Forum posts

Posted 6 years ago2017-11-30 16:53:28 UTC
in Model Artist support requested. Post #338253
The filename and path doesn't have to be "mapname/name.txt", that's only for Sven Co-op's model replacement stuff. Conversely this means the name in worldspawn should include all directory names, starting in the mod directory (e.g. models/mapname/female_sci_gmr.txt).

Note that it's being updated to use XML, that change should be available for use in the next couple of weeks. I'll need to make sure to document this stuff on the wiki so it's clear how it works.

It'll look something like this (i don't have the code handy atm):
<xml version="1.0" standalone="no"/>
<replacement_map>
<keyvalue key="models/scientist.mdl" value="models/female_scientist.mdl"/>
</replacement_map>
Not that different, but it'll eliminate any issues with long names, since the original parsing code uses fixed size buffers.

Per-entity replacements aren't supported yet but that'll be added eventually, the essentials are already there.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-11-23 12:31:25 UTC
in Models invisible after compiling Post #338159
There's a hard limit of 256 visible entities, so even if you could bypass the other limits, that will always restrict you. You can try using models that have multiple trees in them to reduce the number of entities.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-11-15 08:42:41 UTC
in HL content in CS Post #338059
The engine will always allow access to Half-Life content when running any other mod, you won't need the files in the cstrike directory.
You should ask him why he's asking for the files, it would help if we knew that.
Posted 7 years ago2017-11-13 17:33:24 UTC
in Ungroup after tied to entity Post #338043
There's a button labeled "ig" that turns off grouping of all kinds, including entities.

Note that you can only tie a brush to one entity, so you can't make it part of 2 or more entities.
Posted 7 years ago2017-11-13 15:17:51 UTC
in Start HL in Deathmatch Mode Post #338037
+mp_allowmonsters 1

Any cvar can be set using +, just as long as the game doesn't reset it later on.
Posted 7 years ago2017-11-10 17:18:22 UTC
in Any tips regarding water Post #338014
Set the passable spawnflag, it turns off collisions for it.
Posted 7 years ago2017-11-09 23:14:51 UTC
in Any tips regarding water Post #338010
Brushes with water textures on them are automatically considered as water volumes. You just can't set render modes or anything on them, you can do this by removing the entity that they're attached to using Tools->Move to world.

You can make doors non-solid with the passable flag.

Entity data is networked so the client can deal with entities locally, it will simulate physics on the client to help counteract lag. Entities aren't networked if they're set not to draw, so you need to be careful.
Posted 7 years ago2017-11-09 13:00:50 UTC
in Any tips regarding water Post #338007
If you can set the EF_NODRAW flag then it won't network the entity's data: https://github.com/ValveSoftware/halflife/blob/master/dlls/client.cpp#L1100

You can manually set that by adding a keyvalue "effects" with value 128.
I've never tried it myself though, so use with caution. It may break client side water physics prediction.
Posted 7 years ago2017-11-08 18:38:38 UTC
in Any tips regarding water Post #338000
Try splitting it up into separate entities, that should cut down on the number of visible polygons from any one location, provided your map isn't one large open area.
Posted 7 years ago2017-11-06 07:08:37 UTC
in Transparent White Background Textures Post #337981
You can apply decals on trigger but you can't remove them.
Posted 7 years ago2017-11-04 21:31:22 UTC
in debugging in Linux Post #337964
If breakpad is pre-empting core dumps then i doubt it, otherwise you should consult the documentation for core dump generation to see if there's anything that can be done to force it.

Is there any particular reason why you can't build the tools yourself?
Posted 7 years ago2017-11-04 12:14:21 UTC
in How to toggle func_conveyor Post #337957
This whole engine is a hack, this is just how they network the data to the client.
Posted 7 years ago2017-11-04 11:17:15 UTC
in debugging in Linux Post #337956
According to the breakpad documentation there's a tool to convert the minidumps to a human readable format:
[quote]
The client is a library that you include in your application. It can write minidump files capturing the current threads' state and the identities of the currently loaded executable and shared libraries. You can configure the client to write a minidump when a crash occurs, or when explicitly requested.
The symbol dumper is a program that reads the debugging information produced by the compiler and produces a symbol file, in Breakpad's own format.
The processor is a program that reads a minidump file, finds the appropriate symbol files for the versions of the executables and shared libraries the minidump mentions, and produces a human-readable C/C++ stack trace.
[/quote]

From https://github.com/google/breakpad/blob/master/docs/getting_started_with_breakpad.md

I suggest you try to use this processor tool to get the information you need.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-11-03 11:47:03 UTC
in Half-Rats: Parasomnia Post #337945
By renaming the directory you're actually making it use the vanilla Half-Life client dll, that's not a solution.

What do you mean by "experimental isolated steam version"? I would assume that any modifications made to it would risk breaking anything relying on it.
Posted 7 years ago2017-11-01 20:21:24 UTC
in How to toggle func_conveyor Post #337916
The conveyor's scroll speed is stored in an entity's render color, so you could cheat and use env_render to change the color to 0 0 0 to make it stop.

X is whether to change scroll direction.
The speed value is broken up into the Y and Z values, Z contains 0-255, Y contains 256-32768.

I've never tried this myself though, and it won't affect the conveyor's actual speed. You'll need to use some tricks to prevent it from still pushing things, like a func_door that moves up to cover it, or a func_wall_toggle, if you can be sure that nothing will be touching it when toggled.

Note that triggering a func_conveyor will reset its scroll speed settings, so always apply that after triggering it.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-11-01 12:24:21 UTC
in Half-Rats: Parasomnia Post #337907
Just to confirm: you installed the mod through Steam, right? It should be installed in common/Half-Rats - Parasomnia, not common/Half-Life.
Posted 7 years ago2017-11-01 09:48:05 UTC
in Half-Rats: Parasomnia Post #337905
Did you install the Steam version or did you install it as a mod? Based on your error message it's the latter. Right now only the Steam version is supported.
Posted 7 years ago2017-10-31 18:45:22 UTC
in Half-Rats: Parasomnia Post #337884
We just found a problem that was causing memory corruption issues and ultimately crashes, Shepard's preparing an update.
Posted 7 years ago2017-10-30 14:47:36 UTC
in Set player health Post #337872
Yes, trigger_hurt can be toggled.

EDIT: you can also use game_player_hurt: http://twhl.info/wiki.php?id=31
Posted 7 years ago2017-10-30 14:00:26 UTC
in Set player health Post #337868
There's no entity that does this directly, but you can use trigger_hurt and doors to hurt/heal them. You can damage them just enough to get health down to what you want, and use negative damage to heal them.
Posted 7 years ago2017-10-30 13:58:50 UTC
in monstermaker properties Post #337867
Yeah that's one way to do it.

If you're willing to make extensive modifications you can do it like Source and use template entities to instantiate whenever and wherever you want, but that's tough to get right due to how entity data is handled.
Posted 7 years ago2017-10-30 13:03:35 UTC
in monstermaker properties Post #337864
Unfortunately there is no way to do this in vanilla HL.
Posted 7 years ago2017-10-25 07:46:33 UTC
in Compiling crash when map gets too big Post #337837
Try using Vluzacn's tools, Uncle Mike's tools are way more advanced and much newer, so there might be unknown issues there.

If it works with Vluzacn's then the problem is in the tools, if it still fails then you should post a couple logs so we can see if anything strange is showing up.

Also provide one of the map sources so we can see if you've got anything weird going on.
Posted 7 years ago2017-10-20 13:31:51 UTC
in Compiling crash when map gets too big Post #337803
That's not quite enough to go on, could you post the compile log? Maybe show us how big your map is, that will also help.
Posted 7 years ago2017-10-19 15:02:46 UTC
in Func-Tank with rotating turret and movin Post #337794
IIRC that's done by having 2 func_tanks, one of which can only move in yaw, but not pitch. The actual tank is the one that can both pitch and yaw.
Posted 7 years ago2017-10-18 12:56:52 UTC
in Player speed variable in HL code Post #337786
Those are used on the client side, so you'll need to use a config executed on the client side. You can add one yourself if you add an "exec <config_name>.cfg\n" console command somewhere in client code. Alternatively you could add it to the options screen to allow users to change it there.
Posted 7 years ago2017-10-16 11:50:47 UTC
in Player speed variable in HL code Post #337775
There are 2 things to consider:
First, the global maximum speed setting, governed by sv_maxspeed. Can be changed in ServerActivate: https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/ricochet/dlls/client.cpp#L657

Second, the per-player speed. Can be changed anytime, but usually in the player's Spawn method to set the initial speed, and anywhere else when it needs to be altered: https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dmc/dlls/player.cpp#L2886

I would advise against directly modifying pev->maxspeed, but you can read from it to get the player's current maximum speed.
Posted 7 years ago2017-10-13 17:23:11 UTC
in "Ambiguous leafnode content" S Post #337765
Deleting the entity won't fix the leak. To fix leaks you need to make sure your level is sealed by regular brushes, as in brushes that are not tied to an entity.

The point file should show where the leak enters your map, that's where the leak is.
Posted 7 years ago2017-10-13 17:01:32 UTC
in "Ambiguous leafnode content" S Post #337763
Warning: === LEAK in hull 0 ===
Entity light @ (-440, -79, 238)
Unless this is the leak you fixed (in which case you should provide the latest log), there is another leak.
Posted 7 years ago2017-10-12 13:45:35 UTC
in Post your screenshots! WIP thread Post #337757
Posted 7 years ago2017-10-03 13:27:13 UTC
in Half-Life steam version - music cutting Post #337679
[quote]
void CGameUI::ConnectToServer(const char *game, int IP, int port)
{
if ( TheCareerGame && (TheCareerGame->_vptr + 2)() )
{
//...
}
else
{
if ( strcasecmp(game, "valve") )
  engine->pfnClientCmd("mp3 stop\n");
}

//...
}
[/quote]
Posted 7 years ago2017-10-03 12:07:01 UTC
in Half-Life steam version - music cutting Post #337674
This is an engine level issue, you can't fix it through the code. The GameUI library does this if the game isn't Half-Life, so unless you're mapping for vanilla HL or using a custom sound system you're out of luck.
Posted 7 years ago2017-10-02 15:48:38 UTC
in Request: Change barney weapon model to m Post #337660
The Sven Co-op map incoming has one if i'm not mistaken.
Posted 7 years ago2017-10-02 10:09:14 UTC
in [Goldsrc] Everytime i die i get error Post #337652
That means a brush model couldn't be found. As The Mad Carrot said, it may be caused by saving and then loading that save with a newer version of the map.
Saves aren't compatible with different versions of the same map.
Posted 7 years ago2017-10-02 10:07:53 UTC
in We're launching a new site and we need y Post #337651
This engine never had much in the way of documentation, it's pretty sad that we have to reverse engineer the code to get some of that info.

That said, if there were a place to put documentation i'd contribute some, some people have asked for guides on working with the SDK and there are some pitfalls that can be avoided if you only have a way to know about them.
Posted 7 years ago2017-09-30 12:29:15 UTC
in (Goldsrc) Adding Oposing Force weapons i Post #337637
Please use the edit button when adding more information, it avoids all the double posting.
Posted 7 years ago2017-09-30 11:01:47 UTC
in (Goldsrc) Adding Oposing Force weapons i Post #337626
Probably missing Op4's skill cfg file.
Posted 7 years ago2017-09-30 08:48:28 UTC
in (Goldsrc) Adding Oposing Force weapons i Post #337623
You can use the liblist.gam keyvalues fallback_dir and fallback_maps to allow your mod to use gearbox content: https://developer.valvesoftware.com/wiki/Liblist.gam#fallback_dir

This is easier than copy pasting everything. Remember to set it to use the gearbox dlls or you won't be able to use Op4 features.
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