Forum posts

Posted 8 years ago2016-08-03 08:15:02 UTC
in goldsrc studiomdl qc file error Post #331065
Do you have the rights to edit anything in the folder where "studiomdl" is ? Same for the folder with the QC file.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-24 15:32:22 UTC
in TWHL Cake Decorating Contest 2016 Post #330944
Is there any deadline to decide who won ?
Posted 8 years ago2016-07-22 12:10:10 UTC
in TWHL Cake Decorating Contest 2016 Post #330929
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-17 20:45:37 UTC
in TWHL World - Community Project Post #330865
Good luck to both of you ^^
Posted 8 years ago2016-07-16 15:10:31 UTC
in TWHL World - Community Project Post #330850
Back on topic, who take the lead on the project ?
This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-12 12:04:41 UTC
in TWHL World - Community Project Post #330787
@Solokiller : Once the server project is done, I'll update the Linux Makefiles (when I have the time)
Posted 8 years ago2016-07-12 11:13:54 UTC
in Milkshape 3D doesnt work Post #330783
A) Alternatives like Blender ?

B) Code your own modeling software ?

C) Buy Milkshape 3D ?

D) "format C:\" ?
Posted 8 years ago2016-07-08 08:19:38 UTC
in TWHL World - Community Project Post #330742
Posted 8 years ago2016-07-07 21:58:25 UTC
in TWHL World - Community Project Post #330735
At the time I'm writing this, this guy has :
  • Copied/pasted (without giving credits) a port of HL SDK to VS 2015 (and dropping the original VS 2010 support).
  • Copied/pasted custom relationship code from original Spirit.
  • Copied/pasted HL FGD for Jackhammer.
  • Added custom relationship code for monsters spawning from "monstermaker".
  • Added custom health and model for monsters code from original Spirit.
He's not the original author of SoHL, and looking at some commits, some parts of his code are ugly and you can see the same line a lot : "// SoHL Refresh 1.0". For non-programmers, it's a comment that tell "OH LOOKIE HERE, I CHANGED SOMETHING HERE".

UPDATE : I also hate how that guy is using Git, massive diffs in a single commit is a good way to lag everyone's PC when browsing GitHub with Opera/Chrome/Firefox/Edge/IE/Safari...
Posted 8 years ago2016-07-07 17:22:55 UTC
in TWHL World - Community Project Post #330732
Just make your map, ask to be added to the Google Drive TWHL World folder to upload your entry, then someone will make the hub and the rest.
Posted 8 years ago2016-07-07 10:51:24 UTC
in Additive crosshairs? Post #330727
I tried everything I could, but it doesn't work, here are some very important stuff to note :
  • The image must be a 256 colors bitmap (BMP), nothing else.
  • The image's dimension must be dividable by 8 and not exceed 256x256, this isn't the case of your crosshairs.
  • The sprite must be Alphatest and VP_PARALLEL.
  • For transparency, Alphatest uses the last color from the 256 colors palette.
  • Sprite Explorer ** up the palette when creating the SPR, use Sprite Wizard instead.
EDIT : This might help
Posted 8 years ago2016-07-07 07:15:50 UTC
in TWHL World - Community Project Post #330726
Spirit 1.8 is used for TWHL World to be precise, I remade the barebones of the mod folders (still waiting for someone to test on WON and Xash3D btw).

Spirit looks promising at first, but when you use it and/or start diving into the source code, you want to smash some people in the face with the crowbar.

About that topic on changes between SoHL 1.8 and 1.9, I said that "multi_manager" were tweaked for some stuff and this could cause damage to maps that heavily depends on them. Furthermore, that SoHL 1.9 fog code is ugly and broken as hell, I would have used a very basic OpenGL renderer and added a "fog module".
Posted 8 years ago2016-07-06 19:04:30 UTC
in Additive crosshairs? Post #330718
Can you send the file with your crosshairs ? It looks like the image above is down, I would like to reproduce the issue on my end.
Posted 8 years ago2016-07-06 19:01:25 UTC
in Jed's model viewer blank screen Post #330717
Posted 8 years ago2016-07-06 16:18:18 UTC
in Jed's model viewer blank screen Post #330713
Try another model viewer to see if it's JHLMV specific or your hardware
Posted 8 years ago2016-07-06 11:09:04 UTC
in Desktops of July 2016 Post #330709
Linux (Ubuntu 12.04 LTS)
User posted image
Windows 10
User posted image
Posted 8 years ago2016-07-06 08:24:53 UTC
in Leadwerks? Post #330705
I know it by name by never used it.
Posted 8 years ago2016-07-05 20:55:01 UTC
in make barney hostile Post #330698
Or you can do it Spirit style and allow the mapper to select the relationship of Barney (imagine Barney with Nihilanth fighting the player ^^)
Posted 8 years ago2016-07-05 11:46:58 UTC
in Additive crosshairs? Post #330692
Can you post a screenshot of your SPR in Sprite Explorer ?

Looking at HL code, you won't be able to set it to additive since HSPRITE is basiclly an "int" variable. So if you want to do this through code, you will need to code your own system.
Posted 8 years ago2016-07-05 09:25:52 UTC
in Additive crosshairs? Post #330687
Check how other crosshair SPR are done, see if there is a mistake
Posted 8 years ago2016-07-03 19:56:59 UTC
in The player model options doesnt works Post #330666
Are you hosting a game or joining a server ? If hosting, you selected Teamplay or FFA ? I also had that issue when I tried some Source 2013 programming
Posted 8 years ago2016-07-03 19:54:43 UTC
in Is this a dumb method? (Detail textures) Post #330665
Seeing what you did with the detail texture, I concluded that it's a nice way to emulate HDR in GoldSRC.
HDR is not about the textures, it's about lighting, and generally involve techniques such as bloom, lens flares and tone mapping. This is what HDR looks like. Unless there are many flashlights pointing to the texture and reacting to the player's position and angles, nothing from HDR is "emulated".
You could have at least made it 3200px, or 3072px
Too much for GoldSource (even for Xash3D), I've seen some projects that "enhance" HL's campaign with Xash3D/Trinity or whatever and the maximum I've seen so far is 2048x2048 pixels and I think that this texture size should be the "extreme maximum" for GoldSource and I think this is also the max we use in ARRANGEMENT for HD textures.
Posted 8 years ago2016-07-03 19:26:40 UTC
in dynamic ambient_generic/sounds ? Post #330663
You can have only one TriggerCondition per monster. Here's a possible workaround : "force" the player to look at the NPC and have a standard trigger (trigger_once for instance) switch to combat music. Set the TriggerCondition to "Death" on the NPC that do the opposite.
Did play a mod sometime ago that had ambient based on combat so i wonder how they did it 0-o
Name of this mod ?
Posted 8 years ago2016-07-03 14:24:16 UTC
in Is this a dumb method? (Detail textures) Post #330660
The 3000px texture size is wrong.
Posted 8 years ago2016-07-03 13:44:10 UTC
in Is this a dumb method? (Detail textures) Post #330658
*3000px texture & 3000px detail texture
Huge waste of VRAM and probably blury texture resulting to quality loss due to resize of power of 2, that's all I have to say.

The texture itself look good and it's detail version too, but this isn't adapted to an engine like Gold Source (and even Xash3D). It looks like the rocks are being "smashed in the face like potatoes" or getting "crushed by a hydraulic pressure thingy".
Posted 8 years ago2016-07-02 18:07:32 UTC
in Post your screenshots! WIP thread Post #330644
Classy and stylish, I like it ^^
Posted 8 years ago2016-06-28 08:44:57 UTC
in A shooting range like in Blue shift Post #330636
CVAR = Console VARiable.

Every GoldSource game has this "suitvolume" CVAR. It's an audio option in the game. Not maps related.

PS : another example of a CVAR : sv_cheats
Posted 8 years ago2016-06-27 20:17:57 UTC
in TWHL World - Community Project Post #330632
Because Steam is getting more bad Steam in it's Valve.

#StupidBadJokeOfTheYear
Posted 8 years ago2016-06-27 19:27:19 UTC
in A shooting range like in Blue shift Post #330629
Try to decrease the HEV suit volume (CVAR = suitvolume)
Posted 8 years ago2016-06-27 19:26:25 UTC
in TWHL World - Community Project Post #330628
Loo lee me ^^
Posted 8 years ago2016-06-27 16:21:43 UTC
in A shooting range like in Blue shift Post #330625
THANK YOU JESSIE !

Sorry for caps, but please give that guy an EPIC WIN for that optimised solution.
Posted 8 years ago2016-06-26 09:24:27 UTC
in WIP mod maps, textures any TIPs? Post #330613
didnt did anyone use it in SP mod?
Counter-Strike : Condition Zero - Deleted Scenes (if I remember correctly)
rly wanted to see it not just in one MP map ;] and isnt there some limit to it? what worries me the 60 TGA files (512x512) can be heavy.
I think there is no limit on that, you can try to see if compressed TGA works.
Posted 8 years ago2016-06-25 17:46:20 UTC
in WIP mod maps, textures any TIPs? Post #330604
Posted 8 years ago2016-06-25 13:11:37 UTC
in WIP mod maps, textures any TIPs? Post #330601
It would be way better to see the result with "gl_wireframe 1/2" (WARNING : OpenGL only, shitty Direct3D renderer doesn't support this and the legacy Software also won't).

I'm against the idea of having 480x480 texture as this can cause bluring (I think Don aka Unq also mentioned this on "Run Think Shoot Live's Level Design Academy"), the best would be to use those sizes :

1x1
2x2
4x4
8x8
16x16
32x32
64x64
128x128
256x256
512x512

I think it is also best to match the texture's size with the geometry, for instance, if I have a wall that is 128x128 units higher, I would use a 128x128 texture.

If you say that you have more than 2k world polygons, you've done something wrong, because if my estimations are correct (I'm not HLCSG, HLBSP, HLVIS and HLRAD so I will likely be wrong), you should be between the 500 and 1k world polygons.
Posted 8 years ago2016-06-25 13:02:59 UTC
in Doom 4 Enemy Design Post #330600
Duke Nukem forever had a lot of interactivity, but literally everything else about it was sooo dire
I've picked up shit in the toilets, would do it again 11/10
Posted 8 years ago2016-06-25 13:02:21 UTC
in train issue Post #330599
But, if the problem was the player being stuck when you reach that point, the problem is the calculation of movement, probably, since GoldSRC has to synchronize the movement of the player with the train, and then a glitch simply happens.
There is no "sync with the player" code on any brush entity that move within Half-Life (this includes "func_door", "func_train", "func_tracktrain", <Insert other brush entities that move here>).

For "func_tracktrain", the method "Touch" isn't doing it's job if the toucher is "player".
Posted 8 years ago2016-06-23 13:03:55 UTC
in TWHL World - Community Project Post #330571
@Unq : Mon dieu, that's what I call serious pre-planning.

@Tetsu0 : My bad
Posted 8 years ago2016-06-23 08:44:44 UTC
in make barney hostile Post #330564
In vanilla HL1, you can't.

For custom mods, just set the "provoked" bit to "on".
Posted 8 years ago2016-06-22 19:41:59 UTC
in TWHL World - Community Project Post #330559
I'd love to see complex entity manipulation, the only thing complex I've seen so far is a multi-floor elevator on CS 1.6 (and vanilla HL1) ^^

@Loulimi : If I remember correctly, yes, Tetsu0 started the hub map, he did a stream where he was creating it.
Posted 8 years ago2016-06-22 19:39:07 UTC
in How to make zombies move faster? Post #330558
I dont know anything about this but does this have something to do with so called events?
For monsters, events are used for some "behavior logic". All of this is handled by a method called "HandleAnimEvent" which is overridden by each monster.

For example, the zombie has 3 events : "Attack slash left", "attack slash right", "attack slash both". Let's say that the "attack slash right" animation is played, once the animation frame call the event, "CZombie::HandleAnimEvent" is called with the parameter "ATTACK_SLASH_RIGHT", and all the attack logic is done (trace the line, check if it hit something, apply damage...)

In other words, you disable the events, the attack logic is never called even if the zombie play the animation ^^
Posted 8 years ago2016-06-22 19:30:10 UTC
in Doom 4 Enemy Design Post #330556
I knew that DOOM 4 SnapMap was like the track editor of Re-Volt, a simple Lego editor with a huge amount of limits.

Hopefully with Re-Volt, there are ways to "bypass" those limits, but for DOOM 4, I am afraid it won't.
Posted 8 years ago2016-06-22 13:21:00 UTC
in How to make zombies move faster? Post #330547
Unless someone say the opposite : yeah