Forum posts

Posted 5 years ago2019-01-21 14:11:10 UTC
in Post Your Desktops Post #341760
With the proper settings applied, you can disable the auto-restart post updates.

Only problems I have against Windows 10 is that it's a HDD eater and a SSD is near to mandatory, also the lack of deeper User eXperience customisation.
Posted 5 years ago2019-01-20 16:48:48 UTC
in Post Your Desktops Post #341740
@Urby : I had to hide the precious leaks of The Core xD
Posted 5 years ago2019-01-19 18:44:32 UTC
in Post Your Desktops Post #341719
Good quality desktop right thereGood quality desktop right there
Posted 5 years ago2019-01-16 07:56:08 UTC
in TWHL Modded Minecraft Server Post #341688
I'm fine with whatever, if we're going "modded", don't add 500 mods tho xD
Posted 5 years ago2019-01-15 20:08:10 UTC
in SharpLife - Dot Net Core based modding p Post #341679
In my opinion, it may do the opposite. It may encourage people. I've never used C#, but from what I hear and see here, it seems easier than C++
It is, in high programming languages (C#/Java), you don't have to deal with pointers (but you still need to worry about "null references"), memory allocations, memory leaks and more, the language does that for you. The only problems (which aren't really problems if you ask me) is you need a "Common Language Runtime" (.NET Core Runtime in the case of Sharp-Life) to run the code and it can be easily reverse engineered (yeah I know about obfuscation). C/C++ being low level programming languages are "closer to the machine", it's the opposite.
Then there's the question of doing it from scratch. If the HL SDK is ported to C#, do we replicate the changes which we made to our C++ HL SDK code over to the C# HL SDK, or something else?
My guess is that you will need to start from scratch, there are already so many differences that you can't just move your C++ code over to C#. Let's take an example: to save/restore entities data, the C/C++ way is to declare and use a save/restore table. Sharp-Life through the power of C#'s annotations handles the save/restore table already for you and you just need to annotate the variables you want to be saved/restore.

C/C++:
// Might be wrong here
TYPEDESCRIPTION CTWHL::m_SaveData[] =
{
    DECLARE_FIELD( FIELD_BOOLEAN, CTWHL, m_bStatusSent )
};
IMPLEMENT_SAVERESTORE( CTWHL, CBaseEntity );
C# (Sharp-Life):
// Might be wrong here too (feel free to correct me Solokiller if I messed up)
class CTWHL
{
    [Persist]
    bool StatusSent;
}
Posted 5 years ago2019-01-15 16:47:39 UTC
in SharpLife - Dot Net Core based modding p Post #341672
For now, nothing, it's not even mature enough to start building your own game/mod on top of it
Posted 5 years ago2019-01-14 15:52:27 UTC
in RunThinkShootLive's Ville Competitions Post #341651
Good to know about the custom content disclamer.

Looking forward to this.
Posted 5 years ago2019-01-13 17:17:46 UTC
in The Hype-o-matic (Upcoming games) Post #341634
  • Black Mesa: Xen
  • Rage 2
  • Wolfenstein: Youngblood
  • DOOM: Eternal
  • Serious Sam 4: Planet Badass
Posted 5 years ago2019-01-13 16:05:58 UTC
in TWHL Modded Minecraft Server Post #341630
I think the server had too many mods and it caused 2 problems:

The first one being that people like me who knew nothing about these mods had to learn everything, aside from helping Solokiller with his base and exploring the map, I haven't done much more interesting.

The second one is that you basically needed a somewhat beefy computer to even start the game. The only time I could join the server was when I had my desktop PC, but if I was using my laptop (2,4 Ghz Dual Core + 4 Gb RAM + Ubuntu), it took me literally 10 to 15 minutes to get the main menu (and my entire desktop was freezing).

I'm interested for a vanilla 1.13.2 or vanilla 1.14-SNAPSHOT, although I would prefer 1.13.2 so I can grab OptiFine (unless they also provide builds for snapshots versions but I don't remember).
Posted 5 years ago2019-01-09 07:26:50 UTC
in RunThinkShootLive's Ville Competitions Post #341601
"They're waiting for you Gordon, in the TWHL competition."

Wonder what would be the next competition's theme/subject.
Posted 5 years ago2019-01-07 16:37:53 UTC
in Project Genesis Post #341575
I strongly suggest to stay away from SoHL especially the latest versions.

If you want features from it, follow Admer's advice, take only what you need.
Posted 5 years ago2019-01-04 08:28:36 UTC
in custom blood colours Post #341541
AFAIK nope, I thought blood's color was a RGB value at first, welp, you learn something new everyday.
Posted 5 years ago2019-01-01 10:45:58 UTC
in Post your screenshots! WIP thread Post #341527
Images aren't showing up for me, normal?

Nevermind, mobile browser is drunk, looks good.
Posted 5 years ago2018-12-09 23:56:29 UTC
in VHLT source code cleaned up Post #341411
AFAIK, since Solokiller is using .NET Core, the performance differences should be minor. Also there is code cleanup involved so that needs to be taken into account.

I guess we'll have the answer once he finishes his work and someone benchmark compile times.
Posted 5 years ago2018-12-03 07:14:46 UTC
in VHLT source code cleaned up Post #341382
Nice work as always Solokiller ^^

Do you have any "refactoring" project of these compilers in mind? Like porting them to C# or clean/document them more like you did with HL:E or something else?
Posted 6 years ago2018-11-18 15:45:21 UTC
in Weapon Strip (HUD question) Post #341266
Strip the suit like SoHL does.
Posted 6 years ago2018-11-10 18:46:03 UTC
in TWHL Modded Minecraft Server Post #341226
Any recommendations for a good launcher that'll deal with the mods & skins & whatnot
Solokiller suggested above the Twitch client, I'm using MultiMC, pick up your poison ^^
Posted 6 years ago2018-11-05 18:29:36 UTC
in TWHL Modded Minecraft Server Post #341199
@The Mad Carrot: Sent you a PM with the details.
Posted 6 years ago2018-11-02 14:43:15 UTC
in TWHL Modded Minecraft Server Post #341124
You forgot one important client side mod which is "OptiFine" (because I love me some performance boosts) ^^
Posted 6 years ago2018-10-31 12:14:36 UTC
in TWHL Modded Minecraft Server Post #341106
I'm interested, would it be possible to have a list of links for the confirmed mods with their versions?

The main reason for this is because I don't use the official MC launcher but MultiMC (it's not a crack, it's a lightweight launcher with neat features, the ownership of the game is still required).
Posted 6 years ago2018-10-25 12:26:12 UTC
in SharpLife - Dot Net Core based modding p Post #341077
I don't know if this is the best way to do this but how about "per aspect ratio" config. with scaling?
Posted 6 years ago2018-09-13 07:16:49 UTC
in changing NPC walking speed Post #340863
QC file
Posted 6 years ago2018-09-12 13:40:55 UTC
in changing NPC walking speed Post #340856
The code doesn't handle that, the sequence/animation in the model's QC does.
Posted 6 years ago2018-09-03 10:31:37 UTC
in Half-Life SDK updated for use with VS2017 Post #340774
SourceSkyBoxer said:Wait please Ubuntu 18.04 is buggy.
I don't have any problems with Ubuntu 18.04 so if you have a problem, it's your fault.
SourceSkyBoxer said:Please rollback to gcc6! ( Possible for gcc5.4 )
Have you actually tried to compile it with GCC 6 or 5.4 before complaining?

UPDATE: I just tried compiling with GCC 6 and it works, no errors, no warnings.
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 6 years ago2018-08-15 09:27:51 UTC
in SharpLife - Dot Net Core based modding p Post #340545
SourceSkyBoxer said:But please please add more shadow mapping like mod AM by SysOp.and realistic reflection for water and more.

DON'T

  1. The concerned code uses "legacy" also known as "immediate" OpenGL which is totally different from the "shaders based" OpenGL used by Veldrid (and by extension SharpLife) and modern AAA games (modern Wolfenstein games).
  2. The concerned code has a HARD dependency on PARANOIA's OpenGL renderer which uses the same "legacy/immediate" OpenGL.
  3. Even if you do waste your time porting the code as-is, you'll get a massive performance loss.
  4. It pains me to say this because I'm a developer of Arrangement but please for the love of God, don't use any of it's code from any public source code(s), the quality is so poor that rewriting the entire thing by yourself will be better.
  5. IIRC, Solokiller said that SharpLife's goal is to provide a "better vanilla GoldSrc modding/playing experience". If you want any kind of graphical enhancements, then fork the project and DIY (Do It Yourself).
I dislike the crossbow for it's OP-ness.

Like you mentioned, if you don't have battery (HEV suit) then your kinda dead instantly. I've seen cases where pro players would get the crossbow, kill that player, go to the next respawning spot, snipe that same guy again that just respawned and repeat again until the frag limit is reached or the victim ragequits (or the attacker get rekt some way).

I prefer Quake 2/3 Arena's Railgun where the first shot deals a lot of damage (80/90) and you need a second shot to finish the victim, in the case where the victim has armor, that would be 3 shots. This gives a chance to the victim to either try to escape and/or fire back.

Unreal Tournament 2003/2004/3/4 Lighting Gun and Sniper Rifle share the same thing except that you can one shot people as long as it's a headshot. Speaking of Unreal Tournament 4, I dislike the fact that the Sniper Rifle's scope kinda highlight the head to make it obvious.

And of course, I also dislike when developers make horrible balancing decisions. The 2 most popular examples I have: 1) PAYDAY 2 where a medieval crossbow deal twice (or 4 times) the damage of a Barrett M99 .50 cal sniper and 2) Killing Floor 2 where the same .50 cal deals x1.5 the same damage as the Railgun for a price multiplied by 2 (and ammo cost as well).
Posted 6 years ago2018-07-27 04:21:48 UTC
in Goldsrc mapping - disappearing decal Post #340272
Try making the rotating entity first then apply the decal last, entities spawn in the order they are created.
Posted 6 years ago2018-07-23 06:28:17 UTC
in SharpLife - Dot Net Core based modding p Post #340232
PenguinBoy said:https:/blogs.msdn.microsoft.com/dotnet/2018/05/07/net-core-3-and-support-for-windows-desktop-applications
Oh boi, I can't wait to see this in action in Sledge.
Posted 6 years ago2018-07-17 22:04:48 UTC
in 6 minutes speedrun of Half-Life Post #340178
They utilize the wait command in the command queue to delay a level change when you enter a changelevel trigger, then they save the game with different relative position to the land_mark (being able to move around the level before it changes) once the other level is loaded they load the game and poof you are somewhere else on the new level or something like that, that's how I understood it.
That's right, they abuse the fact that "trigger_changelevel" is basically calling "changelevel2 <map name> <landmark name>" with "wait" commands combined with the save/restore stuff in the landmark's PVS by quick saving/loading.

That glitch was fixed in modern Source engine versions where console commands stores their intended execution value.
Posted 6 years ago2018-07-17 21:57:08 UTC
in SharpLife - Dot Net Core based modding p Post #340177
@SourceSkyBoxer The only reasons .NET Framework is used nowadays:
  • You need to make a Windows only desktop application.
  • You need to make a Windows 10 UWP application (like the Windows Store).
  • You need to use a NuGet package or library that doesn't exists yet in .NET Core.
  • You are using technologies not yet supported by .NET Core (mostly Visual Basic, F# and some ASP .NET stuff).
  • You are developing on a platform that doesn't support .NET Core.
And that's it, so why .NET Core is better and it's gonna be the new "C# programming meta":
  • It's cross-platform: it works on Windows, Linux and Mac. Something that .NET Framework doesn't do.
  • It's faster and optimised: if your application is strict on "performance budgets", this is way better than using .NET Framework.
  • It has "microservices" in mind: enterprises will love this for sure when migrating big applications.
  • It integrates nice with Docker containers: because a lot of people love Docker for building, testing and deployment and it's used by many continuous integration services.
  • It's open-source: everyone can see the code and contribute to it unlike .NET Framework.
In a nutshell, Mono is dead, it only survives because of Unity/Xamarin, from what I saw, making a GUI application with Mono is a pain in the #!$. They had their chance to take over Microsoft, but now it's too late.

.NET Framework is gonna die soon as well, not as fast as Mono, but it will eventually when missing features from .NET Framework will be added back.
net standard 2.0 is shit because it can't bundle as single executable. So sadly who forgets requiered net assemblies than it "can't work".
Read this documentation from Microsoft, and especially read the "--self-contained" part, it basically does the same thing as your "mkbuilder" but for .NET Core applications:

https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-publish?tabs=netcore21

UPDATE: ninja'ed by Solokiller
Posted 6 years ago2018-07-15 22:13:37 UTC
in 6 minutes speedrun of Half-Life Post #340149
Posted 6 years ago2018-07-10 06:38:55 UTC
in Host_Error when I compile my map Post #340119
The Mad Carrot said:I used the word fishy a lot.
Very fishy indeed.

As a general rule, never use modified Hammer executables (unless you really need one, but that would be a very special case).
Posted 6 years ago2018-07-06 04:38:50 UTC
in Problem Post #340057
If Unq's solution doesn't work, a possible workaround would be to toggle "raw mouse input".
Posted 6 years ago2018-07-05 05:19:43 UTC
in Problem Post #340054
Posted 6 years ago2018-06-24 14:37:00 UTC
in SharpLife - Dot Net Core based modding p Post #340007
If it doesn't requires the Steam client, it's illegal.

If it doesn't requires a Steam account with ownership of Half-Life 1, it's illegal.

If it doesn't requires Half-Life 1 Steam version to be running, it's illegal.

SharpLife doesn't violate any of the above legal restrictions so it's fine.
Posted 6 years ago2018-06-19 13:33:18 UTC
in Gangsta Wars .fgd Post #339962
If Urby's plan failed, last option would be to open the BSP files in an advanced text editor (like Notepad++), find the entities lump and use it to make a FGD based on HL's.
Posted 6 years ago2018-06-03 21:15:25 UTC
in [Idea] TWHL Shoutbox desktop application Post #339798
An Android/iOS app where you could access the shoutbox, wiki, forums and such?
Posted 6 years ago2018-06-03 12:54:45 UTC
in [Idea] TWHL Shoutbox desktop application Post #339789
Now that TWHL v4 has been released, it's time to present an idea I have for some time and I would like to have the community's opinion about it.

Basically, it would be the same thing as potatis invalid's TWHL shoutbox extensions for Firefox and Chrome but instead of being a browser extension, it would be a standalone desktop application (like Hammer, Sledge, Steam...) You would be able to:
  • Read the shouts (obviously).
  • Automatic shouts list refreshing whenever someone shout (or time based if it's not possible).
  • Post shouts.
  • Hide the application in the system tray and be notified whenever someone shout.
  • Maybe more that you would like to see.
So what do you guys think? Is it something you would be interested in or it would be pointless?
Posted 6 years ago2018-06-02 13:29:35 UTC
in TWHL4 Discussion / Bug Reports Post #339766
<Insert R.I.P. TWHL v3 memes here>

A part of me want to write tutorials about GoldSrc programming in the wiki ^^
Posted 6 years ago2018-06-02 13:01:18 UTC
in TWHL4 Discussion / Bug Reports Post #339764
The Shoutbox is at the bottom right on desktop, just bottom on mobile.
Posted 6 years ago2018-06-02 09:18:10 UTC
in TWHL4 Discussion / Bug Reports Post #339761
Seems to work fine on Chrome Android, nice job ^^

Is there a "time limit" when you update your profile? Because first time I tried the changes were not applied, it worked on second try tho.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-12 19:54:26 UTC
in SharpLife - Dot Net Core based modding p Post #339566
Java and C# are MOSTLY similar when it comes to the syntax, the main differences are the keywords ("final" -> "const", "package" -> "namespace"...) and other minor things. The transition from Java to C# should be fairly easy.
Posted 6 years ago2018-05-10 13:45:24 UTC
in Half-Life RPG (one for the coders) Post #339547
Inventory system

The slot based inventory system (à la Zombie Panic! Source) is do-able. That would be easy to program.

Weapon slots

This should be fairly easy to do as well.

Dialog boxes with choices

That's an easy thing as well.
Posted 6 years ago2018-04-08 16:58:19 UTC
in compiling for linux Post #339253
I had the same situation when porting the dedicated server of Zombie Panic! Source 3.0 (Source 2013) to Linux.

I don't remember if it's gonna 100% identical with HLDS/SteamCMD so I will explain what I did with ZPS 3.0 which is on Source 2013. Basically, you open the shell script that act as launcher with a text editor ("srcds_run"). There should be a line that look like this:

export LD_LIBRARY_PATH=bin:$LD_LIBRARY_PATH

Depending on the Linux distribution that you and you user choose (because not all Linux distributions agrees on the standards), you will have to add to the beginning the path to your system's "libstdc++.so.6". On Debian/Ubuntu IIRC, the path should be "/usr/lib/i386-linux-gnu", so the variable would look something like this:

export LD_LIBRARY_PATH=/usr/lib/i386-linux-gnu:bin:$LD_LIBRARY_PATH

Save the file, and it should pickup the "libstdc++.so.6" from your system.

Alternative: You could delete the "libstdc++.so.6" shipped with HLDS/SteamCMD. If it complains about missing file, you could make a symbolic link.
Posted 6 years ago2018-03-15 12:57:25 UTC
in Opposing Forces CTF Tutorials Post #339024
Make a test map and throw all entities in there to see what they do.