Forum posts

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
Posted 4 months ago2023-12-11 15:18:04 UTC
in Map Showcase "Offices of Black Mesa" Post #348183
I want to upload my Map "Offices of Black Mesa" this is just a early Version, so that means Changes and Updates are gonna come!
I dont know where the proper Showcase forum is so im posting it here, I will change it if this is the wrong place :D
Map Download
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 14:47:33 UTC
in Where to edit files controlling the logo movement? Post #348182
I am adding WON stuff to old mods after the 25th anniversary, but I don't want every logo to act the same as HL1. Since some mods did things differently in their WON-versions. So I am wondering where one could find out where to edit this behavior?

Example:
WON test
I also ask this because I want to add the original Opposing Force logo title to the main menu
WON logo
Yeah, we can't prove it. It's against the spirit of the competition.
Posted 4 months ago2023-12-09 23:15:48 UTC
in Weird things happening to Half-Life 1 HUD Post #348180
Great!

FYI, if your mod isn't using custom sprites, you don't need to include them in your directory at all. No need to bloat the download file when it's done.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 23:08:35 UTC
in Weird things happening to Half-Life 1 HUD Post #348178
yep i fixed it, the HUD .txt files are now gone in my mod's sprite directory
Posted 4 months ago2023-12-09 23:07:41 UTC
in Weird things happening to Half-Life 1 HUD Post #348177
Does your mod have a sprites directory? Was it copied from valve before the update? If so then it's out of date and trying to reference sprites incorrectly. Replace or simply delete it.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 23:05:09 UTC
in Weird things happening to Half-Life 1 HUD Post #348176
yeah, the base game does work correctly
You can't prove that a map I submit is not a map I made twenty years ago. It's especially true when the theme of this competition is so generic.
If you have a map you made twenty years ago that is up to scratch then by all means turn it in. Though I will say, a map made 20 years ago is probably going to be pretty shit considering the tools available at the time. Without making considerable changes, I doubt it would stand much chance against the entries made with the increased limitations, JACK/TrenchBroom and more modern compile tools.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 22:52:30 UTC
in Weird things happening to Half-Life 1 HUD Post #348174
The 25th Anniversary update for Half-Life messed with a few mods and there are newer hud sprites and layouts for higher resolutions. Does your base game work correctly? Does your mod have a sprites directory copied from the old valve directory (which you don't need if you're not modding the HUD by the way)
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 18:43:06 UTC
in Weird things happening to Half-Life 1 HUD Post #348173
So Im making a mod, I haven't even edited anything but maps and models yet and im having this really, really weird thing with the hud,
When i do Impulse 101 or pickup a weapon im having this weird issue where either it crashes (most common) or it does this along with a combination of
the HUD disapearing completely, the HUD changing to a solid full-screen color, or HUD elements changing to other .SPR files, this is also very weird since
ive modded this game alot of times before and this has never happened until now, its a really weird glitch.
User posted image
You can just copy paste images directly into your thread. You don't need to upload to the wiki :) - Urby
Posted 4 months ago2023-12-09 00:53:09 UTC
in MESS 1.2 has been released! Post #348172
MESS 1.2.2 is available now

Another hotfix, this fixes an issue with the id() function not returning the targetname of the parent macro entity.

I've also added another template behavior for setting the speed of scrolling textures in brush entities other than func_conveyor.
You can't prove that a map I submit is not a map I made twenty years ago. It's especially true when the theme of this competition is so generic.
That's fair. Thanks for answering! Hope you get some good stuff!
That's not really in the spirit of this competition, correct. If and when we ever get a playtest server together, you could ask for your map to be included so it gets some playtesting and exposure but it wouldn't be eligible for the competition, sorry.
I'm assuming I can't submit a vanilla map I've made in the past? Or change an Op4 map I made into vanilla?

This contest is right up my alley but I'm too busy lately to do a new one from scratch :(
Posted 4 months ago2023-12-07 19:47:51 UTC
in Half-Life Asset Manager Post #348167

Half-Life Asset Manager V2.0.0 Released

Half-Life Asset Manager V2.0.0 has been released. For more information and a download link see this page: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V2.0.0
Posted 4 months ago2023-12-07 14:56:00 UTC
in Any Room suggestions for a Black Mesa Map? Post #348165
I mean I can think of some rooms like I said, I just asked if people would have some (additional) ideas for some rooms so I can practice some detailing, cause it wont be good if I just use my own ideas cause then my brain is gonna make these room ideas easy af which I dont want
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-07 14:49:25 UTC
in Any Room suggestions for a Black Mesa Map? Post #348164
a lot of people will have an idea for an area in their head, then they will sketch it out on paper, then start creating it in hammer. i suck at coming up wth ideas myself, but people say to have a plan first before even jumping in hammer
awkook awkookaka vhetutor
Oops. You are right.
I'll bump it there a bit later today.
Thanks!
New tutorials are always appreciated, so much so we have a special place for them: the TWHL wiki
Admer456 Admer456If it ain't broken, don't fox it!
I don´t want to be that guy, but shouldn´t this be on the Tutorials section?
Posted 4 months ago2023-12-05 19:33:08 UTC
in Any Room suggestions for a Black Mesa Map? Post #348160
Well I can think of rooms, I just want to have some ideas so I can practice, also thanks for the other tips, I will implement them in my future levels :D
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-05 19:14:48 UTC
in Any Room suggestions for a Black Mesa Map? Post #348159
Not to be a dick, but if you can't think of anything at this stage then level design might not be your thing?

There are a lot of things to consider: What is the gameplay style you're going for? What is the player's ultimate goal in this area? Those two questions should drive what you make. Make a basic blockout that is fun to move around and fight in. Once you've nailed the feel, focus on making it resemble a place (don't worry TOO much about realism. Valve never did). Ask yourself, "What is the theme of this area?" Then you think about lighting and any scripting you need to sell that.
monster_urby monster_urbyGoldsourcerer
Hey folks!

Here's a quick and easy tutorial on how to implement a rushed gun reloading mechanism.
In a nutshell, when you reload, you lose your mag and any bullets left inside.
Nice feature if you want to make a realistic mode (have you ever removed bullets from large-size mags and put them back in another one after?? If so, you know it doesn't take 1 second to do).

I'm using the latest version of SamVanheer SDK (half-life updated)

First, open weapons_shared.cpp and go to Line 120.
You will see the following:
void CBasePlayerWeapon::ItemPostFrame()
{
    if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
    {
        // complete the reload.
        int j = V_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);

        // Add them to the clip
        m_iClip += j;
        m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
To better understand how this code works.
  • int j = we are looking for how many bullets we need in our current clip to get a full clip (or the maximum ammo amounts available)
  • V_min(a,b) = "j" will be either the necessary amount to make a full clip OR the remaining ammo amount left. (You can't get a full Glock clip if you only have 3 bullets in your inventory)
  • Now that we know "j" we add the amount to the current clip ( m_iClip += j; )
  • Obviously, we subtract the amount from our ammo inventory ( `m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;` )
Now that you know how everything works let's build our new feature.

Before starting, let's see what we need:
  • If I have 12/17 bullets left in my Glock and I reload, I want to get 17 (max amount) if possible
  • If not possible, I want to get my only non-full mag. (If currently at 12/17 in my mag and I have 13 in my inventory, I'll get a mag with 13/17 and be at 0 in my inventory).
  • Any mag dropped is lost permanently. (If currently at 12/17 and I have 117 in my inventory, I'll be at 17/17 and 100, so I lost 12 bullets in my dropped mag).
To make it happen, we will need to use simple if and else statements.

Here's how it looks. (Replace the previous lines with these)
void CBasePlayerWeapon::ItemPostFrame()
{
    if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
    {
        // get j count
        int j = V_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);

        // Add a full clip and permanently remove the previous one if a full clip is available
        // m_iClip = MaxClip(); could work as well.
        if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= iMaxClip())
        {
            m_iClip += j;
            m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= iMaxClip();
        }
        // Add the only remaining clip (full or not) and permanently remove the previous one.
        else
        {
            m_iClip = m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType];
            m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
        }
Now, the only thing to do is to ensure that none of your guns share the same type of ammo.
For Original Half-Life, you must create a specific 9mm ammo type for either the Glock (9mm_glock) or the mp5 (9mm_mp5).

With this feature, if you drop a mp5 mag, it shouldn't affect your 9mm mags.

To create Custom Ammo Types you can refer to *this tutorial*

I hope it helps!
eeeh well sorry but idk much about halflife im just a 14 year old boy playing around with half life's modding sdk stuff so im sorry but i cant awnser your question😅.
Posted 4 months ago2023-12-05 17:53:52 UTC
in Any Room suggestions for a Black Mesa Map? Post #348156
Yea, its the title, just need some room ideas for a map im making in Black Mesa
User posted image
Tarek TarekA literal dumbass who uses Hammer++
This is what I was thinking of doing since things are hardcoded.
I'm currently using the SamVanheer SDK (half-life updated, not unified)
  • Build a map with changelevel triggers that go to the right game mode. I'm currently rebuilding c0a0, allowing Gordon to choose a train associated with the game mode the player wants to play (game rules (i.e. crowbar only, 9mm only, 1hp, etc.) with Original Half-Life maps (for most cases), loading c0a0_gamemode1, 2, 3, and so on).
  • Renaming maps and modifying their changelevel entities to trigger the right "game_mode" map.
Now I just need to find a way to associate gamerules to those maps or game modes
Posted 4 months ago2023-12-05 13:56:07 UTC
in How to lower the difficulty to YAPB bots? Post #348154
You can load a map of your choice by adding a button to GameMenu.res.

This is how the Unified SDK does it to load the campaign selection menu:
"3"
{
    "label" "#GameUI_CampaignSelect"
    "command" "engine disconnect; maxplayers 1; map hlu_campaignselect"
}
I was afraid of that... Thanks!
^ playgamealt is probably hardcoded to start the map hldemo1. the simple solution is to create a map of said name that is nothing but a room that immediately teleport-changelevel to a map of your choice.
Now, I'll even go more in-depth, asking a more complex question.
How/Where do you change the behaviour of the "Play" and "PlayGameAlt"/ command?
I don't mean writing a console-oriented command (i.e. engine map c1a0) but changing the backend code.

You are going to be my saviour if you know that.

The command in question:

"PlayGame_Alt"
{
"ControlName" "Button"
"fieldName" "PlayGame_Alt"
"xpos" "40"
"ypos" "216"
"wide" "200"
"tall" "24"
"autoResize" "0"
"pinCorner" "0"
"visible" "0"
"enabled" "1"
"tabPosition" "4"
"labelText" "#GameUI_PlayGame_Alt"
"textAlignment" "center"
"dulltext" "0"
"command" "PlayGameAlt" <-- That
"default" "0"
}