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Posted 8 years ago2016-03-03 11:51:50 UTC
in Dumb Entity Game Post #329155
That's not very tricky Archie :P
Too lazy to make a picture so someone else can take it!
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Posted 8 years ago2016-02-29 11:18:46 UTC
in Post your screenshots! WIP thread Post #329051
I could. But RSS feeds for what? Forum posts? Vault items?
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Posted 8 years ago2016-02-29 04:19:24 UTC
in Post your screenshots! WIP thread Post #329048
@TJB: Neat, but don't spend too much time on any scraping stuff because TWHL4 will change it. There'll be an API though, so that'll probably help!
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Posted 8 years ago2016-02-19 14:13:27 UTC
in TWHL4 Suggestions Post #328947
I've thought about doing a question/answer format before (like StackOverflow for example), but haven't done anything about it yet. It won't be in the first release, but it'll be in the list of future features that would be nice to have (along with stuff like poll/survey threads and similar).
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Posted 8 years ago2016-02-19 12:52:58 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328943
Make sure you have the setting enabled:
User posted image
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Posted 8 years ago2016-02-18 02:57:59 UTC
in looking for half-life 1 SDK... (2016) Post #328931
There's a few people on Github who have modified the SDK project to work on various versions of VS, for example:

2013: https://github.com/malortie/halflife/tree/branch-malortie-vs-2013

2015: https://github.com/malortie/halflife/tree/branch-malortie-vs-2015
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Posted 8 years ago2016-02-15 10:23:34 UTC
in Lightning not compiling problem. Post #328890
Did you try doing what it suggests at the end of the build output?
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'
"Check for problems" will run if you press Alt+P in your editor.
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Posted 8 years ago2016-02-14 01:04:06 UTC
in TWHL World - Community Project Post #328870
Thanks. Looks like VHE and Jackhammer treat the DOCINFO (info about editor cameras) part as optional but Sledge won't open the file if it's not present. As a temporary fix to get the file to open in Sledge:

1. Open the file in a hex editor, for an online one try: https://hexed.it/
2. At the end of the file, add these bytes:
44 4F 43 49 4E 46 4F 00 CD CC 4C 3E FF FF FF FF 00 00 00 00
To do this in the online editor, open the file and scroll to the very end. There will be a box with a "+" inside it. Click the +, copy the text above and press Ctrl+V to paste. In the dialog that appears, select "Hexadecimal values" from the drop down box and press "Apply", then export the file.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
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Posted 8 years ago2016-02-13 22:52:23 UTC
in TWHL World - Community Project Post #328867
Does it happen with any RMF created in Jackhammer or just this one in particular? If you could upload the RMF somewhere I could take a look and see if I could find the problem.
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Posted 8 years ago2016-02-13 22:49:43 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328866
It's probably a Sledge problem, but the FGD base class has different flags for the same values as the trigger_push class. I'll have to investigate what the proper behaviour is. In any case both those flags set the same value according to the FGD.
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Posted 8 years ago2016-02-13 13:04:05 UTC
in General MOD MISUNDERSTANDING Post #328853
I wouldn't know the details, but wouldn't it be possible for someone to modify the OpenGL code so that it renders differently? Making walls transparent, for example, would probably be possible to do by only changing the OpenGL DLL file. That'd definitely be a cheat. I would guess that VAC would need to scan not only the game DLLs, but also any dynamic libraries it links to.

I don't see how it would possibly be a problem in a mod, though. As far as I know VAC only runs on commercial games.
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Posted 8 years ago2016-02-13 12:58:26 UTC
in TWHL World - Community Project Post #328852
An RMF that Sledge can't open but VHE can? Sounds like a bug. Can I take a look?
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Posted 8 years ago2016-02-12 00:57:04 UTC
in TWHL4 Suggestions Post #328824
I don't think it's a good idea to combine Source and Source 2, they're pretty different engines.
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Posted 8 years ago2016-02-11 23:15:55 UTC
in TWHL4 Suggestions Post #328821
I think that there are still some people still aren't familiar with the name Goldsource to refer to the HL1 engine and might not know what it means. Or am I worrying about nothing?
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Posted 8 years ago2016-02-08 22:59:45 UTC
in TWHL4 Suggestions Post #328781
I think you may have missed the video I posted not long after the post you quoted. It's less of an issue with server-side filtering and more to do with the client side interface, but as you can see in the video it's been implemented. None of the TWHL3 code exists in TWHL4 so there's nothing that can be copy/pasted.

I do like your layout but it'd be more suitable to an MOTM list or something, my preference is to show more results on each page in a grid layout on the search page.
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Posted 8 years ago2016-02-08 11:41:24 UTC
in TWHL4 Suggestions Post #328774
Yep, there's a preview button everywhere that there's a post form.
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Posted 8 years ago2016-02-05 14:49:26 UTC
in TWHL4 Suggestions Post #328677
Only if it's less than an hour old. Otherwise the first and last posts in a thread are always editable.
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Posted 8 years ago2016-02-05 03:25:52 UTC
in TWHL4 Suggestions Post #328671
That shouldn't be an issue, I don't think you can actually delete PMs at all in TWHL4 >_>

There's no limit though either so it should be fine.
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Posted 8 years ago2016-02-04 01:14:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328656
People keep saying this but I wasn't able to replicate it. Is there an easy way to set it up to see the different behaviour between Hammer and Sledge?
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Posted 8 years ago2016-02-04 00:14:38 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328654
Never seen that before, that's pretty interesting. I'll investigate that more when I can.
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Posted 8 years ago2016-02-03 23:13:42 UTC
in TWHL World - Community Project Post #328649
From the rules Tetsu0 posted:
If you are supplying content that someone else made, note that person in your README so they are credited.
If you are supplying content that you made, note that in your README so YOU are credited.
Of course also make sure the creator has actually given you permission to use the content, don't just take stuff from another mod without making sure the creator allows people to redistribute it.
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Posted 8 years ago2016-02-01 23:08:57 UTC
in TWHL World - Community Project Post #328628
Agreed. Sledge exists to increase the number of options available to mappers, not to reduce it.

On that note... Maybe I should remove the alpha label from Sledge. It's alpha because it doesn't support Source, but it's ready to use for Goldsource.
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Posted 8 years ago2016-01-29 23:11:35 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328559
Source isn't supported yet, but I do want to support it eventually.
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Posted 8 years ago2016-01-27 22:58:55 UTC
in Prospekt Post #328518
That's pretty steep, especially for an amateur developer. No wonder there's not many commercial Source games out there. It's also probably one of the reasons why Valve made their own physics engine for Source 2 instead of using Havok. A percentage-based licensing model like Unity or UDK is more attractive to indie developers these days.
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Posted 8 years ago2016-01-25 02:40:22 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328479
Also make sure you're using an FGD that defines models for entities such as weapons.
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Posted 8 years ago2016-01-24 14:11:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328459
The shortcut is alt+right click anyway, right? I'm pretty sure I follow the same shortcuts as VHE.
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Posted 8 years ago2016-01-24 10:49:58 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328456
Good news - that feature already exists! Check out "paste special" :)
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Posted 8 years ago2016-01-22 22:43:50 UTC
in How to import guns from other GoldSource Post #328447
Unfortunately adding new weapons requires them to be custom coded. If you wanted to change an existing weapon, you could replace the sounds and models with the files of a different gun, but it would still behave like the original HL gun.
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Posted 8 years ago2016-01-20 11:16:30 UTC
in Statistics[of TWHL] Post #328408
Interesting idea! But... well... you could have just asked me to run some SQL queries on the database :P

I'll think about including some leaderboard stats in TWHL4.
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Posted 8 years ago2016-01-20 01:36:19 UTC
in Prospekt Post #328405
Good point, there might be a deal that's been made, or maybe Valve is just happy to take the 30% cut from sales. Last I heard it was a 6-figure number to license Source, but that was a few years ago and that's probably not valid today with stuff like Unity and UE3 having much more indie-friendly licenses - Valve would likely change their policies to match.
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Posted 8 years ago2016-01-19 23:42:09 UTC
in Sven Co-op 5.0 Post #328396
Well the release of SC5 sounds like a fantastic time to get started! I would love to see some Sven maps come from TWHL members. Even Strider was getting excited about mapping for it the other day!
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Posted 8 years ago2016-01-19 23:37:59 UTC
in Prospekt Post #328394
I highly doubt this is a game licensed on the Source engine. An engine license is multiple hundreds of thousands of dollars, and as far as I know, Valve never set up a UDK-style license for Source. No amateur developer could afford an engine license. This is almost certainly based on the SDK, which doesn't require you to license the engine. The Source SDK Base is available on Steam for free, so you might not even need HL2 to play it.

I think people may be looking too deep into the fact that Valve "approved" this. I think they simply do not care if it's HL fanfiction or not. It's a mod, it's on Steam, Steam allows people to sell mods. Anything that gets enough votes on Greenlight gets on Steam. That's all there is to it.
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Posted 8 years ago2016-01-19 23:26:50 UTC
in Sven Co-op 5.0 Post #328392
Ooh, exciting. I can't wait to see what people will do with the scripting. Bring on the custom game modes! TWHL community Sven campaign anyone?
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Posted 8 years ago2016-01-18 23:43:17 UTC
in Prospekt Post #328367
@23-down: I don't think Valve have 'approved' it in the way you might be thinking. Greenlight is a community voting system, once something gets enough votes it is approved. You should consider Steam as a distribution platform to be separate from Valve as a games company.

@abbadon: I don't like monetising websites. I don't run ads, I don't ask for donations, and I don't want to associate TWHL with any commercial venture. I know everyone has the best of intentions but it's just my personal view. Compo prizes are slightly different because they go back to the community members.
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Posted 8 years ago2016-01-18 11:42:30 UTC
in Prospekt Post #328350
You're free to organise your own mod team but please don't associate TWHL with anything commercial.
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Posted 8 years ago2016-01-18 11:10:30 UTC
in Prospekt Post #328348
@KB90: I know you're joking, but the domain and hosting only costs me 10 bucks a month. There's no need to gather funding for it. Compo prizes are always welcome, though...
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Posted 8 years ago2016-01-18 10:50:43 UTC
in Prospekt Post #328345
@abbadon: It looks like it's mostly HL2 content, not much custom stuff so it's probably okay. The copyright stuff was a big problem when Valve and Bethesda tried (and failed) to enable paid mods for Skyrim last year. It's something that has to be treated very carefully.
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Posted 8 years ago2016-01-18 00:17:29 UTC
in Prospekt Post #328337
The guy has every right to charge for his mod. But everybody else has the same right to not buy it. People have tried to monetise stuff like fan-fiction before, few have succeeded but people should be welcome to give it a try.

There's no need for the rest of us, as content creators, to feel threatened or discouraged by this. Free mods aren't going to go away just because a few folks want to charge for their content. Just look at how the open source community is still going strong, even though the "app store" market turned some people into greedy bastards.
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Posted 8 years ago2016-01-15 13:50:33 UTC
in TWHL World - Community Project Post #328289
Tetsu0 will provide a mod template folder with the DLLs and stuff you need, but until he does, I have a few copies of SOHL hosted: Click here. I would guess that SOHL 1.8 will be used, so grab the SOHL 1.8a1.zip file.

You can download the latest and greatest compile tools from here: http://forums.svencoop.com/showthread.php/42174-Vluzacn-s-ZHLT-v34-Update
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Posted 8 years ago2016-01-14 23:27:12 UTC
in TWHL World - Community Project Post #328264
You can start working anyway. 95% of Goldsource mapping is the same for any mod. But I expect it'll be SOHL since Sven changes a lot of the expected gameplay mechanics, and it'd change the original idea too much in my opinion. Unless everyone decides to scrap this idea and do a Sven map instead :P

I do like the idea of a community Sven map pack though. Sven is great fun, there can never be too many maps for Sven. Something that progresses in a more linear fashion is better for Sven. Maybe the next event? SC5 is coming out soon after all.
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Posted 8 years ago2016-01-13 22:48:14 UTC
in TWHL World - Community Project Post #328220
@KB90: Doesn't sound like it's too important to have played them, just think of it as a hub world connected to multiple maps and you can play each map in whatever order you like. If I recall, the 'Issues' mod does a similar thing.

@Dim: I think it's been well established that any Source projects are doomed to fail here, so Goldsource is the sensible choice :P
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Posted 8 years ago2016-01-11 00:54:05 UTC
in TWHL4 Suggestions Post #328179
User posted image
Good luck logging in with a username like that...
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Posted 8 years ago2016-01-11 00:17:40 UTC
in Problems with adding 'r_shadows' Post #328177
Interesting, I didn't know that.

As for being stable or not, in my opinion SOHL has a habit of getting more unstable as the version number goes up. People have just hacked on top of Valve's god-awful code without spending time taking care of code quality or maintainability. The SDK is a big mess, and SOHL is just an even bigger mess. I wish somebody would spend some time fixing the SDK and building a nice clean implementation of SOHL on top of it.

This is based on my experience with SOHL 1.8 so hopefully 1.9 is better. 1.8 has some stupid stuff such as the AI sparks in debug mode, crashing on shutdown, and breaking a bunch of scripted sequence and weapon animations.
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Posted 8 years ago2016-01-10 23:55:24 UTC
in TWHL4 Suggestions Post #328176
Unicode is a no-go in TWHL3 but it'll work everywhere in TWHL4.
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Posted 8 years ago2016-01-10 06:10:08 UTC
in Problems with adding 'r_shadows' Post #328171
Usually a linker error like that means that your project references aren't set up properly. I don't think including a reference to gl.h is enough, you need to add the dynamic library and make sure the linker is referencing it. I don't know the details of doing it but Google the error you get and you'll find plenty of instructions.

Note that using any OpenGL operation will prevent your mod players from using the software or DirectX renderers. Also the changes you made look quite Windows-specific, so you won't be able to build OSX or Linux versions of your mod with that code. Additionally if you're not incredibly familiar with programming, you're going to have a very difficult time implementing anything complicated using OpenGL. Finally I've never heard of SOHL having a version 1.9, so what you're using is probably someone's unofficial fork and will probably be unstable and experimental. Well, more unstable than SOHL is already.
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Posted 8 years ago2016-01-09 03:17:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328162
Yep, the 2D views in Hammer 3 are particularly laggy, I believe that they are drawn in software mode which explains why they're so slow. I think they switched to DirectX for the 3D views in Hammer 4 though. Hammer 4 is slower than Sledge in some areas and faster in others.
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Posted 8 years ago2016-01-08 23:13:15 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328159
Support for everything aside from displacements :P
The big stuff includes textures, instances, entity I/O, game configuration, and making sure Sledge doesn't take an age to load all the data for a game (since Source games have much larger textures than GS games)
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Posted 8 years ago2016-01-07 22:54:18 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328134
Ah, an exception during rendering. I'm hoping that a graphics rewrite I've been working on will help reduce those, but I haven't checked.
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Posted 8 years ago2016-01-07 00:33:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328121
I said this year. Not planning on waiting an extra decade or two
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