Forum posts

Posted 4 months ago2024-06-28 21:25:00 UTC
in Is it possible to get half life on the nintedo ds? Post #348939
Xash3D, perhaps? This post has some info, but as RoboRufus7 said, it requires jailbreaking your DS, and it appears that it will only work on the 3DS system.
Hey,
I dont know about actualy porting it to the DS, because Half-Life was built on Pc For Pc. To Port it i beleive you would have to completely remake the game. (I could be completly wrong)

As for emulating anything, a good spot to start is HomeBrewing it. (JailBraking) I would look up a tutorial on how to do that.

good Luck!
No problem! It's easy to miss things, sometimes all you need is another pair of eyes to take a look 🙂
Posted 4 months ago2024-06-28 18:22:40 UTC
in Is it possible to get half life on the nintedo ds? Post #348936
I got a Nintendo DS (lite) recently, and I was wondering if it is possible to emulate games on it. I was thinking that Half-Life would be fun to get on there. Anyone with any knowledge on the subject? :)

(noticed the awful misspelling in the title, sorry about that!)
Oh whoops!
Yeah that seems to have solved my problem, I'm getting hit with a different error so I'll see if I can troubleshoot those
Thanks a bunch for pointing that out!
I haven't tried TB yet, but I suspect that the CSG lacking a checkmark to the left of it, unlike the BSP just below it, in that screenshot might tell us that CSG is disabled.
Weird, because I did set up CSG as a run tool in the compiler
maybe I just messed up the directory or something?
User posted image
The problem is that you're missing the CSG compiler at the start of the compilation process, you're only running BSP, VIS and RAD.

It should have been CSG -> BSP -> VIS -> RAD.
When I go to compile a map, it just hits me with a "hlbsp: Error: Can't open D:\SteamLibrary\steamapps\common\Half-Life\valve\maps\plisskens_bedroom.p0" in the .err file, no idea what I'm doing wrong, can anyone help?

The full log:

hlbsp v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: "C:\Users\maxda\Downloads\Vluzacn's ZHLT v34\tools\hlbsp_x64.exe" D:/SteamLibrary/steamapps/common/Half-Life\valve\maps\plisskens_bedroom.map -chart
Arguments: D:/SteamLibrary/steamapps/common/Half-Life\valve\maps\plisskens_bedroom.map -chart -low
Error: Can't open D:\SteamLibrary\steamapps\common\Half-Life\valve\maps\plisskens_bedroom.p0

----- END hlbsp -----

hlvis v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: "C:\Users\maxda\Downloads\Vluzacn's ZHLT v34\tools\hlvis_x64.exe" D:/SteamLibrary/steamapps/common/Half-Life\valve\maps\plisskens_bedroom.map
Arguments: D:/SteamLibrary/steamapps/common/Half-Life\valve\maps\plisskens_bedroom.map -low
There was a problem compiling the map.
Check the file D:\SteamLibrary\steamapps\common\Half-Life\valve\maps\plisskens_bedroom.log for the cause.

----- END hlvis -----

hlrad v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: "C:\Users\maxda\Downloads\Vluzacn's ZHLT v34\tools\hlrad_x64.exe" D:/SteamLibrary/steamapps/common/Half-Life\valve\maps\plisskens_bedroom.map -chart
Arguments: D:/SteamLibrary/steamapps/common/Half-Life\valve\maps\plisskens_bedroom.map -chart -low
There was a problem compiling the map.
Check the file D:\SteamLibrary\steamapps\common\Half-Life\valve\maps\plisskens_bedroom.log for the cause.

----- END hlrad -----

Anything here look funky to you guys? Keep in mind I'm new to mapping/modding as a whole so it's likely I forgot something somewhere...
Posted 4 months ago2024-06-27 01:05:51 UTC
in Half-Life Featureful SDK Post #348930
^ have you tried playing a map with that and with texture filtering off? it looks god awful at anything higher than 1.
Posted 4 months ago2024-06-26 14:57:02 UTC
in Half-Life Featureful SDK Post #348929
I think the agreed upon default value for zhlt_embedlightmapresolution is 4, so I'd say go with that, been using this for glass windows/panes.
Posted 4 months ago2024-06-26 10:06:00 UTC
in Half-Life Featureful SDK Post #348928
The Mad Carrot, good idea.
But I'm not sure about providing the default value for zhlt_embedlightmapresolution. It's probably better to leave empty.
Posted 4 months ago2024-06-26 04:52:31 UTC
in TWHL+: Userscript + uBlock Origin filter combo Post #348926
The decision to use uBO filters was me discovering it can do cosmetic CSS adjustments in the first place. It saved me having to install a userstyle browser extension. And it's quite more powerful than vanilla CSS too. Related journal entry.
Posted 4 months ago2024-06-26 04:39:25 UTC
in TWHL+: Userscript + uBlock Origin filter combo Post #348925
This is a combination of userscript and uBlock Origin filters I wrote for my personal use, that I figure could be useful to other members.

Features:

  • The header search bar can can be made to search the vault and wiki specifically
  • Hide TFC section of entity guide pages
  • Place long lists in wiki entity guide pages into columns
  • Move table of contents of long wiki pages to a fixed location off to the sides
  • Ability to make wiki pages narrower to help improve readability
  • Add button to list pages linking to/from the current wiki page
  • Improved appearance for those using Dark Reader browser extension
  • Use monospace font on large edit boxes (and tab size of 4, sorry but 8 is too much!)
  • Make wiki edit page span the width of the browser
You need to have both uBlock Origin and a userscript extension installed, and install both parts, otherwise some features from the userscript won't work properly.

uBlock Origin filters

To use this requires uBlock Origin. Other adblockers not tested, they may not have cosmetic filtering feature uBO uses.
! exclamation mark at start of line marks a line comment
! similarly you can comment out entries below by prefixing with !

! 26/12/2023 https://twhl.info

! these 2 lines remove the background for a better Dark Reader result
||twhl.info/images/body-background.png$image
twhl.info##body:style(background-image:none !important)

! this makes textareas use monospaced font
! trust me, you're going to need this!
twhl.info##textarea:style(font-family:monospace !important)

! this compresses entity guide's attribute value lists into 3 columns
twhl.info##[id^="Attributes"] + ul > li > ul:style(columns:3)
twhl.info##[id^="Attributes"] + .card + ul > li > ul:style(columns:3)

! this compresses Render FX list into 6 columns
twhl.info##[id^="Attributes"] + ul > li:has-text(/^Render FX/) > ul:style(columns:6 !important)
twhl.info##[id^="Attributes"] + .card + ul > li:has-text(/^Render FX/) > ul:style(columns:6 !important)

! this hides the bloated TFC entity guide panels below most entity guide pages
twhl.info##[id^="Team_Fortress_Classic_only"]:upward(1):style(display:none !important)

! 2024-05-23 resize game icons in articles down from 32px
twhl.info##.inline img[src^="https://twhl.info/images/games/"]:style(width:20px)

! 2024-06-22 make overflowing card scrollable
twhl.info##.card:style(overflow:auto)

! 2024-02-14 https://twhl.info
! === wiki edit pages ===
! makes edit page fullwidth
twhl.info##form[action="https://twhl.info/wiki/edit"]:upward(1):style(max-width:100vw !important)
twhl.info##form[action="https://twhl.info/wiki/create"]:upward(1):style(max-width:100vw !important)
! reset original width for preview
twhl.info##.wikicode-input>:last-child:style(max-width:1140px; margin:auto)
! 2024-05-08 added fira code for code blocks
twhl.info##code, kbd, pre, samp:style(font-family:Fira Code,SFMono-Regular,Menlo,Monaco,Consolas,Liberation Mono,Courier New,monospace !important)
! 2024-06-10 side-by-side editor-preview adjust size of preview card
twhl.info##.full-screen-wikicode-editor .form-group:last-child .card:style(max-height: calc(100vh - 60px))

How To Install

  1. Copy the text in the code block above
  2. Open the uBlock Origin dashboard
    • Click uBO icon on toolbar > Icon with gears
  3. Go to My filters page
  4. Paste the copied text at the end of the text area
  5. Save the filter list

Userscript

Developed and tested on Tampermonkey. Since this doesn't use any GM_* features it should theoretically work on other userscript extensions like Greasemonkey. Again, no guarantees.
// ==UserScript==
// @name         TWHL+
// @namespace    http://twhl.info/user/7776
// @version      0.1
// @description  The Whole Half-Life made wholesome
// @author       kimilil
// @match        https://twhl.info/*
// @icon         https://www.google.com/s2/favicons?sz=64&domain=twhl.info
// @grant        none
// ==/UserScript==

(function() {
    'use strict';
    const root = document.documentElement;
    const searchMap = {
        all: {action: "/search/index", method: "GET"},
        vault: {action: "/vault/index", method: "GET"},
        wikitext: {action: "/wiki-special/query-search", method: "GET"}
    }
    const doCustomSearch = (targetForm, action, method) => {
        targetForm.action = action;
        targetForm.method = method;
        targetForm.requestSubmit();
    }

    for (const searchForm of [document.querySelector(".header-desktop form.navbar-search-inline")]) {
        searchForm.querySelector(".input-group").insertAdjacentHTML('beforeend',
`
<div class="input-group-append">
  <button type="button" class="btn dropdown-toggle dropdown-toggle-split" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false">
    <span class="sr-only">Search options</span>
  </button>
  <div class="dropdown-menu dropdown-menu-right">
    <h6 class="dropdown-header">Search in:</h6>
    <a class="dropdown-item" href="#" data-searchin="all">All of TWHL</a>
    <a class="dropdown-item" href="#" data-searchin="vault">Vault</a>
    <a class="dropdown-item" href="#" data-searchin="wikitext">Wiki text (exact)</a>
  </div>
</div>`);

        for (const item in searchMap) {
            searchForm.querySelector(`[data-searchin="${item}"]`)
            .addEventListener('click', e => doCustomSearch(
                searchForm,
                searchMap[item].action,
                searchMap[item].method) )
        }
    }

    // wiki pages
    if (location.pathname.match(/\/wiki\//)) {
        //const title = decodeURIComponent(location.pathname.split("/").pop()).replace(/_/g," ")
        // Adds a button that shows what links to/from it
        const title = document.querySelector("h1").innerText
        .replace(/^\s?(?:Edit\:|History of|(Upload:)?\s+)/i,"$1")
        .split("\n")[0].trim();
        document.querySelector(".wiki-navigation .btn-group:first-child")
            .insertAdjacentHTML('beforeend', `
              <a class="btn btn-light" href="https://twhl.info/wiki-special/query-links?title=${encodeURIComponent(title)}">
                <span class="fa fa-link"></span> Links
              </a>
            `);

        // checkbox to narrow the page
        document.querySelector(".breadcrumb .no-breadcrumb")
            .insertAdjacentHTML("afterbegin", `
            <label class="mr-2">Narrow page <input type="checkbox" id="twhlx-narrowpage"></label>
            `)
        document.querySelector("#twhlx-narrowpage")
        .addEventListener("change", (e) => root.style.setProperty('--page-pad', (e.target.checked ? 10 : 0) + "rem"))

        // setup --page-pad defaults and make wiki pages use it
        root.style.setProperty('--page-pad', "0rem")
        document.querySelector(".wiki").style.padding = "0 var(--page-pad)"
    }
})();

How to Install (Tampermonkey)

  1. Copy the code above
  2. Open dashboard
  3. Press the tab with "+" to create a new script
  4. Paste the script
  5. Save the script

License and DISCLAIMER

The MIT License. Full Text.

DISCLAIMER

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Preview

uBO Filters

BeforeBefore
AfterAfter

userscript

Enhanced searchEnhanced search
Improved wiki experienceImproved wiki experience
featureful does seem pretty cool, and if it's easier to work with then maybe use that. i figured if he wants whats in unified SDK he may as well just use that at first
featureful does seem pretty cool, and if it's easier to work with then maybe use that. i figured if he wants whats in unified SDK he may as well just use that at first
featureful does seem pretty cool, and if it's easier to work with then maybe use that. i figured if he wants whats in unified SDK he may as well just use that at first
Posted 4 months ago2024-06-25 18:48:34 UTC
in Half-Life Featureful SDK Post #348921
Can you add these ZHLT Base classes to the fgd and add references to these to eligible entities?
Every time you release a new build, I have to add these back in.
@BaseClass = ZHLT_usemodel
[
    zhlt_usemodel(string) : "ZHLT Template Model Target"
]

@BaseClass = ZHLT_customshadow
[
    zhlt_customshadow(string) : "Custom Shadow (when opaque)"
]

@BaseClass = ZHLT_embedlightmap
[
    zhlt_embedlightmap(choices) : "Embed Light Map (when translucent)" : 0 =
        [
            0: "No"
            1: "Yes"
        ]
    zhlt_embedlightmapresolution(integer) : "ZHLT Embed Light Map Resolution" : 4
]

@BaseClass = ZHLT_noclip
[
    zhlt_noclip(choices) : "ZHLT Noclip" : 0 =
    [
        0 : "Clip"
        1 : "Noclip"
    ]
]

@BaseClass = ZHLT_invisible
[
    zhlt_invisible(integer) : "Apply NULL texture in Game" : 0 : "Removes faces and NULLs them."
]
Not sure if ZHLT_usemodel is of any use since you already have model trains and sprite trains, I'll leave it up to you to decide whether you want to include this.
You got a point. Dunno why I didn't think of that.

To be fair though, featureful goes a bit more beyond unified, and doesn't break as much stuff as unified.

Unified also changes a lot under the hood. You need to relearn a lot of stuff.

Featureful goes beyond unified in some stuff too, like entities from sohl, svencoop, and the PS2 ports.

Does unified have quake fx entities? Does it have subtitles? Featureful has. Can you turn off stuff you don't need in unified? Featureful can.

In the end it's up to the guy to compare the two and pick which one works best.
why suggest using featureful if he already mentioned unified sdk? why not just use unified sdk then?
Featureful already done the work for you. https://github.com/FreeSlave/halflife-featureful/

As for replacing the viewmodels, first try pasting the desired viewmodel files over the original.
Posted 4 months ago2024-06-24 07:19:33 UTC
in Singleplayer map in DM list Post #348917
There is some way, but all of your maps must be with prefix. The way around this is using libist.gam https://developer.valvesoftware.com/wiki/Liblist.gam
Also one friend tolme it can happend in thsi way: the maps need to be in pak archive. Its use dbu goldsrc and quake engine. He told that if the maps are in pack format they wont display in crate server option, wen he explain it to me what I can use in pack format. But for this method I not sure, because didnt test it yet.
Posted 4 months ago2024-06-24 07:10:20 UTC
in How to modify the fonts in scorboard-HLDM Post #348916
With few we discover the fonts are in TGA format in the gfx/vgui folder. But maybe I will experimenting more with the txt files, befor to find way easaly to edit the TGA images.
Also do clientsheme.res even work? I can't change any colors.
Is it also possible to port the weapons while replacing the original view models with the view models from the half life unified sdk?

I have both the op4 updated sdk and hl1 updated sdk.
I don't know if any of you have had any luck using AIs (like Stable Diffusion) to generate textures. I've tried it but sometimes getting what I want takes a lot of time. I'm kinda clumsy using those tools, truth be told.

SD has an option you can enable to produce tileable images in case you're interested.

There's also this online tool to make an already existing texture seamless.
Posted 4 months ago2024-06-22 14:33:33 UTC
in sven co-op widescreen problem (again) Post #348913
The Sven Co-op engine (AKA Svengine) is a modified version of GoldSrc.
Even if it had the same engine, it's still a standalone game with its own executable and settings separate from Half-Life.

So, did you try out the advice you got in the other thread for Sven Co-op specifically?
Posted 4 months ago2024-06-22 14:19:48 UTC
in sven co-op widescreen problem (again) Post #348912
i know but arent sven made on gold sors???
Posted 5 months ago2024-06-21 12:48:50 UTC
in sven co-op widescreen problem (again) Post #348908
Did you try out the advice you got in the last thread for Sven Co-op as well?

Sven Co-op and Half-Life are two different games using separate executables and settings, so fixing the problem in one game won't affect the other.
Posted 5 months ago2024-06-21 11:06:32 UTC
in sven co-op widescreen problem (again) Post #348907
so the hl1 base defense and more fixd in last post but not sven co-op idk i just dont whant to and if there is no fix then i will not play sven co-op
With texture tiling seamless I found the fast easy reversible way is the "cross technique". Theres some videos on youtube but the basic jist is just duplicate your texture into another layer, then use the offset filter, then place a image mask on that layer then paint white reveal around the cross edges. If you screw up you can reverse the mask by painting back black.
More advanced tilable usually involves either clone stamp or copy pasting some select details overtop. Patch select and heal brush can work as well.

If you have the issue of one side darker than the other then its a matter of light equalization which this tutorial covers:
https://tolas.wordpress.com/2009/05/26/tutorial-how-to-equalize-textures-in-photoshop/
another trick you can try with some stuff that this doesnt work is duplicating the layer, invert, turn the duplicate to "luminosity", create a black layer below it, merge down, then set that merged layer to "overlay"

As for brushes, look up grunge brushes or grunge brush packs. When adding dirt/darker details blend them with a multiply layer. When needing something with highlights or lightening use either "screen" or soft light. If you got a black and white noise or grunge texture you can use "overlay" which uses both black and white to darken and lighten. Another big thing is layering different grunge layers with low layer opacity.

A very under used feature is the layer style advanced blending with the "Blend If" sliders (double clicking the layer, then holding ALT and drag the blending arrow open: example image)

I have a lot more examples to draw from but I do have a list of links here:
https://the303.org/tutorials/gold_mdl_tex_links.htm

Lasty as for "optimization", thats kinda hard to really answer as if you mean texture sizes it could just be stick to the sizes of say original Halflife, or later CS games. also if you havent seen it check out my texture authoring guide:
https://the303.org/tutorials/gold_texture.htm

As for books the old PHOTOSHOP WOW books are great. 3D Game Textures by Luke Ahearn is also good for old-era stuff that would fit in with goldsrc look.
It is quite a tricky process to make your textures entirely in Photoshop, though it is of course possible. There are other pieces of software which a lot of people use these days, such as Substance Painter, but of course these come with a hefty price tag.

I personally do a lot of the basic work in photoshop, adding details and highlights and such, while the actual texture comes from a texture library online. I personally was a big fan of textures.com, which provided thousands of seamless textures, but unfortunately they stopped allowing free accounts to download textures.

Ambient CG is still free though, and they have a couple thousand, free, seamless textures.

Using different layers with display types in Photoshop, you can take a single texture from one of these sites and use it to add texture, a layer of grunge, even use it as a mask to make chipped paintwork and such. I did that here, making a VERY basic texture in photoshop and then used one stone texture from ambientCG to add detail.
User posted image
Unfortunately, in my case it was a case of learning Photoshop's features over a number of years and often times stumbling into an effect by accident.
monster_urby monster_urbyGoldsourcerer
Hello there,

I have been a long time admirer of the work and knowledge shared on this forum; and now I find myself needing some expert advice.

I am working on a Half Life mod using the Goldsource engine; and I am focusing on creating custom textures to give my maps a unique look. I’ve managed to create some basic textures using Photoshop; but I feel that they lack the professional touch and detail that I see in many community projects.

What are some advanced techniques or tools you use for creating high-quality textures? Are there any particular brushes; filters; or plugins in Photoshop that you find indispensable?

I am struggling with making my textures seamless. Despite using the offset filter and trying to blend the edges, I often end up with visible seams. Are there any tips or tricks to ensure perfect seamlessness?

How do you add details to make textures look more realistic and less flat? For instance; adding dirt; wear and other imperfections. Are there specific resources or tutorials that you recommend for learning these techniques?

Once the textures are created; what are the best practices for optimizing them for use in the Goldsource engine? I want to ensure they look good without negatively impacting performance.

Also, I have gone through this post: https://twhl.info/thread/locate-post/323949ccsp which definitely helped me out a lot.

Lastly; if you have any favorite tutorials; websites; or books that have helped you in your texture creation journey; I would love to hear about them.

Thank you in advance for your help and assistance.
Posted 5 months ago2024-06-20 04:13:12 UTC
in Why are my custom models errors Post #348900
This is my first time decompiling a map with custom textures and models for gmod. When I did so and I loaded the map up the custom textures were missing textures and the custom models errors

And yes In bspsrc I did check extracted embedded files

I have the materials folder is there something I have to do with it. I even installed MountManager and Mounted the materials folder and it still wont work
User posted image
Lost Tapes Lost TapesIntro Labs Collective Co-Owner
Im trying to find a way to detect when a player dies in a region

I saw a 14 year old post on this but it didnt really help me out
Posted 5 months ago2024-06-18 21:28:43 UTC
in What was this mod? Post #348895
I think the mod you are describing might be Scientist Slaughterhouse

moddb page
Posted 5 months ago2024-06-18 15:06:10 UTC
in How to modify the fonts in scorboard-HLDM Post #348894
Try the <number>_textscheme.txt files at the root of the game/mod folder.
Posted 5 months ago2024-06-18 12:57:04 UTC
in Mmod setting dont work in my mod Post #348893
I did this, but it doesn't work
Posted 5 months ago2024-06-18 00:41:14 UTC
in Mmod setting dont work in my mod Post #348892
Try transfering files from resource/UI
Posted 5 months ago2024-06-18 00:40:09 UTC
in How to modify the fonts in scorboard-HLDM Post #348891
I think those fonts are hardcoded, you might want to peek at the source code.
Posted 5 months ago2024-06-18 00:39:35 UTC
in What was this mod? Post #348890
Any other things you remember? (a specific map, another gameplay mechanic, lore, etc)
Posted 5 months ago2024-06-17 23:22:32 UTC
in What was this mod? Post #348889
@Senju Thanks for the response, mate. Unfortunately that's not the mod. The one I talked about had the same weapons of vanilla Half Life but with modified features (1st person guided RPG, Snarks that that allow you to summon different xen creatures by pressing F, crossbow with multiple ammunition such as poison, expplosive, 3 arrows etc.)
Posted 5 months ago2024-06-17 19:03:30 UTC
in Does anyone have a working Tank Prefab? Post #348888
Yeah that was the problem. Thanks a lot!
Posted 5 months ago2024-06-17 18:52:04 UTC
in How to modify the fonts in scorboard-HLDM Post #348887
Hello I sucsefully edited the Tracker sheme in Half-life 1 for main menu, but can't get what fonts are responsibe for in game scorboard and text in windows, like map desription and moth, spectator menus. I'm mean tryed with the fonts in ClientSheme.res file. This file is responsibe for in game GUI in CS 1.6, but here I cant understant why nothing change. Even the numbers of fonts isnt big.
Posted 5 months ago2024-06-17 16:42:17 UTC
in Does anyone have a working Tank Prefab? Post #348886
They all work as intended. The #1 caveat is that they must point East in the editor, and you must use the Yaw value to orient them in game.

Please, always check our wiki's entity guides for every entity you wish to use as it will tell you about specific requirements like this. In this class, func_tank.
Posted 5 months ago2024-06-17 15:28:55 UTC
in Does anyone have a working Tank Prefab? Post #348885
I tried a lot of prefabs. From this https://twhl.info/vault/view/6579 to that https://twhl.info/vault/view/6276 But none of them seem to work profeprly. The barrel gun of the tank and head are disconnected and sometimes it has to shoot from backwards.

Any help wpuld be appreciated.
Posted 5 months ago2024-06-17 12:29:16 UTC
in Mmod setting dont work in my mod Post #348884
I'm porting one mod to the mmod base, but for some reason the Mmod setting tab refuses to work. Although I transferred the original gameui_english.txt file from the mmod directory, but it didn't work.
https://media.discordapp.net/attachments/957382590325751838/1251889517267255366/image.png?ex=6670e137&is=666f8fb7&hm=7777986fb1f02cd302342fe3e16d1d98053d4fa49bdadefe8e0116d5a35ef85e&=&format=webp&quality=lossless
Posted 5 months ago2024-06-16 11:48:07 UTC
in Suddenly get "Map change failed" Post #348883
func_detail can't be water.
Posted 5 months ago2024-06-15 20:52:00 UTC
in hl widescreen problem Post #348882
hey it workd thanks
Posted 5 months ago2024-06-15 06:32:31 UTC
in hl widescreen problem Post #348881
Click Options, Video, and change the resolution to a high value
Posted 5 months ago2024-06-14 20:24:43 UTC
in hl widescreen problem Post #348880
Does it look like this? Try going to game properties on Steam, and in Launch options, add -windowed. If you have a "Non-Steam" version, make a shortcut, and in Destiny, add -windowed.