Forum posts

Posted 8 years ago2016-02-19 13:50:05 UTC
in looking for half-life 1 SDK... (2016) Post #328945
This is because C doesn't have a boolean type. It was featured in C++.
Posted 8 years ago2016-02-18 17:34:46 UTC
in looking for half-life 1 SDK... (2016) Post #328935
You can use the official GitHub SDK from Valve with Visual Studio 2013, just say "Yes" for the upgrade when you open the solution file.

I wouldn't recommend VS 2015 because a lot of math functions are different and you would run on a lot of compile errors (except if you use malortie's fork).
Posted 8 years ago2016-02-17 21:36:16 UTC
in looking for half-life 1 SDK... (2016) Post #328928
Maybe I should start writing some tutorials for people that want to code their own mod.
Posted 8 years ago2016-02-17 11:17:10 UTC
in Playing music in Half-Life Post #328917
I think WON had that issue too or am I wrong ? It doesn't matter a lot anyways since the "trigger_cdaudio" code didn't changed between WON and Steam.
Posted 8 years ago2016-02-17 11:09:57 UTC
in looking for half-life 1 SDK... (2016) Post #328916
TL;DR

1) Download Microsoft Visual Studio 2010 Express here : http://www.pcadvisor.co.uk/download/developer-programming/microsoft-visual-studio-2010-express-iso-216/
2) Mount the ISO with Daemon Tools, PowerShell or any other utility of the same kind.
OR
Extract the ISO with your favorite archive program (it's like a ZIP).
3) Run "Setup.exe".
4) Install the software as your like.
5) Download the Service Pack 1 update here : https://www.microsoft.com/en-US/download/details.aspx?id=23691 Please note that if you don't like online installers, you can use an offline ISO (see "Additional Information" on the link I sent you)
6) Install the Service Pack 1 using the same methods as you did with VS 2010.
7) If you have Git installed and you are familiar with it, type in a Git Bash (or shell that is linked to Git) : git clone https://www.github.com/ValveSoftware/halflife.git
OR
Visit the Half-Life 1 GitHub repository here : https://github.com/ValveSoftware/halflife and click the "Download ZIP" button and extract the archive.
8) Open the "projects/vs2010/projects.sln" file with Visual Studio 2010.
9) Start coding !
10) PROFIT !

@Loulimi : The Half-Life SDK in Steam doesn't contain the source code and their tools are quite outdated (Hammer 3.4, QCSG, QBSP...), the only thing worth in the SDK are some maps samples and some documentation.
Posted 8 years ago2016-02-17 00:30:29 UTC
in Playing music in Half-Life Post #328911
Unfortunately, modders can't fix this bug because the CD audio code is within the engine. trigger_cdaudio make the same job as typing "cd play %i" (where %i is the track number) and "cd stop" in the console.
Posted 8 years ago2016-02-17 00:23:42 UTC
in MP - weaponbehaviour + Movement in SP Post #328910
Client side - ev_hldm.cpp - EV_FireCrossbow - Check for calls to methods whose name is something like "ViewPunch".
Posted 8 years ago2016-02-16 20:57:44 UTC
in MP - weaponbehaviour + Movement in SP Post #328905
In the "pm_shared.c" file, check for something called "PM_PreventMegaBunnyJumping();", can't remember the exact name but it's something like that.
Posted 8 years ago2016-02-16 16:29:56 UTC
in MP - weaponbehaviour + Movement in SP Post #328903
Like you said, you will have to remove all the conditions related to multiplayer (the famous "if ( g_pGameRules->IsMultiplayer() )") and keep the "multiplayer part" of the code.
Posted 8 years ago2016-02-16 14:34:33 UTC
in Set maximum Hz for better quality sounds Post #328901
I am not a fan a WWise, you have to package every sound you use (goodbye swapping file, welcome to their 220 Mb SDK just to swap files within packages).

Their free licensing model limit you to 2000 sounds (unless it changed).

I don't like their tools at all, they're more designed for people who spent their lives on audio engineering rather than programmers.
Posted 8 years ago2016-02-15 09:15:35 UTC
in Set maximum Hz for better quality sounds Post #328887
Most of FMOD tutorials are outdated, but the API is very simple to learn and use.
Posted 8 years ago2016-02-15 09:10:16 UTC
in Lightning not compiling problem. Post #328886
Use Vluzacn compilers instead of Valve's
Posted 8 years ago2016-02-14 23:01:11 UTC
in Set maximum Hz for better quality sounds Post #328883
I´ve heard that there are very crazy things in its code that make very difficult to make a Mod. :/
PARANOIA 2 ?
Posted 8 years ago2016-02-14 15:54:16 UTC
in Set maximum Hz for better quality sounds Post #328878
I think there are multiple reasons of why people stick to GoldSource and improve the engine like hell :

1) In ARRANGEMENT's case, Source wasn't even born yet (or made it's debut), tons of stuff were already made and we didn't wanted to waste years by doing all the porting work and scrapping all the code we already done.

2) For my personal project (Revenge of Love) which was born a few years ago, I've decided to stick with a heavily modified GoldSource instead of using a modern engine. Of course, I could have used Unreal Engine 3, Unity 4, CryENGINE 3 or even Source 2013. But I didn't wanted to waste years learning and mastering an engine that would quickly become obsolete especially when you have very few time for modding (see how many years Unreal Engine 3 lasted before Unreal Engine 4 was announced and first versions were published on the Epic Games Launcher). But that isn't the only reason : the purpose of Revenge of Love is to bring back what everyone liked in early FPS games like Quake/Unreal/Painkiller/Deus Ex and mix the good of modern elements (something close to what MachineGames have done with Wolfenstein The New Order, Wolfenstein The Old Blood and soon id Software's DOOM). And using an engine that everyone would consider "outdated", "old", or even "dead" helps reinforce the "oldschool" feeling of the game.

3) Don't get me wrong, most of the modern engines (Unity, CryENGINE, Unreal Engine...) are great and awesome. I enjoyed making an unfinished SCP-087-B like game in Unity 5, I enjoyed making maps in UT99/UT2004 (UE 2/2.5) and mutators for KF2 (UE3). I enjoyed making maps for Zombie Panic! Source (Source 2007). But my favorite engine is still GoldSource. I don't care about the limits, it's age, and anything that someone would find it wrong with it. People are still making HD remakes of Wolfenstein 3D in 2015/2016 (either by using a new engine or upgrading like hell the original one).
Posted 8 years ago2016-02-14 13:10:19 UTC
in General MOD MISUNDERSTANDING Post #328873
You are right Penguinboy, it requires a single line tweak in the OpenGL32.dll code to allow some kind of wall hack. But VAC has powerful scanning algorithms.
Posted 8 years ago2016-02-14 13:08:50 UTC
in Set maximum Hz for better quality sounds Post #328872
On Gold Source, the sound will be "converted on the fly" but the result will be ackward.

Since you are using Xash3D, you might want to search for "sampling rate" in the sound part of the engine.

Otherwise as potatis_invalid mentioned, a custom audio engine will be required (in that case I recommend FMOD).
Posted 8 years ago2016-02-13 12:03:14 UTC
in General MOD MISUNDERSTANDING Post #328849
Here are details on how VAC works :

It scans your game (code and assets) and look for anything suspicious. If it's the case and I'm going to assume you are a running a cheat, it's "signature" is compared to a database of known cheats. If it's the case, then the ban is triggered, otherwise, it is scanned and since it's a cheat, it will be added to the database and the ban is triggered.

But what about PARANOIA (and Cry of Fear) ? Why aren't we banned for using their "hacked" opengl32.dll ? It's because their "hacked" opengl32.dll is just a modified version of the original opengl32.dll, it's not something that inject code within the engine/game.

Why I put the word "hacked" in quotes ? Because it doesn't mean what everyone thinks which is some kind of malicious code. In programming world, a hack is an inelegant solution to a problem. In this sense, a hack gets the job done but in an inefficient, un-optimal or ugly way hence why we are calling "hacked" opengl32.dll.
Posted 8 years ago2016-02-13 10:41:57 UTC
in Want to post WIP images, instead I post Post #328848
r_speeds 1 ^^
Posted 8 years ago2016-02-10 20:12:06 UTC
in Now Playing: ... Post #328808
Posted 8 years ago2016-02-10 17:05:07 UTC
in How to make this following things in VHE Post #328806
I have a problem with my TWHL World map concerning "mutlisource".

I have 2 "monster_alien_slave" with TriggerTarget to "zone1_multisource" and TriggerCondition to "Death".

I have a "multisource" named "zone1_multisource" that target "zone1_enabler".

There is a "trigger_changetarget" and "env_sprite" named "zone1_enabler" (to "enable" a teleporter).

On TWHL World (or Spirit 1.8 should I say) : it just doesn't work, it does nothing at all.
On vanilla Half-Life : the "multisource" is triggered each time I kill a single Alien slave.

Anyone has ideas on how I can fix that ? I want to "enable" the teleporter if and only if the player killed every monster in the zone. I've been finding solutions for hours but couldn't find one.
Posted 8 years ago2016-02-09 16:37:56 UTC
in TWHL World - Community Project Post #328791
Hard to get some ideas, I've done some prototyping but I'm not happy with what I've made.
Posted 8 years ago2016-02-09 06:41:08 UTC
in Data Management on Client Post #328784
No, that's completely unrelated.
Posted 8 years ago2016-02-08 11:09:23 UTC
in TWHL4 Suggestions Post #328773
What about previewing the post you are typing before posting it ?
Posted 8 years ago2016-02-07 23:06:24 UTC
in Data Management on Client Post #328758
What I want to know if it´s there a way to know exactly who is sending or receiving data at a rate able to cause that problem.
The only situation where you will be able to do that is with custom messages. I highly doubt you will be able to do that with the shockwave effect since it relies on "SVC_TEMPENTITY" if I'm not mistaken and this is inside the engine which nobody except Valve and granted modders have access to. You might want to do something like this when you send your message :

ALERT( at_console, "Sending gmsgMyMessage to entity index %i\n", pev->entindex() );
MESSAGE_BEGIN( MSG_ONE, gmsgMyMessage, NULL, ENT( pev ) );
// Your message stuff here
MESSAGE_END();

Client part :

int __MsgFunc_MyMessage( * Stuff here * )
{
gEngfuncs.Con_Printf( "Received gmsgMyMessage\n" );
return 1;
}

But I think the best option would be to restart from scratch. Take a clean SDK, copy/paste or recode one thing at a time and test it like hell before implementing the rest. You might be able to narrow the problem.
Posted 8 years ago2016-02-07 14:36:49 UTC
in Proximity fade effect. Post #328752
If it was singleplayer I would have said 2 trigger_multiple that respectively enable/disable the effect and also toggle themselves.

But in multiplayer, I don't see how this would be possible.
Posted 8 years ago2016-02-06 13:47:23 UTC
in TWHL World - Community Project Post #328717
Thanks Tetsu0, maybe it's because I'm on Arch Linux (for university stuff) that the link get ****ed up. Happens on other websites too.
Posted 8 years ago2016-02-06 13:45:23 UTC
in TWHL World - Community Project Post #328715
EDIT : Delete me, it seems that the forums hate Dropbox links
Posted 8 years ago2016-02-06 13:43:23 UTC
in TWHL World - Community Project Post #328713
For participants that have not access to the Google Drive folder yet, here's the updated version : [url]https://www.dropbox.com/s/b04ftxkxc0nwkzr/t
whlhub-2016-02-01.zip?dl=0[/url]
Posted 8 years ago2016-02-06 13:35:07 UTC
in NPC Opens door. Post #328711
I did it! Thanks Tetsu0.
One more thing, how to make sound play when Barney is scanning his eyes?
If I remember correctly, it's the "Unlock sound" property in the "func_button". Your best bet would be to decompile one of Half-Life's map and see how it's done (or view directly the map with Crafty or BSPViewer).
Posted 8 years ago2016-02-06 13:32:14 UTC
in Passable cycler? Post #328710
You might want to use "monster_generic" instead where you can make it non-solid.
Posted 8 years ago2016-02-06 12:48:44 UTC
in Models not visible after load from save Post #328705
While "monster_furniture" and "monster_generic" depends on the CBaseMonster class (which is the base of any monster and the player). They doesn't use any AI related stuff like "thinking", "schedules", "tasks", "senses" so it shouldn't "harm" any PC.

I think it will be better to use "monster_generic" because you can make it non-solid and this will avoid blood splatters if you beat/shoot it and this isn't the case with "monster_furniture". Unless I'm mistaken, this is the entity that Valve used for the Gina Holographic Assistant in the Hazerd Course.
Posted 8 years ago2016-02-06 12:38:37 UTC
in [Spirit of Half-Life 1.8] Change "N Post #328703
What about "func_trackchange" (something like that) ?
Posted 8 years ago2016-02-06 12:26:35 UTC
in Disabling the Training Room in Mods Post #328701
@Tetsu0 : The problem with your method is the fact that the last "skill" CVAR value will be used (by default 2 which is "Normal"). It will kinda "force" a difficulty.

@tschumann : As Spreen said, deleting entries in RES file will glitch them.

You have 3 solutions to fix your problem :

1) Set the training map to be a map that doesn't exist ("trainmap" "amapthatdoesntexit") : This will just put an error in the console.

2) Cry of Fear's hacky method : MODIFY the "NewGameDialog.res" by setting the coordinates to the "Training Room" radio button "outside" of the window (something like X = -999 / Y = -999), you might also want to see if you can change the default radio button.

3) Redirect to Half-Life's Training Course ("trainmap" "t0a0").
Posted 8 years ago2016-02-06 01:29:09 UTC
in Models not visible after load from save Post #328685
Someone had this problem and posted the solution on ARRANGEMENT's forums. The problem is that the forums are still down for maintenance and Wayback Machine wasn't helpful.

If you are using Spirit of Half-Life, you should use "env_model" instead. If you are on vanilla HL, have you tried "monster_furniture" or "monster_generic" ?
Posted 8 years ago2016-02-03 20:35:40 UTC
in game_player_equip and 9mmAR problems Post #328647
In Gold Source, entities names are case sensitive like Linux.

For Windows, a and A are the same.
For GoldSource and Linux, a and A are different.
Posted 8 years ago2016-02-01 21:51:00 UTC
in TWHL World - Community Project Post #328625
For participants that have not access to the Google Drive folder yet, here's the updated version : https://www.dropbox.com/s/b04ftxkxc0nwkzr/twhlhub-2016-02-01.zip?dl=0
Posted 8 years ago2016-02-01 11:27:40 UTC
in TWHL World - Community Project Post #328607
It might be my fault for the models and sprites folders, I deleted the duplications. For the resources folder hwoever, not me! :P
Not your fault, I can't remember how many times I had this issue in the past hence why I moved to Dropbox (and so did ARRANGEMENT).

I'll make a "clean" version of the mod folder this afternoon with the proper bare bones without any kind of junk/useless files (unless Tetsu0 disagree and tell me to not do it).
Posted 8 years ago2016-02-01 09:29:59 UTC
in TWHL World - Community Project Post #328605
@Tetsu0 In the Drive there are 2 models folders, 2 resource folders and 2 sprites folders...
This is one of the reasons I hate Google Drive.
Posted 8 years ago2016-01-31 21:02:25 UTC
in Ignore "Bad surface Extents"? Post #328595
You can't ignore this error, and even if you were able to do it, the (unforeseen) consequences would be fatal.

I know you fixed your error but I would like to remind to you (and also others) why this error can happen :

1) "Texture axis perpendicular to face" error (Urby mentioned the way to fix it which is Alt+P).

2) You have an empty solid entity (in other words, you have a brush entity that doesn't take any physical space on the grid and the editor/compilers have no idea how large/tall it is)

3) You have a solid with an invalid structure : bad Morphing/Vertex tool usage is the most scenario to have this problem (it's a concave brush instead of a convex one).

4) Texture scaling : imagine a texture with a 999.999 X scale and 1.0 Y scale, this error should happen.
Posted 8 years ago2016-01-31 20:52:01 UTC
in Can't see models in VHE or Sledge Post #328594
Are the models/sprites used by the FGD present in VHE/Sledge folder ?
Posted 8 years ago2016-01-31 10:17:58 UTC
in TWHL World - Community Project Post #328582
@Loulimi : Are you using the "beta" branch of Half-Life or the "public" one ?

I already started minor stuff like how my corridors/doors will look like, I forgot that terrain manipulation is painful sometimes ^^
Posted 8 years ago2016-01-30 22:30:52 UTC
in TWHL World - Community Project Post #328575
UPDATE : You need the following files from Spirit that Tetsu0 forgot to add in the TWHL Hub archive :

models/w_camera.mdl
models/w_portablemed.mdl
models/w_portablemedt.mdl
sprites/null.spr

Can I be added to the GoldSource roster ? It's been a long time since I haven't created a map and this would be the perfect timing to refresh my skills ^^

I've PMed you with my e-mail address for the Drive thingy.

Just to be sure : we make a single map that is another world with an enter/exit teleporter ? No others restrictions ?
Posted 8 years ago2016-01-30 13:36:00 UTC
in ARRANGEMENT Post #328561
The old version of this mod has already been presented here years ago (ArrangeMode), but here and now, I'm going to present the current/new one.

Short description :
Follow Fred Thompson on an emotional, action packed search for redemption, through many missions based upon real scenarios. Features realistic AI, new graphical effects and tactical gameplay. ARRANGEMENT is a total Half-Life conversion, created by a multidisciplinary team from different countries.

Status : In development (Coming soon)

Features :
  • Great singleplayer campaign with complex story involving a lots of characters and locations.
  • Fun gameplay.
  • Improved AI.
  • Improved gore.
  • Improved audio engine (powered by FMOD Studio) with a dynamic music system similar to Soldier of Fortune II and reverberation system.
  • Bump and specular mapping.
  • Improved flashlight and lighting.
  • Tons of weapons & items with different attachments that can be changed on the fly (scope, red dot, silencer...)
  • NPCs can surrender by yelling at them and using non-lethal weapons (similar to S.W.A.T. 4)
  • Rainbows : a fake OS (Operating System) that allow the player to interact with computers, read documents, look at images, play some music or trigger various entities with them.
  • Easy to customize game options.
  • Particle system from Trinity engine (by Andrew "CastleBravo" Lucas) with some backward compatibility for the BattleGrounds particle system.
  • Professional level designers, programmers, composers, voice actors have contributed to the project.
  • Improved HUD based on PARANOIA's with some features like fading, blood splatters, raindrops...
  • Immersive camera movement.
  • Looting system similar to "No One Live Forever 2".
  • Rare weapon skins that can be applied in-game, on the fly.
  • Launcher that allow you to manage the game's installation (updates for example), easy configuration...
  • Custom soundtracks from Rich Douglas and Marcelo Fernandez.
The core development team is :
SysOp - Leader and do almost everything in the mod.
RED_NED - Lead Level Design.
HAWK0044 - Lead Engine Programmer and Gameplay Programmer.
Shepard62700FR - Lead Audio/Launcher/Gameplay Programmer, Public Relations, French Translation.
Killer_Zeta - Model Rigger.
FoxTrop - Modeler.

ARRANGEMENT wouldn't exist without :
  • It's community.
  • People that have contributed to the project.
  • Half-Life Creations (web hosting).
Links :
Our latest story teaser "A binary choice" : https://www.youtube.com/watch?v=JebjdlEh2fA
ARRANGEMENT on ModDB (lot of screenshots/videos) : http://www.moddb.com/mods/half-life-1-arrangement
ARRANGEMENT on Facebook : https://www.facebook.com/ArrangementOfficial

F.A.Q.
Q : Which versions of Half-Life 1 are compatible with ARRANGEMENT ?
A : The only compatible version of Half-Life 1 is the Steam version, don't bother with WON or Xash3D, we tried and we had crashes that we can't fix. We won't offer support for Non-Steam versions.

Q : You improved the engine like hell, do I need a PC that runs The Witcher 3, Crysis 3 in Ultra ?
A : Certainly not, you can tweak almost every option of the game to fit your needs/ease the pain of your PC. It's too early to tell system specs but if your PC can handle any Source game/mod, PARANOIA 1 and 2 without any problems, ARRANGEMENT should.

Q : Since you are using PARANOIA's renderer, do I need to use the "hacky" opengl32.dll ?
A : Nope, it doesn't change a single thing that you use or not PARANOIA's opengl32.dll because we have either rewritten or removed the part that uses it.

Q : When it's gonna be released ?
A : We will give a release date once we've have reached 5k likes on Facebook.

Q : Why singleplayer only ? What about multiplayer ?
A : We had and we wanted to have multiplayer support in the past, but it requires too much work that we decided to discard MP support. Our goal is to release the singleplayer part of the game and maybe after we will work on MP.

Q : Is ARRANGEMENT compatible with OS X (Mac) and Linux ?
A : At game's release, the only supported OS will be Windows. I would love to provide ARRANGEMENT support to Linux but it's not the top priority. As for OS X, it will be the hardest OS to support since no developers own a Mac (I know about Hackintosh and I tried, doesn't work).

Q : Weapons skins ?!?! Why are you imitating CS:GO ?!?! Will I need to pay for them ?
A : Weapons skins support was added because that feature took like a single day to be implemented and some players like this feature. It's not the same system as CS:GO because the skins are rare and need to be looted from dead enemies and we will NEVER monetize the game.

Q : Will you release some kind of SDK ?
A : We may release the tools (modified versions of Vluzacn compilers, FGD...) for creating third party content, however, the source code won't be available to the public.

Q : Can you release a special version of Half-Life that only contains the engine stuff from ARRANGEMENT (like it has been done for "ArrangeMode : REBIRTH" with "ArrangeMode") ?
A : This is something I had in my mind few years ago but again, it's not our top priority right now. Maybe we'll do it some day or we won't.

Q : Have you considered being on Steam Greenlight ?
A : This is something we've discussed internaly and it's not the appropriate time for ARRANGEMENT to be on Steam Greenlight. Maybe we will do it once we are confident enough.

Q : How many times is ARRANGEMENT in development ?
A : If we include the old version (ArrangeMode) : +10 years.

Q : Is the game gonna be multilanguage ?
A : The game is gonna be in english, I'll provide french translation, SysOp is gonna support spanish, I think HAWK0044 will support russian and we have dozen of translators for others languages too (I know german is in the list, not sure about the others).

Q : Can you send the status report to the Administrator today ?
A : Maybe ^^

Feel free to post any comment, suggestions, and/or ask any question ^^
Posted 8 years ago2016-01-30 11:06:52 UTC
in Game Crashes when Player Looks in Direct Post #328560
Are you using Sven-Coop compilers from their SDK ?
Posted 8 years ago2016-01-28 23:01:37 UTC
in Trouble on Terra // Modintroduction Post #328533
Is the music an "ambient_generic" ? If it is, why you didn't used a "trigger_cdaudio" ?

Otherwise it looks promising, just for curiosity, are you using vanilla HL or Spirit ?
Posted 8 years ago2016-01-28 22:56:57 UTC
in Arctic Incident Post #328532
Gonna try when I got some time.
Posted 8 years ago2016-01-27 23:20:18 UTC
in turning sprite on for a few seconds? Post #328519
Does calling the "env_sprite" do anything ?

Otherwise, "env_render".
Posted 8 years ago2016-01-27 17:38:48 UTC
in Prospekt Post #328513
@Penguinboy : Any Source commercial game requires the developer to buy a Havok (physics engine) license which is around $25k, see here : http://steamcommunity.com/app/399120/discussions/0/458606248622335645/?tscn=1452883827#c458606248625144477

Also : http://steamcommunity.com/app/399120/discussions/0/458606248624300973/#c458606248629351776

By looking at the screenshots/videos, I agree that the graphics quality is very HL2-esque, I'm a little bit disappointed that some Opposing Force's elements aren't making their return (for example : the HL2 Beta Combine Sniper that could replace Opposing Force's M40A1).

I've pre-ordered the game anyways, if anyone is interested, I'll make a video or post series of screenshots of the game when it will be released.
Posted 8 years ago2016-01-27 14:44:05 UTC
in How to import guns from other GoldSource Post #328512
The original weapon you decompiled is not the Colt Python .357, it's the Glock 17 9mm, not a big deal, it's the same.

As you can see, there is a difference of animation count, something you can do is duplicate existing animations of the same kind or if you have the skills and the courage : create new animations.

I'm going to assume you have chosen the first option which is "duplicating the existing animations". All you have to do is copy/paste lines, the final QC file should look like this :

$sequence "idle1" "idle1" fps 16
$sequence "idle2" "idle1" fps 16
$sequence "idle3" "idle1" fps 16
$sequence "shoot1" "shoot1" fps 36 { event 5001 0 "11" }
$sequence "shoot_empty" "shoot_empty" fps 36 { event 5001 0 "11" }
$sequence "reload" "reload" fps 30 {
{ event 5004 15 "weapons/fiveseven_clipout.wav" }
{ event 5004 41 "weapons/fiveseven_clipin.wav" }
{ event 5004 75 "weapons/fiveseven_sliderelease.wav" }
}
$sequence "reload_empty" "reload" fps 30 {
{ event 5004 15 "weapons/fiveseven_clipout.wav" }
{ event 5004 41 "weapons/fiveseven_clipin.wav" }
{ event 5004 75 "weapons/fiveseven_sliderelease.wav" }
}
$sequence "draw" "draw" fps 30 { event 5004 13 "weapons/fiveseven_slidepull.wav" }

You can remove the "shoot2.smd" file in the folder of the decompiled Five Seven since you will no longer need it.

First thing to notice is that I haven't included the "holster" and "add_silencer" animations. The reason of why I have done that is because those animations are never played on vanilla HL and they are last. However, if the "holster" animation wasn't last in the original, then I would be forced to add it in order to match the animations order.

Second thing to note : it's not very important that names matches between the original and the replacement. The animation is chosen based on their index, in other words : Half-Life says : "Can you play the 5th animation ?", "Can you play the 3rd animation ?". It doesn't say : "Can you play the animation called 'reload' ?".
Posted 8 years ago2016-01-26 17:52:54 UTC
in Lighting prop models? Post #328505
I've been modding GoldSource for years and I didn't knew that bones caused those black models. Shame on me.

You are right Tetsu0, "cycler_sprite" uses animation index.