Forum posts

Posted 6 months ago2023-11-12 19:14:51 UTC
in Half-Life Updated (custom SDK) Post #348027
<== Continued from previous post

Progress on the Unified SDK

Release candidate 3 is now available: https://github.com/SamVanheer/halflife-unified-sdk/releases/tag/UNIFIED-V1.0.0-RC003

SDK Changes

  • Reworked tripmine entities to use separate world model
  • Don't allow executing sv_addbot with no parameters
  • Added ITEM_FLAG_SELECTONEMPTY flag to weapons that regenerate ammo to always be selectable and never show as red in hud history
  • Truncate yaw using cast to int instead of floor to match engine behavior (fixes NPC navigation in some maps)
  • Fixed ambient_music not being triggerable in radius mode
  • Added keyvalues to set barney & otis corpse bodygroups
  • Fixed code analysis warnings when combining format result with string_view in ternary
  • Speed up sv_load_all_maps, automatically load first map & print more info, more consistent and robust behavior and added stop_loading_all_maps command to stop this process
  • Build portable binaries and workaround gcc bug to allow the Linux version to run on architectures that are missing the C++ runtime version used by the game and to avoid problems with std::regex
  • Additional fix for op4loader sound looping bug to stop looping when the NPC is removed
  • Boosted volume to match original engine by multiplying by **8**

C# Changes

  • Adjusted MaxRange (far Z clipping plane) in c2a2a to fix graphical issues
  • Fixed Alien Slaves in ba_canal1 waiting for 5 seconds before attacking
  • Added upgrades to fix issues with barney, otis & scientists in specific levels (skin color & equipped weapons and items)
  • Don't delete node graphs, update timestamps instead so graphs will be loaded from disk
  • Updated third party dependencies and updated BSPToObj to account for changes in the vertex order used by Sledge library
  • Add upgrade for bell1.wav sound and pitch so the bell sound sounds like it does in the original game

Asset Changes

  • Added separate tripmine world model
  • Added scientist_cower models
  • Reverted changes made to viewmodel animations to match the original games
  • Updated test maps to account for code changes
  • Fixed HEV suit sentences playing in Opposing Force and Blue Shift
  • Changed event id for sounds played by scientists that shouldn't affect the mouth so scientists don't "talk" when a beep sound plays
  • Add polygons to loader accordion spine
  • Added hlu_technology_demonstration map (unfinished, only contains a zoo of various NPCs and NPC models at this time)

Framerate issues in the GoldSource engine

Some people have reported issues that occur when playing at high framerates (100+ FPS) or when using cvars like host_framerate to manipulate the framerate to run very high.

This game was developed on machines that ran the game at about 20-30 FPS and everything was designed around that. The engine doesn't compensate for high framerates correctly in some cases and some game code also lacks proper compensation. Some of these issues have been fixed but the game will never work properly at high framerates because the render framerate is tied to the simulation framerate.

The engine was also designed to run at a maximum of 72 FPS, as seen in Quake 1's source code: https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/WinQuake/host.c#L494-L522

GoldSource lacks this limiter but it still won't work properly. The recommended framerate is either 30 or 60 FPS. 100 FPS generally works but in specific cases like elevators there might be glitches like NPCs taking damage, dying or getting gibbed due to getting stuck. Higher framerates will be more prone to glitches.

Modern engines typically lock framerates or decouple the simulation framerate from the render framerate to avoid these issues, unfortunately this can't be fixed in a mod without re-implementing the entire physics engine.

NPC navigation issues

Users reported NPCs having problems navigating in specific areas. Known occurences include We've Got Hostiles in the area after the first elevator and a soft-lock that sometimes occurs in Lambda Core level A, where the scientist holding the shotgun fails to move to the button to open the door.

This was caused by an engine function that was re-implemented in game code to allow for better optimizations.

The faulty code looked like this:
float VectorToYaw(const Vector& forward)
{
    if (forward[1] == 0 && forward[0] == 0)
    {
        return 0;
    }

    float yaw = atan2(forward[1], forward[0]) * 180 / PI;

    if (yaw < 0)
    {
        yaw += 360;
    }

    return yaw;
}
The fixed code looks like this:
float VectorToYaw(const Vector& forward)
{
    if (forward[1] == 0 && forward[0] == 0)
    {
        return 0;
    }

    float yaw = static_cast<int>(atan2(forward[1], forward[0]) * 180 / PI);

    if (yaw < 0)
    {
        yaw += 360;
    }

    return yaw;
}
The lack of a cast to int caused yaw angles to be calculated slightly differently compared to the engine.

Casting to int and then back to float causes the value to be rounded. The exact behavior is compiler-specific, in Microsoft's case this is equivalent to calling std::round: https://learn.microsoft.com/en-us/cpp/c-language/conversions-from-floating-point-types?view=msvc-170

Without the cast no rounding is performed and yaw angles will be slightly off, in some edge cases like those mentioned above this can cause NPCs to get stuck.

Finding the cause of this is 99% finding a reproducible case of the problem happening. The Lambda Core occurrence didn't always happen, but the We've Got Hostiles one did.

Once that was found it was a simple matter of using version control to pinpoint which change introduced the problem and then finding the exact line of code. Comparing against the engine's version showed the missing cast.

This bug highlights the importance of being precise when recreating existing functionality, as well as making good use of version control. Without version control finding the cause would've been a lot harder.

sv_load_all_maps command

The sv_load_all_maps command has been modified a bit to deal with an engine bug that causes the game to crash or shutdown partway through loading all maps.

This command is mainly intended to be used to automate generation of node graphs but it can be used to gather error logs for each maps as well, or to automate testing of scripting systems using map-specific scripts if your mod has that.

A related command called sv_stop_loading_all_maps has been added to stop this process if necessary.

Node graphs

Node graphs are now bundled with mod installations instead of requiring them to be generated when a map is first loaded. This should make the first-time experience a lot smoother.

New repositories in the TWHL Community Github organization

A few new repositories have been added:
  • HalfLifeSDKHistory: Contains each Half-Life 1 SDK release's source code as individual commits to allow viewing changes made in each update. There are also branches for the multiplayer version (lacks AI code) and a branch showing the difference between the singleplayer and multiplayer versions
  • OldValveReleases: Contains modding files released by Valve, mostly old SDKs
  • SlackillerDownloads: Contains files hosted on the old Slackiller modding website
  • VHLT-V34: Contains the source code for VHLT V34 along with branches that remove disabled code paths for easier viewing. Also includes a copy of the VHLT V34 tools for completeness sake
Continued in next post ==>
Posted 6 months ago2023-11-12 19:14:38 UTC
in Half-Life Updated (custom SDK) Post #348026

Half-Life Updated release candidates released

Half-Life Updated, Half-Life: Opposing Force Updated and Half-Life: Blue Shift Updated release candidates have been released:

Half-Life Updated: https://github.com/SamVanheer/halflife-updated/releases/tag/HLU-V1.0.0-RC003
Half-Life: Opposing Force Updated: https://github.com/SamVanheer/halflife-op4-updated/releases/tag/HLOP4U-V1.0.0-RC003
Half-Life: Blue Shift Updated: https://github.com/SamVanheer/halflife-bs-updated/releases/tag/HLBSU-V1.0.0-RC003
Note
Drown recover damage handling was broken during the period of October 9 through November 5. If you cloned the source code during that time, make sure to update to include the fix for this problem. If you need to know what to change you can view the fix here (i'd suggest using Git to get the update instead): https://github.com/SamVanheer/halflife-updated/commit/7fbccedbd9d2adc115f8f6e61dcd58858c0f5b3c
Notable changes for all games:
  • Fixed save game system not saving arrays of EHANDLEs if the first half of the array contains null handles (mainly affected Nihilanth's spheres)
  • Fixed player gaining health when drowning with god mode enabled and recovering health after surfacing
  • Fixed human grunts continuing to fire for a few seconds after killing the last enemy in an area
  • Fixed crash when +USEing NPCs that have just exited a scripted sequence
  • Fixed talk monsters resetting other talk monsters' dying schedule if they are both killed at the same time
  • Fixed RPG laser turning on when reloading immediately after equipping the weapon
  • Reverted weapon selection using weapon IDs to prevent the game from malfunctioning when delta.lst is missing
  • Added sv_load_all_maps & sv_stop_loading_all_maps to help automate node graph generation
Notable changes for Opposing Force:
  • Fixed Male Assassin Snipers not tracking their last shot time properly causing them to fire the Sniper Rifle as if using full auto
  • Fixed torch and medic grunts, male assassins and shock troopers continuing to fire for a few seconds after killing the last enemy in an area
  • Fixed Gonome crashing the game if the player dies while being damaged by Gonome's chest mouth
  • Save and restore allied grunt repel entities to ensure spawned NPCs have correct properties
  • Fixed Desert Eagle laser turning on when reloading immediately after equipping the weapon
Continued in next post ==>
Posted 6 months ago2023-11-12 14:00:09 UTC
in Water plop sound Post #348025
Apparently only the second method is possible, the commands did not help. let it stay there because it’s a chore to redo a lot of brushes and then look for leaks(
but thanks anyway.
Posted 6 months ago2023-11-12 13:24:36 UTC
in 64-bit GoldSource engine? Post #348024
Without a 64 bit executable to launch it those binaries are rather useless. From what i can find online it seems that there was once a 64 bit version around 2004-2006 but i don't see any way to run it now.

The game has had Linux server support since long before the client was ported to Linux, that's why there are only 64 bit server files and not client files.
Posted 6 months ago2023-11-12 13:12:34 UTC
in Water plop sound Post #348023
The -skyclip command line parameter explicitly enables sky clipping, -noskyclip disables it.

The info_compile_parameters entity can also change this setting using the noskyclip keyvalue.

If items still pass through it then you can work around the issue by making the sky brushes as thin as possible.
Posted 6 months ago2023-11-12 10:15:30 UTC
in Water plop sound Post #348022
In general, everything is the same. What settings are you talking about? I only enter -wadinclude in compile menu. and that’s it.
Posted 6 months ago2023-11-12 09:41:53 UTC
in 64-bit GoldSource engine? Post #348021
I'm pretty sure that the GoldSource engine is and always has been 32-bit, but I've noticed that the Linux/dedicated server builds have a few _amd64.so files (and equivalent _i686.so files).

I'm guessing that the _amd64.so files are just unused but does anyone know why they're there or when they started shipping? I'm pretty sure they've been there since before Counter-Strike had a Linux port anyway.
Posted 6 months ago2023-11-12 09:38:44 UTC
in Half-Life Featureful SDK Post #348020
Nice work.
Posted 6 months ago2023-11-12 09:36:12 UTC
in Is GoldSource still cool Post #348019
Sure it. Like Doom, Duke Nukem 3D, Quake etc, it's still an engine that isn't too complicated to understand.
Posted 6 months ago2023-11-10 13:50:27 UTC
in Half-Life Featureful SDK Post #348018
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2023-11-10

Changelog

BugFixes

  • Fixed Pitworm entity light, laser attack sprite, strafe beam and missing sound precache.
  • Fixed barnacle grapple physics to match Opposing Force.
  • Fixed player_weaponstrip unintentionally removing player's flashlight or NVG.
  • Fixed trigger_camera no longer prevents enabling the control if player dies while using the camera.
  • Level transition won't be activated if player is dead, to avoid strange situation when player gets transitioned to another level in a dead state (which is possible if trigger_changelevel is triggered by something else with a delay).
  • When trigger_camera entity gets removed it automatically releases the player who activated it.

Entities

  • Added Ignore Armor flag for trigger_hurt and trigger_hurt_remote
  • Added No Camera Punch flag for trigger_hurt and trigger_hurt_remote
  • Added Alive player only flag for trigger_camera to ensure that the camera won't start if player is dead. It also makes camera release the player's view if player died while camera was activated.
  • Allow opfor human grunts to have no weapons if weapons are set to "None".
  • Opfor medics and torch grunts can be set to throw hand grenades. FGD was changed accordingly.

Client cvars and commands

  • hud_min_alpha cvar to control the minimum HUD alpha value.
  • hud_color is now a client command. The color is now getting saved to the player's configuration.

Server cvars

  • Added items_physics_fix server cvar in attempt to fix items and ammo sometimes falling through the floor (e.g. if spawned from a func_breakable on a shelf). Changing this cvar may have some unwanted side-effects. Read description in featureful_exec.cfg

Configurable features

  • monsters_spawned_named_wait_trigger. When set to false, named monsters spawned from monstermaker won't wait 5 seconds before entering their regular AI loop, unlike they do in Half-Life. Previously the default behavior in this SDK was the same as having this feature set to false, and while it's usually desirable, it might break some existing maps. So now it's set to true by default in order to match original Half-Life behavior.
  • vortigaunt_squad allows to add a capability to form squads for vortigaunts. In original Half-Life they don't have this capability set.
Posted 6 months ago2023-11-10 13:49:26 UTC
in Water plop sound Post #348017
You should use VHLT instead of ZHLT: https://twhl.info/wiki/page/Tools_and_Resources#Compile_Tools

There are command line options and info_compile_parameters settings to control sky clipping behavior so make sure you're not changing the setting.
Posted 6 months ago2023-11-10 13:09:37 UTC
in Water plop sound Post #348016
Thanks for the answer, I use 64-bit zhlt compilers from 2015, are they old?
Posted 6 months ago2023-11-10 04:05:18 UTC
in trigger_changelevel @ c1a1d Post #348015
Okay I fixed it, my knowledge of how info_landmark works lacked a bit
Posted 6 months ago2023-11-10 00:16:59 UTC
in trigger_changelevel @ c1a1d Post #348014
So it transitions you to the previous map but to another location?
Posted 6 months ago2023-11-09 23:04:09 UTC
in Water plop sound Post #348013
Older map compilers didn't make the skybox solid so the skybox brush volumes act like water.

Entities will also make water sounds when they move in or out of certain contents types, as you can see here in code from Quake 1: https://github.com/defunkt/quake/blob/63e82d566a86d0380803189a53d48af42413ea42/WinQuake/sv_phys.c#L1198-L1236
Posted 6 months ago2023-11-09 23:00:28 UTC
in trigger_changelevel @ c1a1d Post #348012
A map can have multiple level changes to the same level. In this case both the previous and next map are the same and you enter through a different level change. Your code needs to account for that.
Posted 6 months ago2023-11-09 22:48:50 UTC
in trigger_changelevel @ c1a1d Post #348011
Yeah but the trigger changelevel is on the way that takes me back to c1a1c and I can't progress in this case, I noclipped past that trigger and that tunnel is cut which I think it is continued on some other map, maybe it is built in some place on c1a1c that your supposed to spawn on? I coudn't find it though. Elevator yes your right it takes you to the c1a2 map but how do you get to the elevator when your teleported back to c1a1c if you walk into that trigger
Posted 6 months ago2023-11-09 22:02:08 UTC
in trigger_changelevel @ c1a1d Post #348010
You get to the next map via an elevator I think? This is just before Office Complex yeah.

What ends up happening is you're going between 2 maps that depict basically the same area, you just kinda do a "U-turn" in terms of levelchanges to get to the other side of the (destroyed) bridge in map 1.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 months ago2023-11-09 22:00:10 UTC
in Draw numbers in HUD Post #348009
You mention a new ammo counter for a specific weapon. That'd require keeping track of a tertiary ammo source, which would require changes to some of the prediction code too.

Can you show your code? I just realised this thread is 2 months old, I've no idea how I managed to miss it...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 months ago2023-11-09 21:50:32 UTC
in trigger_changelevel @ c1a1d Post #348008
But how do you get to the next map then? That's confusing
Posted 6 months ago2023-11-09 05:22:41 UTC
in trigger_changelevel @ c1a1d Post #348007
Both changelevels of c1a1d points back to c1a1c.
User posted image
User posted image
Your implementation must have made the wrong assumptions.
Posted 6 months ago2023-11-09 01:56:28 UTC
in trigger_changelevel @ c1a1d Post #348005
The rest of the triggers work fine SO FAR: https://www.youtube.com/watch?v=_0_jhK51U-g
Posted 6 months ago2023-11-09 00:09:13 UTC
in Draw numbers in HUD Post #348004
Where exactly are you using DrawHudNumber()? Try running HL in Software renderer and see if the numbers are drawn, if so, than your using it the wrong way. If you want to do it fast just add this code into any registered hud element and draw inside the draw() function. However Best course of action would be to create your own hud class and register the hud element: gHud.AddHudElement() + set HUD_ACTIVE flag + add it into the .Init() & VidInit() lists.Base your class off of some stabndard hud elem class then you'll get a pretty good idea of what it's supposed to look like
Posted 6 months ago2023-11-09 00:03:47 UTC
in Gauss jump on singleplayer Post #348003
You can make it server-cvar controlled if you wish though
Posted 6 months ago2023-11-08 23:49:53 UTC
in trigger_changelevel @ c1a1d Post #348002
Hello everyone! I'm currently working on implementing proper level transitioning for Half-Life while in Multiplayer mode.
One funny or annoying thing that I found is that the trigger changelevel on c1a1d for some reason prompts the game to changelevel to c1a1c? Is there anyone here who has any idea as to what's going on?My code simply replaces changelevel2 with changelevel and sets the player position according to the landmark offsets..
Any input appreciated thanks
Posted 6 months ago2023-11-08 20:44:57 UTC
in Half-Life Asset Manager Post #348001

Half-Life Asset Manager V2 Beta 11 released

Half-life Asset Manager V2 Beta 11 has been released: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V2.0.0-beta011

Changes:
  • Converted source files to UTF8, use correct copyright character
  • Use different filter for executable filenames on non-Windows systems
  • Added OpenAL Soft version to About dialog
  • Github Actions now provides Linux artifacts for testing
  • Removed progress dialogs when opening and closing files to avoid interfering with dialogs asking for user input
  • Allow users to load Xash models in program, add warning about potential loss of data
  • Fixed typo in settings category
It's now possible to load Xash models again. Users can choose how Xash models are loaded (in HLAM or in another program) and can choose the default action (always/never load in HLAM, or always ask first).

The Linux version has been tested. It's mostly functional but there are some bugs left. Current known issues are:
  • Filesystem access is case sensitive and can't find some files the engine is able to find under the same conditions
  • Some graphical options draw whatever is behind the program window (e.g. if you have a text file open it'll show that file)
Filesystem access needs reworking to follow the same rules as the engine. That's not terribly difficult but it's a bit of work.

The graphical issues are caused by the method used to implement transparent screenshots (the OpenGL window has an alpha channel which is uncommon). That will be fixed automatically when the graphics code gets rewritten for 3.0.0 and screenshots are handled using a different approach that also fixes the background color affecting transparent screenshots.

Since the program won't work properly until version 3.0.0 the Linux version will also be delayed until that time. 3.0.0 is intended to update the graphics code and fix graphical issues and not much else so hopefully that shouldn't take long after 2.0.0's release.

2.0.0 is now pretty much complete so this should be the last beta. Once Half-Life Updated and the Unified SDK have shipped V1.0.0 Asset Manager V2.0.0 will also be shipped and i'll start working on 3.0.0.
Posted 6 months ago2023-11-08 11:16:01 UTC
in Water plop sound Post #348000
Hello. Question is: Why sometimes the satchel and grenades make the sound of water when falling. how to deal with these? It’s also not clear why sometimes projectiles pass through the skybox, and sometimes explode on it (without or with an explosion animation)
Thank you.
Hi there, I've been developing a mod for a little over two and a half years now. It has a lot of work to be done in order to take it to the quality I need.

Here is the ModDB page: https://www.moddb.com/mods/mr-bs-big-adventure

It's a mixture of comedy, horror and adventure. There's time travel, dinosaurs, rogue ai, an economy system, driving sections, treasure hunting and much more. Currently it's very long, unpolished and in need of a fresh point of view. In 2021, I had no idea how to map or how to do anything like this so I've had to learn on the job. I only learnt how to implement my own models this year, so that should give an idea of where we're at. Now obviously people want something for their time. If you message me on here I'm sure we can work something out, I am not a rich man but I am willing to pay depending on the situation. This mod is a passion project for me and I would hate for it to be cancelled because of time constraints, right now it is playable all the way through but I say that very lightly. The maps are a mess and for what the project has turned into I simply don't have the time to fix it alone. I already have a programmer helping me with the game and he's helped keep it a float for a while now, I just sent him a build of what I have so far. All the custom content is pretty much coded in so now it's a case of modelling stuff and polishing the maps and trimming the fat. If you're interested please message me. I am eyeing 2025 to be the release date. I'm incredibly passionate about this mod and this community has helped me change my life! So thanks and I look forward to hearing from you! - Cam Curtis
Posted 6 months ago2023-11-07 12:36:07 UTC
in Half-Life Updated (custom SDK) Post #347998

Map Decompiler beta 13 released

Map Decompiler beta 13 has been released: https://github.com/SamVanheer/HalfLife.UnifiedSdk.MapDecompiler/releases/tag/V0.13.0.0-beta013

Changes:
  • Fixed not being able to decompile HL Alpha maps
Posted 6 months ago2023-11-05 15:12:42 UTC
in Mapping game of telephone Post #347996
ayyy! Well-found Oskar!
Archie ArchieGoodbye Moonmen
Posted 6 months ago2023-11-05 12:47:51 UTC
in Mapping game of telephone Post #347995
What a great mapping journey this was! It deserves a CS2 version... if Valve didn't focus too much on the competitive aspects that is. CS2 feels like it's leaving the modding community behind.
Posted 6 months ago2023-11-05 12:10:04 UTC
in my map with podbots, 1 vs 15! can you win? Post #347994
my map with podbots, 1 vs 15! can you win?
videos here:
https://www.youtube.com/watch?v=SQKxAmoLCWg

But! It has problems, no vis, so the light don't looks real. I can't improve it ,because I can't select all faces that invisable and set aaa material. I can't find a way.
Posted 6 months ago2023-11-05 12:09:44 UTC
in Mapping game of telephone Post #347993
You're probably thinking of
Loading embedded content: Vault Item #5781
Posted 6 months ago2023-11-05 11:57:23 UTC
in Mapping game of telephone Post #347992
I remember that map, it was quite fun. I've searched my Dropbox archive and didn't find it. I probably have it somewhere on an older HDD or backup.
Striker StrikerI forgot to check the oil pressure
Posted 6 months ago2023-11-03 19:42:56 UTC
in Mapping game of telephone Post #347991
This is a fun idea. There was a CSS map years and years ago that was sent mapper to mapper, but without the secret interpretation stage.
I can't find that map anywhere - anyone remember what it was called?
Archie ArchieGoodbye Moonmen
Posted 6 months ago2023-11-02 11:18:13 UTC
in Mapping game of telephone Post #347990
This sounds like a fun mini-game for a mapper..... I'm on-board with this.
John Pot John PotIt's Me, From Discord
Posted 6 months ago2023-11-02 09:21:42 UTC
in Mapping game of telephone Post #347989
Definitely will need both time and map size constraints. I'd say tops 5 days per mapper. Perhaps instead of pre-decided chain we could ask the remaining links who's available that following week to be the next link.

Unfortunately there's a probability of ghosters. I hope those that suddenly find themselves lacking in time or motivation or otherwise want to opt out let the rest of us know as soon as possible so we can either find a replacement or re-order the chain. 🙂

If someone has a loose lip they cannot help, I hope they can find somewhere else to be than here and ruining the fun for the rest of us. :p
Posted 6 months ago2023-11-02 08:11:48 UTC
in Mapping game of telephone Post #347988
The Achilles heel of this concept is that it'd take forever to get done, because only one person can work on it at any one time. How many passes is enough mutation? What if the person working on the current pass ghosts the project? And what if there's a loose lip among us? ඞ
Posted 6 months ago2023-11-01 14:25:33 UTC
in Mapping game of telephone Post #347986
呃,有点像“你画我猜”?有点意思。
Uh, kind of like "you draw me guess"? It's kind of interesting.
Lei Shi Lei ShiFRS石磊
Posted 6 months ago2023-11-01 09:54:15 UTC
in Mapping game of telephone Post #347985
So Foxo came with the idea of a mapping game of telephone and I think it would make for a very fun collab.

Of course, there's many ways it could be executed so it's important to find a plan that keeps the essentials of the game (i.e. transmission chaining, or how information changes when sequentially told and interpreted) while keeping it fun to do.
In case there's enough mappers interested, I guess I can propose a plan just to kick off the brainstorming:
  • I think we should keep our messages limited to an one-sentence idea, and each link in the chain is a pair of an interpreter and a mapper.
  • The interpreter's job is to receive the last map, play it, and describe it as an one-sentence idea and tell their mapper this idea, and otherwise keep the idea secret.
  • The mapper's job is to take the interpreter's idea and make a small map based on it, with a beginning and an end, and send it to the next interpreter in the chain, and otherwise keep the map secret.
  • A secret "original idea" is given to the first mapper in the list, and consequently sent through each link in the chain.
When the last link in the chain has finished, the maps are combined and each map starts with a title showing the idea it was based on. That way you get to play through this evolution of the original idea.
Having the interpreter and mapper separated would also help keeping visuals and themes hidden, and hopefully produce some interesting results.
Posted 6 months ago2023-10-31 22:55:12 UTC
in Post Your Timeline Post #347983
User posted image
I went outside
monster_urby monster_urbyGoldsourcerer
Posted 6 months ago2023-10-31 15:46:30 UTC
in Post Your Timeline Post #347982
User posted image
2023 update ft. a very odd three weeks in Saudi Arabia & my new favourite city: Cape Town
Archie ArchieGoodbye Moonmen
Posted 6 months ago2023-10-31 10:46:02 UTC
in Skin request one handed Elite for Counter Strike Post #347981
I can't find any skin with only one elite with cs 1.0 hands.
Someone with skills using Milkshape could make it, is for a mod of Counter Strike Im making, and I'll add him/her on credits.
Thank you for your attention.
REBELVODKA REBELVODKASemper fidelis
Posted 6 months ago2023-10-30 20:54:36 UTC
in Modify names in Counter Strike Post #347980
Go to cstrike/resource/cstrike_english.txt
REBELVODKA REBELVODKASemper fidelis
Posted 6 months ago2023-10-30 20:01:53 UTC
in Modify names in Counter Strike Post #347979
Please post your solution, so that others looking for it can find it here.
Posted 6 months ago2023-10-30 19:07:54 UTC
in Modify names in Counter Strike Post #347978
Nvm i found how
REBELVODKA REBELVODKASemper fidelis
Posted 6 months ago2023-10-27 11:12:45 UTC
in Modify names in Counter Strike Post #347977
I don't think you can do that with just a custom map.

It might be possible with a server mod but I think it's more likely hardcoded in the client. I have played a ton of CS and never seen a server where the team names are different
Posted 6 months ago2023-10-26 14:47:59 UTC
in wally not working Post #347976
Try to use drag-and-drop from explorer instead of copy-and-pasting.
Posted 6 months ago2023-10-26 11:44:45 UTC
in Modify names in Counter Strike Post #347975
How can I modify team name and name of different team factions? Help really appreciated.
REBELVODKA REBELVODKASemper fidelis
Posted 6 months ago2023-10-26 02:05:15 UTC
in wally not working Post #347974
I know this isn't HL engine exactly but i have no idea where else to post this. I'm following the custom textures tutorial, but Wally won't let me paste anything. It gives this error message
"Error: CWallyApp::OnEditPasteAsNewImage() - Out of Memory - pTemp24Bit = = NULL"

Unfortunately I have absolutely no clue what that means.. is it an issue with my laptop or the program or the image I'm trying to put in? I can't look at the help file because it won't run on my computer. A forum post here said to copy and paste the image from MS Paint, but that doesn't work either. does anyone know whats going on :(