Forum posts

Posted 2 hours ago2024-09-16 16:51:56 UTC
in Half-Life DM x Counter Strike Post #349169
In one of the comments, they say they will make a more technical follow-up video. So, we might find out.

My guess is that it's maybe a particular combination of Half-Life SDK and reverse-engineered CS 1.6 code.

Edit:
Author says in one of the comments:
It is a hybrid server that runs both mods so both HL and CS clients can connect.
This is gonna be interesting.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 hours ago2024-09-16 15:14:19 UTC
in Half-Life DM x Counter Strike Post #349168
Source: https://www.youtube.com/watch?v=sGK2xrkyQXc&lc=Ugz3qi1OPHXOKYCwXRN4AaABAg

Hey look at that, how they can do it? Then how we can do it ???
Posted 7 hours ago2024-09-16 11:43:16 UTC
in Well, it's probably my fault. Post #349167
https://help.steampowered.com/en/wizard/HelpWithCommunity

You can likely use the "I need help with something not listed here" > "Contact Steam Support" link to appeal to the support team, but if you were banned from the actual Steam Community (not an individual group) for such a long period, I wouldn't hold your breath.

I guess consider what you commented and why and learn from that.
monster_urby monster_urbyGoldsourcerer
Posted 10 hours ago2024-09-16 08:59:36 UTC
in Well, it's probably my fault. Post #349166
I was blocked in the steam community for 14 years. I will be blocked on January 19, 2038.
I was blocked for a comment I wrote. For what is the question for the ages. So if anyone knows how to ask for steam support, please write the options in the comments. I won't wait until my 30th birthday.
Combiner 1P Combiner 1PEvolve. Control. Combine.
Posted 14 hours ago2024-09-16 05:26:16 UTC
in Jack won't compile bsp Post #349165
Firstly, JACK doesn't do any compilation, it just calls the compile tools that do it.
Secondly, compile logs and their error messages are humanly readable. You do not need any special expertise to read them, let alone depend on strangers online to read it for you.

Now check your compile log, and compare the map name that the compile tools see with the map name in the console error message you posted earlier.
Posted 17 hours ago2024-09-16 02:31:58 UTC
in Jack won't compile bsp Post #349164
Here is the compile logs too
compile logs
Posted 17 hours ago2024-09-16 02:26:00 UTC
in Jack won't compile bsp Post #349163
The console shows the text "map change failed: 'haz_sector_offices' not found on server."
Posted 1 day ago2024-09-15 13:08:37 UTC
in Got a problem with my HL1 sound mod Post #349162
If you want a sound to loop you need to edit it to have either a cue/marker point at the start and end. You would need to look up how to do this in your chosen audio editing software: https://developer.valvesoftware.com/wiki/Looping_a_sound
monster_urby monster_urbyGoldsourcerer
Posted 1 day ago2024-09-15 12:53:21 UTC
in How to set up Spirit of Half Life? Post #349161
When you say 5.0, do you mean Spirinity 0.5.0? A mashed together version of Spirit of Half-Life with the Trinity renderer? I've never worked with Spirinity, but I believe it's the same principles as Spirit. Everything in the download should go in its own mod directory in your Half-Life directory.
User posted image
That's it. Restart steam and it should appear in your games list.
User posted image
NOTE: I've just done this setup myself and got the same errors as you when attempting to run any map out of the box. Then it crashes to desktop... That seems terribly stable.

I'm afraid I've reached the end of my ability to help here. I don't care for these kinds of engine mods or renderers and I'm not going to waste time learning their quirks and solutions.
monster_urby monster_urbyGoldsourcerer
Posted 1 day ago2024-09-14 20:35:22 UTC
in How to set up Spirit of Half Life? Post #349160
I downloaded 5.0... How should it have been installed?
jeffrey jeffreyWorld's Greatest Hero
Posted 1 day ago2024-09-14 20:28:20 UTC
in How to set up Spirit of Half Life? Post #349159
Hmmm. That sounds like an issue with the installation then, rather than your JACK setup. Spirit is either a bit or a lot of a mess depending on the version you're using...
monster_urby monster_urbyGoldsourcerer
Posted 2 days ago2024-09-14 17:39:22 UTC
in How to set up Spirit of Half Life? Post #349158
No, also the same loading error happens when I try to load any other spirit map.
jeffrey jeffreyWorld's Greatest Hero
Posted 2 days ago2024-09-14 17:36:51 UTC
in How to set up Spirit of Half Life? Post #349157
Are there any errors in the compile log?
monster_urby monster_urbyGoldsourcerer
Posted 2 days ago2024-09-14 15:53:12 UTC
in How to set up Spirit of Half Life? Post #349156
I can use jack with spirit thankfully, but when I compile and try to load the map it gives this error and crashes:
] map spirit_test
======Parsing file: C:/Program Files
(x86)\Steam\steamapps\common\Half-Life\jeffreyquest\sound\materials.txt
======
======Parsing file : C:/Program Files
(x86)\Steam\steamapps\common\Half-Life\valve\sound\materials.txt
======
couldn't exec maps/spirit_test_load.cfg
jeffrey jeffreyWorld's Greatest Hero
Posted 2 days ago2024-09-14 14:28:35 UTC
in How to set up Spirit of Half Life? Post #349155
When you say "set up" I assume you want to use Spirit as a base for your mod.

Spirit of Half-Life is a mod like any other. The directory should be placed in your steamapps/common/Half-Life directory. If you want to map for it, then point JACK/Hammer to the appropriate mod directory like so. (You will want to rename the directory to your mod's name though, save having to change all of this later.)
User posted image
When adding the game data files, rather than adding the halflife.fgd from the JACK directory, use the spirit.fgd in the spirit directory. (Ours is renamed thecore.fgd in this case because we've made code changes, the default is spirit.fgd)
User posted image
After that, assuming you've done the usual setup correctly, you should now be able to start mapping with spirit's entities.
monster_urby monster_urbyGoldsourcerer
Posted 2 days ago2024-09-14 13:22:24 UTC
in How to set up Spirit of Half Life? Post #349154
Can't find any info on how to fully, completely, set up Spirit.
jeffrey jeffreyWorld's Greatest Hero
Posted 2 days ago2024-09-14 12:47:17 UTC
in game_team_master "is broken"? Post #349153
game_team_master DOES filter spawn points, i just forgot to change the master of the red team spawnpoints lol
Posted 3 days ago2024-09-13 15:35:15 UTC
in game_team_master "is broken"? Post #349152
seems like game_team_master doesn't filter spawn points. interesting
Posted 3 days ago2024-09-13 06:32:42 UTC
in Got a problem with my HL1 sound mod Post #349151
Posted 3 days ago2024-09-13 05:10:54 UTC
in Got a problem with my HL1 sound mod Post #349150
Make sure your audio is also in "Unsigned 8-bit PCM". And the quality can be raised to a limit of 22050 hz.
Posted 3 days ago2024-09-13 04:17:15 UTC
in Got a problem with my HL1 sound mod Post #349149
Some sounds have to replay in normal, but they play one time and stop. Heres a video of it. All preferences are included like 11025 hz and others.

https://youtu.be/IaIrN1Moff8
0:22 sound of computers/servers plays and stops. 1:08 im in computer room and its silent. 5:33 sound of anti-mass spectrometre is playing 3 times and stops, when it got to play normaly. 6:05 its very silent.
Posted 3 days ago2024-09-12 20:16:01 UTC
in HELP!My HLBSP is died again Post #349148
I didn't notice. I will look at your RMF file soon.

By the way, it's over here on TWHL's tools section:
https://twhl.info/wiki/page/Tools_and_Resources#Compile_Tools
Look for "Vluzacn's ZHLT v34".
Admer456 Admer456If it ain't broken, don't fox it!
The latest Steam update finally seems to have bricked the Windows 7 machine I keep around for things that require Windows. Now, HL2 etc run fine on Linux, but I'm not so sure about Hammer and all the other modding tools. They're not even included in the Linux build of HL2, so Valve clearly didn't bother porting written-for-Windows-95 software to SteamOS.

Anyone have experience emulating Hammer and the rest of Source SDK on Linux? I've never messed with WINE or the likes, but I will probably have to, and I'll be grateful for any help.
Posted 4 days ago2024-09-12 18:52:37 UTC
in HELP!My HLBSP is died again Post #349146
BTW,pls see my map rmf file,thx
Posted 4 days ago2024-09-12 18:52:03 UTC
in HELP!My HLBSP is died again Post #349145
Hmm,I used I at Chinese Tieba's HLBSP,btw,where can get new and better Compiler? :\
Posted 4 days ago2024-09-12 18:49:17 UTC
in HELP!My HLBSP is died again Post #349144
It is crashing at some point. It's hard to guess what the cause is, with just a compile log and no screenshots of the map or any further information.

I see that you are using some compilers from 2012? Have you tried using Vluzacn's HL Tools a.k.a. VHLT?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 days ago2024-09-12 18:23:58 UTC
in HELP!My HLBSP is died again Post #349143
As the title suggests,I have hlbsp undoubtedly had problems compiling my new map,the log are as follow:

** 执行...
** 命令: 改变目录
** 参数: F:\.temp\steam\sam\steamapps\common\Half-Life

** 执行...
** 命令: 复制文件
** 参数: "G:\de_tamaya.map" "\de_tamaya.map"

** 执行...
** 命令: F:\tools\hlcsg.exe
** 参数: "\de_tamaya"

hlcsg v3.4 VL30 (Nov 23 2012)
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: F:\tools\hlcsg.exe \de_tamaya
Arguments: \de_tamaya -low -estimate -wadautodetect
Entering \de_tamaya.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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 ]
wadcfg by file [ None ] [ None ]
wadcfg by 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:
(0.16 seconds)
CSGBrush:
(0.86 seconds)

Using Wadfile: \.temp\steam\sam\steamapps\common\half-life\valve\halflife.wad
- Contains 23 used textures, 14.37 percent of map (3116 textures in wad)
Using Wadfile: \.temp\steam\sam\steamapps\common\half-life\czero\de_hankagai.wad
- Contains 122 used textures, 76.25 percent of map (250 textures in wad)
Using Wadfile: \de_tamaya.wad
- Warning: Larger than expected texture (784172 bytes): 'JP_STALLER_AD1 '
- Contains 3 used textures, 1.88 percent of map (5 textures in wad)
Using Wadfile: \.temp\steam\sam\steamapps\common\half-life\czeror\fastline.wad
- Warning: Larger than expected texture (697132 bytes): 'TL_GRY_CLEAN05'
- Contains 11 used textures, 6.88 percent of map (351 textures in wad)

Wad files required to run the map: "halflife.wad;de_hankagai.wad;de_tamaya.wad;fastline.wad;"

added 3 additional animating textures.
Texture usage is at 7.40 mb (of 32.00 mb MAX)
1.80 seconds elapsed

----- END hlcsg -----

** 执行...
** 命令: F:\tools\hlbsp.exe
** 参数: "\de_tamaya"

hlbsp v3.4 VL30 (Nov 23 2012)
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 hlbsp -----
Command line: F:\tools\hlbsp.exe \de_tamaya
Arguments: \de_tamaya -low -estimate -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ 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] 500...1000...
** 执行...
** 命令: F:\tools\hlvis.exe
** 参数: "\de_tamaya"

hlvis v3.4 VL30 (Nov 23 2012)
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: F:\tools\hlvis.exe \de_tamaya
Arguments: \de_tamaya -low -estimate
Error: Portal file '\de_tamaya.prt' does not exist, cannot vis the map

----- END hlvis -----

** 执行...
** 命令: F:\tools\hlrad.exe
** 参数: -extra "\de_tamaya"

hlrad v3.4 VL30 (Nov 23 2012)
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: F:\tools\hlrad.exe -extra \de_tamaya
Arguments: -extra \de_tamaya -low -estimate
There was a problem compiling the map.
Check the file \de_tamaya.log for the cause.
----- END hlrad -----

In fact,it's all just because my hlbsp is stuck at 1000% and not moving at the very beginning,I can't find out exactly where the cause of the problem is ,that's all I know.
How do i fix this? :(
btw,my rmf file here:
https://drive.google.com/file/d/1WluSAc8Tw9tLzFZ8uC4439OwHSLq_WA9/view?usp=sharing
Posted 4 days ago2024-09-12 13:41:09 UTC
in Half-Life Featureful SDK Post #349142
Wow, this is really cool. Becoming better with every release :-)
Posted 4 days ago2024-09-12 11:19:33 UTC
in Half-Life Featureful SDK Post #349141
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-09-12

Changelog

New monsters added

New monsters demonstration
monster_floater

An alien creature cut from Half-Life with no clearly defined canonical behavior. The current implementation is taken from Field Intensity - floaters are suicidal flyers who come to enemies and explode. Take the model from Field Intensity to enable glowing sprites attached to the floater (with the standard model from Half-Life the glowing sprites won't spawn).

monster_flybee

The fast moving flying creature with range attacks. Ported from Half-Life Invasion.

monster_panthereye

An alien creature cut from Half-Life. The current implementation is quite simple - just running and doing claw attacks. The model is included in the sample mod, with ACTs set correctly on sequences and added events for the melee attack.

monster_robocop

A boss robot ported from Poke646. Note: the resources (the model and sounds) for this NPC are not included in the sample mod. You can take them from Poke646.

Thanks to malortie and nekonomicon for reverse-engineering Poke646.

Bugfixes

  • Fixed robogrunts damage reduction not being applied against some attacks.
Very much at the very top for me, something that makes me not even click past the thumbnail, is seeing it's a mere content replacement pack.
"Edgier zombie mod". "Realistic MP5 mod". Stuff like that. It has been over 25 years since HL came out, and any novelty any such packs could bring is long gone. Past that, there's nothing interesting those packs bring to the gameplay value.
What are the things that inmediately make you say "This mod is just as any other! Why should i even bother..."?. It can be anything: features, story, gameplay mechanics, maps, etc.
I'm trying to see what people do not like in a Half-Life mod.
Posted 5 days ago2024-09-11 19:33:19 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349138
nothing in the compile log, mostly just with the sequence.
Posted 6 days ago2024-09-10 00:04:14 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349137
Are there any errors in the compile log or in the developer console when testing? Accurate or not, recompiling a decompiled map is bound to cause some issues.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-09-08 22:15:52 UTC
in Need help with monstermakers!!! Post #349136
Not possible either, in vanilla.

Since you mentioned it's an endless battle but that weapons are piling up somehow, then I assume it means you're providing the player with constant supply of ammunition.
If you insist on staying vanilla, then perhaps getting rid of this ammunition supply could help towards staying within the entity budget, by forcing the player to collect the dropped weapons for ammunition. Not the perfect solution, but might be the best you can do without code changes.

Either that, or replace the human soldiers with monsters that don't drop anything on death.
Posted 1 week ago2024-09-08 20:37:01 UTC
in Need help with monstermakers!!! Post #349135
Then how about removing weapons on the ground in each amount of time?
Posted 1 week ago2024-09-08 17:06:08 UTC
in Need help with monstermakers!!! Post #349134
As far as I'm aware there's no option to disable weapon drop by monsters in vanilla HL/Op4.
That would need some game code changes.
Posted 1 week ago2024-09-07 18:52:09 UTC
in Need help with monstermakers!!! Post #349133
im trying to create the timeless battle that involve monster_human_grunt or monster_male_assassin in, the problem is that when Hgrunt or Massn die they drop weapon on the ground, if it happen in long time the maps will reach max_edicts error so I want to hgrunt and massn make from monstermakers didn't drop any weapon or any method to remove all weapons that hgrunt/massn drop off, mapping for vanilla HL and OP4.
Posted 1 week ago2024-09-07 15:48:33 UTC
in Half-Life Featureful SDK Post #349132
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-09-07

Changelog

Introducing Soundscripts

Now instead of referring to .wav files NPCs and some items are using soundscripts similar to ones from Source. This allows to redefine what set of sounds and with what properties the entity will play in certain situations without changing the code. Soundscripts can be edited in the sound/soundscripts.json file. For example, you can change the list of zombie's pain sounds and its properties (volume, pitch and attenuation).

Read the wiki article on soundscripts

Bugfixes

  • Fixed a bug with env_smoker save-restore that caused the game crash on save.
  • Fixed a bug with a gonome gut projecile save-restore.
  • Fixed motion_manager being able to remove auxiliary entities of another motion_manager with the same name (Thanks Sparks for reporting).
  • Fixed JSON errors not being reported on client console.

Entities

  • New entity ambient_extraspeaker that allows to play sounds on the entity without occupying its own audio channels. This can be used on the player for a narrator voice - the audio will follow the client sounding like it's playing in the player's head.
  • Added Obey TriggerMode and Start On spawnflags for motion_manager.

File formats

  • A number range in some .json files now can be defined via two-element array.
  • A color in templates/warpball.json now can be defined via three-element array.
Posted 1 week ago2024-09-07 15:46:40 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349131
im trying to rework the sequence from half life decay where you end up in a black void and barney jumps through a portal, and ive used a highly accurate decompiler to decompile "dy_outro", but i cant seem to get the sequence to play. help is appreciated!
Posted 1 week ago2024-09-05 11:07:32 UTC
in cry of fear embedded bsp textures modification Post #349130
  1. Open command prompt.
  2. Use ripent to export a .wad file of the textures on the map:
    <path/to/ripent> -textureexport <path/to/bsp>
  3. Open the wad file in Wally. Note that there will be a lot of gaps of missing textures. That's normal, and mean those are "referenced" but not embedded into the bsp.
  4. Open the valid images in the wad and edit as you wish.
  5. Save the wad file when you're done, and close Wally.
  6. Use ripent again to import the edited wad file back into the bsp:
    <path/to/ripent> -textureimport <path/to/bsp>
As for those empty wad entries, try find them in one of the WADs in the mod folder, which the bsp loads externally. Edit them the same way with Wally.

Protip: you can copy and paste images into Wally (but I don't guarantee that it'd look good)
Posted 1 week ago2024-09-03 21:40:52 UTC
in Post your screenshots! WIP thread Post #349129
thanks
Posted 1 week ago2024-09-03 19:25:37 UTC
in Post your screenshots! WIP thread Post #349128
That's a beautiful beam, Windawz :heart:
Admer456 Admer456If it ain't broken, don't fox it!
Also please don't make duplicate threads. People will reply when and if they can help.
(Previous thread: https;//twhl.info/thread/view/20845)
Duplicate thread is gone now - Urby
Posted 1 week ago2024-09-02 20:20:15 UTC
in cry of fear embedded bsp textures modification Post #349126
is there a way to force the game to use the wad textures instead of the bsp textures?

is there a way to force my textures into to bsp file and overwrite the originals?
Posted 1 week ago2024-09-02 20:16:36 UTC
in cry of fear embedded bsp textures modification Post #349125
sorry guys i forgot to say that im actually just reprocessing/denoising the textures ie: upscaling downscaling. the textures will be added back in at the same resolution.

so can anyone answer the original question?
Posted 2 weeks ago2024-09-02 16:58:03 UTC
in cry of fear embedded bsp textures modification Post #349124
If the end goal is to upscale the textures, what you can do instead is to turn them into detail textures. there's a few ways to apply them back on the original faces, one of which is as follows: Tutorial: (Almost) correct detail textures for upscaling WAD textures
post the log. always post the log.
Hi all, I have been trying to replace heads on the decompiled gus.mdl HD model https://media.moddb.com/images/mods/1/6/5663/32668.jpg
I decompiled the model using crowbar, and tried to replace the head with a ambient.impact walter head, since they both have the exact same animations. I tried to do so by simply renaming it to the same name as the gus_head_reference.smd file. When i recompiled the model again, it came out as 0KB. I am trying to replace the heads to learn the basics since i'm a beginner in modding as a whole.
Posted 2 weeks ago2024-09-02 16:28:15 UTC
in Post your screenshots! WIP thread Post #349121
made a cool beam today
User posted image
This post was made on a thread that has been deleted.