Forum posts

Posted 1 year ago2024-01-31 13:59:41 UTC
in Forum dead? Post #348512
I just aint active cause im cooking up some stuff related to goldsrc mapping although im gonna be ripped apart by urby if I post it lol
I'm a kitten. I rip things apart because I love them.
monster_urby monster_urbyGoldsourcerer
I am curently working on a stealth mechanic, but I'm unsure about something very important. I've set up a Neutral ai_relationship for the patroling NPC, and have parented a trigger_once to an npc_combine_s (the NPC) that acts as its Line-of-sight, and when the player "touches" it, the Relationship gets set to Hate. Also I've added trigger_multiple's as Safe zones, scattered in dark spots around the level, and had them Disable the NPC's Line-of-sight when the player is in them, and Enable it when the player exits them, but do you know if I can have the engine detect if the player is behind a wall, out of line-of-sight? As the title suggests - can I have the NPC's Line-of-sight, the parented trigger_once, check if it "touches" an info_target that's parented to the player AND another info_target that would be behind a wall, and if so, Disable itself? Or is that totally not the way to go about that... i'm having a brain fog moment on this issue. Any suggestions would be helpful!
Posted 1 year ago2024-01-31 08:06:46 UTC
in Forum dead? Post #348510
I just aint active cause im cooking up some stuff related to goldsrc mapping although im gonna be ripped apart by urby if I post it lol
Tarek TarekTrenchbroom is hard to learn......Someone shouldve told me that.
Posted 1 year ago2024-01-30 20:01:17 UTC
in Hammer++ Compiling issue Post #348506
What does the compile log say?
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2024-01-30 18:59:37 UTC
in Hammer++ Compiling issue Post #348505
I've recently installed Hammer++ and set it up for Half-Life 2, But every time i compile the map, the bsp file doesn't show up and the game doesn't run. I've tried changing all of the directories to the Half-Life 2 files instead of the Source SDK 2013 Singeplayer ones and reinstalling Hammer++, but nothing.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 1 year ago2024-01-30 11:57:14 UTC
in Forum dead? Post #348504
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.

However, as the others have said, the vast majority of discussion these days happens on the Discord server. It's far more active, responses are far faster and it's easier to quickly share links or screenshots in order to get immediate feedback on your work/guidance with your issues.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2024-01-30 04:36:39 UTC
in Forum dead? Post #348503
Most of the people here use the Discord server for help and questions due to the fact that is quite faster. However, i believe some people post here when they have a seriously difficult problem.
Posted 1 year ago2024-01-29 23:31:19 UTC
in Forum dead? Post #348502
It's very much not dead.

Just because it's not a spammy memedump, or has as much activity as a chat platform, it doesn't mean it's dead. It's just quiet and that tends to be the case for forums in this age where forums are not as popular as they used to be (which is a shame). People are still around and reading and posting, just might take some hours or days between posts.
Posted 1 year ago2024-01-29 21:04:53 UTC
in Forum dead? Post #348501
Why no One Is Active in the forum?
Posted 1 year ago2024-01-29 18:40:44 UTC
in Uneven lighting in my map. Post #348500
The issue persists with both normal and fast VIS/RAD, even with the -final parameter activated. In the image the lightmap looks blurry because I compiled the map with fast RAD.
Posted 1 year ago2024-01-29 14:44:05 UTC
in Uneven lighting in my map. Post #348499
Is this compiled with Fast RAD or fast VIS?
The lightmap resolution also looks extremely low, but that might just be because i haven't looked at Source 2006 assets for a while
Archie ArchieGoodbye Moonmen
Posted 1 year ago2024-01-28 17:45:22 UTC
in Uneven lighting in my map. Post #348498
Hi everyone,

I'm having this weird lighting bug where flat brush faces are being lit differently under the same light_environment. By playing around with Hammer++'s texture UV settings I've found out that faces are lit evenly if their UV coordinates are all kept the same. However, I'm not interested in having the same UVs for every face, as I want to have rotated textures. Additionally, if I set mat_bumpmap in Garry's Mod's console to 0, the issue is resolved, but then my map looks bleached. Here's a picture of the issue in case my explanation sucks:
User posted image
Any help is much appreciated.

image embed fixed. Make sure image links end with a file extension (e.g. jpeg) - mod
Posted 1 year ago2024-01-27 19:07:21 UTC
in Half-Life Updated (custom SDK) Post #348497
So, from now on it's up to TWHL to keep updating the projects, right? Do they have plans to implement the fixes to the updated SDK that Valve is supposed to release some day?
I created issues to track this work:
https://github.com/twhl-community/halflife-updated/issues/233
https://github.com/twhl-community/halflife-unified-sdk/issues/543

If and when Valve releases the update anyone can integrate the changes and make a pull request to merge the changes.
Will you contribute further, or have you become tired of developing this project? (I guess I would, it's a lot of work what you did).
I've more than accomplished my goals with the work i've done, it's time to let others manage things. There are other SDKs that also offer improvements and features, so there's no shortage of people to make something like this.

The problem in CMake preventing the project from extracting vcpkg dependencies has been fixed. Version 3.28.2 will work properly and should release in a week or two.

I've updated the documentation to warn about the affected versions, and i've also made it clearer that the project requires certain knowledge to get started: https://github.com/twhl-community/halflife-unified-sdk#half-life-unified-sdk
I've got a skeleton here (prop_ragdoll, /models/skeleton/skeleton_whole.mdl/, and I'd like to hang it up by its head. I've tried a phys_ballsocket and a phys_ragdollconstraint; the first led to the thing glitching around weirdly, the second mostly worked but just hung it by its pelvis.

I've tried using attachments as target names, i.e. "skeleton1_prop,eyes" (also tried "head"), but that didn't seem to work.

If anyone can help me here, that would be much appreciated.

P.S: while I'm at it, this isn't worth making a new thread for: I'd love to get npc_citizen to stop referring to the player as Doctor Freeman, setting "Gordon pre-criminal" didn't do much to get the Point Insertion treatment, any ideas? All of this is in EP2 btw.
Posted 1 year ago2024-01-25 15:42:49 UTC
in Half-Life Updated (custom SDK) Post #348492
So, from now on it's up to TWHL to keep updating the projects, right? Do they have plans to implement the fixes to the updated SDK that Valve is supposed to release some day?

Will you contribute further, or have you become tired of developing this project? (I guess I would, it's a lot of work what you did).
Could I use the SDK to make my maps? or would that be unnecesarry
You don't need the SDK to map for HL. Only if you want to develop new functionality that goes beyond the current HL code. Some mods do this, but not all, most stuff I can think of can be done in Hammer with proper use of entities.
Posted 1 year ago2024-01-23 19:35:03 UTC
in Half-Life Updated (custom SDK) Post #348491
You can make maps for it just like you can for any Half-Life mod. You'll want to make a copy of the mod directory with a name for your own mod to do that though since the default isn't really meant to be used for such a purpose. That will allow you to make changes to game assets as needed.

I looked into the problem where CMake 3.28 (latest version at this time) can't generate project files. It appeared to be a problem with vcpkg at first but it turns out to be a problem with CMake itself. I've reported the problem and i'm working with them to get this fixed ASAP.
Posted 1 year ago2024-01-22 15:05:05 UTC
in Half-Life Updated (custom SDK) Post #348490
Could I use the SDK to make my maps? or would that be unnecesarry
Tarek TarekTrenchbroom is hard to learn......Someone shouldve told me that.
Posted 1 year ago2024-01-21 19:49:00 UTC
in Half-Life Updated (custom SDK) Post #348489
So essentially the USDK bundles the fixes of the base game plus the expansions in one solution in case someone wants to make a mod that uses e.g. stuff from vanilla HL and Opposing Force at the same time, right? Plus CMake support.
Yes, but it also adds a couple new features like a new sound system with increased limits. It's basically an expert SDK for when you want to go beyond some of the engine's limits but it'll require a good understanding of C++ to deal with any potential problems.

For most people i'd expect it to be a toolbox they can take things from for their own needs.
Posted 1 year ago2024-01-21 16:10:16 UTC
in Half-Life Updated (custom SDK) Post #348488
Well, of course the first thing I did was to read that, but I still couldn't understand it, that's why I asked... :roll:

So essentially the USDK bundles the fixes of the base game plus the expansions in one solution in case someone wants to make a mod that uses e.g. stuff from vanilla HL and Opposing Force at the same time, right? Plus CMake support.

I guess I just couldn't think of a use case example for it.

Anyway thanks for your work, I'm using HL:U currently, at least until Valve release their updated SDK.
Posted 1 year ago2024-01-20 17:20:25 UTC
in Half-Life 1 Mod: Default Binding Problems Post #348487
The engine will load config.cfg by searching through path IDs in this order:
  • GAMECONFIG
  • GAME
  • nullptr (all path IDs are checked)
This means that if your mod directory does not contain a config.cfg file it will load one from another location, usually the one in Half-Life/valve. The engine does not use default.cfg (there is a commented out line in valve.rc that does) but you can try executing a config file that sets defaults in the client dll's Initialize function. Note that config.cfg will override any keybinds you've set.

Unfortunately there is no simple mechanism for defaulting keybinds in a sensible manner.
Posted 1 year ago2024-01-20 17:11:31 UTC
in Half-Life Updated (custom SDK) Post #348486
Thank you for all the updates youve done so far!
You're very welcome.
I don't fully understand the unified SDK, is it just a compilation of the fixes of all other 3 repos (HL, OF, BS) in one, or is it something entirely different?

Which one should we be using for modding?
The project readme explains what it is: https://github.com/twhl-community/halflife-unified-sdk#half-life-unified-sdk

As for which SDK to use, that's entirely up to you to decide. This SDK has a bunch of features added to allow playing all 3 games in the same mod so if you have need of those features you can use this SDK. Given the complexity of some of these features it's recommended to have a good understanding of C++ and software development if you intend to make a mod with it.
Posted 1 year ago2024-01-20 12:45:35 UTC
in What Is half Life SDK? Post #348485
ok thanks
Posted 1 year ago2024-01-19 13:19:39 UTC
in Half-Life 1 Mod: Default Binding Problems Post #348484
I'm having a small issue, I've changed my hl1 mod's default bindings in the modname/gfx folder and have changed the default.cfg, but even after wiping all of the temporary files (like config and voiceban) with XBLAH's modding tool, the bindings when it's first booted are different. Pressing the button to set them to default works perfectly, too.
Posted 1 year ago2024-01-19 09:24:26 UTC
in What Is half Life SDK? Post #348483
Posted 1 year ago2024-01-19 08:58:28 UTC
in What Is half Life SDK? Post #348482
希望不只有《半条命》的。
I hope it's not just Half-Life.
Lei Shi Lei ShiFRS石磊
Posted 1 year ago2024-01-19 08:50:26 UTC
in What Is half Life SDK? Post #348481
As far as I know Valve haven't given us an estimate yet
Posted 1 year ago2024-01-19 08:43:58 UTC
in Trouble regarding re-texture and compiling Post #348480
You're getting the "padev.wad not found" error message because you have some textures from that WAD in your map, but you don't have the WAD in your mod folder or haven't used the -wadinclude padev argument on the CSG compiler.

To make things easier, use a game configuration in your editor that only uses the standard set of HL textures (and zhlt.wad):
halflife.wad
decals.wad
liquids.wad
xeno.wad
zhlt.wad
Now if you're using JACK, in the editor hit Alt+P (or go to Map -> Check for problems) and it should list several Invalid texture ('<texture name>') errors. These cannot be fixed by the editor so you have to fix it manually:
Open the texture browser and enable the checkbox for Only used textures.
All textures with a black-purple checkerboard is an invalid texture, so click it and hit Replace... and for the replacement (right side) type in "C1A0_W1" for example.
Do this for all invalid textures until there are no more errors when you Check for problems (Alt+P).

After that, compile the map and make sure the BSP is placed in your mod's maps folder, launch your mod and start up the map.
Posted 1 year ago2024-01-19 07:33:43 UTC
in What Is half Life SDK? Post #348479
Ah ok
When Will be released?
Posted 1 year ago2024-01-18 23:47:02 UTC
in Trouble regarding re-texture and compiling Post #348478
So, what exactly is the issue you are facing? Are the textures not appearing? Can you post screenshots or provide your compile log?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2024-01-18 23:32:09 UTC
in Trouble regarding re-texture and compiling Post #348477
Hello there. (I'm submitting this reply because the other one wasn't submited for unknown reasons, or something...)
I've cleaned the valve folder from any mod leftovers and checked textures for conflicting issues. I've also cleared my mod's folder of any valve .wads or anything similar. However, none of these seem to be the cause of the problem.
While taking a quick look, I realized that I had accidentaly edited the HL game profile, and fixed it. It kinda solved solved the issue, although now when I run the map, it displays an error message (padev.wad not found, padev.wad is a .wad I'm using for dev textures and stuff).
I then thought that the problem had to do with the fact that I had replaced some developer textures, so I removed padev and replace it with halflife.wad, hoping it would ressolve the issue... which didn't solved the issue.
I then ran the map a second time, this time inside valve folder, and it also did nothing. The problem definitely has to do with compiling.
ultrasex ultrasexI regret choosing this username.
Posted 1 year ago2024-01-18 13:45:40 UTC
in sven co-op texture issue Post #348470
thank you so much!
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 1 year ago2024-01-18 09:30:38 UTC
in Trouble regarding re-texture and compiling Post #348469
I highly encourage keeping the valve folder free of any custom content. The valve_addon folder (enabled in Options -> Content -> Allow custom addon content), or even better your mod's directory, should be used instead.

Make sure you don't have a duplicate of your WAD in the valve folder, and make sure the one in your mod's folder is up-to-date with your changes.

As for the problem in hand, it's possible the textures in your WAD are named the same as textures from stock Half-Life WADs, such as halflife.wad.
This causes a naming conflict where (iirc) the texture of the first WAD to load will replace any subsequent textures of the same name.
If that's the case, you simply just have to rename your textures and fix the references in your map in the level editor.
Posted 1 year ago2024-01-18 09:17:26 UTC
in What Is half Life SDK? Post #348468
Posted 1 year ago2024-01-18 07:06:07 UTC
in What Is half Life SDK? Post #348467
Ok thanks...but how i can implement hl1 func_vehicle in my mod?
Posted 1 year ago2024-01-18 02:09:42 UTC
in Trouble regarding re-texture and compiling Post #348466
Hi. I am currently working on a Half-Life modification, specifically trying to add custom textures.
I have gathered all of my textures, created a .wad using wad maker, and inserted them into my map. Problem is, the first time I compiled the map, it replaced the textures with HL placeholders I was using before (which I think, is the source of the problem).
The main reason being that I was using very large textures. I resized them to a proper size (256x256), re-packaged them and launched the map again. Still, it did not worked. I tried several alternatives, such as changing the .wad's name, removing the sky box (replacing it with another texture) and even moving the map files to a different directory (from the "valve" folder to my mods folder, probably another cause).
I don't know how to proceed in this matter, and I would appreciate very much your help.

Thanks

-G.F.
ultrasex ultrasexI regret choosing this username.
Yep, I'm working through the submission issues on Discord, all good.
Penguinboy PenguinboyHaha, I died again!
can we please consider having a re-submission for edge cases, before we setup the play day? seen a couple members in discord who had to make last minute changes, but submission was over. (such as map-breaking errors, like missing texture or model). for instance i had a dead otis.mdl easter egg, i thought otis.mdl was included in the valve folder, as he was in mine. so now i've changed it to barney. but i'd hate to see my map, and others, miss out on playtime because of edge mistakes like that. maybe a 12 hour window or something
Posted 1 year ago2024-01-17 22:27:22 UTC
in sven co-op texture issue Post #348460
The keyvalue Trempler is referring to is actually zhlt_embedlightmap 1.
Semi-transparent render modes (Texture and Additive) don't embed lightmaps by default and as such appear fullbright. The keyvalue tells the compile tools (VHLT and derivative) to do it anyway, though only the compile-time lightmap will be used so it will not change with toggled lights.
User posted image
Here's an example from Sven Manor demonstrating the effect.
Posted 1 year ago2024-01-17 22:20:52 UTC
in What Is half Life SDK? Post #348459
Just to add to what Alexis said:
The HL SDK does not yet contain any of the 25th Anniversary game code changes, such as implementation of func_vehicle. So if you want any of these features in your mod you will just have to wait.

As for what is there:
After downloading the HL SDK from your Steam Library and pressing Launch it will open up Hammer, the level editor. This is only a small part of the tools and content the SDK provides which you can easily access by right-clicking the shortcut in your Steam Library, and go to Manage -> Browse local files.

In the main directory you will find various documents about HL modding, and several sub-directories.
Most of the tools sub-directories contain very outdated tools which you can find more updated replacements for in the Tools and Resources page.
Models sub-directories will have source files for many different models, while Prop Models is a library of lots of decorative models you can use for your maps.
The Texture Wad Files directory has the standard set of WAD files that comes shipped with Half-Life.
If you're interested in the game code, you can look at the Github repository Alexis linked or you could head on over to the Half-Life Programming - Getting Started guide.
Posted 1 year ago2024-01-17 19:33:08 UTC
in sven co-op texture issue Post #348458
i tried the zhlt options and the window turns invisible, the texture isnt see-through or it turns black and slightly see-through.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 1 year ago2024-01-17 18:56:51 UTC
in sven co-op texture issue Post #348457
try zhlt_embedlights =)
Posted 1 year ago2024-01-17 18:15:03 UTC
in Half-Life Updated (custom SDK) Post #348456
I don't fully understand the unified SDK, is it just a compilation of the fixes of all other 3 repos (HL, OF, BS) in one, or is it something entirely different?

Which one should we be using for modding?
Posted 1 year ago2024-01-17 17:50:10 UTC
in sven co-op texture issue Post #348455
i'm making a map for sven co-op and i added a window to a dark hallway, but the texture fullbrights. i'm using the newest jack editor version.
i tried all of the render modes and it doesnt work. :cry:

PLEASE HELP IF YOU CAN!
click for image
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 1 year ago2024-01-17 17:31:14 UTC
in What Is half Life SDK? Post #348454
Hello. I think this is a great question. Half-Life SDK ("SDK" stands for Software Development Kit) is a tool available to all Steam users who wants to modding Half-Life. If you purchased Half-Life on Steam, and type "Half-Life SDK" in the search box, you will be able to download it and have access to almost all the content for modifying Half-Life. I say "almost everything" because the source code of the game is not contained there, which you can find here (at least the official one).
Post data: Valve said at the end of November last year that they will update the Half-Life SDK, but they haven't done it yet (at least, they haven't released it).
Posted 1 year ago2024-01-17 16:11:24 UTC
in What Is half Life SDK? Post #348453
What Is ?
I started making a vanilla styled map but ended creating something non vanilla i guess, im not sure.
I will submit my map nevertheless if it doesn't fit i hope you guys simply disqualify it and i will release this map as a non competing map on your lovely website.

p.s.
Can you create a competition where the theme is yellow and concrete? Then have a chance of winning! (JOKE)
Posted 1 year ago2024-01-16 22:17:31 UTC
in Programming video tutorials Post #348451
It's that time of the year again.
Hitscan weapons
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2024-01-16 14:51:46 UTC
in Half-Life Updated (custom SDK) Post #348450
Thank you for all the updates youve done so far!
Tarek TarekTrenchbroom is hard to learn......Someone shouldve told me that.
Posted 1 year ago2024-01-15 20:07:23 UTC
in Half-Life Asset Manager Post #348449

Half-Life Asset Manager V2.1.0 Released

Half-Life Asset Manager V2.1.0 has been released. For more information and a download link see this page: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V2.1.0
Posted 1 year ago2024-01-15 14:33:35 UTC
in Half-Life Unified SDK Map Decompiler Post #348448

Map Decompiler V1 released

Map Decompiler version 1 has been released: https://github.com/twhl-community/HalfLife.UnifiedSdk.MapDecompiler/releases/tag/V1.0.0.0

Changes since RC1:
  • Added check to detect when bsp files are actually XML files
  • Print first 64 bytes converted to UTF-8 when file type is not supported
  • Added changelog
Version 1 is the full and stable release of the map decompiler. Just like Half-Life Updated and the Unified SDK this project has been handed to the community to manage from now on.