Forum posts

Posted 9 years ago2015-08-28 15:02:26 UTC
in The Official HRAFD Progress/Troubleshoot Post #326866
Since level units are basically a pixel, wouldn't that make Half-Life maps tiny in real life?
Hammer units haven't actually been give an official measurement to real life. I guess you could call them 1 inch or 1 centimeter, but it just wouldn't scale right. Do what looks good in-game, not what measures to a real world unit. Btw, a texture in HL2 states that 40 in-game units are one meter, but I guess that's completely arbitrary.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-28 14:48:17 UTC
in Post your screenshots! WIP thread Post #326865
User posted image
Custom soda machine texture. It's purple. Way too purple.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-28 12:57:01 UTC
in Post your screenshots! WIP thread Post #326862
I might replace it with an actual subway line map of the in-game... uh... maps when they are done. Though it's a really small detail that will be only visible for five seconds anyway, and it allready look like a map of the transit system, but yeah, I was planning on replacing it.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-28 12:09:41 UTC
in Post your screenshots! WIP thread Post #326858
User posted image
The trainstation you start outside in a mod I'm working on.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-25 13:00:30 UTC
in hl.dll compile Error Post #326828
I think I've had the same error eariler when using the old code (HL SDK 2.3) with VS2010 express. What I did was simply to use the code available at Valve's github, wich is the latest code used in the current Steam release of Half-Life. I recomend using that as it's updated and bugfixed and can be updated through github if a bugfix arrives, without affecting your custom code. It needs Visual Studio 2010 c++, wich I think the express version can still be downloaded from Microsoft, unless they've fulle phased it out in favort for VS2013.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-24 16:52:34 UTC
in Weapon creation guides? Post #326820
Wouldn't all that's necessary to be to copy-paste the code of another weapon, setting the model to use to the book viewmodel and straight out deleting all the attack and reload functions? I mean, it sounds so simple it must be doable.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-19 17:13:32 UTC
in The Official HRAFD Progress/Troubleshoot Post #326771
Yeah, I don't think that's possible in GoldSource. Might be the reason why there's only like 1 infinite monster spawner in the entire game of Half-Life. And even there they just spawn up in a dark pit and just fall down.
I guess your problem is that they share the same targetname, and therefore it won't work.
My suggestion is that you have one monstermaker entity, and one scripted_sequence for every monster you want to be alive at any given time, so when one dies, the monstermaker that created that specific monster spawns a new one, and since the preivious monster that had the same targetname is dead, the script will work. This however means that you can only have a handfull of monsters alive at the same time, but you should probably do that anyway becuase of balancing reasons.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-19 06:22:15 UTC
in The Official HRAFD Progress/Troubleshoot Post #326767
1: Have one monstermaker entity and a scripted_sequence entity for each monster respectively.

2: Make sure the beam doesn't go through any solid brushes. I'm not an expert on the field, but I think that may fix it.

3: Some monsters have AI code overrides. I don't actually think the "gag" flag even work on some monsters. Worst case scenario, you may have to go with ai-less monster_generics if they are for scripts.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-17 14:39:42 UTC
in Help with trigger_changetarget Post #326754
I would just go with this:
Two logic_relays, one named "relay_A" and the other "relay_B". The entity you want to have it's output changed should give a Trigger output to both of them. Relay_B should have "Start Disabled" set to yes.
Then, give the following output to the entity you want to act as a changetarget: outputeventnamehere, relay_A, Disable; output, relay_B, Enable.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-16 07:11:29 UTC
in Help with trigger_changetarget Post #326744
Source engine uses the Input/Output system, rather than the target system. Explain more precisely what effect you want to achieve, and I can help you.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-13 17:58:03 UTC
in TWHL Tower Post #326717
Wich is a space ship. TWHLS.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-12 14:52:58 UTC
in Planning a map... with words? Post #326691
I don't plan, I get right into Hammer.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-12 11:22:19 UTC
in Post your screenshots! WIP thread Post #326685
I decided to chose a different visual style for my TF2 map I haven't even talked about around here at TWHL.

The old style was a more dusty, Upward like environmental light and skybox:
User posted image

The new one uses an early morning sunlight and the Granary skybox:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-02 15:16:03 UTC
in loading images during gameplay ? Post #326616
Like, show them on-screen?
I guess you can use a trigger_camera to take control over the player's view for a split second and put it in a room with the image as a texture on the wall.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-23 17:25:53 UTC
in The Official HRAFD Progress/Troubleshoot Post #326545
Have you tried using a func_train instead of func_tracktrain? If it just is a target, a more complex mobility like a func_tracktrain wouldn't be necessary as it will be invisible anyway? Anyway, I think trigger_camera works better with a func_train as a target, though I haven't been messing around with cameras too much.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-22 09:46:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326534
Typed scripts could be saved in real time in a <mapname>_scripts.log for undo stuff?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-21 13:14:51 UTC
in Post Your Photos Post #326522
I've been plucking mushrooms.
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-21 12:04:38 UTC
in Help with setting skybox on Hammer 3.4 Post #326519
Yeah, the "cl_skyname" thing that is there is only referencing the old console command that was used to set the skyname locally. The command itself nowadays is sv_skyname, however you input the name of the sky there. So, to sum it up: the cl part have nothing to do with the actual sky texture, only the old console command to set the sky texture.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-20 10:45:35 UTC
in Help with extremely high ping on all Gol Post #326503
Have you checked your internet connection?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-19 13:48:34 UTC
in AI Scripted: How are they done? Post #326490
You can use mutliple aiscripted_sequences chained to each other, playing different animations. To make a scripted_sequence start after another have played, go to the first scripted_sequence, and set it's "target" keyalue to the targetname of the second scripted_sequence.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-16 16:54:57 UTC
in TWHL Tower: Source Post #326464
Yeah, but that'll make all chapters start unlocked.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-16 13:48:31 UTC
in TWHL Tower: Source Post #326461
Chapter unlocking is coded.

EDIT: Why is there a crowbar in the base map?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-16 10:20:14 UTC
in TWHL Tower: Source Post #326457
Actually, the point of building custom dlls is mostly for chapters, so we don't have to play through the entire building if we want to play a specific floor, maybe env_projectedtexture fixes so we can have onee world flashlight in addition to the player flashlight (if I get permission to do that), and so it can run on Source SDK Base 2013 and have all EP1 and EP2 content.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-16 10:15:53 UTC
in TWHL Tower Post #326456
I played through this again, in the belief demo recordings work in GoldSource (I guess I don't have to say they didn't). I played it a little more 'thoroughly' now, and I found a couple few glitches, most of them related to monsters (npcs).
On the media group floor (I think it was JeffMod's) you can use an ai exploit on that guy who killed someone (really, what happened there) to retreat all the way back to the stairwell. A bug native to GoldSource (and appearently not fixed in spirit?) cuases the ending door to open if he touches it. Even worse is he can pass the security shield without any problem. He can't come back through since the trigger_push in there affects both players and NPCs. If you then proceed to go through, he will lock you in place kicking you indefinetily, since you instantly regain health, and you just lost your weapon.
On the floor where you have to find the power cells (Tetsuo's?), if you let the agrunt walk around for a while in the holding cell, he may eventually get stuck in a wall. This prevents him from walking to the scripted_sequence, and prevents any progress.
On Strider's floor, if you don't know about the first power locker and don't care to look for stuff like keys, you might think you can be so sneaky and just rush juuust under the sensors of the camera through the door. Of course, the camera will trigger anyway, but you will just have touched the autosave cuasing the death loop mentioned earlier.

That's all I found on this playthrough. I will come back later if I find any more bugs and glitches. I'm also planning on making a video walkthrough of this, hence the mentioning of the demo recoring tools at the begining of this post.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-15 17:34:59 UTC
in TWHL Tower: Source Post #326438
Well, I guess I can't build the dlls until next week. Not a big deal probably. The only real reason for building the dlls myself would probably just be chapter unlocking (if each floor or a group of floors make a chapter) and potentially env_projectedtexture (world flashlight) fixes, and support for one world flashlight, and the player flashlight. I guess I'll start working on my floor (for HL2EP2) now.
Also, should custom scenes be allowed? They must be built into one scenes.image file at the end of development, but I guess if everyone who knows how to use faceposer generates their own scenes.image files locally, and then provide the .vcd files, everything should be fine.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-15 07:06:18 UTC
in TWHL Tower Post #326421
OH, I think I get it now! You used func_wall_toggles, didn't you?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 18:11:49 UTC
in TWHL Tower: Source Post #326408
I found a download for vs2010 c++ express now (classic Microsoft to put it at the bottom of the page in a really small font). I'll probably be able to compile the code and put togheter the template mod by tomorraw at the latest.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 15:31:30 UTC
in TWHL Tower: Source Post #326404
I'll probably not be able to do that until next week, as I need vs2010 to be able to build the binaries, wich I don't have installed on this computer. So unless someone else have vs2010 installed and can compile the code, or have a working link to a vs2010 setup file, we'll have to wait.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 11:02:48 UTC
in TWHL Tower: Source Post #326395
Binares are the .dll files required to run the game a.k.a the game code itself. The default binaries included with Source SDK Base 2013 are unplayable as all weapons one-shot-kills and you have insanely low gravity and speed. It was only used for the graphics test.
I can build the binaries, and make a template mod (complete with gameinfo.txt and localization files) for a base if you want.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 09:56:56 UTC
in TWHL Tower: Source Post #326393
I recomend using Source SDK Base 2013 with binaries built from the Source SDK 2013 code. It's basicly the latest Source engine version available for free you can build binaries for. It also have acces to all HL2EP2 content (except for any of the maps).
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 09:34:55 UTC
in TWHL Tower: Source Post #326386
So, Source version of TWHL-Tower? I think I suggested that on the original TWHL-Tower thread in the past.
Sure, I can participate in this. Got nothing better to do. I personally like Source over GoldSource anyway.
What Source engine game will it be for? HL2? HL2EP2? SSDK 2013?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 09:28:25 UTC
in Half-Life: The Core Post #326385
All I can say is: That's more than the standard 10 polygons of a healthcharger.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-13 15:21:18 UTC
in Half-Life: The Core Post #326361
Ow... Ya sure ol' GoldSource can take that?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-13 14:56:06 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326359
Is there an option to enable model animations?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-13 14:53:15 UTC
in Half-Life: The Core Post #326358
Is that healthkit a model?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 18:37:09 UTC
in TWHL Tower Post #326325
Done to ensure that HD model settings don't override the LD ones.
Doh! I personally like the HD models more then the LD. Can't you just make HD models of everything, and put it in twhltower_hd?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 15:33:42 UTC
in TWHL Tower Post #326317
Eh, to me, floor 06 (malle's) seems kinda broken. Or at least the sollution to room 01 is not very clear. I activated the computer, then what? None of the 2 doors opened or unlocked. And the tip button doesn't really help.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 13:55:16 UTC
in TWHL Tower Post #326312
@Jessie I'm pretty sure using teleporters counts as cheating. We were limited to a 1024x1024 area.
Not sure why you even brought that up... tongue - :P
Becuase obvious trigger_teleport usage?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 13:36:14 UTC
in TWHL Tower Post #326310
@TJB Have you tried validating the game cache files?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 12:54:03 UTC
in TWHL Tower Post #326306
@Jessie I'm pretty sure using teleporters counts as cheating. We were limited to a 1024x1024 area.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 12:13:11 UTC
in TWHL Tower Post #326303
Is it intentional they only say one thing? And that you can simply just press +use at the door and skip the floor entirely?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-12 09:11:31 UTC
in TWHL Tower Post #326299
Just plaayed through it. Everyone did a great job! I can only point out a few parts that made it hard to progress, but those were mainly faults on my part.
The timelabs floor ending pretty much required you to know about gauss-jumping, and if I hadn't watched a lot of Half-Life speedruns before, I'd never figure it out. In fact, my first spontaneuos reaction was to take the crate from earlier and jam the lasers with it.
I couldn't find the first key in the chinese themed stealth floor.

Other than those two things, it was pretty flawless and a great project.
Good work everyone who participated! You deserve a cookie.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-09 16:45:26 UTC
in The Official HRAFD Progress/Troubleshoot Post #326269
I usually go with 12x8 unin stairs. Don't forget to clip the stairs also.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-08 10:29:41 UTC
in The Official HRAFD Progress/Troubleshoot Post #326252
There's too many info_nodes on those stairs. There should only be one at the top, one above the midle, and one at the bottom. 3 info_nodes in total. More if the stair is longer then the node connection range, but this stair shouldn't be too long.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-07 08:15:47 UTC
in gordon freeman slav holiday Post #326226
Wait, is this a mod idea? That takes up 5 posts? What is this even? Is this even real? Is this a joke? Help?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-07 08:14:22 UTC
in The Official HRAFD Progress/Troubleshoot Post #326225
You can have a single trigger, and a multi_manager entity for multiple targets.
As for the stair problem... -_- Are you sure you've placed an info_node at the edge of the top of the stair, and the edge of the bottom of the stair? If that doesn't work, try placing one above the middle of the stair too. If that doesn't work, try to clip the stair as a ramp (using clip brushes, not the cipping (cutting) tool). And if none of that works: You did remember to place info_nodes in your map, right?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-06 18:48:38 UTC
in gordon freeman slav holiday Post #326209
What... was this even about?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-06 17:20:24 UTC
in The Official HRAFD Progress/Troubleshoot Post #326207
I was going to recomend them too, but then I realized he actually meant making it sound as if the player spoke (I think he meant that, anyway). I don't think you can set the player to be the speaker of a scripted_sentence. So an ambient_generic is probably good anyway as it would act identical to a scripted_sentence if it's the player that shall speak. Though for monsters (npcs), yes go with scripted_sentence.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-06 17:17:58 UTC
in Ammo instead damage Post #326205
Right. How did that fix your problem?
When your post is the most resent one, the edit button is next to your name on the far right, above one's avatar.
When it's not the most recent one?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-06-29 15:18:03 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326142
Ahh, it's in the general options menu... I'm so used to having that either in the 2D view manu or the toolbox at the top of the screen.

EDIT: Is there an option to align created solids to the currently selected viewport? If there is I can't seem to find it. It would be very usefull when working with cylinders and non cubical shapes (to create pipes that run along walls and stuff).
Dr. Orange Dr. OrangeSource good.