Forum posts

Posted 1 year ago2023-11-08 20:44:57 UTC
in Half-Life Asset Manager Post #348001

Half-Life Asset Manager V2 Beta 11 released

Half-life Asset Manager V2 Beta 11 has been released: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V2.0.0-beta011

Changes:
  • Converted source files to UTF8, use correct copyright character
  • Use different filter for executable filenames on non-Windows systems
  • Added OpenAL Soft version to About dialog
  • Github Actions now provides Linux artifacts for testing
  • Removed progress dialogs when opening and closing files to avoid interfering with dialogs asking for user input
  • Allow users to load Xash models in program, add warning about potential loss of data
  • Fixed typo in settings category
It's now possible to load Xash models again. Users can choose how Xash models are loaded (in HLAM or in another program) and can choose the default action (always/never load in HLAM, or always ask first).

The Linux version has been tested. It's mostly functional but there are some bugs left. Current known issues are:
  • Filesystem access is case sensitive and can't find some files the engine is able to find under the same conditions
  • Some graphical options draw whatever is behind the program window (e.g. if you have a text file open it'll show that file)
Filesystem access needs reworking to follow the same rules as the engine. That's not terribly difficult but it's a bit of work.

The graphical issues are caused by the method used to implement transparent screenshots (the OpenGL window has an alpha channel which is uncommon). That will be fixed automatically when the graphics code gets rewritten for 3.0.0 and screenshots are handled using a different approach that also fixes the background color affecting transparent screenshots.

Since the program won't work properly until version 3.0.0 the Linux version will also be delayed until that time. 3.0.0 is intended to update the graphics code and fix graphical issues and not much else so hopefully that shouldn't take long after 2.0.0's release.

2.0.0 is now pretty much complete so this should be the last beta. Once Half-Life Updated and the Unified SDK have shipped V1.0.0 Asset Manager V2.0.0 will also be shipped and i'll start working on 3.0.0.
Posted 1 year ago2023-11-08 11:16:01 UTC
in Water plop sound Post #348000
Hello. Question is: Why sometimes the satchel and grenades make the sound of water when falling. how to deal with these? It’s also not clear why sometimes projectiles pass through the skybox, and sometimes explode on it (without or with an explosion animation)
Thank you.
Hi there, I've been developing a mod for a little over two and a half years now. It has a lot of work to be done in order to take it to the quality I need.

Here is the ModDB page: https://www.moddb.com/mods/mr-bs-big-adventure

It's a mixture of comedy, horror and adventure. There's time travel, dinosaurs, rogue ai, an economy system, driving sections, treasure hunting and much more. Currently it's very long, unpolished and in need of a fresh point of view. In 2021, I had no idea how to map or how to do anything like this so I've had to learn on the job. I only learnt how to implement my own models this year, so that should give an idea of where we're at. Now obviously people want something for their time. If you message me on here I'm sure we can work something out, I am not a rich man but I am willing to pay depending on the situation. This mod is a passion project for me and I would hate for it to be cancelled because of time constraints, right now it is playable all the way through but I say that very lightly. The maps are a mess and for what the project has turned into I simply don't have the time to fix it alone. I already have a programmer helping me with the game and he's helped keep it a float for a while now, I just sent him a build of what I have so far. All the custom content is pretty much coded in so now it's a case of modelling stuff and polishing the maps and trimming the fat. If you're interested please message me. I am eyeing 2025 to be the release date. I'm incredibly passionate about this mod and this community has helped me change my life! So thanks and I look forward to hearing from you! - Cam Curtis
Posted 1 year ago2023-11-07 12:36:07 UTC
in Half-Life Updated (custom SDK) Post #347998

Map Decompiler beta 13 released

Map Decompiler beta 13 has been released: https://github.com/SamVanheer/HalfLife.UnifiedSdk.MapDecompiler/releases/tag/V0.13.0.0-beta013

Changes:
  • Fixed not being able to decompile HL Alpha maps
Posted 1 year ago2023-11-05 15:12:42 UTC
in Mapping game of telephone Post #347996
ayyy! Well-found Oskar!
Archie ArchieGoodbye Moonmen
Posted 1 year ago2023-11-05 12:47:51 UTC
in Mapping game of telephone Post #347995
What a great mapping journey this was! It deserves a CS2 version... if Valve didn't focus too much on the competitive aspects that is. CS2 feels like it's leaving the modding community behind.
Posted 1 year ago2023-11-05 12:10:04 UTC
in my map with podbots, 1 vs 15! can you win? Post #347994
my map with podbots, 1 vs 15! can you win?
videos here:
https://www.youtube.com/watch?v=SQKxAmoLCWg

But! It has problems, no vis, so the light don't looks real. I can't improve it ,because I can't select all faces that invisable and set aaa material. I can't find a way.
Posted 1 year ago2023-11-05 12:09:44 UTC
in Mapping game of telephone Post #347993
You're probably thinking of
Loading embedded content: Vault Item #5781
Posted 1 year ago2023-11-05 11:57:23 UTC
in Mapping game of telephone Post #347992
I remember that map, it was quite fun. I've searched my Dropbox archive and didn't find it. I probably have it somewhere on an older HDD or backup.
Striker StrikerI forgot to check the oil pressure
Posted 1 year ago2023-11-03 19:42:56 UTC
in Mapping game of telephone Post #347991
This is a fun idea. There was a CSS map years and years ago that was sent mapper to mapper, but without the secret interpretation stage.
I can't find that map anywhere - anyone remember what it was called?
Archie ArchieGoodbye Moonmen
Posted 1 year ago2023-11-02 11:18:13 UTC
in Mapping game of telephone Post #347990
This sounds like a fun mini-game for a mapper..... I'm on-board with this.
John Pot John PotIt's Me, From Discord
Posted 1 year ago2023-11-02 09:21:42 UTC
in Mapping game of telephone Post #347989
Definitely will need both time and map size constraints. I'd say tops 5 days per mapper. Perhaps instead of pre-decided chain we could ask the remaining links who's available that following week to be the next link.

Unfortunately there's a probability of ghosters. I hope those that suddenly find themselves lacking in time or motivation or otherwise want to opt out let the rest of us know as soon as possible so we can either find a replacement or re-order the chain. 🙂

If someone has a loose lip they cannot help, I hope they can find somewhere else to be than here and ruining the fun for the rest of us. :p
Posted 1 year ago2023-11-02 08:11:48 UTC
in Mapping game of telephone Post #347988
The Achilles heel of this concept is that it'd take forever to get done, because only one person can work on it at any one time. How many passes is enough mutation? What if the person working on the current pass ghosts the project? And what if there's a loose lip among us? ඞ
Posted 1 year ago2023-11-01 14:25:33 UTC
in Mapping game of telephone Post #347986
呃,有点像“你画我猜”?有点意思。
Uh, kind of like "you draw me guess"? It's kind of interesting.
Lei Shi Lei ShiFRS石磊
Posted 1 year ago2023-11-01 09:54:15 UTC
in Mapping game of telephone Post #347985
So Foxo came with the idea of a mapping game of telephone and I think it would make for a very fun collab.

Of course, there's many ways it could be executed so it's important to find a plan that keeps the essentials of the game (i.e. transmission chaining, or how information changes when sequentially told and interpreted) while keeping it fun to do.
In case there's enough mappers interested, I guess I can propose a plan just to kick off the brainstorming:
  • I think we should keep our messages limited to an one-sentence idea, and each link in the chain is a pair of an interpreter and a mapper.
  • The interpreter's job is to receive the last map, play it, and describe it as an one-sentence idea and tell their mapper this idea, and otherwise keep the idea secret.
  • The mapper's job is to take the interpreter's idea and make a small map based on it, with a beginning and an end, and send it to the next interpreter in the chain, and otherwise keep the map secret.
  • A secret "original idea" is given to the first mapper in the list, and consequently sent through each link in the chain.
When the last link in the chain has finished, the maps are combined and each map starts with a title showing the idea it was based on. That way you get to play through this evolution of the original idea.
Having the interpreter and mapper separated would also help keeping visuals and themes hidden, and hopefully produce some interesting results.
Posted 1 year ago2023-10-31 22:55:12 UTC
in Post Your Timeline Post #347983
User posted image
I went outside
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-31 15:46:30 UTC
in Post Your Timeline Post #347982
User posted image
2023 update ft. a very odd three weeks in Saudi Arabia & my new favourite city: Cape Town
Archie ArchieGoodbye Moonmen
I can't find any skin with only one elite with cs 1.0 hands.
Someone with skills using Milkshape could make it, is for a mod of Counter Strike Im making, and I'll add him/her on credits.
Thank you for your attention.
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-10-30 20:54:36 UTC
in Modify names in Counter Strike Post #347980
Go to cstrike/resource/cstrike_english.txt
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-10-30 20:01:53 UTC
in Modify names in Counter Strike Post #347979
Please post your solution, so that others looking for it can find it here.
Posted 1 year ago2023-10-30 19:07:54 UTC
in Modify names in Counter Strike Post #347978
Nvm i found how
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-10-27 11:12:45 UTC
in Modify names in Counter Strike Post #347977
I don't think you can do that with just a custom map.

It might be possible with a server mod but I think it's more likely hardcoded in the client. I have played a ton of CS and never seen a server where the team names are different
Posted 1 year ago2023-10-26 14:47:59 UTC
in wally not working Post #347976
Try to use drag-and-drop from explorer instead of copy-and-pasting.
Posted 1 year ago2023-10-26 11:44:45 UTC
in Modify names in Counter Strike Post #347975
How can I modify team name and name of different team factions? Help really appreciated.
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-10-26 02:05:15 UTC
in wally not working Post #347974
I know this isn't HL engine exactly but i have no idea where else to post this. I'm following the custom textures tutorial, but Wally won't let me paste anything. It gives this error message
"Error: CWallyApp::OnEditPasteAsNewImage() - Out of Memory - pTemp24Bit = = NULL"

Unfortunately I have absolutely no clue what that means.. is it an issue with my laptop or the program or the image I'm trying to put in? I can't look at the help file because it won't run on my computer. A forum post here said to copy and paste the image from MS Paint, but that doesn't work either. does anyone know whats going on :(
Barneys have the attributes UseSentence and UnUseSentence which can be used to specify what they say when asked to follow/stop following the player. So setting UseSentence to !BA_MAD0 results in a barney that says "step off, buddy" when asked to follow. (He will still follow anyway, you need to override his AI with a scripted_sequence.)
If you want him to say nothing at all, you could create a new sentence in a custom sentences.txt that makes him "say" a .wav with only silence in it.
Note: avoid editing the sentences.txt in the ../Half-Life/valve/sound folder directly, as those are the sentences used in the main game. You'll need to distribute the custom sentences.txt with your content, in your_mod/sound if it's a mod, or valve_addon/sound if it's an addon pack.
Posted 1 year ago2023-10-23 07:45:00 UTC
in Problem using -nowadtextures Post #347971
Oh right, mixed up nowadtextures and wadinclude, my mistake.

Still, the main issue was CSG being run twice, the second time without the command, so it was the latter that counted for the rest of the compilation.
Gag stops an NPC's idle chatter, but not responses to being used unfortunately. One thing you could try is giving the "piss off" scripted_sentence a VERY long Sentence Time value.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-22 07:26:54 UTC
in Problem using -nowadtextures Post #347969
Usually .wad files are placed in the mod folder, not in the maps folder, so for example you would place it in the cstrike folder, where cstrike.wad is. You can find information about all the commands here: http://zhlt.info/command-reference.html

You can also often find information about the commands of a tool, in this case hlcsg.exe, by just running it in a command prompt, so you would search for cmd.exe in Windows, drag and drop hlcsg.exe onto it, and you will see some basic information about it. In this case, it says this:

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp

So -nowadtextures does not need a path specified, it will embed all the textures you used, even those from cstrike.wad. -wadinclude is different, it only embeds used textures from a specific .wad file. If your .wad file is located in the cstrike folder and is called mytextures.wad, you type it after -wadinclude without the .wad extension, like this: -wadinclude mytextures

A batch file is a text file that contains a list of commands, which is why it's called a batch file. It is also known as a script, or just a program. The compilation interface in your map editor is just a graphical way of running the multiple compilation tools in a specific order, with specific arguments, like -wadinclude, or the name of your map source file. You could do the same by making a batch file.
Posted 1 year ago2023-10-21 20:52:57 UTC
in Problem using -nowadtextures Post #347968
After that just add the name of the wad after the argument. The entire command should look like
$csg_exe "$bspdir/$file" -nowadtextures de_heights
Posted 1 year ago2023-10-21 20:50:00 UTC
in Problem using -nowadtextures Post #347967
You're running CSG twice. Remove the first command from the list and add -nowadtextures to the second occurrence of CSG, like so:
User posted image
Posted 1 year ago2023-10-21 18:41:53 UTC
in Problem using -nowadtextures Post #347966
User posted image
`Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.02 seconds)
CSGBrush:
(0.12 seconds)

Including Wadfile: \Users\mikol\Downloads\vulzacn\tools\zhlt.wad
- Contains 2 used textures, 5.00 percent of map (19 textures in wad)
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\de_heights\de_heights.wad
- Contains 38 used textures, 95.00 percent of map (38 textures in wad)

Wad files required to run the map: "de_heights.wad;"
Texture usage is at 1.31 mb (of 32.00 mb MAX)
0.24 seconds elapsed

----- END hlcsg -----
`

I can't find much info about the command at all, so I'm not sure what exactly I have to type in. I'm using Vluzacn's ZHLT v34 compile tools in J.A.C.K. hammer, and the texture file I'm trying to embed is in the maps folder of my ""mod"" which is just a counter strike map under the name of de_heights. Do I have to add a specific path? I know that the tutorials I've seen about this talked about some mysterious batch file, but I'm not sure what they mean.
so basically i want this really cranky barney to tell the player to piss off once they step into a trigger, but i don't want him to respond to the player afterwards if they try to interact with him. apparently using gag can make him shut up, but he still says his lines even with gag ticked.
(please note i am verrry new to hammer editor so dont get angry if the answer is extremely obvious)
Posted 1 year ago2023-10-15 19:47:01 UTC
in map_name.bsp was not built Post #347964
when i remove the Brush it finally worked my map opened like it was supposed to. Thank you so much. I finally found out what the problem was. Thank you so much for putting time into helping me.
Posted 1 year ago2023-10-15 19:29:06 UTC
in map_name.bsp was not built Post #347963
First red flag is the Program Files directly. This seems to come with a whole bunch of permissions errors when running the compile tool .exes. I personally have my Steam folder in the drive root: D:\Steam\steamapps etc. Prevents windows doing stupid things like this.

The main problem however is all of those brush errors. Some of your brushes appear to have been completely malformed, either by vertex manipulation or some other means. Those coordinates are insanely off the grid. In JACK's top menu, use Map -> Go to Brush Number and search for those Brush #s in the log. Those brushes need to be removed or remake.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-15 17:00:43 UTC
in map_name.bsp was not built Post #347962
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve

** Executing...
** Command: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\mapping\J.A.C.K\halflife\tools\hlcsg_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\halmp"
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\mapping\J.A.C.K\halflife\tools\hlcsg_x64.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\halmp"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\halmp" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\halmp.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 24 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
Error: Entity 0, Brush 597: outside world(+/-32767): (-70447,-84667,-49186)-(68418,85182,52693)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78301,-21649,-42558)-(77059,80000,80000)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79407,-30023,-79658)-(80182,26966,79296)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78318,-16434,-42568)-(-1632,16604,80000)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 0, Brush 601: outside world(+/-32767): (-79407,-30023,-79658)-(80182,26966,79296)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78301,-21649,-42558)-(77059,80000,80000)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78318,-16434,-42568)-(-1632,16604,80000)
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 601

Error: Entity 0, Brush 597: outside world(+/-32767): (-70447,-84667,-49186)-(68418,85182,52693)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79423,-30039,-79694)-(80198,26982,79332)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78301,-21649,-42558)-(77059,80000,80000)
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 600

Error: Entity 0, Brush 600: outside world(+/-32767): (-78334,-16450,-42604)-(-1616,16620,80036)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70447,-84667,-49186)-(68418,85182,52693)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79423,-30039,-79694)-(80198,26982,79332)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78334,-16450,-42604)-(-1616,16620,80036)
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 599

Error: Entity 0, Brush 599: outside world(+/-32767): (-78317,-21665,-42594)-(77075,80016,80036)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79439,-30055,-79690)-(80214,26998,79328)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78350,-16466,-42600)-(-1600,16636,80032)
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 597

Error: Entity 0, Brush 599: outside world(+/-32767): (-78317,-21665,-42594)-(77075,80016,80036)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70463,-84683,-49222)-(68434,85198,52729)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78350,-16466,-42600)-(-1600,16636,80032)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79439,-30055,-79690)-(80214,26998,79328)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78317,-21665,-42594)-(77075,80016,80036)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70463,-84683,-49222)-(68434,85198,52729)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79423,-30039,-79676)-(80198,26982,79314)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78334,-16450,-42586)-(-1616,16620,80018)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70463,-84683,-49222)-(68434,85198,52729)
Error: Entity 0, Brush 601: outside world(+/-32767): (-79423,-30039,-79676)-(80198,26982,79314)
Error: Entity 0, Brush 600: outside world(+/-32767): (-78334,-16450,-42586)-(-1616,16620,80018)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78333,-21681,-42590)-(77091,80032,80032)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70479,-84699,-49218)-(68450,85214,52725)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78333,-21681,-42590)-(77091,80032,80032)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70479,-84699,-49218)-(68450,85214,52725)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78333,-21681,-42590)-(77091,80032,80032)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70479,-84699,-49218)-(68450,85214,52725)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78317,-21665,-42576)-(77075,80016,80018)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70463,-84683,-49204)-(68434,85198,52711)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78317,-21665,-42576)-(77075,80016,80018)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70463,-84683,-49204)-(68434,85198,52711)
Error: Entity 0, Brush 599: outside world(+/-32767): (-78317,-21665,-42576)-(77075,80016,80018)
Error: Entity 0, Brush 597: outside world(+/-32767): (-70463,-84683,-49204)-(68434,85198,52711)
(0.10 seconds)

----- END hlcsg -----
  • WARNING: File was not built!
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\halmp.bsp "
Posted 1 year ago2023-10-15 16:35:55 UTC
in jack hammer editor giving valve.wad error Post #347961
You are using a custom wad which is not present in either the cstrike directory or the valve directory. Where is valve.wad?
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-15 16:33:35 UTC
in map_name.bsp was not built Post #347960
Your map has not compiled for one reason or another. There are a lot of factors to consider. First things first, post a copy of your compile log.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-10-15 16:01:18 UTC
in map_name.bsp was not built Post #347959
I have a big problem I’m trying to make some Maps for half life. I just started doing it and I’m very new and when I’m trying to run the game. It just says the BSP file or whatever you call it is not built. how do I fix this please help
COUNTER STRIKE 1.6

I recently started editing with the Jack Hammer editor, after compiling the error in cs continues to give this error, can anyone help me when loading the game

""WARNING: couldn't open valve.wad""

i need help plis
Thanks for your Help. :D

(When I get my High-school diploma I will begin development. I'm in 12th grade so I will begin asking questions on their Discord this Summer)
FortressOne should be standalone. As for getting it to work or modding it, your best option there is to join their Discord server and ask there instead.

For the code there's a link to their GitHub on the website. As for which repo is relevant for modding, again the Discord server should be the place to ask or look around in (they likely have channels and pinned messages for this already).
Wait, do I need to Buy Quake off of Steam to have FortressOne Work? Because I ran it and it's stuck when trying to join a new server
Actually, I will ditch the Half-Life Mod altogether to make a mod of the OpenFortress, as that seems way easier to do. After all, it's what the Original Devs had to work with, and weren't they just everyday people sharing a Quake Mod?

Do you know of any Tutorials on how to mod Quake Fortress? I can't seem to find any links to tutorials.

How would I even look into the Code of the file? I may know some Coding but I still struggle with using Windows in terms of advanced things.
Yeah, Admer's playlist, and this series of tutorials are of great help when learning to use the SDK.
You might also check out this tutorial for setting up a HL mod as well.

As for why FortressOne would be easier to mod, it's because it's open source (the game code is publicly available and free) so you won't need to go through recreating anything as you would need to with HLSDK.

Lastly, the Windows Defender message is likely because of a missing app signature on the executable. Apparently Windows requires this sort of signature on applications now for Defender not to alarm you about it. But since it's open source, you can look through the code yourself and even compile it yourself to make sure there's nothing nasty in there, and then if you trust it click on Advanced (or something like that) and click on Run It Anyway (might say something else along those lines).
Dang I tried running FortressOne but my Windows 11 said this:
"Microsoft Defender SmartScreen prevented an unrecognized app from starting. Running this app might put your PC at risk."

Do you know of how I can solve that error?
Would the Playlist I mentioned Before help me with the HLSDK coding?

Why would FortressOne be easier to mod? How would I mod that?
TFC did start out as a HL1 mod, a port of the original Team Fortress from Quake, and later released as a standalone game (although pretty much still just a HL1 mod, which becomes fairly obvious considering all the shared assets and the Hunted map being modified parts of a section of HL1's campaign).

So the timeline of the games goes something like:
  • Team Fortress (Quake and later QuakeWorld)
  • Team Fortress Classic (Half-Life 1 mod and later standalone GoldSrc game)
  • Team Fortress 2 (Source)
Although the name "Team Fortress" might be used to refer to any of these, disambiguating by using the full name matters when talking about modding these as there are major differences in the approach due to the different engines used.

So if you want to make a mod that's similar to TFC in terms of gameplay and feel etc, starting out with HLSDK and recreating the mechanics would be the way to go.

As for FortressOne, it's just an open source version of the original TF using the QuakeWorld engine (which has better networking than Quake) and would be the easiest base game to mod, but its code could possibly be used as a guideline on how to implement certain mechanics into your own mod.
If this is going to be tough, would a Better route to be recreating Team Fortress but in Half-Life? They both use the Goldsrc engine, theres an official SDK, and doesn't half-life have source code available? Why does this remind me of creating a roblox game?

What is Open Source Fortress? Does it run on Source, Goldsrc, or the original Quake engine? Could I make a mod of that instead?

So Far I like the Quake option better, but I could be wrong. This is giving me vibes of making a Roblox game lol.
Since there's no publicly available game code for TFC, there's likely not much you can do other than recreating the mechanics in HLSDK as its own mod as Shepard says.
There's an open source fork of the original Team Fortress which may or may not come in handy.