Forum posts

Posted 1 year ago2023-01-29 15:25:13 UTC
in human grunt health in hammer Post #347268
This cannot be done in the standard Half-Life game. It can be done with mods like Sven Coop or Spirit of Half-Life with modified code, but not for a single map for Half-Life.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-01-29 14:53:59 UTC
in Confined spaces level transitions Post #347267
Is there a reason you're using a trigger_transition in the second map and an info_landmark in the third? I would advise to use one or the other in both maps. Also, your trigger_transition is a hollow cube? Why not just a solid brush?

Edit: Turns out to be quite a simple issue in the end. Your third map does not include a trigger_changelevel back to the second. Even if you do not intend for the player to go back to the previous map, you must include the trigger to go there. Make it use only and keep it out of the way somewhere.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-01-28 14:19:46 UTC
in Having trouble loading a map. Post #347262
I don't think switching the mod over to a different modified version of the game is really the answer they're looking for here. If the complex puzzle can be recreated without issue and the base map still fails to load with the majority of the entities removed, it might be worth considering that there is an issue elsewhere in the map. I've checked and you're right in saying that there is little to no information about this online. The only threads I could find were with regards to online servers for CS1.6, with one exception which solved the issue by disabling HD models.

Otherwise, it looks to be a tricky issue to triage without seeing the files in some form.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-01-25 00:12:38 UTC
in Stuck in TWHL Tower Post #347255
I've heard of people having issues with this before, but in the version of the mod which was released and played through Half-Life on Steam, it's just a case of looking down, jumping and then Gauss jumping. I'm not aware that Jessie made any changes to the map properties to allow Gauss jumping to behave any differently to normal.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-01-11 21:12:41 UTC
in Post your screenshots! WIP thread Post #347229
I'd certainly play Half-Life 1898 before I played another God damn Half-Life 1997 alpha/beta mod.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-01-01 15:29:32 UTC
in Post Your Desktops Post #347218
We'll take your word for it :P
User posted image
monster_urby monster_urbyGoldsourcerer
A game counter is all you need, along with the enemies needed to count towards the trigger amount and the multimanger you want to trigger. You need the following entities:

game_counter
name: killcount
target: trigger_mm
limit value: 3

At least three enemy NPCs
triggerTarget: killcount
triggerCondition: Death

multimanager
name: trigger_mm

That's it. When three of the enemies are killed, they each will trigger the game_counter (killcount) which will in turn trigger the multimanager (trigger_mm)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-12-22 22:29:05 UTC
in Need help with modding Post #347196
Yeah, to be honest the whole pitch is very vague. Give Half-Life the "modder's treatment?" I mean we've been doing that for 24 years at this point.

What modifications in particular are you expecting to make? Is this an entirely new set of singleplayer and multiplayer maps or simply reimagined versions of the existing levels (which has also already been done a couple of times, just by the by)

In any case, even if I had the time, I couldn't honestly join a project without a clear set of end goals and some examples of the current progress. I've joined mod teams in the past with big crazy ideas and even concept art and they've always fizzled out within weeks.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-12-22 19:31:02 UTC
in Post Your Desktops Post #347193
User posted image
Winter solstice was yesterday so it's time to switch over to the chilly theme.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-09-03 20:46:56 UTC
in How to get Blue Shift Hands??? Post #346848
If you own Blue-Shift, simply copy the v_ weapon model files from the Blue-Shift models directory into the models directory for your mod. Model files such as v_crowbar.mdl and v_9mmar.mdl are the viewmodels. That's it. :)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-08-29 21:09:29 UTC
in Here, have a Minecraft server Post #346822
Yeah, sorry. I dropped out when I noticed Minecraft was eating into my increasingly limited system drive space. I also have a bunch of new deadlines at work and could do without the distraction. :D
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-08-29 21:06:55 UTC
in How to add new heads to human grunts ? Post #346821
I'm afraid it's not just as simple as adding new submodels to the model and then editing the FGD. This will only make a difference in the editor, not the game engine. The hgrunt model heads are tied to the weapon selection or role in the game's code:

Submodel 0: Gasmask is used when the weapon assigned is the MP5
Submodel 1: Commander is used for squad leaders, regardless of weapon
Submodel 2: Ski Mask is used for shotgunners
Submodel 3: Cigar is used for MP5 with Grenade Launcher

Long story short, if you want to be able to select the grunts head irrespective of their weapon selection like in Opposing Force then you're going to need to go in and edit their code.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-08-14 18:43:05 UTC
in HLDM Server! Post #346783
Latest News: HLDM still a bunch of fun
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-07-22 14:21:10 UTC
in Here, have a Minecraft server Post #346743
Welp... time to learn Minecraft again
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-06-30 14:27:18 UTC
in Collaboration anyone? Post #346684
Sure thing. I'm not trying to tell you what to do, you can all come to an agreement together, but try to start small. I've seen a lot of mods with big ideas fall apart very quickly. Hell, I've even been a part of some.

Looking forward to see what you all come up with. :D
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-06-30 12:50:05 UTC
in Collaboration anyone? Post #346682
Always happy to see collaborative projects. TWHL has had a bunch of collaborative projects over the years, with many different approaches.

If I may wade in however, why not start with something more simple at first to see how you work with one another? Try making a singleplayer map or a map pack even. If you jump in with both feet and start a total conversion I guarantee it will fall apart before you even start seriously working on it. :)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-06-17 20:39:36 UTC
in func_door_rotating doesn't work for me. Post #346641
The dead grunt is too close to the door. If you bust the corpse with the crowbar, the door opens freely when used. I suggest you move or remove it.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-05-30 07:32:44 UTC
in Func_Button trouble Post #346569
Check your other flags. If you have Touch Activates checked, then you have to walk into it, Quake 1 style. Otherwise, E should work.

Feel free to post a screenshot of your setup if you need help :)
monster_urby monster_urbyGoldsourcerer
I'm curious as to why you're using item_generic as opposed to some other entity like a cycler_sprite? In fact... I'm not even familiar with item_generic.
monster_urby monster_urbyGoldsourcerer
How do both of those spots look in the editor? Can you post some screenshots of that?
monster_urby monster_urbyGoldsourcerer
As has been mentioned already, those are some lofty goals for what is essentially a Source mod at this stage. As Archie has stated, the artwork is pretty good so far, but the level design in particular needs considerable attention.

I wish you the best of luck with your campaign, but I will be closing this thread now as such repeat posts are not necessary. :)
monster_urby monster_urbyGoldsourcerer
I'm not aware of any such tutorial. Best bet would be to reach out to the author of that video. They appear to be active in the comments on their latest videos. :)
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-05-16 20:13:04 UTC
in Post Your Photos Post #346528
Lost Coast took place in Ravenholm.
I thought it took place in St. Olga...
monster_urby monster_urbyGoldsourcerer
Or simply using the compass for horizontal directions.
monster_urby monster_urbyGoldsourcerer
What exactly are you struggling with? Set the angle, set the speed and it pushes you when you walk into it. Unless you check the "Start Off" flag, then you need to trigger it to turn on somehow.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-05-03 16:57:53 UTC
in Half-Life: The War of Xen Post #346488
I could be wrong, but Pietrekder never had a profile here on TWHL as far as I am aware. If they did, it's long gone.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2022-04-23 12:07:59 UTC
in my model can't walk and shoot Post #346468
That .qc file is not even remotely similar to the Hgrunts. Your combine elite can't move or shoot because it doesn't have the relevant sequences and code references.

Your .QC has the following for attacking:
$sequence "shoot" "shoot_blend1" "shoot_blend2" blend XR -50 50 fps 30 ACT_RANGE_ATTACK1 1 { event 4 0 }

The original grunt has this:
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
Not to mention all of the variations and weapon options:
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 20 loop ACT_RANGE_ATTACK1 1 {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "reload_mp5" "reload_mp5" fps 40 ACT_RELOAD 1 { event 2 47 }
$sequence "crouching_shotgun" "crouching_shotgun_blend1" "crouching_shotgun_blend2" blend XR -45 45 fps 20 ACT_RANGE_ATTACK1 1 { event 4 0 } { event 5001 0 "51" }
$sequence "standing_shotgun" "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 20 { event 4 0 } { event 5001 0 "51" }
$sequence "reload_shotgun" "reload_shotgun" fps 40 { event 2 47 }
Basically, you can't just slap a new model file over an existing one and have it work flawlessly. You would either need to replace all of the grunt's sequences and code references, or apply the mesh the original grunt bones for it to work.

That might not be the exact issue though since I can't even open the model in modelviewer. It fails to load.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2022-03-26 21:53:59 UTC
in Shiny missing texture? Post #346371
I've not dabbled in Source for a long time, but is this not just attempting to show a cubemap?
monster_urby monster_urbyGoldsourcerer
It's quite simple actually. You need a trigger_teleport and an info_teleport_destination.
monster_urby monster_urbyGoldsourcerer
TSSC is simply saying that coding isn't always necessary when making a mod. :)
monster_urby monster_urbyGoldsourcerer
Please post your compile log. :)
monster_urby monster_urbyGoldsourcerer
I believe the mission is to "steal this bad boy." I'm going to need your address.

...and a crossbow.
monster_urby monster_urbyGoldsourcerer
You might want to double check those flags. The flag is "starts open" not "stays open." Uncheck it and set the "Delay before close" to -1
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-12-05 19:57:00 UTC
in Source animation root bone Post #346108
Hey hey, nice work :)
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-11-29 21:46:26 UTC
in TWHL Tower: Source Post #346083
Yeeeah... I'm pretty sure that would be considered straight up copyright infringement. Safest bet: If you cannot explicitly get permission/the right to use an asset, maybe don't use it. :)
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-11-21 08:02:27 UTC
in TWHL Tower: Source Post #346072
Something of a TWHL tradition to have an extension or two. :D
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-10-15 10:11:18 UTC
in Half-Life Updated (custom SDK) Post #345974
Damn, that is a shame. At least GoldSRC got a brief little "hurrah" for a time there.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-09-30 23:05:29 UTC
in HLDM Server! Post #345964
dm_chair was hilarious. It taught everyone (including Archie) that the server had a score limit in a most amusing fashion.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-08-12 18:10:51 UTC
in HLDM Server! Post #345875
Chum was a lot of fun. Also made me thing that Rust2021 is a no go and to making something a little more thematically unique.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-08-09 11:45:33 UTC
in HLDM Server! Post #345867
Can I make a suggestion?

Remove dm_rust

Maybe I'll make a dm_rust2021 and actually spent more than a day on it.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-08-06 21:15:37 UTC
in HLDM Server! Post #345858
Heck of a thread bump. You love to see it when it's this thread.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-08-06 21:14:24 UTC
in Spawn monsters on item pickup in hl1 Post #345857
Have the weapon sitting on a trigger_once targeting a monstermaker
Alternatively, just have the weapon_ entity target the monstermaker...
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-08-05 11:53:24 UTC
in Ode to Lockdown [Map Jam] Post #345850
I gave mine to the cat.
monster_urby monster_urbyGoldsourcerer
Just in case the Lords of Coding don't check the site, you might want to ask in the #programming-help channel on the Discord server, linked in the header. :D
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-07-03 09:26:32 UTC
in TWHL Tower: Source Post #345721
Look forward to seeing what comes out of this.

I would normally be tempted to get involved, but I can't guarantee I'll have the time to invest to another project this year...
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-05-16 09:29:08 UTC
in Mod folder Post #345616
In Goldsource (HL1), make a new folder within the Half-Life directory. Take a copy of the liblist.gam file from Valve, place it in your mod folder and edit accordingly.

If you're using Steam HL, restart Steam and your mod's name (as set in your liblist.gam file) will appear in the games list. If you're using Xash3D or WON Half-Life, your mod will appear in the Custom Game tab in the main menu.

Once that's done, you can throw whatever files you like into your new mod directory. :)
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-05-15 21:10:04 UTC
in Problems with scripted_sequence Post #345612
Alternatively, you could have also joined the TWHL Discord and asked there.

Have a nice day.
monster_urby monster_urbyGoldsourcerer
Posted 2 years ago2021-04-19 20:01:59 UTC
in Post Your Photos Post #345549
Yeah, @IHaveAPlan you used the image link and not the direct link. I've fixed it. Cool shot :)
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-03-18 18:11:27 UTC
in Ode to Lockdown [Map Jam] Post #345451
Progress bump
Prump
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2021-03-16 01:43:20 UTC
in NPC not causing damage and low health Post #345432
I'm no coder, but I do know that the lack of damage output and dying in a single hit suggests that your new entities do not have the appropriate entries in the skills.cfg file for their health and attack damage.

You will likely find that Otis and the guard zombie will also die if you try to get them to carry out a scripted_sequence.
monster_urby monster_urbyGoldsourcerer