Forum posts

Posted 8 years ago2016-01-20 05:55:58 UTC
in TWHL World - Community Project Post #328406
reminds me of sweet half life

Here you are on an alien spaceship and you see scientists and human soldiers imprisoned and you can rescue them and they follow you
Posted 8 years ago2016-01-18 20:19:39 UTC
in Prospekt Post #328362
the negativity on HL: Before stems from the fact that it's on Steam
yeas, if you read all the steam reviews and moddb reviews put it together and you see the issue is that theres lots of haters for it goiong to steam when it obviously isnt the best mod you ever played. Most memorable boss fight though. But its like 2 maps long and you all know there are better mods around. As if nobody likes it if a mod goes on steam while 100 others dont
Posted 8 years ago2016-01-18 20:16:20 UTC
in Half-Life: The Core Post #328361
2016 has been a good year for hl mods so far
Posted 8 years ago2016-01-16 21:17:54 UTC
in TWHL World - Community Project Post #328311
dont you also have a 3000 word essay or something
Posted 8 years ago2016-01-13 20:58:23 UTC
in Now Playing: ... Post #328215
Undertale - Heartache

Yes i'm jumping on that bandwagon too
Posted 8 years ago2016-01-10 23:13:59 UTC
in TWHL Tower Post #328174
theres a keycard in the room before the door your opened. the card will let you open the door at the stairs to go upstairs
Posted 8 years ago2016-01-08 17:14:39 UTC
in TWHL Tower Post #328154
Another playthru for your viewing pleasure (played in good old WON)
https://www.youtube.com/watch?v=6yC2Oy4GLwo

and yeah, one last WON error is model path name for metalplategibs.mdl in tetsu0's map
Posted 8 years ago2016-01-08 01:38:50 UTC
in The Official HRP "Halp!" Threa Post #328140
there are model source files in the half life sdk. think your modeller can look at that?
Posted 8 years ago2016-01-08 00:59:16 UTC
in TWHL Tower Post #328139
From planetphillip's download, malle's map is now WON-friendly.

I will upload a playthru video eventually, but since I already played it yesterday it will be kinda fast (unlike phillip's blind playthru). I also noticed he has HD models on by default, causing some visual inconsistencies (like how when he shoots the mp5 it sounds like the m4)

Wish I was there for his stream too
Posted 8 years ago2016-01-06 03:17:29 UTC
in TWHL Tower Post #328102
  • on the roof, it is possible to get on top of the buildings using the stack of green armory crates. From there it's possible to get the rpg without blowing the door or jump out of the level
  • I noticed you added small helpful arrows to most of the pickups in the tower, but not to the keycards in lobby, tjb's and muzzleflash's floors. Think it's needed there? (I'm thinking consistency)
  • it's still possible to get stuck on jeffmods wooden cutout in the back room. Instead of getting stuck on the wedge you can jump over it and get stuck behind the cutout
  • jeffmod's assassin can still follow you thru the stairs and into the next floor. It's pretty hilarious
  • the first scientist in status reporting floor might have a missing or wrongly named action animation. check its scripted sequences
  • malle's floor still has some volume or startsound thing set to 2550 (should be 255)
although I really like how you made the entire floor more user-friendly
  • I thought it's pretty clever whoever used jessie's gauss to jump over all the secruity checkpoints, and it helps alot on muzzleflash's floor. Thats all in the past now, obviously.
  • I've seen maps with triggers using a dying apache and they work. Maybe sprirt has bugged it?
Posted 8 years ago2016-01-06 01:49:06 UTC
in TWHL Tower Post #328100
your setting him as a hgrunt? Pretty sure he'll only try melee if you set him as a zombie, but he will bleed green
Posted 8 years ago2015-12-01 21:51:25 UTC
in hpw to make enemy npc friendly and able Post #327626
I dont think spirit can let him have assassins follow you around, only make them friendly to the player.

I know a mod, xen rebels, where assassins are friends that also follow you around. But I really dont think its a good idea. Their AI is meant to run around alot and this will conflict with its attempt to follow the player.
Posted 8 years ago2015-12-01 21:48:57 UTC
in Scientist animations? Post #327624
the sequences will need to be targetted by a trigger_multiple. wave is not a looping animation so it will not do this automatically. The trigger_multiple should be allowed to be triggered by monsters and box it around the scientist.
Posted 9 years ago2015-11-21 09:09:41 UTC
in Goldsrc inventory Post #327500
cry of fear has it

also isnt the weapons hud an inventory interface already
Posted 9 years ago2015-11-18 20:11:56 UTC
in Spirit of Half-Life 1.5 - Alien Grunt is Post #327469
loads. Sparks appearing on top of most monsters, some scripts not working correctly. Personally I felt the Spirit changed too much of the original HL's code, and theres some unstable stuff because I remember it freezing my game lots of times. Of course they released their source code so one can go in an fix these problems
Posted 9 years ago2015-11-18 20:09:14 UTC
in Forgotten hl1 mods? Post #327468
theres plenty of mods where you are a black op along side fellow black ops, like Half life ultimate attack, black death, and black operations.

Also since you know how to make maps it'd be pretty easy to make a scripted sequence where they do that, right
Posted 9 years ago2015-11-16 03:36:19 UTC
in back to menu when player dies Post #327447
I dont think theres a 'trigger on player death' item in HL mapping.

However, you may want to consider using trigger_changetarget to make sure that the special ending visuals are not triggered.
Posted 9 years ago2015-11-11 19:11:43 UTC
in How do I edit view models to make them r Post #327442
someone on moddb downloaded a program called 'gflip' from gamebanana
Posted 9 years ago2015-11-09 18:19:57 UTC
in The Official HRAFD Progress/Troubleshoot Post #327437
looking for 'starry night' skybox? I know many mods have them. Try redemption, cthulhu, and swiss cheese halloween
Posted 9 years ago2015-11-02 10:24:01 UTC
in The Official HRAFD Progress/Troubleshoot Post #327385
Already played it, I thought it was pretty good. you all should try it. Twhl got a special thanks too
Posted 9 years ago2015-10-24 21:47:43 UTC
in TWHL Tourney Post #327327
worse than hackers are the teamkillers

csgo is ridiculous. I'm being honest when I say that comp is a huge waste of time. Theres loads of undetectable hackers running around and I fail to see how nobody realizes this. I'm not talking about the obvious aimbot hackers, but rather, the subtle hackers who pretend their not hacking but is in fact actually using cheats as well. It's crazy.
Posted 9 years ago2015-10-24 21:45:03 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327326
can i see that zip?
Posted 9 years ago2015-10-24 21:40:20 UTC
in TWHL Tower Post #327325
can you fix the 2 WON friendly errors?

on malle's floor, some entity has a volume set to 2550, should be 255

on tetsuo's floor, theres a bunch of model errors saying 'cannot find model (model name).mdl' due to the pathnames set to somewhere the WON system didnt recognize. WON searches the models starting from inside the mod folder, but all the models in tetsu0's map start from the Half Life folder instead.

So he used 'twhltower/models/tetsu0/handle_chrome.mdl'
but the correct path name is 'models/tetsu0/handle_chrome.mdl'

There are five models referenced by tetsu0's map, two in his model folder and 3 from valve. likewise, the references to valve's models should also start from models/ and not valve/models pathnames.

Here is a pak file you can place in the twhltower modfolder to fix tetsu0's model problems in WON as well, if you arent sure what I am talking about
http://host-a.net/u/lnn8v6/pak0.pak
Posted 9 years ago2015-10-03 23:10:05 UTC
in TWHL Tourney Post #327187
free steam coop mods:
sven coop
cry of fear
codename cure
no more room in hell

all these games have scoring, and whoever can survive the longest gets more score i think, and theres no ff if i remember right
Posted 9 years ago2015-10-03 07:07:33 UTC
in TWHL Tourney Post #327164
mvm maybe? 6 usually but 10 man servers are available
Posted 9 years ago2015-10-03 03:33:05 UTC
in TWHL Tourney Post #327162
why not tf2
Posted 9 years ago2015-10-03 03:31:58 UTC
in Monster_turret in wrong idle at start of Post #327161
what is meant by 'bad idle pose' ? Sorry but you have to be a bit more specific on what is the problem
Posted 9 years ago2015-10-03 03:30:29 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327160
whats not funny is that that scenario has already been done in HL, play the mod 'timeline 3: heart of darkness'
Posted 9 years ago2015-09-29 00:17:55 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327084
many people here go for non gameplay mapping, so I dont think it will fit in sven coop.
Posted 9 years ago2015-09-29 00:10:29 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327082
alright.

Think i have a half finished cliff map lying around, if i join i'll use that map
I chose to go vanilla this time since it's more likely to work in WON for people who refuse to update to Steam... No matter how dumb that is.
I appreciate you taking us WON users into consideration this time, Urby. I feel like I should give an explanation for why I prefer WON.

I dunno if any of you know this but valve has updated Half life to remove the Direct3D video mode. This is the mode that my computer prefers when playing half life. In OpenGL it will lag for something as simple as flickering lights and stuff. I do have both versions installed so I can play any mod out there, but I'd prefer if I didn't have to deal with random lag because valve made some strange and unnecessary decision like that. I wanted to record a video playthru of twhl tower too, but couldnt because of the steam opengl lag. Sorry about that.
Posted 9 years ago2015-09-28 23:41:56 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327080
think you could have more rules or something? The way it is right now it looks like every level will probably end in some generic transition elevator that counts as 'descending', and there's really no overall theme.
Posted 9 years ago2015-09-18 23:11:48 UTC
in Post your screenshots! WIP thread Post #326988
ask their forum svencoop.com

(they have downloads for making maps too)
Posted 9 years ago2015-08-27 16:27:27 UTC
in The Official HRAFD Progress/Troubleshoot Post #326854
what do you mean specifically when you said "Nihilanth doesn't know how to stay put when he is told to, and his AI behaves erratically, what can I do to make him stop acting a fool?"

Be aware that he is programmed to rise above the player at all times, even to the point where he will float out of the map. He is designed only for large, vertically wide areas.
Posted 9 years ago2015-08-27 16:24:57 UTC
in hl.dll compile Error Post #326853
looks like you compiled without finishing the tutorial. Please finish ALL of the weapon creating tutorial before compiling. Took me a while to make a simple weapon copy work but it's worth it when you see it in game

Your beretta.cpp looks incomplete and is missing functions like primaryfire. As penguinboy said, its better to copy hl_weapon_glock.cpp into beretta.cpp and start from there, rather than start from a blank file.
Posted 9 years ago2015-08-24 23:13:08 UTC
in Weapon creation guides? Post #326822
Posted 9 years ago2015-08-18 16:03:05 UTC
in TWHL Rocket League Post #326762
I saw that game looked exactly like the TF2 go karts. You know the halloween thingy. And I do mean EXACTLY
Posted 9 years ago2015-08-14 03:48:32 UTC
in TWHL Tower Post #326722
I think you are very qualified as the leader. I see you in the TWHL shoutbox pretty much every time I visit, meaning you are one of the most active members. I also think you have the technical knowl to manage a mod, seeing as you have participated in a number of twhl coop mods already. Hoping to see you start a coop forum thread, whenever you get a idea.

To get ideas: Play a bunch of HL mods
Posted 9 years ago2015-08-13 03:04:55 UTC
in Planning a map... with words? Post #326707
although not as focused on ambient detail as this excerpt, phillip had plenty of these 'mod ideas' or something. He has also based several of his compettitions around these sort of ideas. I'd totally look forward to a compo with this sort of setup.
Posted 9 years ago2015-07-13 07:53:05 UTC
in TWHL Tower Post #326345
Oh yeah, I noticed those buckets too. Had to duck behind them when a slave spawned.

I suppose I should explain a bit about floor 1 since the puzzle is a bit involved, but pretty straightforward. Basically, theres two keys and a crowbar. The first key is for the audio room and the second key is for the door under the turret. the crowbar is the the little closet facing the turret, and I think Jessie's right in that it should be easier to see. Think a light in the closet should be good enough. The second key is in a room accessible from a window in the turret hallway that has to be broken thru using the crowbar. The keycard to get to the next level is in another room behind the turret door.

Of course the focus of this puzzle is based on the security override button. Some people have found (and this is true), that pressing the button is not required to progress. All it does is shut off the turret. (Perhaps a turret sign next to the button would have been better, now that I think about it)

So really there are multiple ways to solve this, by choosing whether to kill the guard and press the button to shut off the turret, or dont kill the guard and try to dodge the turret shots looking for the key. A 'safe' choice or a 'risky' choice. Killing the guard makes the ending harder, so there is a consequence to the 'safe' choice as well. It's really all up to your playstyle how you want to get thru the puzzle. I hope the map managed to convey that, lol.
Posted 9 years ago2015-07-12 04:28:49 UTC
in TWHL Tower Post #326294
Turns out the volume crash problem was due to using WON. Tetsu0's map also crashes in WON with an error about a missing model. I used steam to finish the mod.

On jeff's floor, it's possible to get stuck behind the cardboard stands where the camera is.

On tetsu0's floor, there is a chance the agrunt can be too far from teh player to break the glass and teh player will be stuck in the room.

I must say the upper 2 floors were extremely good. A scavenger hunt and a stealth section are rarely seen in hl mods. I think I only know of 2 other mods that use this stealth system, Puppy years and Invasion. If you liked this part you should check those mods out!

The roof had way too many rockets for a single apache. Think it will work to have either an osprey dropping soldiers around the roof or maybe several apaches? Well up to Urby I suppose.

Overall the mod was very interesting and certainly had lots of unique stuff you don't see in most mods. If you have already finished the mod, why not try your hand at some of these achievments below?

[green]
  • Find the tape recorder
  • Find the 357 revolver
  • Get a kill using the tau cannon
  • Find The Room
  • (Insert more here)[/green]
Posted 9 years ago2015-07-12 02:21:09 UTC
in TWHL Tower Post #326290
Jeff: It's possible to press the override button without killing the guard, but it's pretty hard to figure out. Though I kinda meant it as a player's choice, kill the guard to get thru the security easier or dont kill the guard and get thru the ending easier.

So far it's looking great! However, as an alpha release bugs were and anticipated and has indeed appeared.

On Jeff's floor, the guy came out but was acting strange and freezing up (assuming spirit, he was trying to run hgrunt code and may have missing animations or something)

On 99's floor, one of the the first scientist (glasses)'s scripted sequence seems to be using a non-existent animation (may want to check the name of the sequence being used here)

The floor after 99's my game crashed with a error about volume being set to 2250

No autosaves beyond dr. orange's floor. I'd highly recommend putting an autosave on every map's stairs.
Posted 9 years ago2015-07-11 07:29:12 UTC
in Help with QC file. Post #326281
most likely, for each bracket the first number represents the event number and the second number represents the frame of animation where that event occurs. So basically for 'attack1' the first event (the first zombie swipe) occurs at animation frame 10 and is event1. The second zombie swipe is then the event 2 and occurs at animation frame 19. You can check this in model viewer if it lets you see events.

the code uses these events to make things happen. Like if you look in zombie.cpp these events determine when the zombie swipe does damage.
Posted 9 years ago2015-07-10 19:36:26 UTC
in func_train problems.... Post #326277
lighting on monsters is dependent on the lighting of the floor, so unless you light up the floor (bottom of the elevator shaft) they will probably be black. You may also want to check monster properties for "minimum light level" and put that as 0.2 or something.
Posted 9 years ago2015-07-06 23:49:45 UTC
in Just Finished Gaming: ... Post #326219
[this is what happens when you double click alot]
Posted 9 years ago2015-07-06 23:49:16 UTC
in Just Finished Gaming: ... Post #326218
I bought System Shock 2 during the sale for, like, a buck or so. I kept playing and then quitting and trying to return to it only to quit later again. It's not a bad game, but it's clear that this was no match against Half life back in the day. It's as if the game is trying to get you to avoid combat as much as possible, but at the same time making it necessary as well. Due to my persistent habit to hoard ammo (especially good ammo) and other items, I basically HAD to play most of the game using only the yellow wrench (even against rumblers). This is also the reason I had huge trouble playing fallout new vegas as well.

Not only ammo, but given the nature of health and psi hypos (e.g. they are very limited), I had to basically spam-save to play the game as well. I have this thing against using the vita chambers so basically when I get low health I either have to go back to the nearest surgical unit or die and restart where the last mapchange was. Getting thru engineering cargo bays was a nightmare and I had to stare at that panoramic of the hive for like 50 times. At the end of the day, games should be fun and I was not having that much fun dying and restarting over and over, along with making lengthy trips thru chemical storage rooms to clear my inventory. At the end I accidentally went into the hive without realizing it and there was no way back, so I basically lost all my ammo and items that were left in chemical storage rooms. So I had to quit.
Posted 9 years ago2015-07-06 23:23:19 UTC
in Ammo instead damage Post #326216
Could I make it so the ammoboxes exit from the monster´s arms?
If so, could it be possible to make them be throwed instead of being droped from the arms?
The model of the monster should have an attachment. If you check hgrunt.mdl it has an attachment around where the gun should be.

It is possible to make a spawned ammo_9mmAR or other item to fly in a certain velocity. I have seen it in another mod.
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
is how hgrunt calls the function to drop a shotgun. Just replace weapon shotgun with your ammo_9mmAR or what you are using.
Posted 9 years ago2015-07-05 20:24:28 UTC
in Ammo instead damage Post #326189
sounds unsafe. The best idea would be to have the monster spawn an ammo entity (like how human grunts drop a weapon_9mmAR) instead of calling the giveammo function directly.
Posted 9 years ago2015-06-21 17:33:49 UTC
in A wall exclusive for the player? Post #326057
monsterclips clip the monsters but not the player. sounds like you want a 'playerclip'. I dont think something like this exists
Naturally I could simply create a func_wall_toggle or clip brush on top where the player walks however I wanna try to have as little invisible walls as possible in order not to hinder the players in their freedom or to make it to linear.
That would be the way to do it, but since you dont want to do that then you may want to get creative with architecture. maybe have the lower tunnel be electrified or something, or rails that block the sides. Something like that.
Posted 9 years ago2015-06-02 19:42:46 UTC
in Your Apex Map — Your Mapex Post #325779
I remember a bunch of hl maps I lost from reformats and stuff, like this one map where you start on a boxy sand area and drop down in a sand hole and fight invisible grunts. The map was called 'gaga'
Posted 9 years ago2015-06-01 18:22:59 UTC
in How to make tanks and jets? Post #325763
to make a tank in hammer:
download prefabs from here or other websites. use the search function above and instead of tutorials, search for maps and type in 'tank' or 'jet'. Here's an example of what you should get:
http://twhl.info/vault.php?map=6010
it's a tank prefab inside an example map. open the map in hammer and the tank should be in it.

to make a tank shoot like in HL:
http://twhl.info/vault.php?map=3174
this example map has a tank that shoots you like in HL. download it and see how it's set up.

good luck, and happy mapping

and if you use these prefabs in your own map be sure to mention the original author(s)