Forum posts

Posted 7 years ago2017-02-13 13:02:56 UTC
in Post your screenshots! WIP thread Post #333472
^
Damn right son
Posted 7 years ago2017-02-09 23:21:02 UTC
in Competition 34: HL Re-Imagined Post #333397
Sorry guys, but I guess I'll have to forfeit for this one.

Best of luck to those still running.
Posted 7 years ago2017-02-09 22:40:10 UTC
in Distances and units, an easy way to calc Post #333396
Posted 7 years ago2017-02-03 17:37:55 UTC
in Competition 34: HL Re-Imagined Post #333319
I'll hope you'll be able to finish it Archie despite those AllocBlocks problems, it looks so good.
Posted 7 years ago2017-02-02 23:15:58 UTC
in Overheat system for HL Goldsource Post #333308
If it works, then I'm happy for you ^^
Posted 7 years ago2017-02-02 23:12:41 UTC
in Post your screenshots! WIP thread Post #333306
If you can't run Blender, you'll probably have a hard time running max as well. I don't think there are GPUs, even integrated ones, that support DX9 but not an equivalent version number of OpenGL, unless there's some really weird 'microsoft-only' deals going on.
My laptop has an Intel HD Graphics 2XXX and I managed to play Wolfenstein The New Order with it, the game used OpenGL 4.4. I also managed to play Killing Floor 2 but in DirectX 10.1 mode instead of the default DirectX 11. I couldn't play DOOM 2016 (OpenGL 4.3) with it due to a missing OpenGL ARB extension support from my drivers.

Blender 2.76a requires OpenGL 1.4 which was released in 2002 (2 years before HL2). OpenGL 2.1 was released in 2006 so you should be able to run Blender 2.76a and below.

I highly recommend you check for GPU drivers update and I join the same advice of JeffMOD, if you have trouble with the latest version of Blender, you will have a hard time with 3ds Max (even Maya).
Posted 7 years ago2017-02-02 06:44:04 UTC
in Post your screenshots! WIP thread Post #333294
How would you move that model if it's supposed to be a "func_vehicle" ?
Posted 7 years ago2017-01-31 17:51:22 UTC
in Overheat system for HL Goldsource Post #333275
Posted 7 years ago2017-01-31 10:41:42 UTC
in Overheat system for HL Goldsource Post #333273
I'll see what I can do when I have the time.
Posted 7 years ago2017-01-30 23:08:16 UTC
in Overheat system for HL Goldsource Post #333267
Remove the "HPSRITE" and "private:" in "CHudOverheat" as well.

Remove the "sprintf" in "overheat.cpp".

Remove the "if" condition in "CHudOverheat::Draw".

Place this at the very beginning of "CHudOverheat::Draw":
// Don't show this if the health HUD is ordered to hide or we are in spectator mode
if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH || gEngfuncs.IsSpectateOnly() )
return 1;

// Don't show this if we don't have the HUD (HEV suit)
if ( !(gHUD.m_iWeaponBits & (1 << WEAPON_SUIT)) )
return 1;
Posted 7 years ago2017-01-30 22:39:06 UTC
in Overheat system for HL Goldsource Post #333265
Yep, will be easier.
Posted 7 years ago2017-01-30 22:05:07 UTC
in Overheat system for HL Goldsource Post #333262
If you don't use "m_hSprite", you can remove it.

Remove the "stdio", "stdlib", "math" and "string" includes, you don't need them.

Just after "BEGIN_READ", try adding that: "m_iFlags |= HUD_ACTIVE";
Posted 7 years ago2017-01-30 21:22:32 UTC
in Overheat system for HL Goldsource Post #333260
The "Cooldown" method should be fine.
Posted 7 years ago2017-01-30 20:49:41 UTC
in Overheat system for HL Goldsource Post #333258
You forgot to close one ")".

If you got an error about "pPlayer", then try "pPlayer->pev".

If it complains about missing "gmsgOverheat", then add after the includes "extern int gmsgOverheat;".
Posted 7 years ago2017-01-30 19:32:08 UTC
in Overheat system for HL Goldsource Post #333255
I'm sorry, I just realized that I was wrong, if you want to keep your "CHudOverheat" class in a separate file, you have to move the #include just above the declaration of "CHud", not pretty I reckon but that's what I did for everything HUD related in Half-Rats: Parasomnia.
Posted 7 years ago2017-01-30 18:17:46 UTC
in Competition 34: HL Re-Imagined Post #333253
Seeing your work Archie makes me want to work on mine but I think I'm gonna have to rework the layout. The maps are kinda big for HLDM.
Posted 7 years ago2017-01-30 18:12:45 UTC
in Overheat system for HL Goldsource Post #333252
You are getting those errors because "CHud" don't know that "CHudOverheat" exists.

Add this magic line at the beginning of "hud.h" along with it's friends:

#include "overheat.h"
Posted 7 years ago2017-01-30 17:10:37 UTC
in Overheat system for HL Goldsource Post #333249
Oh, c´mon!, there must be something!, anyway, if you need help making models or any gfx thing you only need to ask me, as you have seen I´m not bad at modelling, and I´m quite good making conceptual designs of any kind like buildings, weapons,vehicles, characters, monsters, etc. (apart of my real work I´m more a Comic drawer and designer).
Hmm... I could use some custom animations for one of the projects I mentioned, but I have to make the PoCs (Proof of Concept) first so we make sure not to waste time.
Posted 7 years ago2017-01-30 12:49:59 UTC
in Overheat system for HL Goldsource Post #333244
What I am not sure how to use it is the SPRITES part (MESAGE_BEGIN, etc.) because this block of code is used by sprites mainly (afaik)
MESSAGE_BEGIN is not related to sprites, it's related to "HUD messages".

I'm gonna give you another hint, server side:

MESSAGE_BEGIN( MSG_ONE, gmsgOverheat, NULL, ENT( * The player * ) );
WRITE_BYTE( * Heat variable * );
MESSAGE_END();

Translation of the code above: tell ONE client (MSG_ONE) to send the "gmsgOverheat" message, I don't care about the origin (NULL) and the message's recipient is "the player", oh and tell him that his gun has "m_iHeat" % of heat, that will be all.

Client side:

DECLARE_MESSAGE( "Overheat", Overheat ); // I can receive "Overheat" messages

int CHudOverheat::MsgFunc_Overheat( * Parameters that I can't remember * )
{
BEGIN_READ( /* Parameters that I can't remember */ ); // I received an "Overheat" message
m_iHeat = READ_BYTE(); // Oh, there is a "m_iHeat" information, I'll need that
return 1; // I'm done
}
BTW: give us updates of your OWN mod (or a good link)
Nothing to show (yet), sorry.
Posted 7 years ago2017-01-30 00:20:45 UTC
in Overheat system for HL Goldsource Post #333240
Nope you haven't hit the target.

Hint: You can use it to hurt people.

As for writing a tutorial, I don't have the time for that with university, Half-Rats: Parasomnia 1.1, the next Half-Rats's game (not sure if I'm gonna be involved at 100% tho), ARRANGEMENT, a very old Unity game and my own HL1 mod. I may be "forced" to abandon TWHL World, the "HL: Reimagined" competition and some other projects because of that. Yeah I know, when it comes to time management, I'm a terrible person. Furthermore, the overheat system is nothing more than a "HUD module", a "HUD message" and some operations with the server side timer.
Posted 7 years ago2017-01-29 23:19:52 UTC
in My friend cant connect to my dedicated s Post #333238
Here's a mini guide for hosting a listen server (might be more convenient than using SteamCMD to host a dedicated one).
  • Assuming the server's firewalls and anti-virus are allowing "hl.exe".
  • Assuming the server's opened the TCP and UDP ports on 27015 (NAT settings).
Server:
1) Open Half-Life (or a mod) with the console.
2) "maxplayers X" where X is the number of players.
3) "sv_lan X" where X is a boolean variable (0 = Internet, 1 = LAN).
4) "ip XXX.XXX.XXX.XXX" where "XXX.XXX.XXX.XXX" is your EXTERNAL IP address for Internet games, INTERNAL for LAN games. The external one can be obtained by websites such as "What Is My IP Address".
5) "map X" where X is the map you wish to play.

Clients:
1) Open Half-Life (or a mod) with the console.
2) Only if the server is password protected (aka "sv_password" has been set): "password X" where X is the password.
3) "connect XXX.XXX.XXX.XXX" where "XXX.XXX.XXX.XXX" is the server's EXTERNAL IP address for Internet or INTERNAL for LAN.

If the server uses another port than 27015, the server will have to type "port X" before the "map" command to update the port. Clients will have to use "connect XXX.XXX.XXX.XXX:YYYY" where YYYY is the newly defined server's port.
Posted 7 years ago2017-01-29 23:09:03 UTC
in Overheat system for HL Goldsource Post #333236
What you tried is to mix client side elements with server side elements which is incorrect as you have noticed by yourself.

For "educational" purposes, I'm not gonna give you the code this time, however, I'm gonna give you some "pieces of code" that will guide you to the right path, if you reconstruct them properly, you will have your overheat system ready and operational.

What you need client side is a heavily modified copy/paste of "CHudHealth" to "CHudOverheat". Remember that you will need to "Init" and "VidInit" your new "HUD module".

What you need server side (3 places that need to be placed at specific locations):

int gmsgOverheat = 0;

gmsgOverheat = REG_USER_MSG( "Overheat", 1 ); // 1 byte is enough

MESSAGE_BEGIN( * Find the proper parameters * );
WRITE_BYTE( * Find the proper variable * );
MESSAGE_END();

Hint 1: for the last piece, you might have to use #ifndef CLIENT_DLL #endif so that the client project won't cry because "Can't find this".

Hint 2: if you are in doubt, look at existing "HUD modules" (CHudHealth) and existing "HUD messages" (gmsgWhatever).

Hint 3: get ready to party hard if you achieve it ^^
Posted 7 years ago2017-01-29 18:23:58 UTC
in vehicule map problem Post #333228
According to a reversed engineered version of Counter-Strike 1.6's source code, "func_vehicle" is reset every round.
Posted 7 years ago2017-01-29 18:20:51 UTC
in My friend cant connect to my dedicated s Post #333227
Another thing worth a note: make sure you give to your friend your EXTERNAL IP address. If you were giving him your INTERNAL one (localhost, 127.0.0.1, 192.168.X.X), then you were doing it wrong.

This is why your friend can't join your game through Steam ("Join Game" function), remember, internal IP addresses is for yourself and other PCs in the same network as you. For the rest, it's external.
Posted 7 years ago2017-01-29 18:17:45 UTC
in Overheat system for HL Goldsource Post #333226
I have made a very basic overheating system for HL's 9mmAR, the only thing you have to do is to understand it and make the code that updates your HUD.

Remember to declare the "Cooldown" method and "int m_iHeat" and "float m_flCooldownTime" variables in your weapon's class.

There is also a minor issue due to the client prediction system, if you hold the attack button, the animation/sound/shell ejection will still be done even if the weapon overheat but the shot itself isn't done (try shooting a NPC when the weapon has heated to see what I mean). To fix that, either you disable the client side prediction system (the CLIENT_WEAPONS define) or you perform all the animations/sounds on the server (this means removing the weapon event).

If anyone want to use this in a singleplayer mod, I highly recommend to add the variables in the save table for save/restore purposes.

Also abbadon, the code I just provided isn't mine. Yes you've read it right, if you have some time to spare (no worries if you don't, it's fine), I would like you to find where my "inspiration" came from. If anyone else found the answer, please don't spoil it ^^
Posted 7 years ago2017-01-29 09:08:48 UTC
in Overheat system for HL Goldsource Post #333220
The HUD oart is good, you don't need to change "hud_redraw.cpp" neither "input.cpp"
Posted 7 years ago2017-01-29 00:39:48 UTC
in Overheat system for HL Goldsource Post #333217
What basically you have done is that you created your overheat system client-side which is completely wrong. Let me explain you the roles of "client" and "server" in games.

The client is the part of the game responsible for "telling" to the player what is happening and sometimes share that information to other clients through the server. In other words, it's the HUD, effects, renderer, input processing...

The server part is responsible for handling how your game behave and tell that to all clients. This includes weapons, NPCs, entities, game rules...

So the logic of your overheat system has to be done server side and telling how much your weapon is overheating should be done client side.

What you could do is add a variable to your weapon's class (that int m_iHeat; is fine). Every time you fire your weapon, you would increment that variable by one (or two, three, four, I leave the choice to you). If you are not using "idle" animations in the same style as Half-Life (in other words: guns moving), you can use the weapon's WeaponIdle method and decrement your m_iHeat variable. In the case you are using "idle" animations in the same style of Half-Life, you don't want to interfere with those animations, in that situation you will have to add another variable such as m_flNextHeatDecrement that would act like m_fl?extPrimaryNextAttack, m_flNextSecondaryAttack or m_flTimeWeaponIdle.

Now to pass the "how much heat my weapon has", you have to use a "HUD message" (those gmsgBlahblah thing). Look at the flashlight's battery to see how it's done.
Posted 7 years ago2017-01-27 17:14:56 UTC
in Now Gaming: ... Post #333199
It's been quite a while since I wanted to replay some Overwatch but never got the time until now. What about a TWHL Overwatch party ? ^^
Posted 7 years ago2017-01-26 17:01:44 UTC
in Monstermakers doubt.. Post #333186
I saw other people asking for problems like this
Those other people have no idea how GitHub (let alone an "issue tracker") works.

An "issue tracker" (which usually is a component/plug-in offered by VCS hosts) is NOT a forum. Like the name say, it's an "issue management tool". The definition of an "issue" (borrowed from Wikipedia because I'm lazy) :
In computing, the term "issue" is a unit of work to accomplish an improvement in a system. An issue could be a bug, a requested feature, task, missing documentation, and so forth.
What you posted is NOT a bug within Half-Life, nor it's a bug, requested feature, task and missing documentation. GitHub won't allow you to delete the ticket, you can just close it.

Back on the topic, I don't understand what you are trying to accomplish. You want your weapon (FEMP) to control "monstermaker" ?
Posted 7 years ago2017-01-25 23:32:27 UTC
in Monstermakers doubt.. Post #333182
Half-Life's GitHub issues is not the appropriate place to post your mod's issues, you should post on GitHub if and only if you have an issue with Gold Source itself and/or you want to suggest something.
Posted 7 years ago2017-01-25 00:18:58 UTC
in Monstermakers doubt.. Post #333167
What do you mean by "control the entities" ?

Like I said above, the code you've copied/pasted act as an "anti-spawn blocker", it just count the number of entities having the FL_MONSTER flag (monsters and players) in a "box" close to the spawn area and if at least an entity is found then the spawn is denied.
Posted 7 years ago2017-01-24 14:32:14 UTC
in Now Gaming: ... Post #333163
Posted 7 years ago2017-01-23 16:49:31 UTC
in Monstermakers doubt.. Post #333154
You mean something like this?

Quote:
m_cSpawnedChildren = 0;
for ( i = 0; i < m_cSpawnedChildren; i++ )

and something after it, so if "i" equals or is more than, lets say, 100, it "returns;" directly, I am not sure what to write there but, is this what you say I need?
If I translate your code above, it means:

1) Set "m_cSpawnedChildren" to 0.
2) For "i" starting to 0 while "i < m_cSpawnedChildren (i)" is true and "increment i" at each step.

What Solokiller meant is that each time the "monstermaker" create the monster, you should increment m_cSpawnedChildren (either use "m_cSpawnedChildren++" or "m_cSpawnedChildren = m_cSpawnedChildren + 1", the first one is better for code readability).

Also to reply to one of your unanswered question, you asked what this code does :
CBaseEntity *pList[2];
int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT|FL_MONSTER );

if ( count )
{
// don't build a stack of monsters!
return;
}
This code count the number of entities close to the "monstermaker's" origin, if that variable is anything but 0, the spawn is denied (otherwise you block the spawned and spawning entities, if you want to add a "telefrag" feature, that would be the place to do it).

EDIT : Ninja'ed again xD
Posted 7 years ago2017-01-22 11:44:50 UTC
in Now Gaming: ... Post #333143
America's Army 3 was great but the netcode is horrible.
Posted 7 years ago2017-01-20 09:47:21 UTC
in Removing HL Steam option menu tabs? Post #333123
You can't do much with the Steam GUI because it's inside the GameUI binary whose code is not available.

Solokiller requested that code to be open sourced a long time ago so modders could implement their own GameUI (maybe revive WON UI too) but no reply so far.
Posted 7 years ago2017-01-20 08:32:43 UTC
in Post your screenshots! WIP thread Post #333119
I confirm it's dark on my phone, a little bit less on my laptop.
Posted 7 years ago2017-01-12 18:13:37 UTC
in TWHL4 Design Crowdsourcing Post #333045
I agree with Bruce and this is very easy to do:

HTML:
<button data-rel="gordon-freeman.jpg">Click to reveal image</button>
JQuery:

[quote]$("button").click(function () {
var imgUrl = $(this).data('rel');
$("#area").html("<img src='" + imgUrl + "' alt='description' />");
});[/quote]
Posted 7 years ago2017-01-10 15:27:41 UTC
in Floating Weapons - Is it Possible? Post #333016
@hfc : trigger_relay (KillTarget) or env_render
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-01-02 22:05:32 UTC
in Compile log mentions leaks but there are Post #332952
LIN files give you one line whereas PTS would give you multiple ones.
Posted 7 years ago2017-01-02 12:46:33 UTC
in HLDM Server! Post #332948
@Archie : I think the provider that host the server is seriously treating you like an idiot. Today, I noticed that it took a lot of time to download the new maps directly from the server, so I went in the console and found out those warnings lines :
Failed HTTP download of http://redirect.multiplay.co.uk/files/hlds_ls/valve/maps/thehill.bsp
So I try to open this link in Opera to see if the fault was on my end and I got a 404 error (File not found), I tried to do the same without the map name and I got a 403 error (Access denied), so I suspect that these morons forgot to upload the maps to the FastDL server. This only happens with the maps you mentioned in your support ticket, the rest works fine however.
toughworks (ticket #4803489)
dm_absurdum (ticket #4803483)
deadlab (ticket #4803465)
dm_undergroundlab (ticket #4803450)
The Hill (ticket #4807137)
Torrent (ticket #4807144)
Nocturnal & Stack (ticket #4807153)
Silo War (ticket #4807160)
Posted 7 years ago2016-12-31 19:24:31 UTC
in HLDM Server! Post #332925
I don't know if it's me or if it's the server, but it looks like there are some issues related to localization with AMX Mod X, here is an example of what I got :

ML_NOTFOUND: TYPE_LANGMENU
Posted 7 years ago2016-12-28 21:10:13 UTC
in My skybox doesnt work Post #332882
Size of the TGA files ? Are they compressed or not ?
This post was made on a thread that has been deleted.
Posted 7 years ago2016-12-28 10:40:33 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332873
@SourceSkyBoxer : WGL (also known as Wiggle) is the API that handle all OpenGL <-> Windows windowing interface system communication. The Cacoa (OSX) equivalent is CGL, the X11 (Linux) is GLX. Nowadays, people are using EGL (for OpenGL ES, OpenVG and Wayland which is gonna replace soon X11) or GLUT (1 code to dominate WGL, EGL, CGL at the same time).

Like Solokiller mentionned, the crash related to "wgl" is likely triggered because of an OpenGL context that can't be shut down or Valve forgot to loop over the opened maps.
Posted 7 years ago2016-12-15 12:14:50 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332720
Just place a brush with a texture on it and use that as a reference.
Posted 7 years ago2016-12-15 12:12:49 UTC
in Now Gaming: ... Post #332719
No One Lives Forever <3
Posted 7 years ago2016-12-14 05:52:08 UTC
in Competition 34: HL Re-Imagined Post #332700
AO = Ambient Occlusion ?
Posted 7 years ago2016-12-13 23:06:38 UTC
in TWHL4 Design Crowdsourcing Post #332695
I think the french website OpenClassrooms could be a great inspiration for TWHL v4.

I imagine the home page of TWHL v4 to be quite similar with the navigation bar being almost identical, the big showcase would be smaller to feature the recent map (like PB, I hate that kind of thing) and the quotes could be replaced by news but instead of taking the whole space on desktop it would take like 80% and aligned to the left leaving some right space for journals, polls, recent forum posts. We could have the footer containing the copyright mention, site version and speed process time and I think the pinned ShoutBox to the bottom right like the current TWHL v4 Beta has is nice. On mobile, we have to use the whole device width so what goes to to the right on desktop goes after the news on mobile.

The "Paths" (Parcours) section could be interesting to categorize stuff, assuming we're speaking of the tutorials section, this could be where "Gold Source", "Source" and "Common" would be. Could also apply to forum sections as well.

The "Courses" (Cours) page (can't provide a link due to their link format, from the Home page, go to "Courses" (Cours) and pickup a random category) is a neat inspiration for the "Map Vault", tiles with small map thumbnails, the author, the game/mod, a rating...

Viewing a forum's topic could be similar as this one but with bigger avatars and having the signatures instead of "skill levels bar".

As for the colors, I think we can keep the ones from TWHL v3 but a little bit brighter as long as it don't hurt people's eyes. Or maybe change that very bright yellow to white.

For "huge textual content" such as Wiki, VERC archive, tutorials... we could just take the suggested home page and remove everything we don't need (polls, journals...) and make usage of the full width.

I'm not saying we should "steal" their design and such, but I think this kind of layout and such could be great for a website like TWHL v4.

What do you guys think about my idea ? (You can say it's crap if you wish, I won't bite you ^^)