If you have a router then you need to open the port used by HL which is 27015... windows firewalls and other crap might prevent it too, not sure... i still dont understand networking well enough. I used to think that some internet providers just dont allow hosting servers but im probably wrong.
there is func_monsterclip in hl and tripmines are monsters as far as I know, not sure what would happen though. But really blocking stuff in HLDM is part of the game. HL has great physics in a way
without coding i doubt its possible. Why not make a use of it? for example when blocking the blast door in crossfire you could detect if the door did not close and nuke everyone inside as well
when it comes to mobile, when reading the WIP thread you have to load all previous images to see the newest post, quite a waste of mobile data, would be cool if there was a way to to skip them
many years ago i found something similar by vluzacn, a "controller" key with some weird big integer value to use on cycler_sprites for models of characters, like the monster_hev_dead or something to make the torso and head centered because by default its all twisted to one side
well i see that you are using vluzacns tools, so heres what influences your shadows: the sunlight itself, the skylight and the bounced light, which in vhlt also depends on the brightness of nearby textures... theres quite a lot you can try, you can increase the skylight by adding _diffuse_light under light_environment, to set a custom skylight for example 255 255 255 200. However that will make the "good shadow" lighter as well. You can replace the nearby textures with brighter ones, like if choose a ground texture thats brighter then more light will illuminate that corner. The true solution to this is HDR, the term itself doesn't make much sense but you know what it means. Of course HL doesnt have HDR so you would have to fake it but adding a bunch of weak lights, the more you add, the more natural it will seem, you can use as many as you want because they dont count as entities. If you think its too manual and is unrealistic, youre wrong, because its still closer to HDR than not having it. In most cases they go the easy way and just add a lamp or so... You can try one more thing as well, put a big block in that corner, make it a func_wall_toggle with start off and add a value zhlt_customshadow with value of lets say 1.5, that will fake HDR quite well. What it will do is amplify all light that passes through it by 1.5, preserving your "good shadows" as they are. If you use zhlt_customshdow, you might also need to add -customshadowwithbounce and -rgbtransfers to RAD.
hate hose ^ always liked the simple old-school bbs style. Never really seen a point in changing designs, visually, sure, but functionality-wise, what for if its fine?
null would work too, instead of touching the wall like this: null ]| wall you would touch it like this, only with the edge: null 7| wall then the null wouldnt leave a hole
its possible, there is a mod called ag (adrenaline gamer) and it has bhop and there is source code available. Except that the traditional way of bhopping was using a script but valve broke that a few years ago, and its in the engine code, not the game code, so you cant use a script anymore. The ag mod simply has a console variable cl_autojump 1|0 or something... ill try to find the link later
i didnt play much won hl but if you think that current hl doesnt have bugs, then you clearly spend too much time coding and too little time playing because almost every single weapon and feature is broken in current hl
perhaps you need to enable it in the settings? also make sure directories are properly set and the content has to be unpacked, make sure your version of hl doesnt use paks or gcfs. Also I think the .fgd has to be newer, it was released along with 3.5, I think
well the intersecting and cutting is pretty much the same thing, and sticking brushes into each other is one of the coolest things about quake-like mapping, you can easily make interesting and weird shapes without bothering about the tiny sub-unit intersections cause the tools do it for you usually perfecty. However func_walls arent cut
if you want to be that efficient, get VHLT and learn about func_detail, if you wanna be old school, turn on your worldcraft, turn off your internet and shut up lol
a better option would be to use the new func_detail from latest compile tools for hl1, it has a thing called level of detail or something so you can control who cuts who and stuff, if you really want to
well to play cs or hl online properly you need at least 100 stable, nothing to laugh at. Detail textures indeed seem like a big hack to the hl engine, although its kind of very inconvenient to map with