Forum posts

Posted 5 years ago2019-05-12 09:24:25 UTC
in Hello Everyone Post #342602
youre not disappointing me. I had a 10 year gap between map releases. No need to worry about what others think of you
Posted 5 years ago2019-05-01 18:42:25 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342556
well they did remove the _special command people used for decades for bhopping and the like, windows players will just downgrade, linux players are stuck. There are alternatives but its still stupid. They already did some stuff blindly
Posted 5 years ago2019-05-01 18:02:38 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342554
changing game mechanics of a 20 year old cult classic is like changing the shape of mona lisas nose or changing the tone of guitar in a remastered album because someone doesnt like it. Sometimes i really dislike github
Posted 5 years ago2019-05-01 09:18:41 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342547
stop breaking and ruining half-life for f**s sake! Whether its a feature or a bug it doesnt matter, thousands of maps have been made according to these mechanisms and people played for 20 years this way, it is the way it is and it should be! im getting annoyed of this bullshit
Posted 5 years ago2019-05-01 08:23:32 UTC
in Gauss deadly/mortal glitch... How to fix? Post #342545
its not a bug, its a feature. It happens when walls are thick. Walls behind which there is void doesn't count because you need an opposite face for the game to measure the thickness. In crossfire many buildings actually have inaccessible interiors with thin walls to minimize selfgaussing, modern compile tools automatically remove such inaccessible areas, which can be disabled with a certain compile paramter. Something like -nofill, not sure exactly.

If your floor is a thick brush and your entire map is enclosed in a big skybox textured cube, thats why it happens.
Posted 5 years ago2019-04-29 10:45:21 UTC
in Need your help yet again Post #342529
There are numerous tricks depending on what you are trying to achieve. One is this:
https://twhl.info/vault/view/6204

The other one is having the moving object lit elsewhere in the map and controlling switchable lights. One good example is subtransit deathmatch map from Valve. The train becomes darker when it's inside the tunnels and become brighter when it's outside. This is done by lighting the train in a separate room outside the map and controlling switchable lights with the "Target on pass" keyvalue in the func_tracktrain.

Also take a look at VHLT specific light_shadow entity.
Posted 5 years ago2019-04-27 16:28:31 UTC
in Prospero and Valve Guy Demo Post #342523
noticed that too some days ago
Posted 5 years ago2019-04-18 13:13:47 UTC
in SharpLife - Dot Net Core based modding p Post #342484
i still have no idea what this project is. Cant you just be straight? its tl;dr for me. Is this a custom engine based on the goldsrc code you got from valve?
Posted 5 years ago2019-04-16 16:54:29 UTC
in "Top 5s" 3: Top X Post #342477
i havent played many games, i know shame on me but i agree gauss/tau is the coolest weapon i have seen in any game. Shooting through walls adds a new layer of tactics. The noise it makes while charging also signals the victim to hide or to be quiet to not be noticed. It's ability to assist movement is also very interesting. You can initiate bunny hopping with it or jump somewhere high or even dodge an rpg at the last moment. At the risk of accidentally killing yourself. I doubt Valve foreseen all this when they created the weapon and thats funny as well.
Posted 5 years ago2019-04-14 14:56:53 UTC
in VHE's crashing Post #342472
latest official vhe is 3.5 but i doubt it will stop the crashing. Downgrading might be the only option. Its almost 20 years old after all
i have played a lot of hldm and i think all weapons are great in it. Now for example in quake what really annoys me is that the grenade launcher seems to have a mind of its on. As in exploding when it hits a player but not exploding when it hits a wall
Posted 5 years ago2019-04-05 11:43:10 UTC
in Tool to swap entities (almost what Stripper2 does) Post #342409
or you can decompile the map with numerous tools, QuArK can open .bsp as well afaik
Posted 5 years ago2019-04-03 09:18:18 UTC
in Post your screenshots! WIP thread Post #342392
ncie vibes dimbark
Posted 5 years ago2019-04-01 13:02:42 UTC
in Biggest HLDM maps Post #342379
eden, karnak, spc_beta, false_accretion
Posted 5 years ago2019-03-29 10:29:04 UTC
in Brush distortions when using rotate Post #342362
If you are using VHE 3.4 or 3.5 then it rounds all coordinates to integers before compiling. If you want to keep using VHE, then there is a patch made for VHE to make it export precise coordinates to the compiler (know as floating point coordinates). It's called "vluzacn's float enabler" or something like that. Another option would be to use another editor, for example J.A.C.K aka Jackhammer, which is nearly identical to VHE but also prevents the rounding of coords. You also should use vluzacn's compile tools, latest are VHLT 3.4. Then the brushes should in most cases remain the way you made them. You might want to turn them into func_wall or func_detail. In this case HLFix is not needed.
Posted 5 years ago2019-03-27 20:24:40 UTC
in Conveyor direction Post #342343
to switch between forward and backward just target and trigger the func_conveyor... you can always decompile hl maps with bsptwomap and see how its done
Posted 5 years ago2019-03-26 16:07:20 UTC
in Grind rails like in Sunset Overdrive? Post #342332
well you could try using func_friction on the edges with low friction and borders on the sides with heights 32 to avoid the player slipping off but coding it would probably be better
Posted 5 years ago2019-03-19 23:17:25 UTC
in Up for Quake? Post #342285
me and rufee prepared a Quake coop server for anyone who wants to enjoy some ancient Quake action. You can connect with pretty much any Quake or QuakeWorld client. Like WinQuake, GLQuake, Quakespasm, EzQuake. Even DOS Quake in theory should work. For now it should run 24/7. The address is:
quakeroach.net:27051

Also we have a Half-Life deathmatch server running for years now 24/7. Many maps, many from mappers on TWHL. Fast map download enabled.
quakeroach.net:27019

http://www.quakeroach.net
Posted 5 years ago2019-03-09 21:51:40 UTC
in Better shadows? Post #342201
Texture to lightmap scale ratio is permanently locked in HL. The only options are to use larger textures and then scale them down, if you want to preserve even quality throughout your textures you could scale small textures up, let's say 128x128 to 512x12, for specific areas where you need detailed shadows, but that would still eat up memory very quickly. Sometimes people use workarounds like transparent textures or sprites or even draw the shadows directly on the texture.
i dont see how win xp is any less secure than any other os. 99% of computers use pirated oses which can have any kind of malware, i would guess newer stuff is more targeted than old stuff
Posted 5 years ago2019-01-30 20:18:34 UTC
in Post your screenshots! WIP thread Post #341892
nice work. Am I seeing some Half-Life textures on it?
Posted 5 years ago2019-01-29 10:10:43 UTC
in Slight issue with map compiling (hlrad) Post #341879
I wouldn't call it confident. Very rarely in Half-Life you can do without pushing npcs forcibly
Posted 5 years ago2019-01-26 20:47:17 UTC
in Slight issue with map compiling (hlrad) Post #341854
basically you have a leak, the map should be completely sealed from the void
Posted 5 years ago2019-01-24 10:58:18 UTC
in Can't get func_trackchange to work Post #341818
im going to be lazy but get bsp2map or winbspc and decompile a valve map and see how its done
so far I think this is the only hint from Valve about it: https://www.youtube.com/watch?v=tT3v5dd0SFU

there is a gordon figurine and the video is all about number three
Posted 5 years ago2019-01-20 20:26:06 UTC
in Post Your Desktops Post #341745
most games on my ubuntu work just fine without any work. Also theres tons of emulators and even WINE can run most windows games without any work
Posted 5 years ago2018-12-12 13:33:31 UTC
in How about really effective GoldSrc BSP decompiler? Post #341440
dont forget info_texlights
Posted 5 years ago2018-12-12 13:07:45 UTC
in Is it possible to join a brush entity onto another? Post #341437
You could do it by having a second train with identical movement and you would use either an animated texture with additive rendering or the X Y Z rotation option. Another hack would be to add a custom keyvalue "model" with "models/heli.mdl" or so
Posted 5 years ago2018-12-12 13:03:26 UTC
in How about really effective GoldSrc BSP decompiler? Post #341436
That's awesome. Which means all Quake 2 maps have a source file. As for texlights, the only way would be to guess the compile tools and the parameters used and then doing some automatic trial and error until you get a match. Although that's going a bit far.
Posted 5 years ago2018-12-11 19:53:29 UTC
in How about really effective GoldSrc BSP decompiler? Post #341427
I think QuArK once intended to support .bsp editing but I too think it's not needed. Interestingly one day i tried this Quake 2 decompiler and it gave a way too perfect .map which seemed like the original .map file, brushes stuck inside one another and all that.
Posted 5 years ago2018-12-09 22:51:43 UTC
in VHLT source code cleaned up Post #341410
won't C# make it slower than C/C++?
Posted 5 years ago2018-12-02 21:39:39 UTC
in VHLT source code cleaned up Post #341379
too much 4 drunk person
as rufee said -nowadtextures compile parameter would include only used textures into .bsp but if you share them among maps it's better to manually make a .wad
Posted 5 years ago2018-11-29 15:11:37 UTC
in HLVIS, LeafThread stucked on 90% Post #341353
-fast performs incomplete visibility (VIS) calculation for testing purpose. The map will not perform well if compiled with -fast. Always use -full for final compile. Sounds like your world geometry is too complex so turning smaller objects into func_detail or func_wall should fix this problem. Things like crates, pipes and other small details. Do not be afraid to use too many func_details, just make sure all of the walls and large objects are left to world for good visibility calculation. If even func_detail does not help, then try func_wall, func_illusionary or other entities, they are even easier on VIS than func_detail. Also 5 hours seems a lot. I hope your map is not enclosed in a big SKY textured cube. If it is then get rid of that and put sky brushes where they belong.
Posted 6 years ago2018-11-15 16:26:21 UTC
in 3DS Half-Life Post #341248
FPS on small devices is a mockery. Even on PSP it's more chore than play.
Posted 6 years ago2018-09-09 15:14:26 UTC
in Wtf bug in game Post #340833
the brush that sidewalk is made of, is any of its sides textured with a special texture like sky or bevel or aaatrigger or something?
Posted 6 years ago2018-08-26 12:31:17 UTC
in dynamically scaling a model Post #340679
Talking about vanilla HL, I have never seen it done. I think it could be done by animating it, if it's simple enough you might even be able to control it's scale with a controller but I know little about models.
Goldsource .wads can be compiled inside the .bsp or sent to other players by having a .res file on the server
LOZ98, you can run Metamod locally with bunnyjump plugin and you should feel no lag. If you really want to play the latest HL version
Posted 6 years ago2018-08-04 07:52:51 UTC
in Being Sober Post #340400
Make something small. Like a small deathmatch map for HL1 or a small fy_/aim_ map for CS 1.6, without custom content and see people play. That will definitely fire you up 4 bigger projects
Posted 6 years ago2018-07-29 16:03:12 UTC
in Half Life: Blue Shift map for Source Engine? Post #340322
Unlike Unreal maps which are created and loaded by the game in the same format, Source maps are in two completely different formats for editing and loading by the game. You can decompile maps into editable format but only as a reference to rebuild them at best. Besides that, Blue Shift is not Source, it is the predecessor GoldSource.
Posted 6 years ago2018-07-28 15:28:54 UTC
in Coop Mod Post #340306
HL already has almost fully working coop, just set mp_allowmonsters to 1. It only lacks changing maps and other mechanics you would need
Texture scale and lightmap scale are locked together permanently in HL1. It is impossible to change. Your solution is to combine small and big scale textures for less important and more noticeable surfaces accordingly. Although scale of 1 is fine for most occasions if the texture is well made. Always make sure to export textures from Photoshop in 8-bit .bmp rather than .jpg to avoid quality loss.
Posted 6 years ago2018-07-14 22:39:40 UTC
in The ~Video Game Music~ Thread Post #340143
My first video games machine I owned was Sega Genesis / MegaDrive when I was a small kid and many years later I remembered that I heard some good music on it. The game was Streets of Rage or Bare Knuckle in Japan and turns out it by a famous composer Yuzo Koshiro. Making me realise I have a decent ear.
Using Valve's original compile tools that come with VHE is probably more important for getting that look. As for values, just experiment
Posted 6 years ago2018-06-09 13:37:12 UTC
in E3 2018 Post #339843
E3 is nice. Except for it has a 3 in it therefore Valve will never set foot or rather a foot in it. They are not too fond of a full-sized E either. It is sure nice to talk to random developers. Some of them smell of 7Up and Pizza. Others smell of Coca-Cola but hey, give them.a break! The guys do hard work. As for E3, well it's nice.
Posted 6 years ago2018-05-21 04:58:53 UTC
in Post your screenshots! WIP thread Post #339677
You can get rid of that constant light_environment model lighting by setting info_sunlight to 0 0 0 0 then models will be lit the usual way however without the directional shading
Posted 6 years ago2018-05-04 07:52:38 UTC
in Post your screenshots! WIP thread Post #339490
Reminds me of rocket dive
Posted 6 years ago2018-04-05 16:50:05 UTC
in Hello Post #339208
Oh! Ho
Posted 6 years ago2018-04-04 18:32:40 UTC
in Your all time favourites Post #339185
Food & Drink
Snack: peanuts
Meal: buckwheat
Hot beverage: green tea
Cold beverage: dunno
Alcoholic beverage: light beer

Entertainment
Movie: the hitcher 1986
TV show: mythbusters
Youtube channel: dunno
Videogame: Half-Life deathmatch
Book: White Fang - Jack London
Band/Artist: cant choose
Track: cant choose

General
Colour: dunno
Season: all equally
Animal (domestic): mouse or cockroach
Animal (wild): whale or wolf but dunno
Hobby: cracking peanuts
Physical activity: walking
Day out: walking far away from filthy humans
Foreign country/culture: any location far away from humans