Forum posts

Let me try and get this straight. You are making a Half-Life map using CS1.6 assets? In that case, these will need to be copied to your valve/ directory (or your mod directory if you're making a mod).
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-18 17:10:20 UTC
in Mod_numforname bag.mdl not found half life 1 sdk Post #348265
Hello i've been making a map for half life 1 with jack hammer its almost near completion but i got a error when i died by using the command kill or starting an autosave.
ive tried to drag the bag.mdl into the valve model files because i thought it would find it that time but it didnt now i dont know what to do i have no idea why it occurs at first i thought maybe its because half life and cs 1.6 dont really go together when ur using the cs 1.6 textures from maps if anyone has an idea why it occurs please let me know i can put more further infortmation about the problem but i need help.
Posted 11 months ago2023-12-18 17:00:46 UTC
in Recolor the hev hand textures Post #348264
yo ok so im kinda confused becuase i dont really know how to recolor the hev hand textures...
need help but i cant find any tutorial
this layout should look pretty familiar to seasoned FPS veterans
It looks somewhat reminiscent of E1M1 but larger and linked up in different places.
User posted image
monster_urby monster_urbyGoldsourcerer
Hi, where do I actually make a submission?
At the bottom of the competition brief, use the 'submit entry' form.
Penguinboy PenguinboyHaha, I died again!
Posted 11 months ago2023-12-18 07:44:08 UTC
in Trying to spawn an item from another game. Post #348261
The Unified SDK already has item_helmet and item_armorvest in it, in src/game/server/entities/items/items.cpp.
Hi, where do I actually make a submission? Would I attach the .bsp file to a forum post, or DM the .bsp to one of the judges?

In the meantime, this layout should look pretty familiar to seasoned FPS veterans...
User posted image
Posted 11 months ago2023-12-18 00:02:43 UTC
in Trying to spawn an item from another game. Post #348258
Okay so I got the most recent version of half life updated which should hopefully work. All I'm asking for is some more clarification. Please can you tell me the code I need to write or copy into items.cpp like you mentioned so I can get this to work? I don't plan on doing any more programming after this than is necessary. I know how to build a project and I know how to write lines of code I just need to know what to write.
Posted 11 months ago2023-12-17 20:29:46 UTC
in Trying to spawn an item from another game. Post #348257
For the toolset read this section. The project is in a different version, hence the need to follow that section to set the correct version.
Note that you have to use Visual Studio 2019 or 2022 and use the Visual Studio Installer to install the required components.
Posted 11 months ago2023-12-17 16:52:46 UTC
in Trying to spawn an item from another game. Post #348256
So I tried removing the line that prints hello world into the console every time I load a map that I added ages ago so I can test if this whole endeavour will even work at all. For some reason, even after building it and replacing the old files in my mod folder, it still prints hello world, supposedly using some invisible code that I clearly don't know about. I decided to ignore it and download the unified SDK you recommended and I found some code that pertains to a "helmet" in the items.cpp file of that SDK, it's structured similarly to the code that adds the suit battery into the game but missing a few things and it could be unfinished. I'm wondering if all I have to do is just copy that code into the items.cpp of the project I'm using and that will be it, but I sincerely doubt that.

There's also something else, I went back to that tutorial and there's a part there that I don't really remember doing. It tells you to change the platform toolset to another version. The projects I had downloaded were using a different version to what was mentioned in the tutorial so when I tried changing it for each project, a lot of the code was made non functional and there were red and yellow blocks on each line which I assume is bad. Building the whole thing printed errors into the console so I decided to switch back to the platform toolset I was using before. It would really help if I could get some extra clarification on all this.
Posted 11 months ago2023-12-17 15:51:37 UTC
in Trying to spawn an item from another game. Post #348255
Oh ok. I downloaded one of those projects ages ago for my mod, I can't remember which. I followed that tutorial to make it print hello world into the console. I'll try and figure it out and come back later with the result.
Posted 11 months ago2023-12-17 13:24:56 UTC
in Trying to spawn an item from another game. Post #348254
The process of adding new entities requires editing the game code, we have guide for it here.

It's a bit more complicated process than adding them to the FGD, and you will need to compile those changes into the DLLs your mod will use (the guide does a great job at walking you through this).
In your case it'd be mostly be copying or inheriting from the CItemBattery class in items.cpp.

You can also check out Solokiller's Unified SDK which has Blue Shift (which has those entities in it) merged in with it. Just be aware it's still a work-in-progress project.
Posted 11 months ago2023-12-17 12:36:53 UTC
in Trying to spawn an item from another game. Post #348253
Okay that makes sense. But how? And what code do I add? If I end up doing something mega stupid please don't be harsh because I'm not a programmer. If it helps I have access to the means to do it, I think. I followed a tutorial a while back but I'm still clueless.
Posted 11 months ago2023-12-17 04:48:45 UTC
in Help with effect/particles Post #348252
Posted 11 months ago2023-12-17 04:48:09 UTC
in Trying to spawn an item from another game. Post #348251
FGDs are just the restaurant menus. If you use BK's menu's at a Wendy's the cooks at Wendy's wouldn't know what a Triple Whopper is nor how to make them.

You need to add code for the actual entities themselves into your mod's codebase for your mod to start recognizing a Triple Whopper order.
Posted 11 months ago2023-12-17 02:30:30 UTC
in Trying to spawn an item from another game. Post #348250
I'm using an edited FGD file that allows me to add guard helmets and armour vests to my maps. The problem is, is that they won't spawn. Even putting them in an empty room totally unobstructed will not yield the desired result. I'm not an expert but what I did basically was add the lines at the bottom of the blue shift FGD to my own FGD which itself is copied from the original half life FGD. Is there something I'm missing? Please for the love of god don't tell me I have to go into the main game files, the ones labelled dll and stuff. Thanks in advance for any help you can provide, my mod depends on this feature being available and fully functioning.
Posted 11 months ago2023-12-16 23:53:21 UTC
in Can a scripted sequence involve also brushes? Post #348249
What you described doesn't seem to require involvement from actual titular scripted_sequences. You just need multi_managers choreographing the triggering of other things in a precise manner.

But to cover both bases, model sequences do have a specific event that fires triggers, which you can rename entities to match and get triggered with. Refer to https://the303.org/tutorials/gold_qc.htm#A1, specifically at event #1003. This is how Barney at the reception desk of Sector C swivels on his chair back and forth. So to use it in your map, you can review the model's sequence in HLAM and look for event #1003 (or even add one yourself).
Posted 11 months ago2023-12-16 20:36:37 UTC
in Can a scripted sequence involve also brushes? Post #348248
And how do you make a tank broke in a Wall?
Posted 11 months ago2023-12-16 20:33:05 UTC
in Help with effect/particles Post #348247
Is there a way to emit effect/particles like Sparks to make a broken Door?
Posted 11 months ago2023-12-16 13:29:15 UTC
in Christmas Textures for HL1 Post #348246
Thanks!
Tarek TarekA literal dumbass who uses Hammer++
Posted 11 months ago2023-12-16 13:27:25 UTC
in Christmas Textures for HL1 Post #348245
You'd be hard pressed to find a .wad that specifically caters to Christmas theme unless you download a Christmas mod and use the included textures. Something like Santa's Revenge 1 and 2 or Christmas-Life. You'd have to credit the mod author if you used their textures though.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-15 18:40:54 UTC
in Christmas Textures for HL1 Post #348244
Cool! A Christmas map i Will try
Posted 11 months ago2023-12-15 17:00:43 UTC
in Christmas Textures for HL1 Post #348243
I mean I searched the Internet, couldnt find any, just christmas Maps, and secondly I dont know how to make a wad, and even if I learnt it would take weeks, and I want to get the map out by 23rd, also the map is mostly done now its fine
Tarek TarekA literal dumbass who uses Hammer++
Posted 11 months ago2023-12-15 15:45:42 UTC
in Christmas Textures for HL1 Post #348242
What about searching on the Internet or, alternatively, downloading pictures and making the WAD yourself? By the way, it seems that this forum thread is dedicated to technical problems with GoldSource...
Posted 11 months ago2023-12-15 15:22:50 UTC
in Christmas Textures for HL1 Post #348241
I want to make a Christmas map as my way of celebrating christmas with you guys, I have been on this site since last year ( made my account this december cause I need some help on the forums) are there any wad files for christmas textures?
Tarek TarekA literal dumbass who uses Hammer++
Posted 11 months ago2023-12-14 11:06:50 UTC
in Any Room suggestions for a Black Mesa Map? Post #348240
He occasionally posts rambly thoughts on design and mapping on the Youtubuals. I found this one made me pay more attention to the design than I did when I played the map itself.

In terms of knowing where to start, it's often useful to start with realism until you get more comfortable taking creative risks. Go look at some hallways and reference photography. What would a laboratory have in its hallways? What purpose does the hallway serve? Where would the staff take a break? Can all this big heavy equipment get into a room without a loading door? Etc etc.

Once you're more comfortable with the tools, you can get much more creative and make choices without needing the references.
Archie ArchieGoodbye Moonmen
Posted 11 months ago2023-12-14 07:26:46 UTC
in Any Room suggestions for a Black Mesa Map? Post #348239
Urba, do you teach level design somewhere? Im trying to learn how to detail walls and stuff but I dont know where to start
Tarek TarekA literal dumbass who uses Hammer++
Posted 11 months ago2023-12-14 02:11:47 UTC
in weapon_satchel problem Post #348238
Thank you. You're right. That's exactly what I did and almost immediately realized that the problem was only on my map with Parabot enabled. Which, by the way, I already wrote about earlier. Unfortunately, I can’t test it with real players. I don’t have my own server, since access to the network is via NAT. I naively believed that someone had already encountered a similar problem, so I’m asking the question here. Most likely I will have to roll back the work to a working state and start again, maybe this will help. In any case, thanks for your attention.

UPD(12/14/23) For those who may have this problem: Looks like the problem was with Parabot. So far Phineas Bot seems to be working fine)
Posted 11 months ago2023-12-13 20:31:15 UTC
in weapon_satchel problem Post #348237
Okay so, this was not an issue experienced in HLDM, but experienced while running NGHL with Parabot and only when testing a specific custom map?

A little troubleshooting trick, which also helps when asking for help with issues, is to try to isolate away as many variables as possible.
  • If the issue appeared while testing a custom map, test it again on a stock map. If the issue remains, then you've isolated the map from the equation.
  • Are you running any plugins/mods? Disable those any test again. Issue still there? Then it wasn't because of the plugins/mods.
  • ...and so on.
This makes it easier for you to track down where and what the issue is.

Not doing this sort of variable isolation leads to making the wrong conclusions, such as saying the issue here is with HLDM, when you haven't tested without any plugins or mods or custom clients on vanilla maps.
Posted 11 months ago2023-12-13 19:45:06 UTC
in weapon_satchel problem Post #348236
I tried a couple of other clients, the problem is clearly not with them.
And of course I take the serverlist from where I took the client. there are a lot of games and everything works. But the glitch appears OFFLINE when I want to test the map with bots for such surprises. BUT without bots everything works as expected!
UPD: It’s not entirely clear at what point the failure occurred, since I spent some time painting unnecessary surfaces with the NULL texture, and trying to optimize the map, and it led to this...
Posted 11 months ago2023-12-13 19:29:55 UTC
in weapon_satchel problem Post #348235
Only the client that ships with Half-Life itself is compatible with servers running Steam Half-Life. Any other client will have varying levels of compatibility, ranging from crashing on connect to strange bugs due to network protocol changes that causes the client to misinterpret information it receives from the server.

So if you're playing on Steam Half-Life servers, use the Steam Half-Life client only. The same goes for any other game or mod by the way, i've seen people try to mix HL updated dlls with vanilla HL which also doesn't work.
Posted 11 months ago2023-12-13 18:39:19 UTC
in weapon_satchel problem Post #348234
This client works quite well with regular servers. Please advise where to download another version for testing, besides Steam. By the way, I noticed that for some reason it only bugs when I test the map with parabot.

And it often happens, for example, that out of two packages, one explodes and the second does not. This is strange, just like the fact that no one can help (((
Posted 11 months ago2023-12-13 15:29:39 UTC
in weapon_satchel problem Post #348233
It's very hard for anyone using NGHL who may have encountered the problem to notice your thread and help you out, as neither the title or first post mentions NGHL at all.

And yes, it is for speedrunning. So it's possible any HL speedrunning communities might be of more help regarding the client.
Posted 11 months ago2023-12-13 14:56:52 UTC
in Half-Life Updated (custom SDK) Post #348232
Thanks a lot for this info, I am still learning all of this and you've been a great help. I will look into this.
Posted 11 months ago2023-12-13 14:52:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348231
You can edit your most recent post, Combined. No need to double or indeed triple post. :)
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2023-12-13 14:36:06 UTC
in weapon_satchel problem Post #348230
Isn't NGHL meant for speedrunning? Is it able to connect to normal HLDM servers anyway?
Archie ArchieGoodbye Moonmen
Posted 11 months ago2023-12-13 14:34:24 UTC
in Half-Life Updated (custom SDK) Post #348229
It works quite well BUT it seems to only work in a multiplayer session. Where would one make weapon function differently independently of multiplayer or not? The files are satchel.cpp
Weapon logic runs on both the client and server. Adding a cvar that only works on the client side will cause inconsistencies.

You can do per-player settings by marking the client cvar with FCVAR_USERINFO. This is how the model cvar syncs with the server (see CHalfLifeTeamplay::ClientUserInfoChanged for an example). You can then check the userinfo buffer on the server side and the cvar on the client side to make it behave as desired. But while it will work the user info buffer is pretty small and a long cvar name like cl_satchelanniversary is expensive to put in there.

The simplest way to implement such a setting would be to put it in each player's physics info string just like the long jump module does it, and then checking that on both sides. Of course that would then be a server setting, not a client setting.

The difficulty in having per-player settings in this engine is why changing that was a bad idea to begin with.
I'm trying to re-introduce the chainsaw crowbar bug as a toggle-able feature as well (sv_turbobar)
Though when turned on it's chainsawing EVERYTHING, not just corpses as I want it to do. But it's pretty damn funny.
Making the crowbar only chainsaw corpses requires the bugged logic to be added back exactly as it was before. The Unified SDK already has this as an option so you can see how it was done there.
Posted 11 months ago2023-12-13 14:12:13 UTC
in weapon_satchel problem Post #348228
But everything was fine before, so I asked in the hope that someone had encountered such a glitch.
Posted 11 months ago2023-12-13 09:58:44 UTC
in Help with scripted sequences Post #348227
Oh Sorry i wasnt knowing this thing
Posted 11 months ago2023-12-13 09:19:22 UTC
in Help with scripted sequences Post #348226
"If using the "Instantaneous" movement type with no "Idle Animation", the script will freeze the monster after it is teleported.
From scripted_sequence page in the Entity Guide.

Try making it a habit to read the Entity Guide page for any entities you're unfamiliar with or struggling with. The Notes section in these pages are very useful and often explain behaviour not obvious from the keyvalues.
Posted 11 months ago2023-12-13 09:07:45 UTC
in weapon_satchel problem Post #348225
The New Gauge client is non-vanilla and is most likely the cause of the issue.
Satchels were tested and confirmed to work in both legacy and anniversary branches of HL.
Posted 11 months ago2023-12-13 07:23:17 UTC
in Help with scripted sequences Post #348224
Help Will be appreciated
Posted 11 months ago2023-12-13 07:23:04 UTC
in Help with scripted sequences Post #348223
Hi, i want to make a scripted sequence. Why After the scripted sequence with "on move instantaneus" the Monster doesnt do anything? I wanted to make fear, so i typed fear1 in action animation, but when i test, he teleports, but doesn't do the action animation
Posted 11 months ago2023-12-13 07:18:18 UTC
in Any Room suggestions for a Black Mesa Map? Post #348222
Posted 11 months ago2023-12-13 03:30:30 UTC
in Override GameRules in Metamod Post #348221
I'd like to tweak certain aspects of multiplayer games and I think by defining my own GameRules I could achieve what I want. However I don't feel it would be feasible to ship an entire new server library, it would be much more sensible to apply my modifications in a Metamod plugin. The problem is that I don't see the necessary bindings/hooks in the Metamod documentation that would allow me to override the GameRules. Is it possible? Am I overlooking?
Posted 11 months ago2023-12-12 23:02:02 UTC
in Half-Life Updated (custom SDK) Post #348220
Might be an interesting way to allow players who want smaller hud (or bigger).

I've been attempting to add an alternate function to the satchel to mimic the way it works in the latest patch as a toggle-able feature (cl_satchelanniversary)
It works quite well BUT it seems to only work in a multiplayer session. Where would one make weapon function differently independently of multiplayer or not? The files are satchel.cpp

I'm trying to re-introduce the chainsaw crowbar bug as a toggle-able feature as well (sv_turbobar)
Though when turned on it's chainsawing EVERYTHING, not just corpses as I want it to do. But it's pretty damn funny.

Otherwise everything else is working super. I really like this SDK
Posted 11 months ago2023-12-12 19:06:47 UTC
in weapon_satchel problem Post #348219
I'm using the non-steam version of NGHL. This is HLDM, there are no plugins. I tried to record a demo file to clearly demonstrate what I was talking about, but unfortunately, the unexploded satchels are not visible on the recording...
here it is https://drive.google.com/file/d/1aXfZgSwzSLG9kI1I3FZIOz_WIAeJYTK-/view?usp=sharing
Posted 11 months ago2023-12-12 16:51:45 UTC
in Half-Life Updated (custom SDK) Post #348218
You can probably sidestep the problem altogether by making it configurable. You can add cvars to the Multiplayer Advanced dialog, a simple list setting a resolution index should do the trick.
Posted 11 months ago2023-12-12 15:57:39 UTC
in Half-Life Updated (custom SDK) Post #348217
I fixed it with
else if (ScreenWidth < 2560) to else if (ScreenWidth <= 2560)
User posted image
Posted 11 months ago2023-12-12 13:30:28 UTC
in Half-Life Updated (custom SDK) Post #348216
Sounds like maybe ScreenWidth is a larger value than expected? This is why it's better to wait for the SDK update, the anniversary update is essentially an open alpha test at this point. Without that updated code it's a guessing game.