Forum posts

Posted 8 years ago2016-06-22 00:24:14 UTC
in TWHL World - Community Project Post #330538
I can still try to produce a decent map.
Posted 8 years ago2016-06-21 21:21:56 UTC
in Coders? Post #330534
Sent you a PM about it
Posted 8 years ago2016-06-21 18:47:44 UTC
in Coders? Post #330530
Of course ^^
Posted 8 years ago2016-06-21 16:58:22 UTC
in Coders? Post #330526
Posted 8 years ago2016-06-18 14:29:31 UTC
in Post your screenshots! WIP thread Post #330510
You guys really need to stop thinking about HL3, Ricochet 2 is way more important ^^
Posted 8 years ago2016-06-17 21:00:07 UTC
in Post your screenshots! WIP thread Post #330493
"We have canceled the mod because a stupid french moron spotted a tiny fail we made in our map" xD
Posted 8 years ago2016-06-17 17:57:11 UTC
in Post your screenshots! WIP thread Post #330491
Wardon! Wardon! WARDON!
You forgot this :

Llun! Llun ! LLUN!

Oh by the way :
User posted image
Posted 8 years ago2016-06-17 00:07:44 UTC
in Post your screenshots! WIP thread Post #330482
I believe that's what CLIP brushes are partially meant for.
CLIP won't help you on ground and edges collisions.
Posted 8 years ago2016-06-16 14:21:39 UTC
in Post your screenshots! WIP thread Post #330472
I also know that technique of making terrain.

But the thing that annoy me with a terrain like that is the collision, but hey, it's Gold Source ^^
Posted 8 years ago2016-06-16 10:51:25 UTC
in Post your screenshots! WIP thread Post #330469
I think you failed your link Loulimi xD
Posted 8 years ago2016-06-15 23:07:28 UTC
in E3 2016 Post #330458
Just Dance 2017
No
Come on xD
Posted 8 years ago2016-06-15 19:19:27 UTC
in Post your screenshots! WIP thread Post #330455
If I were crazy, I would vertex the hell out of this ^^
Posted 8 years ago2016-06-15 15:24:17 UTC
in E3 2016 Post #330447
@supersonikyouth : MachineGames is a "sub-brand" of Bethesda. Since id Tech 5 (RAGE), the engines will no longer be open source like they used to and they are reserved to Bethesda and "child brands" like Id and Machine Games.
Posted 8 years ago2016-06-14 19:26:39 UTC
in Sprites of trees and bushes Post #330433
Maybe GameBanana has some sprites that will interest you.
Posted 8 years ago2016-06-13 18:17:32 UTC
in E3 2016 Post #330415
What I think about E3 (so far) :

R.I.P. video games
Posted 8 years ago2016-06-12 19:56:56 UTC
in How to make zombies move faster? Post #330398
I think this is done in the MDL file, decompile the "zombie.mdl" with MDLDec, take a look at the QC file with Notepad, change the value, recompile with StudioMDL.
Posted 8 years ago2016-06-12 07:57:32 UTC
in Post your screenshots! WIP thread Post #330391
I carved an arch once.
Facepalm
Posted 8 years ago2016-06-11 07:03:18 UTC
in Big, open terrain maps? Post #330380
GoldSrc has a lot of trouble with huge open terrain maps even if you optimise to the max.
Posted 8 years ago2016-06-02 10:59:38 UTC
in Post your screenshots! WIP thread Post #330315
Am I the only one here who "try" to match the texture sizes with the faces sizes ? In other words, if there is a 2048 units cube, I would use 512x512 textures scaled at 1.0 (or 0.5) and if there is a cube at 64 units, use a 64x64 texture scaled at 1.0 (or 0.5).
It doesn't matter how powerful your computer is, because the engine is old and can be unperformant easly if misused.
+1
The good thing is that you don't need more than 100 fps to play any Goldsrc based game, as more fps would just create a mess with the entities (especially NPCs) making them turn really slow depending on how many frames you're getting (the more the slower).
I see a lot this problem with Barney (when you move him because he's blocking you), and I think this is a mistake made on Valve's end because if I remember correctly, the formula is "Speed = Yaw speed depending on the monster and the activity * time between 2 frames * 10". I think this can be fixed by removing the "time between 2 frames" variable but I'm not willing to try.
Also bunnyhopping would be harder for the same reason, being unable to maintain speed.
This would be very noticeable if you play on WON or you remove the bunnyhop cap limit on Steam. Otherwise, I don't think it's really an issue.
Posted 8 years ago2016-06-02 10:15:23 UTC
in {blue ... Post #330313
Never encountered that kind of problem, I always save to uncompressed BMP before importing to Wally.
Posted 8 years ago2016-06-01 10:43:39 UTC
in Hi Post #330290
@Loulimi : If I were playing Overwatch this would definitely be the "play of the game" ^^
Posted 8 years ago2016-05-31 22:10:10 UTC
in ~0Light texture's light... Post #330281
There is no "-game" argument in HLRAD.

The "-lights" argument is useless because the default "lights.rad" (in the same folder as HLRAD) is loaded. "-lights" should only be used in the case of a custom shared on multiple maps "lights.rad".

Are your Valve Hammer Editor settings correct ?
Posted 8 years ago2016-05-31 21:45:24 UTC
in Hi Post #330279
Hi there
Posted 8 years ago2016-05-27 15:06:20 UTC
in Post your screenshots! WIP thread Post #330232
Posted 8 years ago2016-05-25 14:00:52 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330228
Something I would like to point out about the "known issue" (if not fixed already), if your coder add the "update HUD items" message on "CBasePlayer::UpdateClientData" (just after the line of code that trigger all entities named "game_playerspawn"), does it solve the issue ?
Posted 8 years ago2016-05-24 23:12:39 UTC
in Error opening map with standard sprites Post #330223
Take back what you said about backslashes or I'm calling the cops.
About the calling the cops
Still with the paths as you mentioned, it does not work. It does not give me an error anymore but the sprites won't show.
Did you set the render mode to "Glow" and a render amount to a good value (like 128)
Posted 8 years ago2016-05-24 01:00:02 UTC
in HL3 Post #330210
I'm also waiting for "GabeN Simulator 2016"
Posted 8 years ago2016-05-24 00:21:36 UTC
in Sun lighting problem Post #330208
1) I don't know. Post full compile log.

2) Check properties in "light_environment".
Posted 8 years ago2016-05-23 21:39:04 UTC
in Error opening map with standard sprites Post #330206
NEVER use absolute paths. ALWAYS use relative paths.

Absolute path (WRONG):
C:\Program Files (x86)\Steam\steamapps\common\Half-Life\tfc\sprites\glow04.spr


Relative path (CORRECT):
sprites/glow04.spr


1) Not everybody has it's Windows installation on "C:\"
2) Not everybody has it's Steam installation on "C:\Program Files (x86)\Steam"
3) Not everybody has it's Steam library on "C:\Program Files (x86)\Steam\steamapps"
4) "\" is evil, dirty, something that should be burn to Hell, even "\\" is bad, "/" FTW.
Posted 8 years ago2016-05-22 11:48:15 UTC
in Including a header Post #330197
You can't just include "player.h" (server side) on the client project. If it's about weapons, the thing you can do is transmit "pPlayer->m_flSndRoomtype" through the event. Otherwise you can use a HUD message.

Even more simplier, "env_sound" changes the "room_type" CVAR, so you can use "gEngfuncs.GetCvarFloat" (can't remember).
Posted 8 years ago2016-05-22 10:53:41 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330195
Found the surprise in the carriage house ^^

Also, my toaster wasn't happy with this :
User posted image
Posted 8 years ago2016-05-21 18:59:30 UTC
in Any way to have moving laser pointers? Post #330184
I think Jessie has right and it may work on vanilla, worth a test.
Posted 8 years ago2016-05-21 18:56:38 UTC
in HL3 Post #330183
Half-Life 3 ? Please, I'm waiting for Ricochet 2 for years.
Posted 8 years ago2016-05-21 15:16:14 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330178
Option A : Follow my tutorial

Option B : I can do it for you (and maybe for OS X as well), send me a PM here (or at "shepard62fr" on ModDB) for details.
Posted 8 years ago2016-05-19 15:19:33 UTC
in Load/Save Issue Post #330161
Your programmer forgot to add the variables into the save table.

Assuming the player's cash is stored in a variable called "m_iCash" in the "CBasePlayer" class. Your programmer will need to add the following line in the "m_playerSaveData" TYPEDESCRIPTION array (in the beginning of "player.cpp") :

DEFINE_FIELD( CBasePlayer, m_iCash, FIELD_INTEGER ),

As for the items, I would recommend to use the "m_rgItems" variable in the "CBasePlayer" class, it's an "int" array. Ask your programmer to look for "ITEM_ANTIDOTE" as an example and make sure he don't forget to change if necessary the "MAX_ITEMS" constant (otherwise it will be infinite boose, drugs...). The "m_rgItems" is already saved so no need to add to the save table.
Posted 8 years ago2016-05-15 11:26:19 UTC
in Game_Counter Set Up Post #330136
Unless the "game_counter" behavior has changed in Spirit, it should work too.
Posted 8 years ago2016-05-15 11:25:42 UTC
in Minecraft Server Post #330135
Thank you Striker for providing a nice server which I had a lot of fun to play with the TWHL community ^^

Hope to see you guys on Minecraft or another game ^^
Posted 8 years ago2016-05-14 17:22:00 UTC
in Game_Counter Set Up Post #330132
Posted 8 years ago2016-05-13 20:43:41 UTC
in TWHL World - Community Project Post #330119
Yeah! Apparently, Jackhammer bugged on saving my map, and now I can't open it no more, neither with Jackhammer nor Sledge! grin - :D I'm really starting to hate Jackhammer…
The error is: "Error: can't read 1 bytes from file example.rmf". Did someone already get this?
Why you didn't used Jackhammer's format (JMF) ?
Posted 8 years ago2016-05-13 20:42:12 UTC
in Minecraft Server Post #330118
It's been indeed a while since I haven't played Minecraft but it was quite hard with the exams. I'll try to be there this weekend if anyone is interested.
Posted 8 years ago2016-05-13 20:40:49 UTC
in Post your screenshots! WIP thread Post #330117
This is a nice looking canteen ^^
Posted 8 years ago2016-05-13 20:39:14 UTC
in Fitting model to grid Post #330116
The only thing I see is the little hole in the second screenshot. I don't know what is causing this, maybe it has to do with your model.

You can't use Direct3D in the Steam version anymore. I don't think that Software will change anything too.
Posted 8 years ago2016-05-12 15:54:40 UTC
in Post your screenshots! WIP thread Post #330104
Welcome to TWHL African ^^

That is a nice map you made for a beginner, keep up the good work. I think you noticed already the yellow flying dots reporting that a monster is stuck, might want to fix that.

I'm guessing you are using the "Software" renderer ? ^^
Posted 8 years ago2016-05-12 13:41:41 UTC
in Post your screenshots! WIP thread Post #330102
Sadly, I couldn't find a way to sync it up with real world time.
A little bit of code can solve that ^^

Looks simple and pretty for Gold Source, any chance to see a video to see if the needles move perfectly ? ^^
Posted 8 years ago2016-05-11 19:42:04 UTC
in Fitting model to grid Post #330096
Sledge is an improved version of Hammer so you will find your marks.

You can also try Jackhammer, another improved version of Hammer.
Posted 8 years ago2016-05-11 14:33:13 UTC
in Fitting model to grid Post #330092
Have you tried exporting the Hammer geometry to Blender and work on top of that ? This is one of the technique used in Black Mesa Source.
Posted 8 years ago2016-05-11 14:20:05 UTC
in Wall does not block vis Post #330091
I'm still optimizing my map with hint textures, I'm trying to reach 600 wpoly as maximum in every place, but it is so hard.
I think 1000 wpolys is a good limit.
Posted 8 years ago2016-05-07 08:53:05 UTC
in CS:GO working Snowmobile Post #330067
Did you upload everything to the server ?
Operating system of the server ?
Output of server's console (censor sensible info if any first) ?
Posted 8 years ago2016-05-07 08:45:06 UTC
in How to change sound file names in weapon Post #330066
Standard way :

Sounds that can be heard by anyone is done by code who define, precache and play it.

The rest is done on the model's QC file.
Posted 8 years ago2016-05-06 13:48:22 UTC
in CS:GO working Snowmobile Post #330059
If I recall correctly, there should be something related to "keep upright", either in the "func_physbox" or another entity.