Forum posts

Posted 3 years ago2021-04-08 16:45:39 UTC
in Post Your Photos Post #345521
Not only abandoned industrial buildings, but also abandoned construction sites.
I should find some one day. :walter:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-04-08 09:36:36 UTC
in Post Your Photos Post #345519
I know the last post was a year ago, but I wanna share this stuff so badly. I started, like, actually going outside and walking'n'stuff. So, naturally, I took a buncha photos along the way. ^^
When I startedWhen I started
User posted image
A dangerous, but exciting shortcut to my hometownA dangerous, but exciting shortcut to my hometown
When my cousins and I took this shortcut, we almost fell down these rocksWhen my cousins and I took this shortcut, we almost fell down these rocks
Good ol' hometown, I remember when I went to elementary school hereGood ol' hometown, I remember when I went to elementary school here
I haven't been to that fort in a whileI haven't been to that fort in a while
Always wanted to take a photo here but I could never stop to do so, cuz' someone was driving meAlways wanted to take a photo here but I could never stop to do so, cuz' someone was driving me
User posted image
And, lastly for today, I took a quick morning walk.
Just gotta wait until it's more greenJust gotta wait until it's more green
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-03-17 14:18:45 UTC
in env_spark Post #345446
This isn't a system configuration problem @BernullyBites. It's a mapping one. I now suspect this might be a bot.

@Aladad
No, I don't think there's a way to disable the sound for env_spark. Worst you can do is overwrite the spark sound file with a silent sound, but then there won't be sparks sounds at all, anywhere in the game.

If you're making a custom mod, you can modify the entity's code to have a flag that disables its sound.
Admer456 Admer456If it ain't broken, don't fox it!
You need to use FStrEq and have the two as its parameters:
if ( FStrEq( GETPLAYERAUTHID( pl->edict() ), "my_steamid" ) )
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-02-26 08:49:19 UTC
in light_environment not casting light. Post #345371
No, don't use trigger/sky for backfaces. Use null instead.
But yeah, it doesn't matter in 90% of the cases. It does matter, however, inside the map editor, so you can easily see the rooms in your map, without having to hide the ceilings etc. In J.A.C.K., you can toggle NULL-textured faces.

BTW you should've created a new thread instead of bumping this one.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-27 10:30:47 UTC
in The mods that never were Post #345287
In 2015 or so, I started working on this little mod I stupidly called "Admer: The Game".
It was originally gonna be the FPS adaptation of my QBasic text adventure of the same name.

The original text game went something like this: the player woke up in a cave with some TNT and a hungry zombie, with absolutely no memories of how they got there. The player was offered 3 options, only one of which would kill the zombie and blow up the cave, sending the player flying upwards, landing into a wheat field.

The original version of the mod, however, started like this, mostly due to my back-then low mapping experience: the player woke up in a cave with TNT. The player could activate the timer, then run and hide from the blast. Once up there, you could see a house, in which there was a pistol and a note. In the forest ahead, there were 2 zombies. Once you passed that area, you'd find a wheat field.
The cave exit holeThe cave exit hole
It went in a totally different direction. So did I. I was no longer gonna be just a mapper. I was expanding to other areas: texturing, sound editing, modelling, music production, and last but probably also the least, in a way, programming.
The most complex thing I'd done were probably the smoke puffs, and an NPCThe most complex thing I'd done were probably the smoke puffs, and an NPC
That was quite a bite to chew. Almost the entire plate. It would've all been fine if I didn't have scope creep. I went from a very simple idea to an idea that just kept growing and growing so that I could never finish it. I couldn't even do 10% of it, with the skills I had back then.

I did not realise that until the summer of 2016, however.
In the summer of 2015, I renamed the mod to "An unknown game", for obvious reasons. My programming "skill" still didn't exist, so the only thing I was able to do was change some constants and copy-paste from tutorials. That presented quite the roadblock.

I could not fix the crash that came with this NPC I copy-pasted from one of the tutorials here:
User posted image
Another roadblock was the huge lack of experience I had in modelling. I wanted to have custom hand models. I tried, two times at least. But I could never make a hand that looked alright. Funnily enough, this month I made low-poly hands in 2 or 3 days. 6 years really does change things.

And, perhaps the most critical obstacle was voice acting. Let alone trying to find a voice actor, my microphone was bad, my voice was bad too.

So, I just worked on that mod less and less, and I moved back to CS 1.6 mapping. It was a lesson that I learned, but understood only years later, but I didn't feel bad about it at all. It was really fun to work on it in that first-to-second year of modding.

The spirit of "An unknown game" carried over to my Far Cry mod project in 2016, then in 2019, I thought about "reviving" the HL mod under a new name, in the latest iteration of the story. That revival was gonna be called Utopia at Stake. However, I don't think I'll start working on that until the 2030s. I'm working on a game now, which I'm planning to publish on Steam when it gets done in 5 or 6 years.

Nowadays, in the context of Half-Life modding, I work on and maintain ADM. I started working on it in 2018, and it's still an active project, even though I don't work on it in winter months.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-24 19:52:58 UTC
in Programming video tutorials Post #345270
Wew, it's been a good while, but hey, better late than never.
Part 1: Initial setup
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
Posted 3 years ago2021-01-24 15:27:12 UTC
in Half-Life texture sources Post #345265
This is crazy! I've recognised 15 textures so far in there.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-18 17:51:14 UTC
in light_environment not casting light. Post #345247
Yeah, looking at that screenshot, it seems that only one face is covered with SKY, and the rest are covered with AAATRIGGER
User posted image
This is a major issue.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-18 17:49:11 UTC
in light_environment not casting light. Post #345245
Oh yeah, two more things.
The sky brush, are all of its sides covered with the SKY texture?
Can you paste the whole compile log here too?

@Urby
The problem ain't solved yet LOL
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-18 09:57:30 UTC
in light_environment not casting light. Post #345241
First, why are you using AAATRIGGER for the backfaces? You should use NULL instead.
Second, give us all your light_environment keyvalues (properties) so we can figure out what might be wrong. In that specific setup, the light_environment would need a yaw of 180 and a pitch of 0.
Admer456 Admer456If it ain't broken, don't fox it!
You might wanna also do this, for convenience:
class CWatson : public CBarney
{
public:
    void BarneyFirePistol() override;
};
The override part lets the programmer be 100% sure that it's overriding something. It will cause errors if the method you're overriding isn't virtual, which wouldn't happen otherwise.
class MyClass
{
public:
    void MyMethod();
};

class MySecondClass
{
public:
    void MyMethod() override; // ERROR because MyClass::MyMethod isn't virtual
};
It's useful in situations like these, and in general to keep track of what overrides what.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-10 17:57:19 UTC
in Brushes rotated incorrectly after compiling Post #345196
You have some non-planar faces.
User posted image
This is wrong, because the upper and lower faces aren't flat in the 4 corner brushes. The compilers don't know how to work with these "bent" faces.
Your best solution is to clip those into triangles:
User posted image
Then, optionally, merge them:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-06 16:19:06 UTC
in Entity brushes are fullbright Post #345173
You can mostly reply with blockquotes.
Just use the > character, like so:
> "Stuff"
Becomes:
"Stuff"
Or use this:
User posted image
OR
[quote=Admer456]something[/quote]
Admer456 said:something
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-06 15:12:20 UTC
in Entity brushes are fullbright Post #345168
How many such lights do you have in that area?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-06 01:40:57 UTC
in Post your screenshots! WIP thread Post #345160
Yes, in blessed 2021 I will. :walter:

That's ets_mostar BTW. The ets prefix doesn't stand for a gamemode (Electro-Technical School), but someone ought to make another ets map in the future lol
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-05 22:15:55 UTC
in Post your screenshots! WIP thread Post #345158
Dunno. If you're referring to the elementary school map, then that one's kinda dead right now lol. If you're referring to the high school map, then it's probably somewhere in the future, April or May 2021.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-05 20:24:46 UTC
in Post your screenshots! WIP thread Post #345156
It's that time of the year again...
Glock 40, about 480 trisGlock 40, about 480 tris
My hand but it's low-poly; about 770 tris totalMy hand but it's low-poly; about 770 tris total
It's time for actionIt's time for action
Brothers in armsBrothers in arms
I had begun working on this thing I call Cirkuz 33. I could describe its genre as a "half-like immersive sim", where "half-like" means it's like Half-Life, and immersive sim... y'all know that, just imagine Deus Ex, Thief 2 and System Shock 2.

Its development is now going roughly in parallel with my ioquake3 fork.
And, oh, I guess I could use these same hands for Utopia at Stake when I start working on it one day. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-05 14:07:41 UTC
in SoHL: Opposing Force? Post #345152
It requires version 4.32.09
/*
    FMOD version number.  Check this against FMOD::System::getVersion.
    0xaaaabbcc -> aaaa = major version number.  bb = minor version number.  cc = development version number.
*/

#define FMOD_VERSION    0x00043209
HLFX.ru [...] HLEnhanced [...] dislike
Well, I'm a Slav myself (Bosnia and Herzegovina), yet I love many aspects of HLEnhanced. Oh, I'm not 30 though, much younger. :lol:

HLEnhanced is basically a very cleaned-up HL SDK with bug fixes and things done properly, also using a nice cross-platform build system that is CMake. And, most importantly, it's got documentation.

My guess is that they dislike it because it's different. HL SDK is one big mess of code, so if someone gets very used to it (especially for over 6 years), they start disliking and avoiding anything that's actually better, because they don't know better and don't wanna change. Design patterns? Style consistency? Namespaces? What are those? Global functions and variables everywhere! :walter:

Another guess is CMake and dependencies. You need to build the XercesC library, and use CMake to generate project files for Visual Studio, if I recall correctly. That probably pushes away many people, especially beginners. But then again, it's 2021, programmers are supposed to be familiar with at least one or two build systems. :/

So, with all that said, there aren't, almost any, valid reasons to dislike HLEnhanced. However, it's not being worked on any more, and Solo advises to not use it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-04 11:30:52 UTC
in SoHL: Opposing Force? Post #345144
Well, the problem is, you can't just rename fmod.dll to fmodex.dll, cuz' FMOD is basically "FMOD 3.x", and FMOD Ex is a designation for "FMOD 4.x". Nowadays you got FMOD Studio and FMOD Core.
The if (!_FMOD_System_Create || part checks if all the "functions were loaded", or to be exact, if any of the function pointers are nullptr.

Since fmod.dll and fmodex.dll have different functions, not all of these function pointers are gonna get properly initialised.
The biggest problem is, FMOD Ex seems impossible to find nowadays as well as any ancient FMOD version. (I think Sven Co-op uses FMOD Ex tho', you could find it there)

As a complete alternative, you could try ripping out FMOD Ex and integrating FMOD Core.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-03 12:09:04 UTC
in SoHL: Opposing Force? Post #345141
I don't feel tired, but since you do have a modern IDE now (I'm guessing VS2017 or VS2019), I no longer feel the need to fix things.
You could try to compile in debug mode and see if that'll work at all.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-02 15:43:48 UTC
in SoHL: Opposing Force? Post #345132
In that case, I'll try to get it running on my end. If I succeed, I'll tell you what is required.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-02 11:44:47 UTC
in SoHL: Opposing Force? Post #345130
You're linking the album, you need to link the actual image itself:
[img:https://i.imgur.com/ohF3X8y.png]
User posted image
This sounds like you need an old version of FMOD. You should be able to find FMOD DLLs in SoHL 1.8 or so.
Also, no, I haven't tried it on my system.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2021-01-01 16:34:16 UTC
in FUNC_VEHICLE 2020 Post #345127
ve_tractoriade has been updated - now it can be played by up to 6 people
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-31 21:28:26 UTC
in SoHL: Opposing Force? Post #345125
DONE, try it out ^w^

https://github.com/Admer456/SOHL-V1.9-Opposing-Force-Edition/releases/tag/v1.0

Note: you may also need Cg.dll and those other ones which may come with SoHL 1.9
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-31 17:48:39 UTC
in SoHL: Opposing Force? Post #345124
I'm compiling it right now, seems to have a bunch of issues in release mode. But I think I'll get it done in an hour or so.

Edit 2:
Nope, gonna continue tomorrow. My Internet speed is ABSOLUTE garbage right now, so I can't even upload a thing without timing out...

Edit:
Okay, the DLLs manage to compile in release mode. I've forked this thing and now I'm just gonna put a release there and post here again when that's done.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-31 17:27:53 UTC
in Happy 2021! Post #345123
2020 is over soon, yay!

New Year's coming to Bosnia in about 3 and a half hours, and once it does, I'll post something special here lol

Edit: HAPPY NEW YEAR FROM BOSNIA FOLKS
The something specialThe something special
Also, I think it does make sense to call it '21 now. At least to me.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-30 09:40:51 UTC
in SoHL: Opposing Force? Post #345118
I'll try to compile them for ya this weekend.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-30 09:39:21 UTC
in [GMOD] Derrick (single-player experience) Post #345117
Nice. However, you should upload it to the TWHL Map Vault. TWHL forums aren't really the place for it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-23 20:31:04 UTC
in FUNC_VEHICLE 2020 Post #345102
I'm gonna have to update ve_tractoriade for actual multiplayer support in the weekend. The map only has a single CT spawnpoint. :walter:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-17 08:41:16 UTC
in FUNC_VEHICLE 2020 Post #345080
I don't think so. If func_vehiclecontrols works the same as traincontrols (just for vehicles), then it gets removed from the map right after spawning. Vehicle & train controls work by setting their bounding boxes to where the control brushes are, and then the func_xyzcontrols entity gets deleted.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-16 22:41:03 UTC
in FUNC_VEHICLE 2020 Post #345075
That's correct, unfortunately. :death:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-16 20:17:30 UTC
in FUNC_VEHICLE 2020 Post #345073
With an origin brush. Otherwise the effect would spawn at 0,0,0
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-16 11:18:54 UTC
in FUNC_VEHICLE 2020 Post #345071
"I shall thank you not to use it again."
Then you shall thank me not. >:)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-15 23:45:59 UTC
in FUNC_VEHICLE 2020 Post #345069
@Archie
The effects keyvalue basically applies a builtin engine effect for entities. It's how I attached a dynamic light to the quadbike and made a glow sprite shine on a func_train rocket. Captain P posted a link up there so you can see what each value does.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-15 18:10:26 UTC
in FUNC_VEHICLE 2020 Post #345065
Done.
Loading embedded content: Vault Item #6469
I could've worked more on it, and the map limitations allow me to add vertically 2x more content than that, buuut I gotta study for tests and work on my engine, so this will do. xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-15 10:22:28 UTC
in FUNC_VEHICLE 2020 Post #345064
Protip: you can create convincing rockets by adding effects 64
User posted image
Here's an idea for others, if you're looking for ideas: a rocket vehicle with the glow sprite following it
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-14 15:13:32 UTC
in FUNC_VEHICLE 2020 Post #345062
Nope, it's CS 1.6 xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-14 09:26:05 UTC
in FUNC_VEHICLE 2020 Post #345060
It's the effects keyvalue. In this case, I think I set it to 4 or 8, so it emits a dynamic light at the entity's origin.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-13 12:51:19 UTC
in FUNC_VEHICLE 2020 Post #345058
Here's what I've done in the past 24 hours:
I might get it done in 4 or 5 days :crowbar:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-07 10:37:03 UTC
in FUNC_VEHICLE 2020 Post #345038
TBH I usually never participate in map compos, map jams nor anything, but given the vehicular requirements, I'm thinking about participating in this one.
And I got a crazy idea. :walter:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-06 14:29:43 UTC
in G-Man sounds in Half-Life 2 Post #345032
You should use 11025 Hz; 8-bit unsigned PCM.

Edit: oops, never mind. I didn't see that this is Source.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-05 15:51:39 UTC
in FUNC_VEHICLE 2020 Post #345025
"is Cs 1.6 expert fgd the right choice?"
For J.A.C.K. users, I believe Matias-TM's FGD will be a good pick, but CS 1.6 Expert FGD should do just fine otherwise.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-05 11:49:16 UTC
in Nice fire prefab Post #345020
It would be nice if you also uploaded that to the map vault here. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-04 23:38:45 UTC
in Post your screenshots! WIP thread Post #345012
Some idTech 3 mapping stuff.
User posted image
Before you yell at me "NOOOO THOSE FACES ARE GONNA GET SUBDIVIDED", lemme tell you, that is not a thing here. xD
If two brushes touch each other, they don't subdivide for the most part. Wpolys are thus pretty low.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-02 09:39:49 UTC
in Review everything! [2nd edition] Post #345002
Windows XP
The operating system of my childhood. After installing Service Pack 3, it just works.
Everything works. Period. One of the PCs in my house still have it - that one's not connected to the Internet.

It's probably historically the best Windows OS after Windows 7. The epic orchestral thingy at startup also amplifies its epicness (although the most epic startup title sound goes to Windows NT 5.0).

Nowadays, it's... eh... a lil bit outdated and extremely insecure. If you are gonna run it, do so in a virtual machine. I ran a 32-bit Windows XP in a VM just so I could launch 3DS Max 6 (even though, technically, it can run on Windows 7 32-bit cuz' the thing preventing it from running on 64-bit OSes is just a 16-bit security library - fricking proprietary piece of kit).

Linux
Admer456 Admer456If it ain't broken, don't fox it!
You can implement soundscapes easily. Not in the engine, of course, since we have no access to the engine itself, but rather in the game library.
Take a look at how a simple entity class is written, like func_wall.

The problem with emitting sounds programmatically is that you cannot tell the engine where to play the sound from. Instead the sound is always emitted from an entity's centre. You can spawn a dummy entity that will follow the player and whatnot, and then emit sounds randomly from that one.

Now, there are a few more additions that can be made, like 2D sounds, which requires the use of so-called user messages (basically server-to-client messages).
"It really helped me out sometimes."
Someone actually USES that?! LOL
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-11-23 13:08:10 UTC
in Review everything! [2nd edition] Post #344938
Cyberpunk 2077 (and the hype build up that it can never possibly live up to)
In a very recent podcast with a Bosnian gaming news portal, I joked that CP2077 won't be GOTY 2020, but it will be GOTY 2030. The host laughed out loud and so did I.

But honestly, it's one of the rare modern games that catches my eye. You all know I hate modern games, the AAA game industry and such. Alongside HL: Alyx and some others, this is quite an exception.

I've watched some minutes of gameplay, and in some way, in CP2077 I see what I saw in the first Deus Ex and the first Far Cry. A pretty darn cool combination of shooting and open-world. And it's still its own thing. Deus Ex didn't have vehicles but Far Cry did. Far Cry didn't have character upgrades, but Deus Ex did. This, to me, looks like a beautiful amalgamation of Far Cry, Deus Ex and GTA: San Andreas in some ways. And those are all games I love.

Now, granted, CP2077 is primarily an RPG game with FPS elements, so the shooting mechanics may feel a little clunky. But then again, Deus Ex was also like this.

Something that does make me worried is its super-duper hype that, dare I say, might be as high as HL3's if Valve ever announced it. People are gonna trash the game A LOT on its release. I don't quite know what else to say on the matter. The death threats to CD Projekt Red's employees were such a disgusting thing, and the development cycle of the game itself doesn't help. The developers can't wait to get back to their families. I'm guessing some of them stopped caring what anybody will think of the finished game.

But. To end this review, I got two words. Keanu Reeves. It's super cool that they got a movie actor into the game, which is pretty hard to do. From the actor's side, it involves a lot longer commitment time (year or two for big games) than in movies (2 to 5 months on average, IIRC). Oh yeah, speaking of reviews & Keanu...

Keanu Reeves
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-11-22 20:25:24 UTC
in Normal Mapping in the Goldsrc Post #344934
So you were looking for the bumpmap effect after all.

Well, in that case, you'll need to make the normalmaps from scratch and do an extra rendering pass, multiplying the underlying pixels with the result of the normal map pass. If you rendered the map geometry as-is, you'd lose lightmaps and all that stuff, so yeah...
User posted image
Oh, right, also be careful when you render this, because if you render it after the entities have rendered, this will render over entities and it'll look weird.

It's pretty tricky to "get in the way" of GoldSRC's renderer and "insert" something before it renders something else.
As a COMPLETE alternative, you might as well rewrite the renderer entirely for 100% potential efficiency, but that takes a very long time.
Admer456 Admer456If it ain't broken, don't fox it!