path/to/MSBuild.exe path/to/projects/vs2019/projects.sln /p:Configuration=Release /p:Platform=Win32
int CHudBattery::Draw(float flTime)
{
//if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1;
...
Another option is to completely delete the CHudBattery
class and fix up any references to it.C:\Program Files (x86)\Steam\steamapps\common\Half-Life\halflife_op4_updated\cl_dlls\
which doesn't exist on your PC and is causing the error.EV_FireDesertEagle
function in cl_dll/ev_hldm.cpp. The tutorial explains where changes need to be made, if you plan on adding any more weapons please read through it so you know which areas you need to update.deagle.cpp
file (or whatever the file name actually is) to the client-side VS project. For new weapons, you need to include the file in both projects. (See the section in the tutorial under the heading "Basic class implementation" for details)if ( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
After:
if ( !pEntity->IsAlive() ) {
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; //LRC: corrected half-life bug
return TRUE;
} else
flVol = 0.1;
r_glow
feature uses CG in SOHL, which you probably don't want or need.// Remove these lines and then delete glow.cpp!
// Also remove cg.lib and cgGL.lib from your linker settings, and remove cg.dll and cgGL.dll from your mod install.
// At the top of the file...
extern void InitScreenGlow(); // FragBait0 - Glow Effect
extern void RenderScreenGlow(); // FragBait0 - Glow Effect
// In HUD_VidInit...
if (CVAR_GET_FLOAT("r_glow") != 0) //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
InitScreenGlow(); // glow effect --FragBait0
// In HUD_Redraw...
if (CVAR_GET_FLOAT("r_glow") != 0) //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
RenderScreenGlow(); // glow effect --FragBait0
** Executing...Try putting the VHLT tools in a directory without spaces in the path (e.g. D:\VHLT\hlcsg.exe), and then set up Hammer to use those new locations. I'm not 100% sure if it'll fix it, but it should help narrow down the cause a bit more at the very least.
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlcsg.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"
Unknown option "(x86)\Steam\steamapps\common\Half-Life"
pcm_s16le
, pcm_s24le
, and pcm_s32le
also work for the audio codec, instead of pcm_u8
. The number in the codec gives you the bit depth of the audio. pcm_s64le
does not work. For sampling rate, looks like 44khz audio works as well.ffmpeg.exe -i source_video.mp4 -c:v cinepak -c:a pcm_s32le -vf scale=640:480 -ar 44100 sierra.avi
Video
Format : Cinepak
Codec ID : cvid
Width : 640 pixels
Height : 480 pixels
Frame rate : 15.000 FPS
Audio
Format : PCM
Format settings : Unsigned
Sampling rate : 22.05 kHz
Bit depth : 8 bits
I did some testing with ffmpeg and WON HL (1.1.1.0) and found:
cinepak
encoding works (and is incredibly slow to encode, and has terrible compression. 1991 technology at work!)pcm_u8
ffmpeg.exe -i source_video.mp4 -c:v cinepak -c:a pcm_u8 -vf scale=640:480 sierra.avi
DEBUG
and _DEBUG
macros which you can use to run code only in debug mode, like so:
#if _DEBUG
ALERT( at_error, "This code won't run in release mode!\n" );
#endif
Release mode is intended for the "final build" of your mod that you release, which will enable performance optimisations and disable the debug-only code or messages.```
code goes here
```