Forum posts

Posted 9 years ago2015-05-31 09:59:27 UTC
in Custom decals in GoldSource/Sven coop, p Post #325745
sounds like one for using bluescreen textures (like what ladders use) so you have a transparent background
Posted 9 years ago2015-05-30 18:54:15 UTC
in Custom decals in GoldSource/Sven coop, p Post #325731
prolly dont use decals at all. most mods I've seen simply includes a normal texture where a wall has some painting or decal in it. just make a normal texture where instead of a blank wall you have a wall with the decal on it already.
Posted 9 years ago2015-04-28 21:04:13 UTC
in TWHL Tower Post #325431
baby raising sim: plays like farmville except you get only 1 life and no hints
Posted 9 years ago2015-04-19 05:19:51 UTC
in TWHL Tower Post #325303
I would highly recommend NOT releasing an early beta (sorry guys), because ppl like phillip, moddb, and others might redistribute the beta, and players will play that and may eventually overlook the finished product. I'm sure all of us are eager to take the TWHL Tower Tour, but don't you allrather play the finished version?
Posted 9 years ago2015-04-07 18:52:23 UTC
in Looking for all your SP maps and mods Post #325215
I know you got my beach party there, so heres the other one
http://twhl.info/vault.php?map=5379

I also know that searching twhl maps by engine may be a good idea, but for HL theres a bunch of HLDM maps mixed in there that should have the HLDM tag instead. But you can find alot of single player maps in there (most of which arent too good, but some are)

Try these maps: (not sure if some of these qualify)

24,371,373,455,533,579,707, 769,771,786,967,1004
1215,1239 (VERY unsure about these two)
1263,1328,1382,1398,1502,1509,1547,1762,
1838,1871,1978,2069,2106,2211,2341,2363,
2393,2420,2411,2438,2541,2561,2599,2611,
2722,2984

this list goes up to 3000. Do you really want more? lol
Everyone else should play some of these too. They are fun (and possibly nostalgic)
Posted 9 years ago2015-03-24 20:12:48 UTC
in Weapons thread revival Post #324982
User posted image
crowbar is too weak in HL
glock is too accurate, making it OP at long range
357 is too strong
mp5 is too OP (spam grenades)
shotgun is too strong (double blast on a shotgun that cant do it IRL)
crossbow is too strong
rpg is effective vs. vehicles and aircraft
gauss is too strong
gluon gun is decent for an endgame weapon
hornetgun is a more OP version of glock that can corner spam and has unlimited ammo
grenades are standard for any FPS
satchel is a bit situational but can be useful
tripmine can be used to 'climb' walls
snarks are very situational in SP, may be alot more useful in MP

and the privilege of coding: adding new weapons!
Posted 9 years ago2015-03-22 18:34:12 UTC
in General Technical/Pipeline Questions Post #324928
great! sounds like you have some experience.

However, it looks like you only have 1 map so far. Since mapping takes the longest to do, I highly suggest you have all your maps done if you can, then the other stuff arent as time-consuming as maps are.
Posted 9 years ago2015-03-22 18:21:44 UTC
in TWHL Tower Post #324926
the silph co. building is 11 floors.

the Chrysler building is 77 floors.

Therefore, TWHL tower could be 143 floors
Posted 9 years ago2015-03-22 18:17:30 UTC
in General Technical/Pipeline Questions Post #324924
there are tutorials on how to make mods. and it sounds liek you are very ambitious in your first time attempt.

You wish to feature:

Custom Sounds
  • Sounds are in the sounds folder of you mod folder. The sound you use must be added into maps you make using ambient generic if its an ambient sound, and other folders if they are part of code
Custom models/re-skins (But use the Half-Life AI)
You need to make models or skins if you have any (using a modelling program). models are in the models folder of your mod and will automatically replace default half life ones if you put your own model in there (if its the same name)

Custom Sentences (For the NPCs to speak)
in the sounds folder, there is a text file called sentences.txt which will point to other sounds that are your custom sound files if any.

Custom textures
textures are either wadincluded in maps or in wad files in the mod folder.

Custom menu screen
for WON - the folder path is gfx/shell/splash.bmp
for steam - I think its the resources folder
Example 1: Taking the shotgun, replacing the HUD model with my character's hands and a new shotgun model, and replacing the sounds and, GULP...adding CUSTOM animations. I already know I need a new worldmodel, which seems like the easiest part, fortunately.
Replacing the HUD requires replacing several files in the sprites folder. hud.txt, weapon_shotgun.txt and 640hud1.spr are some stuff you need to replace. Theres more though. Replacing your hands and doing custom animations need you to go into a modelling program to do that. Sounds for weapons are in the folder path sound/weapons and whatever weapon folder in there. The models for any one weapon is w_weapon, v_weapon, and p_weapon. These exist for each weapon in the game. (Although you dont really need the p_weapon file since its single player)
Example 2: Putting a new model over top an old rig with animations and/or re-texturing the scientist/barney models and AI. ONLY problem I can think of is that they may try and play their idle sentences regarding HL1 events, and that would ruin immersion...
you to go into a modelling program to do that. Replacing AI must be done in the coding program, if you could figure out the huge code stuff in there. You can use your own sentences.txt to change what the sci/barns say or use custom voice files.

Are you up for doing all of this? (in addition to the maps you make) If you can do ALL of this, your mod will be great. If you can't, then it will sadly end up with the other 20 dimbark mods
Posted 9 years ago2015-03-21 17:00:14 UTC
in Apollo XXX Post #324850
I dont know about you, but I really do NOT like timed sequences, and on top of that, it sounds like you have to escort a scientist to stop said time sequence. Escort missions are also the worst thing ever. So the whole thing explodes because "I'M GOING TO STAY HERE AND WAIT FOR MY COLLEAGUES"
Posted 9 years ago2015-03-21 04:27:23 UTC
in C++? Post #324828
there is a download on moddb that has a version of the HL sdk that is friendly with vs 2008 (no compile errors). There are like a hundred of those errors that penguinboy mentioned that exist in the normal HL sdk. There was also a way to deal with those vs 2008 errors by changing one single setting, but I forgot what it was
Posted 9 years ago2015-03-18 18:48:01 UTC
in TWHL Tourney Post #324770
its stupid that i cant kill a guy in 1 click from any range

Use scout if you like sniping
Posted 9 years ago2015-03-17 00:57:32 UTC
in TWHL Tower Post #324753
I have a ss2 easter egg in my floor
gman replaced by Delacroix?
more like, something that makes getting thru the floor very inconvenient
Posted 9 years ago2015-03-15 15:40:22 UTC
in Your characters Post #324730
I get really annoying perfectionism and am unable to complete these western RPG's. I also hoard ammo to the point that I die every 3 minutes because of perfectionism and trying to melee everything without loosing HP. I save up stat points as well and/or dump them into a single stat and later find out it was a useless stat. I get frustrated and quit alot playing these types of games. I try to not join any side whatsoever because I dont want some assassin group killing me every 5 minutes, and at one point I had to create a new char because my current char autosaved where some assassins were spawning nearby and there was no way to kill them. I am unable to finish these types of games like FNV or SS2 because of this irritable trait. If I knew more about the game to glitch thru it, I will.
Posted 9 years ago2015-03-13 15:12:48 UTC
in Model Sequence Change Post #324672
in counter strike?
Posted 9 years ago2015-03-12 01:25:25 UTC
in TWHL Tower Post #324647
I have a ss2 easter egg in my floor, so I hope that motivates you to finish yours. I dont thinkk you should skip school for this though, and remember theres still a whole weekend
Posted 9 years ago2015-03-10 23:13:48 UTC
in TWHL Tower Post #324613
I'm 1 room and 2 multi managers away from finishing
Posted 9 years ago2015-03-09 07:33:13 UTC
in TWHL Tower Post #324575
can i get a list of all the custom models this mod has? For some reason the mod folder has copies of the original half life model files (although some, like the soldiers, are different). Like theres a custom sink prop model and flo grass. I get lag in the lobby for some reason too, hope its not just me.

I also want to add that the spirit engine your mod is using is kinda buggy. It appears to be using the debug HL codebase, and also there are some other problems like temporary invisible bullsquids and no hornetfire sounds on agrunts, which I saw while playing dr orange's floor. It's prolly not possible to fix these issues since they are code based, which is too bad.
Posted 9 years ago2015-03-08 09:03:57 UTC
in Science and Industry Updated Post #324567
Seems to just be some sort of bhopping multiplayer team deathmatch mod.
Posted 9 years ago2015-03-01 01:32:38 UTC
in TWHL Tower Post #324469
i just played the alpha of this. It's good, but i have a suggestion. You know how in first person the player is a blue shift barney instead of a HEV clad person so I think its a good idea to replace the battery model with kevlar from blue shift (and edited skill.cfg) or something else, yeah? No idea what to do if someone uses wall suitchargers though
Posted 9 years ago2015-02-27 21:53:28 UTC
in Half-Life mods: unreleased sequels Post #324462
many source mods were eliminated purely because of some very problematic updates to the source sdk tools on steam by valve. You may have heard of some of these 'updates', where it basically had no backward compatibility and modders didn't want to go thru their entire mod to conform to the updated source SDK. I don't know the details on this issue as I have never modded for source, but I have heard many source modders quit because of this reason.
Posted 9 years ago2015-02-24 06:59:11 UTC
in TWHL Tower Post #324381
you will have to familiarize yourself with sentences.txt
Posted 9 years ago2015-02-14 21:06:27 UTC
in TWHL Tower Post #324130
is this still active?

[EDIT] looks like it is. If I can find valve hammer crash simulator I will see if I can make something. Hopefully.
Posted 9 years ago2015-02-14 21:03:26 UTC
in HL-MP Barney model modding problem Post #324129
I would not recommend using construction.mdl as it does not have a mouth and if you made him speak his mouth wouldn't move. There are better made versions of that model in other mods like Azure sheep.
Posted 9 years ago2015-02-14 21:01:22 UTC
in Blue Shift as a "mod" Post #324128
I have WON HL installed in my comp, and it is awesome because every time you change mods you get to see a cool menu
Posted 9 years ago2015-02-14 21:00:26 UTC
in HL extra weapons Post #324127
I can help you code new weapons. I wanted to make a big HL mod too, but it took me way to long to make maps. I was hoping that people could give me old unfinished maps or something and I can just combine them all to make a big mod, with custom weapons and monsters.
Posted 9 years ago2014-12-22 05:28:35 UTC
in TWHL Tournament 2014 Post #322914
tf2 sounds way fun
Posted 10 years ago2014-07-10 08:54:13 UTC
in Black Mesa Scavengers Post #320202
speaking of which, unquenque made this mod where he hid 3 spinning lambda logos in each map of vanilla HL and a reward for the amount of lambdas found in each map. is that what you were thinking of?
also, i have code for a chumtoad weapon that can basically keep count of how many you found. i can change it so that its not actually a weapon aNd if you click the mouse you can simply tickle it or something
Posted 10 years ago2014-07-09 18:03:16 UTC
in Black Mesa Scavengers Post #320192
http://twhl.info/vault.php?map=5051 heres one for coins i think.

Out of all the mods I've played, I don't think there was one with 'headcrab hunting' in a more scavenging manner. However, there is one for soldiers, a map where soldiers are randomized to several areas in a map and you have to kill them all to finish the map.
Posted 10 years ago2014-07-08 19:02:52 UTC
in Atom's 'map from base' Minicompo Post #320170
about time some goldsrc stuff happening. I'll try to join the compo as well, just to give more activity
Posted 10 years ago2014-03-22 19:39:38 UTC
in Free To Play Post #318363
Nobody I know likes video games, so I kinda don't have a good impression of this. I also dont know much about dota 2, even though I have played alot of warcraft 3. I just find it funny how blizzard was the original venue for this dota franchise and now they got nothing lol
Posted 10 years ago2014-03-04 04:54:40 UTC
in [HL1] NPCs do not lip sync with custom s Post #318189
It depends on the model in question, as well. In Half-Life, only scientists, barneys, the G man, the hologram instructor and the player model are able to move their mouths. Other models, including the soldiers, beta models etc. do not have 'mouths'. You can check which model has a mouth using a software, modelviewer.
Posted 10 years ago2014-02-11 08:23:58 UTC
in Fog Post #317882
it may also be possible with a wide array of env_sprites
Posted 10 years ago2014-02-11 01:14:31 UTC
in Goldsource group Post #317876
valve has absolutely no support for goldsrc. the core will prolly be the last mod i ever play.
Posted 10 years ago2014-02-11 01:12:36 UTC
in Goodbye... (For a month) Post #317875
high school is one of the most climactic part of your life. DONT SCREW UP. no pressure, by the way.
Posted 10 years ago2014-02-11 01:09:02 UTC
in Apache Issues Post #317874
monsters from monstermakers never follow sequences from what i have found in hammer. you are better off hiding an existing apache set to inactive and have it arrive at the right time, rather than getting any sort of script off a monstermaker monster.
Posted 10 years ago2013-12-27 19:04:30 UTC
in TWHL Mini-Christmas COOP 2013 Post #317294
I'm gonna make something, hopefully I'll finish by jan
Posted 10 years ago2013-12-11 23:35:02 UTC
in Half-Life: The Core Post #317080
while voting for the core, I incidentally noticed that Black Mesa has decided to go retail (without finishing Xen)
Posted 11 years ago2013-11-19 04:41:22 UTC
in SMJ Q&A Post #316829
i watched the video and it looks a bit like metal slug, but anyway, it does look like it will be pretty good, and if you do decide to make it free, I will try it and record if you want. I just played an old school adventure platformer and realized how much fun this genre can be. Can't live off FPS forever, especially since nowadays fps's are suffering the most from the 'lack of creative process' problem. Ever thought about steam greenlight? There's a 100 dollar fee though.
Posted 11 years ago2013-09-16 22:41:26 UTC
in Goldsource group? Post #315737
steam group is a good idea. I do not like facebook.
Posted 11 years ago2013-09-13 05:29:22 UTC
in Half-Life: The Core Post #315684
We totally need a mod to fill the 'dystopian future parkour' genre. Well we have Half-Quake for that but you never know
Posted 11 years ago2013-09-05 03:34:15 UTC
in Please help me to find a mod Post #315489
the mod is called 'lv426'
Posted 11 years ago2013-09-04 03:14:25 UTC
in Random Fact About Yourself Post #315461
I like to play half-life mods. (Bet you never knew that)
Posted 11 years ago2013-08-27 08:01:11 UTC
in Half-Life: The Core Post #315250
speaking of which, do you need testers? You all know my modplaying experience and if you think you need one, feel free to pm me
Posted 11 years ago2013-08-19 02:09:22 UTC
in The give-away THREAD Post #315062
Can confirm this worked from Malle
Posted 11 years ago2013-08-16 16:16:41 UTC
in The give-away THREAD Post #314997
i'd like a medal of honor too, thank you very much
Posted 11 years ago2013-08-02 22:09:18 UTC
in Goldsrc Movement coding problem Post #314679
definitely possible. It's seen in Gunman Chronicles. However, I have no idea how to do it.
Posted 11 years ago2013-07-26 05:11:09 UTC
in Windows 8 Post #314463
Posted 11 years ago2013-07-24 19:51:50 UTC
in Pipeline Post #314427
looks like an excuse to get free menial labour
Posted 11 years ago2013-07-23 17:36:14 UTC
in monsters wont talk when doing things! Post #314400
you may need two triggers, one for each. Do not have one target the other as that will cause they to do what you said: one occurring after the other