Forum posts

Posted 4 months ago2023-12-13 19:45:06 UTC
in weapon_satchel problem Post #348236
I tried a couple of other clients, the problem is clearly not with them.
And of course I take the serverlist from where I took the client. there are a lot of games and everything works. But the glitch appears OFFLINE when I want to test the map with bots for such surprises. BUT without bots everything works as expected!
UPD: It’s not entirely clear at what point the failure occurred, since I spent some time painting unnecessary surfaces with the NULL texture, and trying to optimize the map, and it led to this...
Posted 4 months ago2023-12-13 19:29:55 UTC
in weapon_satchel problem Post #348235
Only the client that ships with Half-Life itself is compatible with servers running Steam Half-Life. Any other client will have varying levels of compatibility, ranging from crashing on connect to strange bugs due to network protocol changes that causes the client to misinterpret information it receives from the server.

So if you're playing on Steam Half-Life servers, use the Steam Half-Life client only. The same goes for any other game or mod by the way, i've seen people try to mix HL updated dlls with vanilla HL which also doesn't work.
Posted 4 months ago2023-12-13 18:39:19 UTC
in weapon_satchel problem Post #348234
This client works quite well with regular servers. Please advise where to download another version for testing, besides Steam. By the way, I noticed that for some reason it only bugs when I test the map with parabot.

And it often happens, for example, that out of two packages, one explodes and the second does not. This is strange, just like the fact that no one can help (((
Posted 4 months ago2023-12-13 15:29:39 UTC
in weapon_satchel problem Post #348233
It's very hard for anyone using NGHL who may have encountered the problem to notice your thread and help you out, as neither the title or first post mentions NGHL at all.

And yes, it is for speedrunning. So it's possible any HL speedrunning communities might be of more help regarding the client.
Posted 4 months ago2023-12-13 14:56:52 UTC
in Half-Life Updated (custom SDK) Post #348232
Thanks a lot for this info, I am still learning all of this and you've been a great help. I will look into this.
Posted 4 months ago2023-12-13 14:52:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348231
You can edit your most recent post, Combined. No need to double or indeed triple post. :)
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-13 14:36:06 UTC
in weapon_satchel problem Post #348230
Isn't NGHL meant for speedrunning? Is it able to connect to normal HLDM servers anyway?
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-12-13 14:34:24 UTC
in Half-Life Updated (custom SDK) Post #348229
It works quite well BUT it seems to only work in a multiplayer session. Where would one make weapon function differently independently of multiplayer or not? The files are satchel.cpp
Weapon logic runs on both the client and server. Adding a cvar that only works on the client side will cause inconsistencies.

You can do per-player settings by marking the client cvar with FCVAR_USERINFO. This is how the model cvar syncs with the server (see CHalfLifeTeamplay::ClientUserInfoChanged for an example). You can then check the userinfo buffer on the server side and the cvar on the client side to make it behave as desired. But while it will work the user info buffer is pretty small and a long cvar name like cl_satchelanniversary is expensive to put in there.

The simplest way to implement such a setting would be to put it in each player's physics info string just like the long jump module does it, and then checking that on both sides. Of course that would then be a server setting, not a client setting.

The difficulty in having per-player settings in this engine is why changing that was a bad idea to begin with.
I'm trying to re-introduce the chainsaw crowbar bug as a toggle-able feature as well (sv_turbobar)
Though when turned on it's chainsawing EVERYTHING, not just corpses as I want it to do. But it's pretty damn funny.
Making the crowbar only chainsaw corpses requires the bugged logic to be added back exactly as it was before. The Unified SDK already has this as an option so you can see how it was done there.
Posted 4 months ago2023-12-13 14:12:13 UTC
in weapon_satchel problem Post #348228
But everything was fine before, so I asked in the hope that someone had encountered such a glitch.
Posted 4 months ago2023-12-13 09:58:44 UTC
in Help with scripted sequences Post #348227
Oh Sorry i wasnt knowing this thing
Posted 4 months ago2023-12-13 09:19:22 UTC
in Help with scripted sequences Post #348226
"If using the "Instantaneous" movement type with no "Idle Animation", the script will freeze the monster after it is teleported.
From scripted_sequence page in the Entity Guide.

Try making it a habit to read the Entity Guide page for any entities you're unfamiliar with or struggling with. The Notes section in these pages are very useful and often explain behaviour not obvious from the keyvalues.
Posted 4 months ago2023-12-13 09:07:45 UTC
in weapon_satchel problem Post #348225
The New Gauge client is non-vanilla and is most likely the cause of the issue.
Satchels were tested and confirmed to work in both legacy and anniversary branches of HL.
Posted 4 months ago2023-12-13 07:23:17 UTC
in Help with scripted sequences Post #348224
Help Will be appreciated
Posted 4 months ago2023-12-13 07:23:04 UTC
in Help with scripted sequences Post #348223
Hi, i want to make a scripted sequence. Why After the scripted sequence with "on move instantaneus" the Monster doesnt do anything? I wanted to make fear, so i typed fear1 in action animation, but when i test, he teleports, but doesn't do the action animation
Posted 4 months ago2023-12-13 07:18:18 UTC
in Any Room suggestions for a Black Mesa Map? Post #348222
Posted 4 months ago2023-12-13 03:30:30 UTC
in Override GameRules in Metamod Post #348221
I'd like to tweak certain aspects of multiplayer games and I think by defining my own GameRules I could achieve what I want. However I don't feel it would be feasible to ship an entire new server library, it would be much more sensible to apply my modifications in a Metamod plugin. The problem is that I don't see the necessary bindings/hooks in the Metamod documentation that would allow me to override the GameRules. Is it possible? Am I overlooking?
Posted 4 months ago2023-12-12 23:02:02 UTC
in Half-Life Updated (custom SDK) Post #348220
Might be an interesting way to allow players who want smaller hud (or bigger).

I've been attempting to add an alternate function to the satchel to mimic the way it works in the latest patch as a toggle-able feature (cl_satchelanniversary)
It works quite well BUT it seems to only work in a multiplayer session. Where would one make weapon function differently independently of multiplayer or not? The files are satchel.cpp

I'm trying to re-introduce the chainsaw crowbar bug as a toggle-able feature as well (sv_turbobar)
Though when turned on it's chainsawing EVERYTHING, not just corpses as I want it to do. But it's pretty damn funny.

Otherwise everything else is working super. I really like this SDK
Posted 4 months ago2023-12-12 19:06:47 UTC
in weapon_satchel problem Post #348219
I'm using the non-steam version of NGHL. This is HLDM, there are no plugins. I tried to record a demo file to clearly demonstrate what I was talking about, but unfortunately, the unexploded satchels are not visible on the recording...
here it is https://drive.google.com/file/d/1aXfZgSwzSLG9kI1I3FZIOz_WIAeJYTK-/view?usp=sharing
Posted 4 months ago2023-12-12 16:51:45 UTC
in Half-Life Updated (custom SDK) Post #348218
You can probably sidestep the problem altogether by making it configurable. You can add cvars to the Multiplayer Advanced dialog, a simple list setting a resolution index should do the trick.
Posted 4 months ago2023-12-12 15:57:39 UTC
in Half-Life Updated (custom SDK) Post #348217
I fixed it with
else if (ScreenWidth < 2560) to else if (ScreenWidth <= 2560)
User posted image
Posted 4 months ago2023-12-12 13:30:28 UTC
in Half-Life Updated (custom SDK) Post #348216
Sounds like maybe ScreenWidth is a larger value than expected? This is why it's better to wait for the SDK update, the anniversary update is essentially an open alpha test at this point. Without that updated code it's a guessing game.
Posted 4 months ago2023-12-12 12:27:07 UTC
in Half-Life Updated (custom SDK) Post #348215
The config files have been updated too. And it does scale up and down but for 1440p it's using the 4k HUD when it's supposed to use the 1280 sprites.
Posted 4 months ago2023-12-12 12:21:02 UTC
in Half-Life Updated (custom SDK) Post #348214
You'll need updated config files in the sprites directory as well, and there are probably other code changes required to account for the increased sprite size.

You're probably better off waiting for them to release the updated SDK. Stick with steam_legacy until then.
Ok thanks i will try
Posted 4 months ago2023-12-12 10:56:29 UTC
in Any Room suggestions for a Black Mesa Map? Post #348212
Well the forum post is kinda old, also I wont be at my pc for a while, so even if I do it, dont expect it within the next week
Tarek TarekA literal dumbass who uses Hammer++
As I suggested in the other thread, have the scripted_sequence target its own targetname.
Posted 4 months ago2023-12-12 10:18:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348208
I Will like to see a toxic waste room, where there are grey Barrels, some leaking green toxic fluido, where the player Needs to Jump to get past the next room. And next to the toxic area, make some magazine room, full of containers, where the player Needs to climb them using ladders and reach the top, where there Is a sorte of trapdoor that wont open, and the player Needs to break

Do you like my suggestioni?

Can you do It and share me the map?

Squashed three posts into one - Urby
I am doing a scripted sequence, where Barney plays three times the action animation "flash light". The problem is when i play the scripted sequence, Barney plays the animation "flash light" only once.
Pls help and thanks to everyone Who replied here
Posted 4 months ago2023-12-12 08:32:04 UTC
in weapon_satchel problem Post #348206
Just tested that satchels work fine in HLDM running on the anniversary edition.

So first thing first: Are you pressing alternate fire (right-click by default) to detonate the satchels? The behaviour was changed in the anniversary edition to do this.

If not that, then you'll need to provide the details you left out of your post:
  • Is this running the anniversary edition or the legacy branch?
  • Is this HLDM or multiplayer in a mod?
  • Are you using any plugins?
This is a jank workaround, but you can use https://mfaizsyahmi.github.io/sentences.101/ to prototype, listen, and most relevant to the question, download rendered sentences, where you can then look at the audio length to pretty accurately* estimate the sentence length.

*because implementations vary between goldsrc and this site it won't be 100% but close enough.
Posted 4 months ago2023-12-12 04:03:24 UTC
in weapon_satchel problem Post #348203
Hi all. In a death match, the satchel does not work in only one place on the map, that is, I throw it away, a button press animation occurs, and that’s it, it remains a dead weight. In other places everything works. BUT! everything works in single player mode everywhere. Thank you!
Posted 4 months ago2023-12-11 23:35:41 UTC
in Half-Life Updated (custom SDK) Post #348202
Is there a way to utilize the HUD changes Valve did for the 25th anniversary update? What I mean is have the compiled .dlls be able to read hud.txt and realizing the difference in resolution (currently I seem to only be able to use 640 sprites and below)

Or is it best to wait for whenever Valve decides to update the HLSDK?
User posted image
I have not coded in over 10 years and I certainly never touched C++ at that. You think this is going to be fine? This is in the hud.ccp for example.
User posted image
Tried this one, and it seems to work. But the HUD doesn't update consistently when going to lower resolutions. At least most of the time. Like I can go to the lowest possible resolution and everything is very large, but at the same time I go to something like 1080p or 720p it'll update, but only specific resolutions.
Better to guess high in that case. Check the sentence in sentences.txt and try to imagine the words being spoken in-game. For instance, sounding out the following line while watching the clock, I'd guess around three and a half seconds, rounded up to four.

HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik

One thing to remember at the end of the day, it's never going to be perfect (nor does it need to be) because different localisations use totally different formats. While the grunts and VOX system use single words in the English version, strung together in sentences.txt, other languages have standard lines. See the linked video below.

Check the VOX examples here.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-11 20:29:04 UTC
in How do you find the sentence time of hgrunt sentences? Post #348200
I was going to use a hgrunt sentence for a scripted_sentence, but I don't know what to put for the sentence time since the hgrunt sentences aren't singular voicelines.

Any help would be appreciated.
Posted 4 months ago2023-12-11 19:40:02 UTC
in HELP WITH HL1 scfripted sequences Post #348199
I NEED TO SAY ONE THING: thanks a lot averyone who replied here, because helped me a lot about learning hammer, jackhammer.
Posted 4 months ago2023-12-11 18:35:20 UTC
in Map Showcase "Offices of Black Mesa" Post #348198
Just did an Update to it, now its a steam mod and not just a normal Map anymore! Updated Link
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 17:16:40 UTC
in Map Showcase "Offices of Black Mesa" Post #348197
Thanks for all the Feedback, im still quite new to mapping (only my 3rd map after my ruins of black mesa maps, check out my lambdagen for those) Thank you for the tips of not including the wads, someone on lambdagen didnt have those so I needed to include them, next time I probably wont just to save some file size, for the light sources, I just placed some random lights in the level, since I dont have any prefabs availibile, and im too overwhelmed by trying to make my own lights, I will update the map soon, I already have a better ending planned, so dont worry bout that
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 17:03:35 UTC
in Half-Life Featureful SDK Post #348196
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2023-12-11

Changelog

  • The glow shell effect (applied by the shockroach projectiles) now wears off over time from osprey and apache.
  • Fixed Desert Eagle not ejecting a shell upon firing.
  • Fixed the Half-Life path finding bug when the fleeing monster couldn't choose a spot as a cover because the enemy couldn't build a path to this spot.
  • Don't report missing HG_HOSTILE and ST_HOSTILE sentences (as they're optional)
  • The entity with game_playerdie targetname is now triggered upon the player's death in singleplayer as well.
  • The pain indicator sprite color doesn't blend with the HUD color anymore. This prevents pain sprite rendering green or other weird colors depending on the HUD color.
Posted 4 months ago2023-12-11 16:39:22 UTC
in Map Showcase "Offices of Black Mesa" Post #348195
User posted image
You can upload to the map vault with an 'unfinished' flag if you want. Might get noticed more than just having it in the forums. Downloading this now!

Edit:
You don't need to include halflife.wad or zhlt.wad as they come with the base game. Save on a bit of filesize :)
You can also use -wadinclude or -nowadtextures when you compile which will pack all of your custom textures into the .bsp file. Check out how here

Edit2:
Nice little map. Looking forward to seeing how this progresses! Keep an eye on texture alignment (particularly on trims and the inside of doorframes, etc) as those little details can really help a map feel finished. I didn't see any sources for the lights in the office, so that'd be a good thing to add. Maybe some fluorescent panels? Have a look at texlights for this area. Nice use of sprites on your lights in the final area, although those lights aren't actually casting any light into the map!
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-12-11 16:38:51 UTC
in HELP WITH HL1 scfripted sequences Post #348194
It's entirely possible to use several scripted_sequences for the same monster, just not at the same time.
That means that only one can use the Idle Animation, the rest must use Action Animation only.

You can kind of hack a looping Action Animation by having the scripted_sequence target its own targetname (scripted_sequences fires their target when Action Animation finishes)
Posted 4 months ago2023-12-11 16:15:23 UTC
in HELP WITH HL1 scfripted sequences Post #348193
So for the same character in 2 scripted Sequences question: Yes you can, you just need to set it up properly: Check the Wiki for more Information, you just need to look at some tutorials, for example, the scripted sequence tutorial is really good, its what I used to make the skylight explode and the grunts rapel downwards, check the tutorials out, also if you need additional help add me on discord: Wagoki69 is the name. for the second question, I dont really know how to do that, but there is probably an answer on the wiki page too
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 16:15:22 UTC
in HELP WITH HL1 scfripted sequences Post #348192
So for the same character in 2 scripted Sequences question: Yes you can, you just need to set it up properly: Check the Wiki for more Information, you just need to look at some tutorials, for example, the scripted sequence tutorial is really good, its what I used to make the skylight explode and the grunts rapel downwards, check the tutorials out, also if you need additional help add me on discord: Wagoki69 is the name. for the second question, I dont really know how to do that, but there is probably an answer on the wiki page too
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 16:06:16 UTC
in Map Showcase "Offices of Black Mesa" Post #348191
Posted 4 months ago2023-12-11 16:04:52 UTC
in Map Showcase "Offices of Black Mesa" Post #348190
the scripted sequence was very simple and was actually done using the tutorials on here, ill provide links once I find all the tutorials brb
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 16:04:15 UTC
in Any Room suggestions for a Black Mesa Map? Post #348189
Thanks for the Compliment, im really proud of the map, if you dont mind, I dont really wanna advertise here but check out my lambdageneration acc for progress on it!
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 15:43:42 UTC
in Any Room suggestions for a Black Mesa Map? Post #348188
you are amazing at making maps! i tried your new release, Blackmesa Offices, and it's pretty good...Keep up the good work! Also every map you do, share it in these forums, i will be happy to se more things like these! :D
Posted 4 months ago2023-12-11 15:39:19 UTC
in Map Showcase "Offices of Black Mesa" Post #348187
Also the best part was the Gman
lol
Posted 4 months ago2023-12-11 15:38:34 UTC
in Map Showcase "Offices of Black Mesa" Post #348186
Dude, i tryed it now and it's amazing! How do you did the scripted sequence where soldiers come out of the top-window? Can you teach me scripted sequences? I'm still very new to mapping, i would appreciate a lot if you teach me....
Posted 4 months ago2023-12-11 15:22:47 UTC
in Map Showcase "Offices of Black Mesa" Post #348185
Cool i will surely try it and give a proper opinion!
Posted 4 months ago2023-12-11 15:21:40 UTC
in HELP WITH HL1 scfripted sequences Post #348184
i have some questions about this topic. Can i make a barney, the same characther, in 2 scripted sequences? Because when i do it, the console gives me different errors! like Barney can't reach target, or error schedule 0.

Another question, can you help me maing an action animation loop?? i can't find a way to do it. sorry for my bad english and thanks for replying