 19:46:08 UTC
in env_render not working Post #344492
Basically, I want a bunch of sprites to show up when the bomb goes off. I have a trigger_multiple which targets an env_render (renderamt 0) at round start to target a bunch of env_sprites. Then theres a func_bomb_target targets a multi_manager. the multi_manager targets breakables, lights and another env_render (renderamt 255). the env_render targets the sprites. the sprites do not show up when the bomb goes off

Here's a test map:
Posted 1 week ago2020-07-01 07:51:58 UTC
in Good old Counter Strike 1.6 maps Post #344491
Eastern European apartment blocks:

I believe this is a 2003 map.
Posted 1 week ago2020-07-01 06:47:24 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344490
Nice, but this really needs a func_camera setup, especially but the slow mo effect
The problem is that when a trigger for changing a level is activated, it does not change, but if after that you save the game and load, then the level will change. Help, I don’t know what to do, the trigger and the landmark are installed correctly on both maps.
Posted 1 week ago2020-06-30 14:01:40 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344487
I've always liked GoldSRC more for some strange reason. Maybe it's due to the glut of Source related content in recent years? I am tempted to dip my toes in Source though, maybe after this project is done.
GoldSRC has that 90s charm so you can get away with making a compelling and engaging experience without having to worry about fancy effects and super realistic environments. At the same time, if you really want to lean in and pile in the details, GoldSRC can handle that as well, within reason.

I'll always hold GoldSRC close to my heart, and having attempted to work with Source a couple of times in the past, it just doesn't gel with me.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 week ago2020-06-30 11:49:46 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344486
I look forward to hearing more about this mini-mod. More GoldSRC! Yum yum!
I've always liked GoldSRC more for some strange reason. Maybe it's due to the glut of Source related content in recent years? I am tempted to dip my toes in Source though, maybe after this project is done.
I shall provide minor programming assistance if needed.
Thanks Admer! Programming is one area I really suck on atm so I appreciate that :)
well i have checked the folder where the qc file is in and the reference.smd is in the same folder of the qc. i tried removing the .smd of the qc file but nothing changes.
also if i try skipping reference and gunreference all the other files like walk.smd gives the same error.
im compiling with the crowbar program.
here is the .qc file

`// Created by Crowbar 0.67

$modelname "valve/models/hgrunt.mdl"

$bodygroup "body"
studio "reference.smd"
$bodygroup "weapons"
studio "gunreference.smd"

$sequence "walk1" {
fps 30
$sequence "walk2" {
fps 30
$sequence "run" {
fps 30
$sequence "diesimple" {
fps 30
$sequence "dieforward" {
fps 30
$sequence "crouch" {
fps 30
$sequence "standup" {
fps 30
$sequence "crouching" {
fps 30
$sequence "crawl" {
fps 30
$sequence "smflinch" {
fps 30
$sequence "fire_grenade" {
fps 30
$sequence "notarget" {
fps 30
$sequence "idle1" {
fps 30
$sequence "idle2" {
fps 30
$sequence "reload" {
{ event 1 43 }
fps 30
$sequence "shootcycle" {
{ event 2 4 }
fps 30
$sequence "frontkick" {
{ event 3 14 }
fps 30
$sequence "swim" {
fps 30
$sequence "signal" {
fps 30
$sequence "180L" {
fps 30
$sequence "180R" {
fps 30
$sequence "strafeleft" {
fps 40
$sequence "straferight" {
fps 40
Posted 2 weeks ago2020-06-29 13:50:10 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344484
I shall provide minor programming assistance if needed.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 weeks ago2020-06-29 13:39:17 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344483
I look forward to hearing more about this mini-mod. More GoldSRC! Yum yum!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 weeks ago2020-06-29 13:38:11 UTC
in problem compiling hl1 alpha model Post #344482
Well, here's your red flag
/reference.smd.smd doesn't exist
Otherwise the problem is pretty vague without getting more details. What's in the .qc file? What have you tried changing? Are all the files present that should be?
UrbaNebula UrbaNebulaGoldSourcerer
i am trying to compile a hl1 alpha model and everytime i try to compile it, it gives this error:

` ********** ERROR **********
/reference.smd.smd doesn't exist
CROWBAR: Deleted empty temporary compile folder "C:\Users\Alexandre\Downloads\Half-Life_Alpha.1\Half-Life Alpha\valve\models\valve".
... Compiling ".\hgrunt.qc" finished. Check above for any errors.`

i tried editing the .qc file with notepad but nothing seems to fix it.