Forum posts

Posted 11 years ago2013-07-31 12:32:26 UTC
in Custom hl1 map, free to try Post #314613
Interesting map, I will wait for continuing.
Posted 11 years ago2013-07-12 12:02:02 UTC
in ambient_generic Post #314174
>alch1:
Check the Volume value (or Health, without Smart Edit feature enabled) of your ambient_generic in the entity properties. Maximal value should be 10 there, not 100 (or something higher, than 10), how some people may mistakenly specify. And check the other parameters and flags, if this doesn't help.
Posted 11 years ago2013-03-13 00:46:22 UTC
in Xash3D & XashXT - the next step in H Post #313039
Xas3D have been updated recently up to public build 2223, and stable version of XashXT v0.62 was released also. Please visit Xash3D profile at ModDB to download:
http://www.moddb.com/engines/xash3d-engine

A brief list of changes:

Xash3D Engine changelog (for build 2223, since build 2153):

Engine: added support for maps (only maps!) created for alpha version of Half-Life (with BSP version 29).
Engine: added support for "nomodels" option in liblist.gam (for disabling of using any model for player except modelsplayer.mdl).
Engine: fixed problem with activating of a mod if it has a "." (dot) symbol in a name of its' main folder.
Render: renamed missed cvar "r_anisotropy" to real name "gl_anisotropy".
Render: now "r_speeds 4" displays an actual count of "real" static entities which were created by call of MAKE_STATIC function.
Render: fixed bug with blinking of Quake sky while autosave in progress.
Render: keep actual hardware gamma for multiple instances of application.
Render: fixed an invisibility of map objects created by using of transparent textures with RenderFX=15 setting (rarely used in some mods).
Client: a new callback for render interface that is calling R_DrawCubemapView (for fixing of cmd "envshot" in XashXT).
Client: changed path and names for screenshots which are saving by "screenshot" command from "modfolderscrshotsmapnameshotXXXX.bsp" to "modfolderscrshotsmapname_shotXXXX.bsp" (for easy browsing and operations with files).
Client: engine is using callback CL_CameraOffset now.
Client: fixed angles for cmd "envshot".
Client: fixed disabling of custom gravity settings on a map for player after using a ladder.
Server: fix for client's rejection mechanism (in multiplayer game).
Server: using pfnClientDisconnect callback (in multiplayer game).
Server: some changes in physics code (for MOVETYPE_PUSH). This is fixing a variety of possible problems with pushable objects (and sometimes - with a monster's or NPC's physics) in some Half-Life mods.

XashXT changelog (for version 0.62, since version 0.61):
  • Implemented a new system of save/restore (an analog of save/restore system that avaliable in Half-Life 2).
  • You can view now a classes' statistics with using of in-game console (a set of commands beginning from dump_*).
  • Custom system of string_t for better sorting and checking for duplicates (improving of render's performance).
  • Env_sky can be enabled and disabled now, so you can use some different skies for one map.
  • Minimizing of glitches with entities which sometimes can be visible through a skybox.
  • Added player_keycatcher entity for checking keys that pressing by a player. It can be useful for creating of mini-games or for executing of different events for the player (depending on pressed keys).
  • Some fixes in XashXT parent system (for func_tank, tripmines and crossbow bolts).
  • Added a support for using of a chrome effect for brush entities and world (used texture should have a name that beginning from "chrome", as example, gfx/chrome.tga is using now). Chrome effect can be combined with any rendermode and with mirrors also.
  • XashXT demo maps are updated.
Posted 11 years ago2013-02-18 11:38:58 UTC
in MP3's don't play Post #312682
HellFire2345:
Are you trying to play Half-Life track, or any custom mp3?

If it's a custom mp3 with custom name, try to rename it and replace any original Half-Life mp3 in the Media folder,then set this track for playing in your map.

Also check for mp3 tag in your mp3 and delete it if presented, it can help.

Or try to implement support for fmod.dll in your mod for better using of mp3s.
Posted 11 years ago2013-01-16 09:30:20 UTC
in If i make a mod with trinity rendering, Post #312217
Xash is uncommercial educational open source project, which is 8 years old. Most of its' parts were redesigned from scratch. Some coding parts are borrowed from Valve to make new engine compatible with GoldSource maps and mods, but the author of Xash3D did no any cracking actions for this. And he have fixed a lot of promblems of old GoldSource engine in Xash3D by everyday working on a code's improving. But someone still prefers to think, that all he is doing those 8 years it's cracking and stealing. But stable 3D engine with many changes and specific features can not be created by copy/paste. Every good programmer knows it. Even if Xash have some doubts about it's legality, it still have no claims about this from Valve. Because it don't interfere any commercial interests of Valve. This is project for fans and oldphages. But if you still have any doubts, OK, do NOT use it.
Posted 11 years ago2013-01-16 08:31:30 UTC
in Odd ambient generic problem in Half-Life Post #312216
The problem is sources of Steam dlls (which were seriously modified for the needs of new multiplayer system). They are closed. Valve gave us only outdated sources of WON dlls in SDK. I'll try to ask some help for you.
Posted 11 years ago2013-01-15 13:48:32 UTC
in Odd ambient generic problem in Half-Life Post #312207
Does the hl.dll used in WON Half-Life work the same as the dll in Steam?
They are different. WON dlls potentially may have more problems with sound, as I know.
Posted 11 years ago2013-01-15 13:33:00 UTC
in If i make a mod with trinity rendering, Post #312206
HalfLifeRules.
This should help:
http://www.moddb.com/mods/trinity-render-custom-edition

But don't forget to try Xash/XashXT too :D
http://www.moddb.com/engines/xash3d-engine
Posted 11 years ago2012-12-31 15:27:56 UTC
in help edit this model? Post #311955
http://www.mediafire.com/download.php?g541bprf1wc7jxw

Should be something that you need. If you want to adjust type & size of muzzleflash, try to put another value on event 5001 (instead of "40"), as I suggest earlier.
Posted 11 years ago2012-12-31 00:29:27 UTC
in help edit this model? Post #311944
2muchvideogames>>

I can't download this model, so let me just giving you an advice :) You need to add something like:
// 1 attachment(s)
$attachment 0 "Bip01 R Hand" 32.000000 2.500000 8.500000

in qc-file between reference mesh(es) section & hit box(es) section.
"Bip01 R Hand" - it's a parent bone for attachment, numbers are coordinates of muzzleflash.

Then on fire sequence you should add an event 5001 for muzzleflash, something like:
$sequence "standing_shotgun" "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 15 {
{ event 4 1 }
{ event 5001 1 "51" }
{ event 1004 7 "weapons/scock1.wav" }
}

"51" here - it's a number for setting a size & type of muzzleflash. Try to set different values to get an appropriate effect. 1 - it's frame of animation when the event should be played.

You don't need to edit smd-files, only qc-file.
Posted 11 years ago2012-12-30 23:55:33 UTC
in Xash3D & XashXT - the next step in H Post #311943
OK, want you or don't :P , but it's Xash3D again with its' final double update in the year 2012! Check the Xash3D profile at ModDB and get fresh Xash3D Engine build 2153 + XashXT mod/toolkit v0.61:
http://www.moddb.com/engines/xash3d-engine

Now both Xash3D and XashXT have support for new extended map format - BSP version 31. This format is based on Half-Life BSP map format (version 30), but has increased up to 3 times limit for clipnodes + improved lightmaps and subdivide for faces. Increased limit for clipnodes makes possible to create really big complex maps with much more objects on them. Improved lightmaps and subdivide give you much more smoothed shadows on any BSP31 map, without loosing of perfomance. And of course there are also some little bug fixes and other minor improvements + updated documentation, tools (e. g. new compilers for BSP31 format) and source codes.

You can also try a demo with 2 maps which were recompiled in BSP31 format. Not really too much to see, just the better smoothing of shadows:
http://www.hlfx.ru/xash/newformat.7z

Happy New Year!
Posted 12 years ago2012-09-16 20:06:46 UTC
in Xash3D & XashXT - the next step in H Post #309870
people love HL not because it looks good, but because it looks bad.
Maybe it's a truth about someone, but it's not about me.
1. I like HL1 universe, its concept and atmosphere.
2. I like HL1 gameplay and balance.
3. I'm playing HL1 singleplayer mods all the time, so for me it's just a hobby, not a nostalgia.
4. I like to see how people are experimenting with GoldSrc, so even it's a monster car, it's interesting for me anyway.

But enough about me :) .

XashXT is just a tool for creating mods with new posibilities, and it's not only about posibility to create more interesting look, but also about posibilitity to create more interesting gameplay. And no one force you to make a "good" looking mod, if you want a "bad" looking style.

And about Xash3D posibilities, as engine for playing of existing mods:
  • Most HL mods are now totally compatible with Xash3D, even old ones. For Steam HL you often need compatibility fixes to play old HL1 mods.
  • Xash3D fast and very easy-to-use platform for installing and running singleplayer mods, more comfortable, than Steam HL.
  • Xash3D has better render system, than HL. So there are better looking textures (especially on models), lighting etc.
  • Xash3D allow you to use HD-textures (up to 4096x4096) for models and maps in any mod. The system is very simple and effective, just put right-named texture in right-named folder, that's all. If you put them in "valve" folder, you'll see them in any mod. And you can enable and disable the using of these textures directly in game.
  • Xash3D has support for some interesting effect and abilities for modders, even if they don't want to use XashXT.
  • Xash3D has extended and powerful console and multi-level logging system, it can be very helpful for mod developers, even if they want to create a pure GoldSrc mod.
  • Xash3D has a lot of optimizations and common bug fixes, plus different small handy features, because author (Unkle Mike) has took into account many suggestions from beta-testers. And some mods are running more stable and smoothly under Xash3D. Yes, it still not ideal, but it worth that you try it.
Posted 12 years ago2012-09-16 01:42:04 UTC
in Xash3D & XashXT - the next step in H Post #309847
Some people do whatever they like, even if other people think, that is a waste of time. And some people like to create something with GoldSource, even if Source is more popular or have more potential. So XashXT is for those people, who interested in new posibilities for GoldScr games or mods. And if more specifically, it's more suitable for singleplayer ones. But even if you are not interested to create something with XashXT, you can try at least Xash3D as engine for playing of existing Half-Life mods, because it has a lot of improvements which can make your game more interesting, comfortable and enjoyable.
Posted 12 years ago2012-09-14 13:20:08 UTC
in Xash3D & XashXT - the next step in H Post #309821
Xash3D is the very own engine for creating and playing Half-Life mods, isn't it :) ? The main idea of Xash3D is not only a giving of the new visual experience to a player in the game, but is also a giving of extended abilities to those developers, who still like to create something really new with Gold Source tools and resouces. That's why we have not only Xash3D, but XashXT too.
Posted 12 years ago2012-09-14 12:04:15 UTC
in Xash3D & XashXT - the next step in H Post #309816
Well, there are no ragdolls for models (because this requires a new models format, but this can be implemented, theoretically), there are no extended shader effects (such as bump, gloss, HDR etc., but if you creating your own mod/game, you can add a module with new render effects, if you enough experienced in coding). Also, multiplayer part of engine is not fully completed yet, because of lack of information about prediction system. Also, only Half-Life (1), Blue Shift and Quake (1) map formats are supported by Xash3D, so you cannot use some of advanced mapping tools and effects, which are working for Source map format. Plus Xash3D is still using old HL vgui.dll to support HL mods and there is no open sources for this part of engine.

P. S. Xash3D is FPS friendly, because it has better render system and a lof of optimizations.
Posted 12 years ago2012-09-14 11:38:34 UTC
in Xash3D & XashXT - the next step in H Post #309814
Hello, guys! Let me inform you that not so far ago was released a new public build of Xash3D Engine. Xash3D (if you still know nothing about it) is a custom Gold Source engine build from a scratch which overcomes obsolete Gold Source engine's limits. It allows you to play almost any Half-Life mod (especially - singleplayer mods) with new quality of gaming experience. For example, you can easily use high-quality textures (up to 4096 x 4096 px) for any map object or studiomodel in any mod. Also you can use this engine to create new fantastic mods for Half-Life with new advanced features - source codes of Xash3D are fully opened and released under GPL license, so you can not only use any existing features of this engine, but you can also add something new for needs of your mod. Now the latest public build of Xash3D engine is a build 2015. This version contains a lot of bug fixes, improvements and new advanced features.

Moreover, XashXT aka Xash Mod v0.6 is released also! XashXT is a mod for Xash3D and a toolkit for developers (such as Spirit of Half-Life, but a far more powerful). Now it contains a full documentation and full FGD. Here is a brief list of the new XashXT features:
  • Full compatibility with the original Half-Life entity set.
  • Support for forming complex hierarchies of entities (Parent System).
  • Mirrors that can skip reflection of any specified object or, conversely, show ordinarily invisible objects.
  • Surveillance monitors (colour and monochrome).
  • Portals that can take you from one point to another (as in Portal, but more basic).
  • Weather effects (rain and snow).
  • A powerful particle system with a standalone visual editor.
  • A system of prefixes for making complex scripted scenes[/li]
  • An extended decal projection system that works on both level geometry and characters (players and NPCs).
  • Realistic lasers that can be reflected off mirror surfaces (used in gameplay).
  • A large set of logical entities for implementing any conditions in scripted scenes or complex arrangements.
  • A camera with flexible settings for cutscenes, letting you switch to any character's point of view (including inanimate ones).
  • Configuration options for setting the attitude of any NPC towards others and towards the player.
  • Dynamic coloured lighting that can project and play an animated texture as a light source.
  • Playback of AVI files on level polygons and brush objects.
  • A 3D skybox for simulating expansive areas.
  • Bloom effects.
  • Support for HD textures (up to 4096x4096).
  • Background maps in the game menu (as in Source).
  • Support for large game levels (32768x32768x32768 units).
  • Shadow maps for dynamic shadows.
  • More believable lighting.
  • Realistic rigid body physics powered by a third-party engine (PhysX).
  • Realistic water.
  • Dynamic day and night cycles.
You can get both Xash3D and XashXT on ModDB:
http://www.moddb.com/engines/xash3d-engine/downloads

Official threads about Xash3D & Xash XT are at the HLFX.ru forums:
http://hlfx.ru/forum/forumdisplay.php?s=&forumid=1

The forum is on Russian, but you can use English too.

To try Xash3D and XashXT features you have to install Half-Life under Xash3D (build 2015) and then install XashXT v0.6 as a mod (in the main Xash3D directory).
Posted 13 years ago2011-11-03 19:09:44 UTC
in Half Life : OPS Post #300463
Nice mod, good mapping with some new interesting ideas, I liked it :) . Don't you wish to upload it on ModDB? So more people can play it.
Posted 14 years ago2010-06-03 18:55:44 UTC
in Need a simple model, a grey Freeman stat Post #281520
"Rebiped" some bodyparts to Bip01 :)
Posted 14 years ago2010-06-03 18:21:55 UTC
in Need a simple model, a grey Freeman stat Post #281518
Posted 14 years ago2010-06-03 15:29:44 UTC
in Need a simple model, a grey Freeman stat Post #281513
Try now:
http://www.megaupload.com/?d=W7U84DIB
I can do a HD/SD version too, if you want.
Posted 14 years ago2010-06-03 14:59:48 UTC
in Half-Life: Static Friction Post #281512
Perhaps, I can help with modelling a bit... I'm not a real modeller, but I can do some editing work.
Posted 14 years ago2010-05-23 13:05:22 UTC
in Half-Life: Static Friction Post #281412
Well, I'm just finished the Demo. This is very good mod, it's hard to heard that it is dead now. I played it on WON HL, using my own cg.dll, cgGL.dll, hw.dll and sw.dll (without that game has crashed everytime on start). When I left the game after some playing, I couldn't load saved game from menu (game has crashed again and again). So I had to start a new game and use quick load to get it work. Also game was ran a bit slow for me for almost the entire playing (but more slowly game worked in the main menu). In spite all of these problems I was very pleased by mapping and gameplay of this mod. If this mod has been completed yet, it would be able to become one of the best HL mods, I think. Maybe someday it still happens, or perhaps, the authors do the something like this. I'll be wait. :)
Posted 14 years ago2010-05-22 03:38:49 UTC
in Source sounds in GoldSrc. Post #281401
16 bit sounds will not played on WON HL. Save WMA to WAV using Audacity or another WMA-compatible program with this settings preferred:
22050 Hz Sample rate (44100 Hz can be used too), 8 bit, Mono, and uncompressed (pcm)
For voices use 11025 Hz Sample rate.
Posted 14 years ago2010-05-22 03:15:36 UTC
in Half-Life: Static Friction Post #281399
Well, source code is not really needed, when you have a decompiler. :cool:

Here's fixed version with authentic weapons also:
http://www.megaupload.com/?d=33NI97ZP
Animation still a bit weird, but he must look much better now. :D
Posted 14 years ago2010-05-21 19:12:12 UTC
in Half-Life: Static Friction Post #281395
Hi, guys. I downloaded your mod already, and I think it must be excellent, but I still have no time to play it. But I know why this happen:
User posted image
You need to move "ch2.bmp" texture down to the end of the textures' list. This is an additive texture and all textures after it will be flat-shaded in the game. I think, you need to create special body part for it and move it down in the list of bodyparts also. I know it, because I'm working now on creating new model pack for Half-Life and use a lot of additive textures in it.
Posted 15 years ago2009-09-06 18:16:00 UTC
in Lost HL mods wanted! Post #272999
I finished "Xen Assault". Good mod, pretty hard, but puzzles are too tricky sometimes. And gameplay logic a bit wrong in some moments - that may cause player really get stuck. But I like it, anyway :) - custom textures, models, music, scripted scenes are great. So, can somebody upload "Santa's Revenge 2"? ;)
Posted 15 years ago2009-08-26 16:45:34 UTC
in Lost HL mods wanted! Post #272559
Yo-ho-ho! 170 Mb! I don't think it so big. My joy and gratitude are big too :) . Thank you, The_(c)Striker!
Posted 15 years ago2009-08-26 11:17:18 UTC
in Lost HL mods wanted! Post #272545
Well, I searched it in "Downloads" section. I don't need a screenshots only. :D
Posted 15 years ago2009-08-26 06:41:12 UTC
in Lost HL mods wanted! Post #272532
Yeah, I'm pretty sure Xen Assault is still being worked on. Check ModDB if you don't believe me.
I was found "Black Silla: Assault" only on ModDB. But this is not "Xen Assaut", right?
I can upload it on filefront if you... want.
Bet on it, I'm want! :biggrin:
I have santas revenge 2
If it's not so hard for you, upload it please.
Posted 15 years ago2009-08-25 07:55:59 UTC
in Lost HL mods wanted! Post #272491
Fun Christmas mod "Santa's Revenge 2" (by hlife_hotdog) was lost. The download link is dead. Author don't have this mod too, as he said, so can somebody upload this mod again? It's a pity that "MOTM Winner" mod not avaliable for download. I have long searched for, but it's not on any HL-website.

And, by the way, may be someone have another rare mod "Xen Assault Demo" (by Sajo). It was uploaded on Filefront also and they lost this mod too :furious: .