Forum posts

Posted 1 year ago2023-06-16 08:38:07 UTC
in Is there any way to preview "p_" models? Post #347627
If possible, configure HLAM to log OpenGL info and show what's in the log file. See this page for more information: https://github.com/SamVanheer/HalfLifeAssetManager/blob/dev/docs/configuring-log-output.md

This should shed some light on why it fails to work.

Also note if it's not working due to an error or if it's crashing.
Posted 1 year ago2023-06-16 03:08:03 UTC
in Is there any way to preview "p_" models? Post #347626
what graphics card do you have? HLAM might use a renderer that requires certain features of newer graphics cards. but if yours is THAT old then you definitely want to look into upgrading if you can
Posted 1 year ago2023-06-14 21:15:18 UTC
in Is there any way to preview "p_" models? Post #347624
HLAM doesn´t run in my computer. According to SoloKiller, this is because my graphics card is too old (Im not sure why would that be a problem, its GoldSrc).
Posted 1 year ago2023-06-14 12:19:15 UTC
in Problems with light_spot in half life Post #347623
If the keyvalues of the light_spot are the same as in the leaked map you many want to experiment with the _fade and _falloff ZHLT keyvalues. The best likeness would be using the same qrad compiler that Valve originally used.
Posted 1 year ago2023-06-14 07:44:34 UTC
in Problems with light_spot in half life Post #347621
It's probably because you are using vluzacn's compilers (VHLT), they produce very different lighting compared to the original tools. The only way a light_spot can light up surroundings is by reflected light. VHLT takes into account the color of the texture, if your light_spot is shining on a dark texture, it's going to reflect very little light. You can probably mitigate this by just increasing the light_spot brightness value to something very big.
Posted 1 year ago2023-06-14 07:38:50 UTC
in Is there any way to preview "p_" models? Post #347620
First, HLMV is deprecated. Use HLAM.

Second, solokiller is working on it: https://github.com/SamVanheer/HalfLifeAssetManager/issues/71
Posted 1 year ago2023-06-13 22:55:33 UTC
in Is there any way to preview "p_" models? Post #347619
JHLMV doesn´t work.

What im trying to do is to load a "p_" model into a playermodel without having to open Half-Life.
Something like this:
https://i.ibb.co/txVb68G/Captura.png
Posted 1 year ago2023-06-13 21:13:02 UTC
in Problems with light_spot in half life Post #347618
sadly, it didn't work. my main problem was the fact that it would only light the spot that it was meant to light and not everything other things.
Posted 1 year ago2023-06-13 20:07:24 UTC
in Is there any way to preview "p_" models? Post #347617
should be able to use HLMV (Half life Model Viewer)

https://www.wunderboy.org/jeds-half-life-model-viewer/
Tetsu0 Tetsu0Positive Chaos
Posted 1 year ago2023-06-13 13:47:19 UTC
in I end up in the wrong place in the new map Post #347616
First of all, don't Big Box Seal your map, that's bad practice.

Secondly, you have two info_landmark entities sharing the same name in m2. This is the cause for your issue.
It creates a conflict where the transition doesn't know which entity to use.

Give each pair of info_landmark entities an unique name (for example, landmark1 for the m1->m2 transition and landmark2 for the m2 -> m3 transition).
Posted 1 year ago2023-06-13 13:00:27 UTC
in I end up in the wrong place in the new map Post #347615
Yes I have read it. and loaded the map from the console
Posted 1 year ago2023-06-13 12:26:25 UTC
in I end up in the wrong place in the new map Post #347614
As for everything else I wrote, have you checked those guides and attempted to launch the game normally and boot up the map from there?
Posted 1 year ago2023-06-13 11:24:55 UTC
in I end up in the wrong place in the new map Post #347613
I've uploaded the maps to the vault now: https://twhl.info/vault/view/6764
Posted 1 year ago2023-06-13 05:51:13 UTC
in Problems with light_spot in half life Post #347612
The compilers used for Half-Life 1 had a bug that doubled the intensity of direct lighting and might be the cause of the discrepancy you're seeing. You could try out using the -dlight # option on the RAD compiler. I don't remember if 1 corresponded to that original qrad lighting, or if you need to use 2. Just try out both and see which helps you replicate the lighting best
Posted 1 year ago2023-06-13 03:17:49 UTC
in Problems with light_spot in half life Post #347611
thank you, tbh i tried it the ladder first and it still looked weird. but i changed it to other light entities and it worked. but i kind of still wanna use the spotlight entities because that's what the vmf's used, but idk if mi missing something or not.
Posted 1 year ago2023-06-12 21:01:55 UTC
in Is there any way to preview "p_" models? Post #347610
I want to be able to preview "p_" models without having to open Half-Life and going thirdperson. Is there anything like this?
Posted 1 year ago2023-06-12 20:56:56 UTC
in Problems with light_spot in half life Post #347609
Try with normal light entities, or try changing the brightness to a higher value.
Posted 1 year ago2023-06-12 19:24:17 UTC
in Problems with light_spot in half life Post #347608
Basically, I have been using the leaked vfm of the map c1a3 for lights, and I've run into a problem. I used the spotlights in about the same manner as the maps do but when I run the game, they are too dark accept in the areas they are meant to be. is there any way to find out what the light should be.
Posted 1 year ago2023-06-12 14:09:37 UTC
in I end up in the wrong place in the new map Post #347607
Not sure if I trust that site, you could consider uploading it to the Vault instead.
As for your issues with level transition, have you followed any tutorials such as Tutorial: Changing Levels? The entity guide entry for trigger_changelevel is a great resource too.

Also, if you've been testing by launching directly from editor (Jack/Hammer/etc) or simply restarted the map while staying in-game while changes were made, try starting the game anew and not from the editor. Doing that often causes issues with level changes.
Posted 1 year ago2023-06-11 23:41:46 UTC
in Half-Life Featureful SDK Post #347603
I'm not sure why you bring up all of this.
The opengl hacking is not planned in this SDK.
The only place where the OpenGL is used is to set the opengl fog type (the engine uses the exponential one by default, but it can be configured with opengl call), and this is completely optional.
If you're interested in graphics improvements on the opengl level, you might resort to Trinity or some other sdk with custom renderer.
Posted 1 year ago2023-06-11 17:57:26 UTC
in I end up in the wrong place in the new map Post #347601
When I try to change the map, I end up in the wrong place in the new map. What am I doing wrong? here are the maps you can look at:https://easyupload.io/m/gcb3r5
Posted 1 year ago2023-06-11 15:22:56 UTC
in Half-Life Updated (custom SDK) Post #347600

Progress on the Unified SDK

A new pre-alpha build is available: https://github.com/SamVanheer/halflife-unified-sdk/releases/tag/dev-2023-06-11
Note: pre-alpha builds are not intended for general testing. As the wiki article on software life cycles explains the first versions intended for this kind of testing are alpha builds. Pre-alpha builds are for testing specific features by request to verify that they work as expected based on bug reports and feature requests.

Since this project is still in the midst of development (essentially this is the game engine development part of the project) it's expected that there are bugs and features not working as expected (or at all). Once all required features have been implemented the project can move to the alpha testing stage where verifying the proper behavior is the main goal.

SDK Changes

  • Simplified talk monster friendly check and use/unuse sentence configuration. Friendly NPCs like scientists and security guards will no longer follow players if their classification treats players as anything other than allies (i.e. as if the player has shot them while not in combat)
  • Made it possible to for any NPC to follow players if they are friendly to the player (barebones support only)
    • Disabled following for some NPCs
  • Removed some obsolete HUD sprite functionality
  • Removed unused CHealthPanel class (non-functional VGUI1 version of the health HUD)
  • Reworked UI code to no longer use resolution size specifier
  • Reworked some string buffers & operations to avoid buffer overflows or truncations (fixes GCC compiler warnings)
  • Removed option to print list of all entities with ent_list client command to avoid network buffer overflows
  • Reworked weapons functions that start animations to use pev->body instead of a separate body parameter
  • Fixed Egon gun not stopping its attack animation if the attack button is held down and ammo runs out
  • Implemented chainsaw_melee skill variable: enables buggy melee attack behavior causing corpses to be damaged much faster
  • Changed client-side fog code to update fog parameters before the game frame is drawn to avoid edge cases that cause black screens
  • Clear global state when game_end is used to end multiplayer game (allows Co-op maps to clear state that may affect other maps)
  • Fixed various compiler warnings that occur at warning level 4. 3 warnings remain involving lambdas that have unreachable return statements. This is probably a code analysis bug, not incorrect user code
  • Fixed a bug in the text-based scoreboard that causes it to search for empty teams incorrectly. This code is not used and the VGUI1-based scoreboard does not have this bug
  • Optimized sound system to avoid a potentially expensive call when starting sounds
  • Reworked HUD message drawing to allow for unlimited-length lines
  • Prevent paths passed to filesystem functions from containing .. (parent directory)
  • Fixed Doxygen comments that contain bad syntax
  • Added child_classification keyvalue to allow NPCs that spawn NPCs (e.g. Big Momma, Osprey) to pass on classifications
  • Added unkillable keyvalue & cheat_unkillable: Makes NPCs and players unkillable, respectively. Not all NPCs support this setting
  • Mark monster_*_dead NPCs that should use human gibs as such so they spawn gibs
  • Play predicated sounds through OpenAL sound system as well (footsteps, weapon empty sounds)
  • Added sv_load_all_maps command to load all maps and generate node graph for them (allows leaving the game running on its own, can also be used to generate a log containing any errors logged by the game)
  • Don't switch weapons when using impulse 101 if the player has a weapon equipped already
  • Merged armor HUD into health HUD, draw armor next to health regardless of resolution (matches original game behavior at 640x480 resolution)
  • Fixed bug in sound loading code that caused it to calculate cue point positions incorrectly for stereo sounds
  • Fixed turrets and spore ammo entities not playing sounds in multiplayer in some cases
  • Reworked Nihilanth and Gene Worm death logic to not teleport players in multiplayer (used to trigger the end-of-map script)
  • Reworked Medic Grunt follower logic to follow player that used it instead of the local player
  • Removed invalid cast in Torch Grunt death logic

Asset Changes

  • Cleaned up fgd some more
  • Added keyvalues for new features to the fgd
  • Added test maps for some features
  • Added information about how to compile, package and copy models from source to a game installation using provided scripts
  • Changed hitgroup values for NPC models back to 0 to ensure game balance (i.e. damage required to kill) is identical to the original games
  • Fixed Rat NPC jump and death animations so they don't loop and end on the right frame
  • Fixed MP5 model so the arm vertices aren't attached to the weapon

NPC following behavior

Barebones support allowing NPCs to follow the player has been added:
NPCs don't have default start and stop sentences yet and may not always follow players as expected.

I implemented the essentials needed for this to work so others can expand on it as needed. This covers the AI schedule aspect of things and moving logic from a more specialized C++ class to the general NPC class.

Chainsaw melee

Chainsaw melee is a bug that causes melee weapons to attack corpses very quickly. It was fixed in this project, but i've added the option to enable it again:

Unkillable characters

NPCs can be set to be unkillable. Not all NPCs allow this since some have their own damage logic, but support can be added there as needed.

Players can also enable this for themselves using a cheat.
This feature is based on Source's buddha cheat.

Sounds in multiplayer

Some sounds didn't play in multiplayer. This happens with entities whose origins is in a brush or on the plane of a brush face. The calculations used to determine if a sound emitted at that position can be heard can produce false negatives causing the entity to be silent.

This was fixed by allowing entities to provide an offset to push the sound origin out of brushes. This fix can only be used with the new sound system since the original sound system has this code in the engine.

Remaining work to be done

  • Update changelog to include all changes (partially complete)
  • Write documentation for all new features (partially complete)
  • Implement as much of the work scheduled on the issue tracker as possible (in progress)
  • Review all changes
  • First alpha build
  • Stress test the four campaigns and fix issues that show up (first test done)
  • First beta build
This completes more of what's becoming a small TODO list. There are only a few issues left on the issue tracker that will be handled for the first release.

I've tested the sound system with these high quality sound packs: Stereo sounds play without 3D spatialization, essentially they sound as if they're coming from the player entity. Mono sounds play just fine.
There was an issue with cue points not loading correctly but that was fixed. No other issues were found.

The previous dev build included outdated tools that would fail to run due to relying on an older version of the bundled Utilities library. All tools have been updated so that shouldn't be an issue now.

I'm writing documentation for some engine functions to make it easier to work with them. Note that Doxygen's UI program currently freezes when processing this codebase due to a problem with the doxywizard program. The problem has been dealt with so the next release should work fine.

That's about it for now, expect the next progress update to be smaller than this one.
Posted 1 year ago2023-06-11 08:03:32 UTC
in I need help with my mod Post #347599
That makes me think that there is a problem earlier in the compile log. Can you post the whole thing?

Also I would suggest not using map names which match the original Half-Life campaign such as c1a0. Not exactly sure what the effect might be, but it could have issues when falling back to the map/node files in /valve/maps.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-10 21:54:01 UTC
in Trailer for Backrooms, an upcoming mod ! Post #347597
This looks very inspired, I’m really looking forward to its release! I can only support mods that venture in original directions like this one.

My only complaint is that the mapping looks a bit rough around the edge.
Posted 1 year ago2023-06-10 19:39:41 UTC
in I need help with my mod Post #347596
i made a new map, now the error is this:
Command line: E:/jack+/J.A.C.K/halflife/hlvis.exe E:\steam\steamapps\common\Half-Life\Prueba\maps\c1a0
Arguments: E:\steam\steamapps\common\Half-Life\Prueba\maps\c1a0 -low
Error: Portal file 'E:\steam\steamapps\common\Half-Life\Prueba\maps\c1a0.prt' does not exist, cannot vis the map

im laughing of how difficult this is haha
Posted 1 year ago2023-06-10 18:39:35 UTC
in I need help with my mod Post #347595
If the log tells you nothing you could try taking out things from your map until it compiles to see what's breaking it. Or make a new map with a big cubic room and copy things into it until it breaks.
Posted 1 year ago2023-06-10 00:50:25 UTC
in I need help with my mod Post #347594
i change the name, but it doesn´t work aaaaaaaaaa
Posted 1 year ago2023-06-08 18:34:51 UTC
in I need help with my mod Post #347593
Yup, that's the most likely culprit. You can't have a . in a filename.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-08 02:04:12 UTC
in I need help with my mod Post #347592
Just a wild guess, but try renaming it, maybe the compiler doesn't handle the dot
Posted 1 year ago2023-06-07 23:30:48 UTC
in I need help with my mod Post #347591
Now im really confuse haha, im trying to compile the second map of my mod, but JACK shows me this:
** Executing...
** Command: E:/jack+/J.A.C.K/halflife/hlrad.exe
** Parameters: "E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.2"
hlrad v3.4 VL33 (Feb 2 2014)
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 hlrad -----
Command line: E:/jack+/J.A.C.K/halflife/hlrad.exe E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.2
Arguments: E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.2 -low
There was a problem compiling the map.
Check the file E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.log for the cause.
----- END hlrad -----

when i look at the c1log it shows me this:
hlrad v3.4 VL33 (Feb 2 2014)
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 hlrad -----
Command line: E:/jack+/J.A.C.K/halflife/hlrad.exe E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.2
Arguments: E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.2 -low
There was a problem compiling the map.
Check the file E:\steam\steamapps\common\Half-Life\Prueba\maps\c1.log for the cause.
----- END hlrad -----

im confuse because the map im compeling is c1.2 not c1 (that´s the first map) and i don{t know if i have a leak or something like that (i dont think is a leak because a looked all the map and there isnt any leak)
Posted 1 year ago2023-06-07 19:47:19 UTC
in I need help with my mod Post #347590
thanks ! im still creating my mod, im trying to make a barney just pose in front of a door like that barney that wont let go through until he is dead (in the beginning of half life 1) im still learning and i cant find tutorials on youtube hahaha
Posted 1 year ago2023-06-07 18:49:05 UTC
in Trailer for Backrooms, an upcoming mod ! Post #347589

Hello everyone !

I would like to present to you Backrooms, a mod i'm developing with 2 best friends !

User posted image

What is Backrooms ?

Backrooms is another take on the backroom universe, usually survival games, this is an action-adventure mod with a dash of comedy !
Development started in 2020 when the backrooms were still a niche and obscure theme, we had made about 80% of the mod but life got in the way and we stopped working on it :(

I seriously thought that it would end up in development-hell and be abandoned, but, three whole years later it's back on track !

When is it releasing ?

We are working hard on it to give you the best experience so we are not able to give an exact date at the moment

Can I still play it ?

Yes you can ! An update came out today and while the "last chapter" is not there yet, you can still play the current version which has about 45 minutes of gameplay !

Here's the trailer for it

Find out more on the Mod DB page !

https://www.moddb.com/mods/backrooms/
Posted 1 year ago2023-06-07 15:23:40 UTC
in Half-Life Featureful SDK Post #347588
It supports Linux. It's mentioned in the README on github.
As for macOS, as far as I know GoldSource doesn't work on modern macOS versions, and you can't even build 32-bit applications for macOS anymore. So I guess the only way would be to play on 64-bit version of Xash3D-FWGS, and I haven't tested the 64-bit builds of my SDK yet.
I never heard about that clips :o
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-06-07 01:23:39 UTC
in Half-Life Decay HUD Problems Post #347586
Recently I have been attempting to fix the HUD for the 2008 Decay port, as the colors are incorrect and it has the yellow HUD divider issue. I got the custom colors themselves working, but I can't figure out how to get the Health divider to change with it. This is the code used to decide what color the HUD is.

int CHud::MsgFunc_ChangePlayer(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int m_iDecayId = READ_BYTE();

if (m_iDecayId == 1)
uColor = RGB_SILVERISH;
else
uColor = RGB_ORANGEISH;

return 1;
}

This system is what is used in the hud.cpp file, which changes the color depending on what character you are playing as. (m_iDecayId being 1 = Gina, any other number = Colette), this system works with no flaws and can easily detect what character is being played as, but this is where the problem arises. Not knowing much about C++ causes quite a few issues when trying to make code (obviously) so I hacked together this code which does not fully work.

int m_iDecayId = READ_BYTE();
if (m_iDecayId == 1)
FillRGBA(x, y, iWidth, iHeight, 160, 160, 192, a);
else
FillRGBA(x, y, iWidth, iHeight, 255, 128, 64, a);
}

It never counts "m_iDecayId" as being 1 and is always "255, 128, 64" even though the rest of the HUD is the "160, 160, 192" color, which clearly shows that "m_iDecayId" is at 1. It seems the main issue is the health.cpp file doesn't detect what number "m_iDecayId" is at, meaning there must be a way to cache it into the file, but as shown I have no idea how to do that. Any clue how to?
Posted 1 year ago2023-06-06 17:17:11 UTC
in Half-Life Featureful SDK Post #347584
Great addition for sure, thanks :D Field Intensity is awsome
Posted 1 year ago2023-06-05 13:54:51 UTC
in Half-Life Featureful SDK Post #347583
Hi everyone. You may know me as a developer of Half-Life mods like Field Intensity and Half-Life: Induction.
While working on Field Intensity, I made my own version of Half-Life SDK incorporating a lot of features that I needed in the mods I worked on or implemented just for fun. A few months ago I've come with a name for the SDK and properly published it on github.

Github Repository
Wiki
Releases

Currently the releases include one map that demonstrates a number of features (but not all of them). I might make more demo maps in future.

Some excerpts from the wiki:

Half-Life Featureful aims to serve as a base for a classic Half-Life mod. This SDK provides entities from various mods and official addons, as well as additional entity parameters, bugfixes and new monsters' abilities and behavioral changes. Half-Life Featureful is meant to be used by modmakers without experience in HLSDK programming, who seek for easy ways to bring more features to their mods.

Feature overview

  • All Opposing Force monsters and weapons are implemented, as well as other opfor-specific entities (excluding CTF-related).
  • Some of Spirit of Half-Life features merged into the codebase, e.g. the locus system.
  • Modeled health and HEV chargers and eye scanner from PS2 version of Half-Life are implemented.
  • Introduced many new entities and additional parameters for standard Half-Life entities useful for a mapper. Timers, trigger randomizers. Useful properties for monstermaker, scripted_sequence and scripted_sentence. Precise configuration of some behavior aspects of monsters.
  • Improvements to monsters' AI and new abilities for standard monsters.
  • A lot of features and behavior aspects can be adjusted specifically for your mod via the Feature configuration files without rebuilding the game libraries. E.g. the unused custom weapons can be disabled and their assets won't need to be distributed with the mod.
  • Crossplatform. Support for GoldSource (including old pre-SDL2 versions) and Xash3D-FWGS engines. VGUI and VGUI-less builds. SDK potentially may work on mobile platforms, but it needs to be tested.

Some Q/A

Q: Why is it called Featureful?
A: In the context of this SDK features are adjustable gameplay aspects. Most of the features are configured via text files and don't require rebuilding of the game libraries. In that sense "customizable" or "featureable" would fit more, but "featureful" just sounds better.

Q: You call it featureFUL, but the SDK X provides more features to me!
A: There're different Half-Life SDKs available, and each of them has their own focus. Featureful may lack some of the features that exist in other projects, but it also introduces a bunch of its own additions and improvements. More features will be incorporated in future.

Q: Is there a roadmap for future updates of this SDK?
A: There's no strict roadmap, but you can look at the TODO list.

Q: Is it well-tested?
A: The mod Field Intensity is based on the same code, but the ability to adjust features via configuration files is a recent change and it's not present in the mod, so this particular detail needs to be tested better.

Q: If Field Intensity uses the same codebase, why Featureful SDK lacks some of FI additions like objectives interface and improved squad mechanic?
A: Some of these features were quite experimental and not ready to be merged back into the main codebase. Some of them are made for Field Intensity only and probably won't be merged back at all.
The Infamous lost video of office.mpg that I believed showcase the office of Valve at that time and some of the clips shows the development process of Half-Life.
John Pot John PotIt's Me, From Discord
In any case, rip that project
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 1 year ago2023-06-04 13:31:39 UTC
in [Help] Sparks Above NPCs Heads Post #347580
Alright thanks, I didn't realize there was a Debug build and Release build option.
Wibble WibbleThe true citizen commits tax fraud
Posted 1 year ago2023-06-04 08:44:19 UTC
in [Help] Sparks Above NPCs Heads Post #347579
This only shows up if you use debug builds. Make a release build and it won't happen.

It's also vanilla HL SDK behavior, not specific to HL Updated.
Posted 1 year ago2023-06-04 08:41:38 UTC
in [Help] Sparks Above NPCs Heads Post #347578
This is related to the custom game code you're using. The sparks appear whenever the npc begins an action. Usually when the npc starts speaking.
It is - it was for testing purposes of the coder to see whether their modifications made to the code were working and the npcs starting to speak as intended.

Unless you can code yourself or at the very least read lines of code you could remove that particular line which spawns the sparks over npc heads yourself and then recompile the code. If you can not so ask around perhaps one of the coders browsing on this site might be willing to help you out on this one. For them it should be a mere matter of minutes to find the specific line, delete or exclude the line and recompile it.

The code you're using is still being actively worked on so keep that in mind.
Posted 1 year ago2023-06-04 02:56:33 UTC
in [Help] Sparks Above NPCs Heads Post #347577
So I am using the SamVanheer Half-Life Updated Master (https://github.com/SamVanheer/halflife-updated) and I have a bizarre issue with sparks appearing above NPCs heads.

Here is a video to prove that I am not insane:
https://www.youtube.com/watch?v=8SkyvvS5uqI

This issue is completely random, you can use an NPC 10+ times without it happening, it also happens at complete random whenever an NPC is moving. It is extremely distracting during scripted sequences and I am at a point where I'm just going to dump the Updated Master all together.

This issue appears in all my maps and all my test environments, I have absolutely no idea what causes this. If anybody knows how to fix this I would appreciate it or maybe there is a better master file for creating mods, I dunno.
Wibble WibbleThe true citizen commits tax fraud
Posted 1 year ago2023-06-03 14:21:35 UTC
in Half-Life Updated (custom SDK) Post #347576

Progress on the Unified SDK

A new pre-alpha build is available: https://github.com/SamVanheer/halflife-unified-sdk/releases/tag/dev-2023-06-03
Note: pre-alpha builds are not intended for general testing. As the wiki article on software life cycles explains the first versions intended for this kind of testing are alpha builds. Pre-alpha builds are for testing specific features by request to verify that they work as expected based on bug reports and feature requests.

Since this project is still in the midst of development (essentially this is the game engine development part of the project) it's expected that there are bugs and features not working as expected (or at all). Once all required features have been implemented the project can move to the alpha testing stage where verifying the proper behavior is the main goal.

SDK Changes

  • The name of the renderer (Software or OpenGL) is now shown in the debug overlay. It also recognizes Direct3D but the engine does not support it anymore and does not include the code for it to work
  • The weapon deploy animation is now always sent to clients when calling EquipWeapon to ensure it plays when the player stops using func_tank entities
  • Renamed allow_weapon_dropping skill var to allow_player_weapon_dropping, added allow_npc_item_dropping to globally control whether NPCs can drop items on death
  • Added null check to scientist fear task to prevent potential crashes
  • Stop func_train move sound when triggered off (fixes sound looping issue in c1a0c (first Unforeseen Consequences map))
  • Fixed Desert Eagle laser position not updating when holding down reload button
  • Fixed Voltigore beams created on death connecting to the wrong entity, causing them to appear to connect to the world origin
  • Fixed being able to break scripted_sequence by +using friendly NPCs to make them follow player
  • Fixed potential incorrect facing in scripted_sequence
  • Fixed female assassin footsteps always playing every 0.2 seconds when walking and running (now uses the same intervals as player, but may differ somewhat because NPCs only think 10 times a second)
  • Fixed female assassins not resetting their movetype if they jump and land while not in combat (resulted in stuttering movement because they were considered to still be in the air)
  • Added ent.io trace logging for multi_manager start
  • Precache monstermaker entities using provided keyvalues
  • Added diagnostics to entity templates for classname key
  • Simplified trigger_changekeyvalue logic
  • Increased maximum number of multi_manager targets from 16 to 64
  • Fixed env_blowercannon crashing if target does not exist, simplified spore creation
  • Implemented logic_random: triggers a randomly selected target out of up to 16 targets
  • Don't draw the beam sprite for the night vision HUD icon
  • Reworked armor HUD to avoid depending on relative positions of the full and empty icons in the sprite sheet
  • Increased maximum number of weapon slots to 10
  • Reworked train control & pain sprites to use hud.json entry for name mapping to enable an Opposing Force-specific version to be used
  • Added barebones bot system for multiplayer testing (see below)
  • Implemented new temporary entity list; increased maximum number from 500 to 2048 (see below)
  • Limited Overflow 2048 temporary ents! message to only print once per frame (excessive logging caused framerate drops to < 30 FPS)
  • Reworked NPC-spawned gibs to be created as temporary entities to eliminate problems with ED_Alloc: out of edicts errors, crashes, entity rendering issues (see below)

C# Changes

  • Fixed c3a2b (Lambda Core map 3) valves soft) locking if turned too quickly in succession. The second valve now locks until it is safe to use it
  • Fixed game over text being cut off in c3a2 (killing retinal scanner scientist in Lambda Core map 1)
  • Fixed some sounds restarting on save load
  • Fixed Nihilanth dialogue on c4a2 (Gonarch's Lair map 1) not playing ("Win, you cannot win")
  • Reworked upgrade tool classes to improve consistency in API design
  • Renamed Installer to ContentInstaller
  • Renamed executables to remove the HalfLife.UnifiedSdk prefix (the Map Decompiler executables have also been renamed)
  • Added flag matching to KeyValueMatcher to filter results by spawnflags or other flag keyvalues
  • Fixed c2a5 (Surface Tension map 1) barrel not flying up if destroyed using radius damage attack
  • Updated Sledge libraries to latest version
  • Reworked Entity class to store keyvalues as lists instead of dictionaries (matches map compile tools behavior)
  • Prune excess multi_manager keyvalues (affects retinal scanner scripts that had too many keys)
  • Reworked Asset Synchronizer to minimize time spent in event handlers to avoid Too many changes at once in directory errors

Asset Changes

  • Various updates to zoo_npcs to improve map performance, stability and behavior
  • Added test maps for features and bug fixes
  • FGD changes:
    • Added Contents choices to func_train (allows trains to be made out of water, slime or lava)
    • Removed redundant and unused keyvalues
    • Fixed incorrect uses of target_source keyvalue type
    • Added missing master keyvalue to game_zone_player
    • Added ReplacementFiles base class to entities that use sounds or sentences
    • Added logic_random
  • Added HUD sprites for Half-Life & Opposing Force HUDs, updated HUD config files to use the new sprites
  • Updated hud.json entries used by entities whose names have changed
  • Added hud.json entries for the Blue Shift helmet & armor vest pickup items
  • Removed hud.json entries for unused train icons, added train_controls & pain_directions entries to allow the HUD to locate the right files at runtime
  • Hide Change Game button when launching the game directly (as opposed to launching through Steam)
  • Updated OpenAL library name in the package manifest so the right file is packaged

Half-Life and Opposing Force HUDs

The HUD is now capable of being switched between the Half-Life and Opposing Force icons:
This was made possible by the creation of new HUD sprites by malortie. Many thanks for the great work you've done!

Bots

A barebones bot system has been added to enable testing multiplayer. These bots are capable only of spawning and respawning when killed and do not know how to select teams and classes so they can't be used in the Capture The Flag gamemode.

New temporary entity list

The client-side temporary entity list has been replaced with a new one that has a higher limit. The engine's list has a maximum of 500 entities, whereas this one has 2048.

This limit is pretty arbitrary. Technically it can even be made unlimited, but it won't increase the number of visible temporary entities because the engine can only render 512 entities in a single frame. Without raising that limit first increasing the temporary entity limit will not have much of an effect. This would require a custom renderer which is out of scope for this project.

A performance issue in the printing of Overflow 2048 temporary ents! has also been addressed.

Client-side gibs

Gibs spawned by NPCs are now handled on the client side. Previously gibs were server side, causing them to count towards the server-side entity limit. Spawning a lot of them could cause the game to shut down or crash, and often caused other entities to disappear because they also count towards the server-side visible entity limit (max 255).

Gibs are now temporary entities and can be spawned en masse without causing errors or crashes:
The cvars cl_gibcount, cl_giblife and cl_gibvelscale control how many are spawned, how long they exist once they stop moving and how much their velocity is affected (the settings in the video are 100, 1 and -10000 respectively).

Some NPCs override the gib count since they want to spawn a specific number of gibs but for most NPCs the cvar is taken into account.

The gibshooter entity still uses server-side gibs but this can be changed if necessary.

Project merging status

Project merging is complete. While there are still some useful changes that could be merged none of them are user-facing and are mostly about fixing minor bugs and making things a bit easier for programmers to use.

Remaining work to be done

  • Update changelog to include all changes (partially complete)
  • Write documentation for all new features (partially complete)
  • Networking system (other immutable data) (done)
  • Versions of Opposing Force-only HUD images that have the scanline effect removed (done)
  • Merge in remaining useful functionality from other projects (done)
  • Implement as much of the work scheduled on the issue tracker as possible (in progress)
  • Review all changes
  • First alpha build
  • Stress test the four campaigns and fix issues that show up (first test done)
  • First beta build
Quite a bit of work is completed now, most of what's left are open issues on the issue tracker and things on my TODO list.

Many thanks to malortie for making the new HUD sprites. With the completion of that feature this SDK can now be used to play all 4 campaigns with the look and feel of each game, which is the main goal for the project.

Thanks to Ronin4862, LambdaLuke87, Oxofemple, FreeSlave and Shepard for helping with bug reporting and fixing.

Special thanks to Penguinboy for updating the Sledge libraries to provide keyvalues as lists to allow for more accurate modification of maps using the map upgrade tool.

This project is in the home stretch now, now it's just a matter of wrapping up remaining work, testing everything and documenting it.
Posted 1 year ago2023-06-03 12:36:50 UTC
in osprey gets stuck in the ground Post #347575
Can we appreciate the fact that, without context, this post seems like a genuine question posted in a forum dedicated to private Osprey casual piloting? :P

(More seriously though, your video is unavailable on my end.)
Posted 1 year ago2023-06-02 08:44:32 UTC
in Changing the dropped items by the monsters Post #347574
Nevermind, I have finally found where the line is. It's in monster.cpp file. Just searched for word 'item' there.
I am not sure how could I have missed it in the first place.
Posted 1 year ago2023-06-02 07:46:58 UTC
in Changing the dropped items by the monsters Post #347573
Hello everyone,

I am trying to change the items which are dropped by the monsters (e.g. when hgrunt dies, make it drop ammo or nothing at all instead of weapon).
However, I cannot find a string in SDK which would determine the dropped item.
How could I change it?

Thanks
Posted 1 year ago2023-06-01 16:01:58 UTC
in osprey gets stuck in the ground Post #347572
The Osprey can be quite tricky to get working and can cause crashes or simply vanish if not properly configured. Take a look a this tutorial for a full guide to get it working. (Your video did not show the speed values, but these must be 300 or more)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-06-01 13:02:32 UTC
in osprey gets stuck in the ground Post #347571
osprey gets stuck in the ground. What am I doing wrong? https://www.youtube.com/watch?v=gyDPqM8mhdQ
Posted 1 year ago2023-05-31 02:01:33 UTC
in I need help with my mod Post #347570
Take a look at the sentences.txt file in valve/sound. This a reference file for all of the dialogue in the game and is referred to when making NPCs speak. You can record your own audio and reference it in a copy of this sentences.txt which you save in your mod's own sound directory (don't overwrite valve's)

You can the use a scripted_sentence entity in your level to make an NPC speak your lines. :)
monster_urby monster_urbyGoldsourcerer