Forum posts

Posted 3 months ago2024-08-10 21:19:10 UTC
in Post Your Desktops Post #349042
Can never have too many modding files on my desktopCan never have too many modding files on my desktop
In HL25 you can open resource/BackgroundLayout.txt (or resource/HD_BackgroundLayout.txt if your liblist.gam have hd_background 1 line) and replace all words fit by scaled and instead of cropping it will be stretched.

If that's what you mean by "zoomed" of course.
as of the 25th anniversary update the standard menu backgrounds are cropped to fit into the widescreen aspect ratios, not sure how you'd go about fixing that though :/
What do you mean by zoomed in? Can you show a screenshot? Also, did the process complete correctly? Do you have the appropriate files generated and all that?
monster_urby monster_urbyGoldsourcerer
I recently started using hammer in order to create my first Half-Life mod and i ended up following this tutorial on how to create my own menu: https://www.youtube.com/watch?v=IqD61tm3Scc. For some reason the splash screen that i select is always zoomed in, despite it being the correct size and format. The strangest thing is that it appears with the correct size in the preview window that pops up before you click the "Make Splash" button in the "Steam Splash Creator" tool.

Does anyone know how to fix this?
UPDATE: Hi there again, I haven't Updated this Thread for the Past Several weeks as i've been busy but during that time, i Learned and done a couple of things.

So, First off Back in the Above Post, i was using 3Ds Max 8 with Cannonfodder's SMD Exporter but i mentioned that it wouldn't Complie, Well it turns out that one reason for why it wouldn't Complie was because it was the wrong SMD Format, Cannonfodder's Exporter was exporting the Files to Half-Life 2's SMD Format which uses "ValveBiped" instead of the "BoneXX" System Which HL1 Uses, So therefore when studiomdl\Cowbar tried to compile, it was trying to find "BoneXX" But it founded "ValveBiped" So therefore it wouldn't Compile as intended.

One thing i can say is i did finally Manage to compile shotgun_reference.smd Using the E3 1998 Textures (With the Exception of barrel_chrome as i couldn't to export to 8bit right so i had to use The Finalized Texture from the ProSDK's Shotgun Sources), I'm unable to attach Images as i don't seem to be able to attach them unless i Upload them via an External Website (Unless someone does know how to attach them Directly aside from the Method i used in my Previous Post), I have however attached below the .qc file i modified for compiling the Shotgun if this Helps anyone with Compiling Models (Feel free to adapt this template)
shotgun viewmodel
*/

$modelname ./models/v_shotgun.mdl
$cd ./SMD
$cdtexture ./maps_8bit
$scale 1.0

// whole body
$body studio "v_shotgun_reference"
$body studio "shell"

//$origin SIDE-SIDE IN-OUT UP-DOWN

$origin 2.152 -3 61.499 3

$attachment 0 "Bip01 R Hand" 30 1 6 X 1

$sequence sm_idle "small_idle" fps 9 loop
$sequence shoot "new_shoot" fps 20 { event 5001 0 "31" }
$sequence shoot_big "shoot_bigammo" fps 13 { event 5001 0 "41" }
$sequence reload "reload_short" fps 16
$sequence pump "pump_after_reload" fps 13
$sequence start_reload "start_reload" fps 12
$sequence draw "draw_weapon" fps 24
$sequence reholster "reholster" fps 30
$sequence idle3 "idle3" fps 9 loop
$sequence deepidle "deep_idle" fps 12 loop
As for using 3Ds Max 1.2 via VirtualBox to view the .max Files, I'll Hopefully have an Update sometime either this or Next Month but i have made a List of Missing Textures by looking at the "Missing External Files" Pop-Up on several of the .max files via other Versions of 3Ds Max (Specifically 3Ds Max 9) which i'll try to post this Week. (I have already posted some of my findings on the Steam Forums incase anyone wants to view this list in the Meantime) - NSWThomasFan/HoodwinkedHalf-LifeFan.
Posted 3 months ago2024-08-05 17:41:00 UTC
in Competition 43: Make Black Mesa Come Alive! Post #349035
Imagine Make Black Mesa Come Alive in <Black Mesa>
PRC-MXYLR PRC-MXYLRBlack Mesa Deathmatch TV
Posted 3 months ago2024-08-05 08:20:50 UTC
in The release of my HL1 mod. Post #349034
To be fair, model packs are mods (specifically, a sub-category of mods), but just as Urby says they're very unpopular, especially for a game as old as Half-Life.

Model packs, and other content-replacement packs such as texture replacement and audio replacement, don't bring any new experiences to the game. The game might look or sound different, but the gameplay is identical and any novelty introduced with the pack quickly fades to boredom.

However, if you made a series of maps that fit the mood of the models, and bundled all that together, now that would be a far more interesting mod!
Posted 3 months ago2024-08-04 23:14:08 UTC
in The release of my HL1 mod. Post #349033
I'll be honest, your little model pack or "mod" as you call it, is going to get either a ton of hate or completely ignored, especially on ModDB. These kinds of low effort "mods" pop up every summer when the children are on off school. They get blasted in the reviews and then quickly buried due to lack of updates.

I get the impression that I've seen all I need to from the screenshots. It doesn't look particularly cursed; It looks boring. I've played Half-Life a hundred times. I don't need to play it again with some basic model edits and I won't be wasting my bandwidth on the download.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-08-03 17:15:08 UTC
in The release of my HL1 mod. Post #349032
So uh, I've made a small mod for no reason.

My goal was to make it as cursed as possible.

I hope you enjoy, I will post updates in future.

Here's the mod.
komikoop komikoopthe terrible
Posted 3 months ago2024-08-03 10:14:10 UTC
in Post your screenshots! WIP thread Post #349031
"theblockx3""theblockx3"
Posted 3 months ago2024-08-03 10:05:26 UTC
in Half-Life: dx Post #349030
A sketch of a possible way rpg could look, to match world model and the hud sprite. Free to use.
The only comment is that the overall size of the rocket pipe should be ~1.1 bigger.
rpg sketchrpg sketch
Posted 3 months ago2024-08-02 15:06:40 UTC
in HELP! Map crashes while making new mod. Post #349029
You seem to have custom DLLs. Did you build both hl.dll and client.dll? In fact, tell us how exactly you made the mod i.e. what you've put into the mod folder.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2024-08-02 07:14:33 UTC
in HELP! Map crashes while making new mod. Post #349028
My Half-Life mod will launch the main splash screen I made and everything, but it won't launch my first map. When I click new game it just crashes. Any suggestions? I've been searching forever and I really need help. I'm very new to modding. Here's my qconsole.log report:

Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Successfully compiled "gl_shaders/vs_world.vert"
Successfully compiled "gl_shaders/fs_world.frag"
Successfully linked program!
Using secondary sound buffer
Server module initialized.
World module initialized.
OnNewUrlLaunchParameters
execing controller.cfg
execing hw/geforce.cfg
execing config.cfg
execing controller.cfg
Playing Startup Videos...
Skipping library with illegal characters in path: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\TestMod\dlls
Last 32 messages parsed.
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
BAD: -1:svc_bad
Wrote erroneous message to buffer.dat
Host_Error: Couldn't get DLL API from !
Spawn Server TMM1
Clearing memory
Using WAD File: halflife.wad
Using WAD File: liquids.wad
Using WAD File: xeno.wad
Using WAD File: decals.wad
Texture load: 59.1ms
WARNING: failed to locate sequence file TMM1
"sv_allow_shaders" changed to "1"
"sv_allow_autoaim" changed to "1"
Posted 3 months ago2024-08-01 21:44:19 UTC
in Making every NPC hostile after agression? Post #349027
In a test map, i am trying to make every scientist and security guard turn hostile to the player if one is to bother them enough. However, this appears to only work with NPCs that witness the events, and other NPCs not present in the area are oblivious to the player's actions. Is there a trigger, or a condition that should be used, or will coding be required?.
Posted 3 months ago2024-08-01 16:01:40 UTC
in Competition 43: Make Black Mesa Come Alive! Post #349026
I'm going to try and submit a map for this contest, I was going to for the last one but I realized partway through that I don't know a lick about HLDM so I'm glad this one will be for singleplayer maps too.
Posted 3 months ago2024-08-01 13:01:49 UTC
in Competition 43: Make Black Mesa Come Alive! Post #349025
I am in! This gives me a chance to recycle this piece of crap from my attempt at creating a deathmatch map for the HL25 compo we had a while ago. Going for a singleplayer experience this time though.
User posted image User posted image User posted image
Posted 3 months ago2024-08-01 12:11:13 UTC
in Competition 43: Make Black Mesa Come Alive! Post #349024
Here's the place to discuss, ask questions, or show off your work-in-progress screenshots for the Make Black Mesa Come Alive competition!

The prizes are the same as the last compo, since Hezus donated his first prize to this challenge instead. The hard-to-find book Raising the Bar will be shipped to the winner. Good luck, I can't wait to see what you come up with!
My guess is that the 25th anniversary has custom HUD rendering code right in the client DLL. However, it is possible to do the sprite drawing yourself using the Triangle API (you manually submit triangles to the renderer), and I'm pretty sure some folks have already done stuff like that. I don't recall any GitHub repositories off the bat, I'll let you know though
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2024-07-29 06:42:53 UTC
in Half-Life: dx Post #349022
Kind of. I am still thinking. Because it will cost time. And I'll probably will need to deep dive into programming.

Player base? Probably... I am not sure.
Been trying all day to figure out how the retooled HUD scaling in the 25 anniversary build for Half-Life works, and I'm still kind of at a loss as to how all this functions.
I get that the easy answer is to work with the pre-25th build rather than the current one, but I do fancy myself some of the stuff introduced in the 25th anniversary update.
Has anyone figered it out yet?
User posted image
the ticket, the dream, my utmost desire!
User posted image
what i get instead... woe is me.
Some other notes; This is my first modding experience in general, and while I am an absolute noob at coding, I can intuit what's going on most of the time(?) when I dig through source code.
I'm also using the Half-Life Updated Unified SDK, which probably has something to do with it lol.
Posted 3 months ago2024-07-28 08:25:14 UTC
in Half-Life: dx Post #349020
If possible try implement it as a server plugin instead of a separate mod, because it's hard to capture and maintain a player base for a new mod, especially mp.
Posted 3 months ago2024-07-28 04:54:15 UTC
in fullbright on my cs custom map Post #349019
Thanks, I'll take a look and see if it works.
Posted 3 months ago2024-07-28 03:44:58 UTC
in Half-Life: dx Post #349018
That's great! Are you looking for people to help you?
Posted 3 months ago2024-07-28 03:10:57 UTC
in Problems rigging for Goldsrc Post #349017
Solved! I applied all transform and properly scaled it. Thanks for the help!

Here's how it looks in game: (Work in progress)
User posted image
Posted 3 months ago2024-07-28 03:10:44 UTC
in fullbright on my cs custom map Post #349016
Sounds like you have a leak, it's a hole in the map that connects to the void. The engine can't tell what's "outside" (the void) and what's "inside" (the map), so it can't compile lights.
This article explains it better, and here is some good advice, just to keep in mind.
Posted 3 months ago2024-07-28 01:51:51 UTC
in fullbright on my cs custom map Post #349015
hello everyone, I made an account on this site so someone can help me solve a problem, I am making a CS 1.6 map with the J.A.C.K program (I learned a few days ago, I'm a newbie), the problem is that my map is at maximum brightness all the time, there is not a single shadow and there is no trace of the lights that I placed in certain places, pls i will answer any question I just want my map to stop looking ugly because of the fullbright, thanks!!!
Posted 3 months ago2024-07-27 10:16:52 UTC
in Half-Life: dx Post #349014
Hello friends,
I am thinking of making a small deathmatch mod for Half-Life. Basically, it will enhance a game play a bit.

Possible features:
-Restored some alpha weapons. i.e. minigun(monster_turret), hornet gun, alien chainsaw, snapbug.

-Some working weapon fixes. i.e.
--rocket launcher resemble the one in the hud picture. etc.
--trip mine, laser beam removal
--egon having a working secondary attack
--crossbow explosive ammo fix

-New ammo types/weapons:
--M-16/M-16 rifle
--one shot retro sniper rifle??
--..pending

-backpack system
-stamina system

All things will be made in the classical low-poly style.
Posted 3 months ago2024-07-26 22:19:28 UTC
in Problems rigging for Goldsrc Post #349013
Did you apply Scales? Seems like on export theres a skeleton mismatch in size. You can also verify by importing the SMD back into a new blender file and see if the skeleton is scaled differently. Your weight links seem fine as it wouldnt export if not, basically 1 bone per vertex

As for MDL viewer, HLAM is the new thing to replace Jed's:
https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V3.0.0
Posted 3 months ago2024-07-26 22:18:04 UTC
in Problems rigging for Goldsrc Post #349012
This tends to happen with MS3D too, for some reason bones will get flipped. Check this out.
Posted 3 months ago2024-07-26 02:17:50 UTC
in Problems rigging for Goldsrc Post #349011
I have recently been working on a BP12 for a HL mod and compiled my model to find out that the bones and animations have been messed up. I am fairly new to Blender Source Tools, so I don't know if that's the problem, or if it has to do with my modeling and rigging specifically.
User posted image
User posted image
When exporting the SMD, it said something about weight links. All of the vertex groups' weights are set to zero, unless I'm forgetting something.
Any and all feedback is much appreciated.
: )
Posted 3 months ago2024-07-24 17:22:23 UTC
in Half-Life Featureful SDK Post #349010
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-07-24

Changelog

Rain and snow weather effects

Added rain and snow effects similar to ones used in Counter Strike and Condition Zero, but toggleable and configurable.

Use the following entities to spawn rain and snow:
  • env_rain - global or localized rain.
  • env_snow - global or localized snow.
  • func_rainvolume - brush entity for localized rain.
  • func_snowvolume - brush entity for localized snow.
Both global rain and global snow can be present on the map.

The new demo map weather_demo has been added to the sample mod for rain and snow demonstration.

Other entities

  • The special value *player is supported in most places where the *locus is supported to allow refer to the player. In singleplayer it will always find the player. In multiplayer it acts like *locus, but allow only players.
  • Added Don't reset trigger counter on deactivation spawnflag for trigger_timer (can be useful when trigger number limit is set).
  • Added Pass caller as activator spawnflag for trigger_relay.
  • Added Ignore Hold Time spawnflag for trigger_camera.
  • Added Stop by player input parameter for trigger_camera.
  • Added Target when turned off parameter for trigger_camera.
  • Added Calc Position as an option to calculate value from calc_position (this allows to calculate the value of one calc_position based on the other calc_position).
  • Added Calc Velocity as an option to calculate value from calc_subvelocity (this allows to calculate the value of one calc_subvelocity based on other calc_ entities).

Console commands

  • Now you can set the use-type sent via the fire command. Use fire on <targetname> or off <targetname> to send On and Off input. Use fire set <targetname> <value> to send the numeric input (e.g. for game_counter).
  • The entities_count command now supports the argument - the classname - to report the number of entities having the specified classname.
  • Add give_intentory and remove_inventory commands to give and remove player inventory items. This can be used for debugging purposes. The first argument is the item name. The second (optional) argument is the number of items of this type to give or remove.
Posted 3 months ago2024-07-22 14:11:26 UTC
in Textures on curved surfaces Post #349009
To have textures flow naturally around curves like this, select the face on the straight brush, then hold alt and then right-click the first face on the curve. Then, select that first face, hold alt and right-click the second face along the curve. Continue this until you reach the end of the curve and the textures should line up correctly.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-07-22 10:51:32 UTC
in Textures on curved surfaces Post #349008
How to make textures on curved surface not look like garbled messes? Even if I give all the textures same surface properties they still look disjointed.

https://imgur.com/a/h-attvxN4
Posted 4 months ago2024-07-20 22:27:40 UTC
in TWHL Tower: Source Post #349007
Posted 4 months ago2024-07-19 21:24:16 UTC
in How do i make trains? Post #349006
This is a very good example, for beginners. There's this one too, slightly more complicated.
Posted 4 months ago2024-07-19 10:32:42 UTC
in TWHL Tower: Source Post #349005
TWHL Tower: Source is now out!
https://twhl.info/vault/view/6928
Dr. Orange Dr. OrangeSource good.
Posted 4 months ago2024-07-19 10:12:33 UTC
in How do i make trains? Post #349004
Usually tram prefabs are already set up to be tracktrains. Try find an example track train setup with both train and path tracks to study how they work as a system, then replicate with your own.
Posted 4 months ago2024-07-19 08:44:51 UTC
in How do i make trains? Post #349003
@jamie how do i get it to work? and how to make it? i already got the tram prefab tho
Posted 4 months ago2024-07-18 21:00:21 UTC
in How do i make trains? Post #349002
func_tracktrain should work
Posted 4 months ago2024-07-18 08:56:48 UTC
in How do i make trains? Post #349001
im a bit new to J.A.CK And mapping and i want to make some maps inspired by half life, and what i want in those said maps is trains! the trains at the start of half life is what i wanted

so give me some help on how to make it, please :3
Posted 4 months ago2024-07-16 13:28:16 UTC
in REMEC doesn't work? Post #348999
Just follow the installation steps again, I don't know why there is no problem. It can now compile entities that the code can recognize, and I can interact with entities in the game.
Lei Shi Lei ShiFRS石磊
Posted 4 months ago2024-07-16 12:15:34 UTC
in REMEC doesn't work? Post #348998
I did see it. It tells me that I cannot execute the copy file "zs_test.remec.map".
"$bspdir/$file.$ext" is the sixth step of the usage tutorial to do this.
expert3expert3
** Executing...
** Command: Copy File
** Parameters: e:\csproj\maps/zs_test.map E:\CSProj\maps/zs_test.remec.map
  • Could not execute the command:
Copy File e:\csproj\maps/zs_test.map E:\CSProj\maps/zs_test.remec.map
  • Windows gave the error message:
"操作成功完成。"

** Executing...
** Command: C:\HL\Tools\remec\remec.exe
** Parameters: ""e:\csproj\maps/zs_test.remec.map"" jack "E:\STEAM\steamapps\common\Half-Life"

[2024-07-16 20:13:27.661] [remec] [error] [src\main.cpp:132]: vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[2024-07-16 20:13:27.665] [remec] [error] [src\main.cpp:133]: class std::invalid_argument: e:\csproj\maps/zs_test.remec.map does not exist!
[2024-07-16 20:13:27.665] [remec] [error] [src\main.cpp:134]: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Lei Shi Lei ShiFRS石磊
Posted 4 months ago2024-07-16 01:17:23 UTC
in MESS 1.2.3 is now available Post #348997
Ok, I think I get it. Apart from func_buyzone, there are really no more entities that can be used to separate teams at the moment, but I can use the "choke point" of level design theory to alleviate this problem.
Lei Shi Lei ShiFRS石磊
Posted 4 months ago2024-07-16 01:12:06 UTC
in REMEC doesn't work? Post #348996
This is what I see when I run it on a map that contains a single remec_lit_model entity, and the resulting map file contains a cycler_sprite and a func_detail. What does your compile log look like?
Thank you for reminding me, I almost only read.log files before. I can't use my personal computer right now. I will get back to you about compilation as soon as possible.
Lei Shi Lei ShiFRS石磊
Posted 4 months ago2024-07-16 01:01:45 UTC
in REMEC doesn't work? Post #348995
Have you tried asking the authors of Remec for help?
He's closed his page, and I can't find any more contact information. I tried to search his name on Google, but I'm not sure it was him because I didn't see the same information.
Lei Shi Lei ShiFRS石磊
Posted 4 months ago2024-07-15 19:23:38 UTC
in MESS 1.2.3 is now available Post #348994
The on/off state refers to how it reacts when it receives an 'on' or 'off' signal from a trigger_relay.

Imagine a museum hall with multiple security lasers. Every laser is covered by a trigger_multiple, and all those triggers will trigger a door that has an automated turret behind it. When the player walks through a laser, the door opens, and the turret starts firing at the player. But what happens when the player walks through another laser? Normally, triggering an entity will toggle it, so by triggering the door again, it closes, and the player is safe again.

One way to solve this is to use an mtl_trigger_switch to trigger the turret door (as both its on target and its off target). The trigger_multiple's then need to send an 'on' signal to this trigger-switch (either by triggering a trigger_relay that sends an 'on' signal to the trigger-switch, or by using the +nameofswitchentity target pattern, so MESS will automatically generate a trigger_relay for you). If the player walks through a laser, it'll send an 'on' signal to the trigger-switch, which then triggers the turret door. If the player walks through a second laser, another 'on' signal is sent to the trigger-switch, but because it's already in the 'on' state it won't do anything, and the turret door will remain open. You can also add a security button for disabling the turret system, by making a button that sends an 'off' signal to the trigger-switch.
I don't know whether this can help with making a stronghold capture mode - I assume you're talking about Counter-Strike, and I assume that you would need some way of differentiating between teams. I'm not familiar enough with CS to know whether there are any entities that can do that.

In other words: if you can make a capture mode with existing entities, then you can probably use MESS to simplify that into one or two template entities. But if it's not possible with existing entities, then MESS can't help you either.
Posted 4 months ago2024-07-15 18:54:34 UTC
in REMEC doesn't work? Post #348993
C:\HL\Tools\remec\remec.exe "$path/$file.remec.$ext" jack "E:\STEAM\steamapps\common\Half-Life" $bspdir/$file.$ext
That last bit ($bspdir/$file.$ext) won't do anything, REMEC doesn't let you set the output path.

Either way, you should check whether the compile log contains any errors:
User posted image
This is what I see when I run it on a map that contains a single remec_lit_model entity, and the resulting map file contains a cycler_sprite and a func_detail. What does your compile log look like?
Posted 4 months ago2024-07-15 17:08:34 UTC
in Half-Life Featureful SDK Post #348992
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-07-15

Changelog

Fast recruiting

New commands recruit_followers and disband_followers allow players to recruit all nearby friendly NPCs or call off everyone who is following the player by pressing one button. This is similar to fast recruiting of ally soldiers in Field Intensity.

The list of monsters affected by these commands is controlled by features/followers.json file.

Feature changes

  • New feature in featureful_server.cfg: vortigaunt_armor_charge. Enable to allow friendly vortigaunts to give armor to the player (similar to HL2, experimental feature). The amount of armor is configured by sk_vortigaunt_armor_charge skill value. The vortigaunt must have the free energy to perform charging.
  • hud_color command is no longer available by default. Set hud_color.configurable feature in featureful_client.cfg to true to enable the HUD color configuration by user.
  • Add hud_scale.default and hud_scale.configurable features to featureful_client.cfg.
  • Removed hud_autoscale_by_default feature in featureful_client.cfg. Set hud_scale.default to 0 to enable autoscale by default.

Entities

game_player_settings

  • game_player_settings now can set the player's armor to 0 (set =0 as value), add and substruct armor by a provided value.
  • game_player_settings now can add and substruct the player's health.
  • Spawnflags of game_player_settings are deprecated now. Weapons are now configured via parameters instead. It allows to remove specific weapons as well.
  • game_player_settings can now remove the specified amount of ammo (use a negative value).

trigger_changevalue

  • Added Treat new value as parameter for trigger_changealue which allows to tell how the new value is treated.
  • Added Action parameter for trigger_changevalue.

Calc entities

  • Added Scale factor parameter for calc_ratio.
  • Added more transformations for calc_ratio (from later versions of SoHL).
  • Added calc_numfromvec - calculate a single numeric value from the vector.
  • Added calc_vecfromnums - calculate the vector from three numeric values.
  • Added Max and Min parameters for calc_eval_number.
  • The result of calc_eval_number is now getting stored only if evaulation has succeeded. Trigger after operation is now called only if evaulation has succeeded. Added Trigger on calculation fail parameter.
  • Added Report as vector parameter for calc_eval_number.
  • Added Mod, Find Max and Find Min operators for calc_eval_number.
  • Added Third operand parameter for calc_eval_number - it allows to do computations on 3 parameters using the same entity.

Other entities

  • Added Armor Damage and Do Armor Damage spawnflags for trigger_hurt_remote (compatibility with Sven Co-op).
  • Added Player Invulnerable spawnflag for trigger_camera (compatibility with Sven Co-op).
  • Added Position and Direction parameters for particle_shooter.
  • Added Direction parameter for env_smoker.
  • Added Landmark parameter for trigger_teleport (compatibility with Spirit of Half-Life).
  • Added new entity item_pickup. It can give a specified inventory item to the player on pickup (as an alternative to player_inventory).
  • item_security icon is no longer shown in history of picked up items on the security card pickup unless the HUD sprite is set explicitly in the entity parameters. In general it's advised to use item_pickup instead.
  • Added Forward activator for trigger_timer.
  • Added Trigger on arrival for info_teleport_destination (compatibility with Sven Co-op).

Bugfixes

  • trigger_hurt_remote doesn't push the player anymore (it was unintended effect).
  • Fixed Entity to play from parameter of ambient_generic not working properly sometimes.
  • Fixed env_smoker not emitting the correct number of smokes after the repeated activation.
  • Inventory items HUD icons are no longer shown again when reloading the game.

Player inventory changes

  • The name length of player inventory items is no longer limited by 23 characters.
  • Inventory items are removed upon player's death.

Console commands

  • Added calc_position and calc_velocity commands to get the position and velocity reported by the specified entity.

FGD changes

  • Added ZHLT properties to brush model entities (like func_wall, etc.). Note that you still need to include zhlt.fgd in order to have access to compiler-specific entities like func_detail.
  • Added Glow Shell as render fx option in fgd.
  • Improved descriptions of some calc_ entities.

Changes to the demo map

  • Added examples of relative teleport and seamless teleport.
  • Added an elaborate example showing the usage of trigger_changevalue and some calc_ entities.
Posted 4 months ago2024-07-15 16:54:30 UTC
in REMEC doesn't work? Post #348991
Have you tried asking the authors of Remec for help?