Forum posts

Posted 7 years ago2017-07-24 20:53:04 UTC
in TWHL Collaborations Post #336320
If we get a month for programming i'd just get my Angelscript stuff ready to go and program features in that way. Instant win button :P
Posted 7 years ago2017-07-24 13:39:53 UTC
in TWHL Collaborations Post #336298
Those features don't exist in vanilla so you can just ignore them. Implementing HL in C# is an enormous task that would take years if it's even possible and legal.

ASMod doesn't do client side stuff and isn't ready for any real use so please don't advertise it for use.
Posted 7 years ago2017-07-23 18:38:22 UTC
in 3D graphics in C++ Post #336266
If you've never used C++ or any other programming language before, i'd recommend this tutorial: http://www.cplusplus.com/doc/tutorial/

Also, if you're on Windows you should use Visual Studio. Makefiles are hard to learn, especially if you have no knowledge on C++ itself.
If you're on Linux it may be best to rely on a sample Makefile from a tutorial instead.
Posted 7 years ago2017-07-22 06:40:34 UTC
in Now Gaming: ... Post #336221
I assume those structures underneath the left side are part of Eolis.
That is/was our base. We're hoping to remove the tree using an editor or something.
User posted image
Mostly burned up, but it's so large that most of it hasn't even started burning yet. Have to move closer first.

It kinda looked like this when it was burning:
User posted image
Posted 7 years ago2017-07-21 17:51:31 UTC
in Now Gaming: ... Post #336211
User posted image
User posted image
User posted image
User posted image
Somebody found a rare tree sapling. The sun is gone.
Posted 7 years ago2017-07-19 20:10:11 UTC
in Half-Life Model Viewer 2.0 Post #336164
Well, i just checked and Qt5 needs 3 dlls, around 5 Mb each. WxWidgets has more than that.
The standalone install doesn't require an ICU lib, but i may have to add it for it to work out.

The Angelscript IDE uses it and is 25 Mb compressed in a release build, but it has libraries that probably aren't required so it can be trimmed down.

And thanks, i saw the picture on Imgur and i just had to use it :P
Posted 7 years ago2017-07-19 19:46:17 UTC
in Half-Life Model Viewer 2.0 Post #336162
I'm using 5.9. What's wrong with the 5 series? I haven't had any issues with it.
I'm not using QML, just UI files with Visual Studio integration.
Posted 7 years ago2017-07-19 19:07:17 UTC
in New and Simple Post #336160
The SDK has old cine monster entities in it as well, they're useless because they were hardcoded for presentations. Valve just didn't clean it up before releasing it.
Posted 7 years ago2017-07-18 19:18:39 UTC
in Half-Life Model Viewer 2.0 Post #336138
So i've been working on HLMV for the past few days:
User posted image
I've replaced the UI with Qt. Only the UI part is actually functional, no backend functionality has been implemented yet.

Does this look good compared to 2.0?
Posted 7 years ago2017-07-15 05:20:54 UTC
in MDL QC Compile command list Post #336049
The effects use R_RocketTrail, with the old and new origin as the start and end. As long as the entity has a model it will do this, but i don't know if the engine will load an empty model or if it discards it.
Posted 7 years ago2017-07-15 05:18:45 UTC
in Half-Life Model Viewer 2.0 Post #336048
That's done using temporary entities, not model flags. You're probably using the wrong sprite for it.
Posted 7 years ago2017-07-14 19:03:49 UTC
in Half-Life Model Viewer 2.0 Post #336043
I checked the code for that flag; Xash has the same code as Quake, but the engine has a different color algorithm so it ends up different.
It also handles lifetime and overall effects settings differently, so this is something that needs to be updated in Xash.
Posted 7 years ago2017-07-14 12:23:14 UTC
in Half-Life Model Viewer 2.0 Post #336034
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Posted 7 years ago2017-07-02 13:58:33 UTC
in Duplication of texlights + bad surface e Post #335867
Bad surface extents usually means you have faces that are too large and/or have a very low texture scale. Try increasing texture scale, dividing large faces or removing them.
Posted 7 years ago2017-06-29 06:07:41 UTC
in Zion Warcry project cancelled Post #335801
Sorry to hear that, i hope you'll still finish the project for yourself, it'd be a shame to waste all that effort.
Posted 7 years ago2017-06-24 20:48:04 UTC
in Error about an unused entity. Post #335728
@GMK_5: You can make a request in the forum that i linked. Assuming somebody is around to implement the request it can be done.
Posted 7 years ago2017-06-24 08:05:18 UTC
in Error about an unused entity. Post #335719
The compiler doesn't strip info_texlights entities from the map, Metamod then encounters a call to create one which fails. That's what the error means.

You can always request that the compiler be updated to remove it, provided no mods rely on it. I don't think anybody's still actively working on those tools though.

See this forum for more information: https://forums.svencoop.com/forumdisplay.php/217-Vluzacn-s-Map-Compile-Tools
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Posted 7 years ago2017-06-21 21:30:39 UTC
in columbine_hs ~ My biggest project Post #335644
Judging by the responses in this thread i'd say it's more than just the parents that react like this.
Posted 7 years ago2017-06-19 12:24:41 UTC
in Assigning a particular move sound to fun Post #335584
It depends on whether the audio file has a cue point in it. That's used to loop sounds from a certain point, and it doesn't work so well with the flag.
Door movement sounds are looped, if they contain a cue point (i think they do) it won't work so well in this case.

See http://twhl.info/wiki.php?id=122 for more information.
Posted 7 years ago2017-06-19 08:19:37 UTC
in Assigning a particular move sound to fun Post #335581
Try using a trigger_relay with Trigger State "Off" to turn off the sound. You'll have to time it manually unfortunately.
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Posted 7 years ago2017-06-18 08:59:23 UTC
in Half-Life Timer - Concept and Functional Post #335570
I'm assuming that the usual speedrun rule of only playing the vanilla version of the game applies? Otherwise you can use a mod to implement a timer.
Posted 7 years ago2017-06-17 07:21:02 UTC
in Gun Smoke effect Post #335559
I see what the problem is:
[quote]
if ( m_iHeat >= 200 )
{

m_flCooldownTime = gpGlobals->time + 2.0f; // Shepard : This forces the player to wait 3 seconds for the weapon to cool down
m_flNextPrimaryAttack = 3.0f;//0.15f;
return;
}

if ( m_iHeat >= 200 )
{
//Vector vecSrc = m_pPlayer->GetGunPosition();
//	#ifndef CLIENT_DLL
	Vector vecSrc = m_pPlayer->pev->origin;
// lots of smoke
MESSAGE_BEGIN( MSG_ALL, SVC_TEMPENTITY );
	WRITE_BYTE( TE_SMOKE );
	WRITE_COORD( vecSrc.x );
	WRITE_COORD( vecSrc.y );
	WRITE_COORD( vecSrc.z );
WRITE_SHORT( m_iSpriteTexture );
	WRITE_BYTE( 25 ); // scale * 10
	WRITE_BYTE( 10);  // framerate
MESSAGE_END();
//#endif
}
[/quote]

If heat is >= 200 you return from the method. The code that handles smoke is never executed. You should merge the 2 if statements:
[quote]
if ( m_iHeat >= 200 )
{
m_flCooldownTime = gpGlobals->time + 2.0f; // Shepard : This forces the player to wait 3 seconds for the weapon to cool down
m_flNextPrimaryAttack = 3.0f;//0.15f;
//Vector vecSrc = m_pPlayer->GetGunPosition();
//	#ifndef CLIENT_DLL
	Vector vecSrc = m_pPlayer->pev->origin;
// lots of smoke
MESSAGE_BEGIN( MSG_ALL, SVC_TEMPENTITY );
	WRITE_BYTE( TE_SMOKE );
	WRITE_COORD( vecSrc.x );
	WRITE_COORD( vecSrc.y );
	WRITE_COORD( vecSrc.z );
WRITE_SHORT( m_iSpriteTexture );
	WRITE_BYTE( 25 ); // scale * 10
	WRITE_BYTE( 10);  // framerate
MESSAGE_END();
//#endif
return;
}
[/quote]

This way the smoke effects are handled when your heat is >= 200.
Posted 7 years ago2017-06-16 14:53:27 UTC
in Assigning a particular move sound to fun Post #335555
The number is an index that is mapped to a sound filename, it can't be forced to another filename. See https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/doors.cpp#L340 for the code if you're interested.

As Windawz said, Sven Co-op provides a way to do this since 5.0. The only alternative in vanilla Half-Life is to use the ambient_generic solution provided above.
Posted 7 years ago2017-06-16 05:58:04 UTC
in Gun Smoke effect Post #335543
I checked the code i have and it doesn't have the heat variable in it, so you'll have to send me the latest version.
Posted 7 years ago2017-06-15 21:18:49 UTC
in Gun Smoke effect Post #335532
I can't say without seeing the rest of the weapon's code. Are you sure the condition can be true to begin with? Maybe heat is being clamped to a value less than 200 somewhere else, or the method this code is in is never called.
Posted 7 years ago2017-06-15 19:12:13 UTC
in Gun Smoke effect Post #335528
Try using MSG_ALL instead of MSG_BROADCAST. If it still doesn't show you should verify that the code is actually being executed.
Posted 7 years ago2017-06-15 06:17:06 UTC
in Gun Smoke effect Post #335502
Adding multipliers just makes it harder to see, so that won't help.
Can you show me what value you initialize m_iSpriteTexture to, and where you're doing this?

The other issue sounds like you have too many entities and/or effects at once.
Posted 7 years ago2017-06-14 15:35:31 UTC
in Gun Smoke effect Post #335484
Try using the player's origin with a bit of offset so it's in front of you. If it still doesn't show then then something else is wrong.
Posted 7 years ago2017-06-14 14:10:33 UTC
in Gun Smoke effect Post #335479
You're supposed to replace the WRITE_COORD calls, not add to them. TE_SMOKE has these parameters:
#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
It looks like you're passing in a parameter that doesn't exit: life isn't present for this message.
Posted 7 years ago2017-06-14 05:40:08 UTC
in Gun Smoke effect Post #335464
Try this:
Vector vecSrc = m_pPlayer->GetGunPosition();

WRITE_COORD( vecSrc.x );
WRITE_COORD( vecSrc.y );
WRITE_COORD( vecSrc.z );
That should put the smoke right in the middle of the gun.