Forum posts

Posted 8 months ago2024-02-24 16:53:09 UTC
in HLRAD Error Post #348616
Hey and welcome!

Compile logs are for the most part humanly readable and will contain a lot of useful information about the compilation process.
Near the end of the log you have the message:
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
which means you had one or more problems in the map which will be described further up in the log.

The quickest way to find problems in the log is to open it in a text editor and search for "error" (serious problems preventing compilation) and then for "warning" (less serious problems that doesn't prevent compilation but can cause issues in the compiled map).
The messages you find tend to be very self-explanatory and often tell you how to fix them. In other cases when it's more unclear you can look up the error message at Tommy14's compile error page.

In your case you'll find the warning message: "Warning: === LEAK in hull 0 ==="
That means there's a leak in your map and you can use this guide to find and fix it: Tutorial: How to fix those leaks
As for why the map turns out fullbright when there's a leak, it's because leaks prevents VIS and RAD from running, and RAD is the compile tool that generates lightmaps. Without lightmaps, the map becomes fullbright.
Posted 8 months ago2024-02-24 16:21:44 UTC
in HLRAD Error Post #348615
i am new to mapping, (J.A.C.K) and My map is stuck in fulbright no mater what i do. here is the log:

** Executing...
** Command: Change Directory
** Parameters: c:/program files (x86)/steam/steamapps/common/Half-Life/valve

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
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: "C:/Program Files/J.A.C.K./halflife/hlcsg.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
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 ]
wad configuration file[ None ] [ None ]
wad.cfg group 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 ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.01 seconds)
CSGBrush:
(0.32 seconds)

added 2 additional animating textures.
Using Wadfile: /program files (x86)/steam/steamapps/common/Half-Life/valve/halflife.wad
- Contains 10 used textures, 100.00 percent of map (3116 textures in wad)

Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.14 mb (of 32.00 mb MAX)
0.46 seconds elapsed

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

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlbsp v3.4 VL34 64-bit (Aug 17 2015)
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: "C:/Program Files/J.A.C.K./halflife/hlbsp.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ 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] 202 (0.10 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 832,-320,-573)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 224 (0.03 seconds)
SolidBSP [hull 2] 226 (0.02 seconds)
SolidBSP [hull 3] 221 (0.03 seconds)
Reduced 269 clipnodes to 268
Reduced 97 texinfos to 82
Reduced 10 texdatas to 10 (444 bytes to 444)
Reduced 748 planes to 229
FixBrinks:
Increased 268 clipnodes to 268.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/512 320/32768 ( 1.0%)
planes 229/32768 4580/655360 ( 0.7%)
vertexes 710/65535 8520/786420 ( 1.1%)
nodes 225/32767 5400/786408 ( 0.7%)
texinfos 82/32767 3280/1310680 ( 0.3%)
faces 501/65535 10020/1310700 ( 0.8%)
  • worldfaces 489/32768 0/0 ( 1.5%)
clipnodes 268/32767 2144/262136 ( 0.8%)
leaves 153/32760 4284/917280 ( 0.5%)
  • worldleaves 128/8192 0/0 ( 1.6%)
marksurfaces 597/65535 1194/131070 ( 0.9%)
surfedges 2460/512000 9840/2048000 ( 0.5%)
edges 1231/256000 4924/1024000 ( 0.5%)
texdata [variable] 444/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 2712/2097152 ( 0.1%)
  • AllocBlock 2/64 0/0 ( 3.1%)
10 textures referenced

Total BSP file data space used: 57662 bytes

Wad files required to run the map: "halflife.wad;"
0.56 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlvis v3.4 VL34 64-bit (Aug 17 2015)
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: "C:/Program Files/J.A.C.K./halflife/hlvis.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
----- END hlvis -----

** Executing...
** Command: C:/QTR_LIFE/tools/hlrad_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlrad v3.4 VL34 64-bit (Aug 17 2015)
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: C:/QTR_LIFE/tools/hlrad_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
----- END hlrad -----

** Executing...
** Command: Change Directory
** Parameters: C:/program files (x86)/steam/steamapps/common/Half-Life

** Executing...
** Command: c:/program files (x86)/steam/steamapps/common/Half-Life/hl.exe
** Parameters: -console -dev +map Q3

thank you
Posted 8 months ago2024-02-24 11:11:38 UTC
in Console command "wait" not working Post #348614
It does exist in GoldSrc, it's used to halt execution of the following commands until the next frame (often used complex binds to prevent multiple commands happening on the same frame).
I don't think the GoldSrc version takes any arguments though, only ever waiting a single frame.
Posted 8 months ago2024-02-24 10:34:10 UTC
in Console command "wait" not working Post #348613
I believe the wait command doesnt exist in GoldSrc if I remember correctly
Tarek TarekA literal dumbass who uses Hammer++
Posted 8 months ago2024-02-24 10:27:47 UTC
in Console command "wait" not working Post #348612
Console command "wait" not working properly in Half-Life 1 (not source version). For example, in line "speak black; wait 100; speak mesa" only last command executing (other parts just skipped). In source version all works perfectly
Posted 8 months ago2024-02-23 14:46:59 UTC
in How do I get VCD files out of scenes.image? Post #348611
Thank you! It'd still be interesting to figure out scenes.image some day, but for the time being, the SDK sources have helped me already (it's an env_microphone at Breen's mouth and an info_target at the screen).
Posted 8 months ago2024-02-23 13:40:12 UTC
in How do I get VCD files out of scenes.image? Post #348610
In the SDK sample content there's a copy of d1_trainstation01, which has the breencast setup in it; It's a prefab Valve used so it ought to be consistent across all the different choreo scenes.

As for actually extracting stuff from scenes.image, I have no idea if it's possible. You might have to track down an older build of the game from before that system existed when the vcds were all loose files (Or it might be in one of the SDK bases? I can't recall)
Notewell NotewellGIASFELFEBREHBER
Posted 8 months ago2024-02-22 21:15:27 UTC
in How do I get VCD files out of scenes.image? Post #348609
I'm trying to get a choreographed scene from HL2 working in my own map, but I have no idea what target entity is which. So I figured, fire up faceposer real quick and look at the scene. No such luck, it's all packaged into the scenes.image, which I have no idea how to get the scenes out of to inspect them with faceposer.

The faceposer documentation on the Valve wiki is nonexistent (it literally redirects to Category:Choreography), so I'm all out of ideas. Any advice would be much appreciated.

(More specifically, I'm trying to get Breencasts working; I can make Breen read the lines (he's target 1), but I can't get the audio output with the reverb that's loud enough to be heard across the map working)

P.S: I've tried decompiling some HL2 maps to find out, but bspsrc crashes with an index out of bounds error IMMEDIATELY.
Posted 8 months ago2024-02-22 15:05:18 UTC
in Interrupted Dining Post #348608
Put a trigger close to the zombie instead of trying to have it when taking damage. I'm guessing it's because no interruptions disables taking damage, and the zombie didn't realise it was even supposed to have been hit.
Just go into source and put it there or jsut put it into general
Tarek TarekA literal dumbass who uses Hammer++
Posted 8 months ago2024-02-22 07:08:47 UTC
in Source 2 Tutorials Post #348604
Well, source 1 and goldsrc tutorials are there too, and I dont wanna keep switching sites, just if I want to see different tutorials, and I have looked on there and habent understood a single thing, I learnt it all by myself, which I think should be self explanatory ( aka tutorials should be made simpler)
Tarek TarekA literal dumbass who uses Hammer++
To be more specific, I wanted to make a thread about combat and arena design in the Half-Life games, both GoldSrc and Source, and I have no idea what forum that would go into. It doesn't seem misc enough to into General Discussion, not engine-specific enough for the Source/GoldSrc forums, and Maps and Mods forbids mapping questions... what's a gal to do? Flip a coin and pick an engine subforum?
Posted 9 months ago2024-02-21 20:48:15 UTC
in Source 2 Tutorials Post #348601
The Valve Developer Community already has articles on Source 2 development: https://developer.valvesoftware.com/wiki/Source_2/Docs

That's the place to be for that engine.
Posted 9 months ago2024-02-21 12:18:33 UTC
in Source 2 Tutorials Post #348599
I would love a category with Source 2 Tutorials, I would make them myself, I would just need someone to set up the page since I dont understand how to, it would follow a similar structure like the goldsource tutorials. I would also make some tutorials on the layout of hammer, whats changed and how to use it for cs2
Tarek TarekA literal dumbass who uses Hammer++
Posted 9 months ago2024-02-21 10:04:08 UTC
in Interrupted Dining Post #348598
It may seem like a trivial solution, but please do share your solution in case anyone should find this thread in future with a similar issue. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 months ago2024-02-21 08:21:47 UTC
in Interrupted Dining Post #348597
i was able to figure it out but no delete post button uh oops
Posted 9 months ago2024-02-20 21:34:15 UTC
in Interrupted Dining Post #348595
actually think i might make it something other than taking damage since you could destroy the corpse but thats kinda irrelevant stop talkijg
Posted 9 months ago2024-02-20 20:24:13 UTC
in Interrupted Dining Post #348594
I'm trying to trigger a scripted_sequence when a monster_zombie takes damage, and it's playing the idle animation but continues it when taking damage. For the scripted sequence apart from defaults the properties are
Target Monster: (the zombie's name)
Action Animation: eatbodystand
Idle Animation: eatbody

And the zombie has Take Damage for trigger condition if that matters, and I've tried setting both TriggerTarget and Target to the scripted sequence's name, but neither seemed to do anything.
oh yeah also no interruptions is on so it doesnt just jump to normal behaviour

me here after making this public, maybe realising the title isnt descriptive enough
oops

okay woo edit 2 since i forgot this
for some reason the zombie always faces the same direction, despite changing both the zombie's rotation and the sequence's
User posted image
Posted 9 months ago2024-02-20 14:09:57 UTC
in Invisible Barriers Post #348593
Hi and welcome!

First of all it sounds like you're using very old compile tools (as it doesn't automatically add CLIP to the sky), I highly recommending switching to Vluzacn's ZHLT v34.

Secondly to make invisible walls and such it's better to use CLIP texture. It creates a collision mesh in the shape of the brush it's applied to.

As for the reason why the {invisible texture didn't turn invisible, it's because the brush covered in it must be tied to a solid entity such as func_wall with the render mode set to Solid (this render mode removes the masking colour from {-prefixed textures, most of the time this is the blue colour). In most cases it's better to use NULL texture instead (removes the face completely).
Posted 9 months ago2024-02-20 13:12:16 UTC
in Invisible Barriers Post #348592
Hey, this is my first post here. Hi. uh lets just start
So, I'm trying to make my first map, which starts with you outside briefly before going into black mesa or something. But it was weird to just spawn in a random place with no apparent entrance, so I'm making a hole in one of the cliffs that seems to have collapsed after you went through it, with the skybox visible through the rocks. Thing is, there's holes in the rocks. So, I'm trying to make an invisible wall because otherwise you can crawl through into the skybox which is for some reason made of water???

"Aha, I can use the invisible texture! That'll work!"
Turns out the invisible texture turns black when you try playing it. :tired:
So, could someone tell me how to make invisible walls? I tried searching around the internet but closest I found was a wall you can walk through...
User posted image
Posted 9 months ago2024-02-19 17:02:38 UTC
in Forum dead? Post #348591
What others said. Not dead, but less active than before.

I end up being alone because people are on social media. And I'm not a social media guy, quit it around 2017

Still posting my maps here, starting with example maps in 2014 and my first finished map in 2018

This is the only place, so far, that I can interact with people from around the world. The other places I interact are art websites
MMProductions MMProductionsMapping project productions by MM
Posted 9 months ago2024-02-18 22:06:34 UTC
in Forum dead? Post #348590
Oh yeah, I miss that. The last time I did a lot of mapping was when RTSL ran competitions regularly (I wasn't on TWHL then), that always helps get over writers block (mappers block?).
Posted 9 months ago2024-02-18 17:01:47 UTC
in Get Model From CBasePlayerWeapon Post #348589
Hello,

How would I determine the model of a given CBasePlayerWeapon?
I'm trying to drop the models of the weapons a player had when they died.

Currently I have a switch that uses the classname and hardcodes the name of the model -- which isn't quite ideal.

Thank you.
Posted 9 months ago2024-02-18 16:43:45 UTC
in Forum dead? Post #348588
less SCROLLIN', more MAPPIN' !!!
we need a map competition every 3 months >:D >:D >:D
Posted 9 months ago2024-02-18 11:34:18 UTC
in Decals don't compile Post #348587
When making signs you pretty much have to do it using brushes.

A common and easy technique is to make it a thin brush and tie it to func_detail and set Passable to Yes (zhlt_noclip 1). This prevents it from both chopping the walls it's placed on, as well as generating unnecessary clipnodes the player might collide with.
User posted image
Another technique is to actually embed it in the wall and either use the Clipping Tool to cut out a hole for the sign:
User posted image

or, a bit more advanced technique is a sort of mix of the two. Embed the sign in the wall as with the second technique, but instead of clipping a hole in the wall leave it as it is and tie the sign to a func_detail again. This time set the Detail level (zhlt_detaillevel) to 1 and the Priority when faces overlap (zhlt_coplanarpriority) to 1 as well.

It will do a lot of Z-fighting in the editor (flickering) but in-game it's the sign that will be visible without any Z-fighting (because of the zhlt_coplanarpriority keyvalue).
User posted image
Posted 9 months ago2024-02-18 11:01:17 UTC
in Half-Life Featureful SDK Post #348586
I've uploaded the new archive with fixed skill.cfg.

I also added user.scr, so Advanced tab in player settings has some configurable options.
for some reason the sprite its really big, like x3-x4 scale of a normal grenade.
Do you mean the HUD sprite? There's a HUD autoscaling feature, but it's turned off by default, so it shouldn't scale unless you change hud_scale client cvar.
Posted 9 months ago2024-02-18 10:36:34 UTC
in Half-Life Featureful SDK Post #348585
Thanks for reporting. Yeah, that's weird. I'll look at it and make a fixing release when I find out what causes the problem.

For now the fix is to replace all tab characters in skill.cfg with spaces.
Posted 9 months ago2024-02-18 09:11:59 UTC
in Forum dead? Post #348584
In the past decade phones have practically enslaved us. It is now impossible not to check your phone several times per day. People mindlessly scroll through stories, reels and other forms of short form media shit.
This. I used to laugh it up a long time ago, but at some point I realized I easily end up spending 5-6 hours on average just staring at the phone reading any unread public chat messages, or checking out the memes. Even when everything's been read, I end up re-reading old stuff instead of doing something more interesting.
Posted 9 months ago2024-02-18 08:16:35 UTC
in Decals don't compile Post #348583
ohh that makes sense. Just gotta use an actual decal and not just any texture. Thanks!
Posted 9 months ago2024-02-17 23:50:17 UTC
in Decals don't compile Post #348582
The problem has nothing to do with the compilers (you'll likely find the infodecal entities in the entity lump of the compiled BSP).

What is actually happening here is that decals only work with the special textures from the game/mod's decals.wad file, and you've used normal textures from halflife.wad
Posted 9 months ago2024-02-17 23:30:41 UTC
in Decals don't compile Post #348581
I put some infodecals on the wall and they show up in JACK but not ingame.
I tried using SDHLT and ZHLT and nothing has worked.
Bullet holes appear ingame but not the infodecal entities created in Hammer.
Is there any way to fix this?
User posted image
User posted image
Compiler log:
https://pastebin.com/raw/CM1p7mXM
Posted 9 months ago2024-02-17 13:15:00 UTC
in Help Wanted Post #348580
Seems like efs didn't post an update here so I'll do it.
The problem was the landmark. I assume that particular issue was fixed then.
Posted 9 months ago2024-02-17 13:04:53 UTC
in Help Wanted Post #348579
just put your questions in the forum here
Archie ArchieGoodbye Moonmen
Posted 9 months ago2024-02-16 12:50:55 UTC
in Help Wanted Post #348578
I got your DM.

So you're having trouble with level changes where the player spawns at map origin in the second level.
In that case you should check that
  • There is an info_landmark in both levels and named the same (without any special symbols or non-latin letters)
  • Both levels have a trigger_changelevel pointing to the corresponding map of the level change (i.e. the first level pointing to the second, and the second pointing to the first). It must do this even for one-way level transitions (in this case the second level's trigger_changelevel can be placed outside the playable area to keep the player from going back).
If you haven't already, check out Tutorial: Changing Levels guide as it's very helpful for learning about level transitions.
Posted 9 months ago2024-02-16 10:29:25 UTC
in Help Wanted Post #348577
There are plenty of people here that can help, depending on the problem/issue.

Start by telling us what problems you've been having, one at a time.
Tell us what you wanted to do, what you expected to happen, what you've tried, and what actually happened instead.
Posted 9 months ago2024-02-16 10:10:43 UTC
in Help Wanted Post #348576
Can someone help me in making a mod? There's some problems or issues that I could not solve.
Posted 9 months ago2024-02-15 01:18:45 UTC
in Half-Life Featureful SDK Post #348575
Hey! i really love your work, this level of easy customization its awesome, i downloaded this recent version (yesterday's) and i found a bug, the grande of the mp5/m4 grenade launcher doesn't do any damage (player itself and/or monsters) and for some reason the sprite its really big, like x3-x4 scale of a normal grenade.

EDIT: And i don't know if its just me, but in the sample mod, no matter what i try like executing the skill.cfg, or skillopfor.cfg, or whatever, all monsters health and parameters are 0 in every map. In the console it shows all the overriden values:

"sk_agrunt_health1" is "0"
"sk_agrunt_health2" is "0"
"sk_agrunt_health3" is "0"
"sk_agrunt_dmg_punch1" is "0"
"sk_agrunt_dmg_punch2" is "0"
"sk_agrunt_dmg_punch3" is "0"
"sk_apache_health1" is "0"
"sk_apache_health2" is "0"

etc.
Posted 9 months ago2024-02-13 18:36:29 UTC
in Half-Life Featureful SDK Post #348574
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-02-13

Changelog

Half-Life Anniversary changes

Some Half-Life Anniversary changes were merged from https://github.com/FWGS/hlsdk-portable. Thanks @nekonomicon
  • Improved handgrenade throw physics.
  • Improved spawn spot randomization in multiplayer.
  • Fix gauss sound on level transition.
  • Added HL anniversary fix for pushable acceleration
  • func_vehicle implementation
  • Fixed snark throwing when player is on the edge.
  • Applied new satchel controls.
More changes related to HL anniversary will be merged in the next version.

Cvar changes

  • New client cvar cl_satchelcontrol to control the preferred control scheme. 0 is for legacy, 1 is for anniversary.
  • Changed how pushablemode cvar works. Now 0 means anniversary mode (default), -1 means legacy mode and 1 means XashXT mode. The special value 2 (which meant the SoHL mode) has been removed.

Configurable features

  • gargantua_larger_size - when enabled, make Gargantua's size equal to one from Opposing Force. This fixes the problem with some projectiles (e.g. shockroach and hornetgun ones) not properly hitting the monster.

Other changes and fixes

  • Shock trooper and voltigores now have a 'hate' relationship to the player instead of just 'dislike'.
  • Picking up items by +use (when the pickup_policy value is not 0) is no longer allowed through the walls.
  • Fixed a bug when colorable crosshair didn't restore properly after using a func_tank.
Posted 9 months ago2024-02-12 23:13:35 UTC
in Static props don't show up (EP2) Post #348573
I remember running into this a few times before, years ago, but I just ran into it again, recently and today, and it's been driving me nuts.

There's a bunch of props which are supposedly suitable for prop_static (as in, the model browser lists them as such), that apparently aren't. When I place them in the world as prop_static, they straight up don't appear in the game. Neither the compile log nor the in-game console show any errors, they prop simply doesn't show up.

Affected models are, among others:
  • models/props_wasteland/controlroom_filecabinet002a.mdl
  • models/props_c17/lockers001a.mdl
  • models/props_junk/trashdumpster01a.mdl
  • models/props_wasteland/kitchen_shelf001a.mdl
So far, all models I've seen this happen with are models that are listed as physics and static props in the model browser, and they're all official Valve models shipped with and used in the games.

For each of them, I have to use prop_physics with all the flags that make it as static as possible, or prop_dynamic_override, both of which are computationally less efficient than prop_static and just irritating workarounds. Furthermore, the only thing I've found about this on the web is this Reddit post, which does suggest a solution, but a complicated one (using a different compiler from a different game), and which I'm not sure is even applicable, considering EP2 already runs the Source 2013 branch of the engine.

If anyone has an easier workaround, or can tell me why this is happening in the first place, I'd be very grateful.
Posted 9 months ago2024-02-12 13:12:40 UTC
in Forum dead? Post #348572
Well said.
Posted 9 months ago2024-02-12 10:43:17 UTC
in Forum dead? Post #348571
monster_urby said:
TWHL is one of the oldest Half-Life modding communities and in recent times it certainly has been quieter around the main site and forums. The site itself is not as active as it once was, but remains a useful resource with the wiki, map vault and competition dashboard.
For me it's kind of amazing that TWHL still exists. It's one of the first communities that I've joined online, less than 6 months after having an internet connection (2006/2007) with 32 kb/s speed. It brings back a bit of nostalgia after those phpbb/vbulletin forums. There are still many communities left communicating through these forum types, but a lot of them died. In my country, there were big communities around hardware/software/gaming magazine forums. In the early 2010's most of the physical mediums died, and the communities slowly started to fade away. I'm guessing this is what happened in other countries too.
Then the forums slowly started being replaced with chat platforms, one of the most popular being Discord. Although highly practical in some sense, I believe it's just another symptom of the dopamine-hit-style environment the internet is today. Discussions fade into a black hole, unlike these forums where you can search, structure and have some statistics. Discord is a forum, irc and teamspeak/ventrilo server all in one. All-in-ones don't ever do one thing well.

People also grow up and there's very little time to devote to niche online communities if you have multiple interests.

Then the social media garbage started and really took off in the 2010's, sucking people's time. Nobody is immune from these trends, I myself joined Facebook because high school friends pushed me to do it. Then Instagram because a college girlfriend told me to. Now I reluctantly joined Threads because some people I know post there. I never joined TikTok and I hope I never will.
In the past decade phones have practically enslaved us. It is now impossible not to check your phone several times per day. People mindlessly scroll through stories, reels and other forms of short form media shit. I do it too, and I've done it against my better judgment until I had enough humility to recognize that I am addicted to my phone, not unlike others. What slowly got me into the addiction were a few tough mental months where social validation from online forms provided me the feel-good emotions I needed to push through the days. When I work, the only solution for focusing is to close the internet connection on my phone and put it away from my field of view.

I've been also following AI trends for a few years. The hot shit right now are LLMs and diffusion models (a.k.a chatgpt/llama/mistral, stable diffusion/ midjourney/dalle a.k.a generative ai models). The internet is slowly becoming now a cesspool of generated robot regurgitated data deluge and fake art. Where once the internet was a source of good information and radical sincerity, filled with mostly tech or trade-inclined people, it's now... I don't even know how to describe it anymore. My feeling about it is how Mark Hanna in Wolf of Wallstreet describes the stock market:
Fugayzi, fugazi. It's a whazy. It's a woozie. It's fairy dust. It doesn't exist. It's never landed. It is no matter. It's not on the elemental chart. It's not fucking real.
Whoever is able to still ignore all of this and focus on their or these little community gardens, they can consider themselves trully blessed.

Technology robs us more time than the government and other necessary human chores ever will.

So considering all of this - it's a damn miracle people still come to TWHL to discuss and create stuff around an engine that's 25 years old.
Striker StrikerI forgot to check the oil pressure
Posted 9 months ago2024-02-11 16:23:34 UTC
in Transition Doors Post #348570
trigger_changelevel's 'Change Target' attribute can be used to trigger an entity on the next map.
20 years of Half-Life mapping, and still learning something new
Archie ArchieGoodbye Moonmen
Posted 9 months ago2024-02-11 13:40:11 UTC
in Transition Doors Post #348569
Contrary to what it suggests, trigger_changelevel's 'Change Target' attribute can be used to trigger an entity on the next map.

Edit: Here is an example map with Archie's suggestion of using func_wall_toggle.
Posted 9 months ago2024-02-10 01:38:04 UTC
in Draw numbers in HUD Post #348568
Hey, just wanted to say that i find my solution months ago.
What i wanted is to show the amount of grenades without select them, so here's my code writed in SendAmmoUpdate in player.cpp :
void CBasePlayer::SendAmmoUpdate(void)
{
for (int i=0; i < MAX_AMMO_SLOTS;i++)
{
if (m_rgAmmo[i] != m_rgAmmoLast[i])
{
m_rgAmmoLast[i] = m_rgAmmo[i];

ASSERT( m_rgAmmo[i] >= 0 );
ASSERT( m_rgAmmo[i] < 255 );

MESSAGE_BEGIN(MSG_ONE, gmsgGrenades, NULL, pev);//send message with the hitgroup they were just hit
WRITE_BYTE(0); //For some reason, there is some weapon ammo that is impossible to get his index, so instead of writing the grenade index, we just put a 0
`WRITE_BYTE(V_max(V_min(m_rgAmmo[GetAmmoIndex("Hand Grenade)"], 254), 0));`
MESSAGE_END();

// send "Ammo" update message
MESSAGE_BEGIN( MSG_ONE, gmsgAmmoX, NULL, pev );
WRITE_BYTE( i );
WRITE_BYTE( V_max( V_min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte
MESSAGE_END();
}
}
}
The gmsgGrenades can be replaced whit gmsgAmmoX , but i created a separated code just in case.
Posted 9 months ago2024-02-07 18:38:45 UTC
in Half-Life 1 Mod: Default Binding Problems Post #348567
So there has to be a config file already in the game to do that?
Posted 9 months ago2024-02-07 10:15:41 UTC
in Transition Doors Post #348566
You can use an env_global. It's an entity that acts as a switch, whose state is shared between level transitions. There's a tutorial, too: Tutorial: Globals.

Using that, a multisource, and the "Master" property on the trigger_multiple, you can disable it after the player activates it by entering the area, and reenable it once the player leaves it and enters the other area.

I'm hazy on the specifics, but after some experimentation with entities you should be able to engineer a solution on your own.

Sounds pretty complicated though: hard to set up and utilizing a lot of entities per one such transition. Use such setups sparingly.
Posted 9 months ago2024-02-07 09:05:43 UTC
in Transition Doors Post #348565
The logic_auto entity has an "OnMapTransition" output that you can fire to trigger an entity every time the map is entered, I think that should do the trick.
Posted 9 months ago2024-02-06 21:23:52 UTC
in Forum dead? Post #348564
I Will try! :)
Posted 9 months ago2024-02-06 17:40:23 UTC
in Assertion Error in jack editor Post #348563
Could you provide a screenshot of the error?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 9 months ago2024-02-06 16:48:35 UTC
in Wiki enhancment thread Post #348562
Hammertime is like normal hammer, although a bit more modern, I would if you want ofcourse, include some articles for some Stuff about Hammertime
Tarek TarekA literal dumbass who uses Hammer++