Forum posts

Posted 1 month ago2023-02-20 00:15:13 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347353
B
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Posted 1 month ago2023-02-01 01:32:32 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347286
I choose option C, and also that you don't do the podcast thing.
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Posted 2 months ago2023-01-26 00:42:22 UTC
in Stuck in TWHL Tower Post #347259
Tower 1 uses spirit 1.8, maybe you downloaded the wrong version? I have a Linux version of SOHL 1.8 with bug fixes here, but note that I do not test these builds on Linux.

For Tower 2, it uses a slightly customised version of SOHL 1.8, the changes are pretty minor so the same thing might work for that, otherwise you can compile it yourself from this branch.

It might be easiest to just use WINE/Proton though.
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Posted 2 months ago2023-01-25 03:28:25 UTC
in Stuck in TWHL Tower Post #347256
Spirit has a setting to enable single-player gauss jumping for a map, which that level uses. But SOHL can also be a bit bad at times, so it might be glitched or something in your save game. I didn't have any issues with the jump when I played it, but if it's not working right you can always just noclip through.
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Read through VERC: Leaks for methods on finding leaks.
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Yes, just the .bsp file is fine. If you used custom content (you didn't in this case), you would include that too.
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Posted 4 months ago2022-11-02 03:02:11 UTC
in Hispanic version of TWHL? Post #347039
...don't do that.

As I've said in the past, I'm not interested in maintaining TWHL in alternate languages. But feel free to translate the content somewhere else, just be sure to provide credit and a link back to the TWHL page.
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Posted 5 months ago2022-10-27 12:42:11 UTC
in Was Goldsrc built off of WinQuake or QuakeWorld? Post #347012
The only difference between the HL and Quake BSP formats is that HL has RGB lighting and Quake only has monochrome lighting. That's why the lightmaps are wrong.
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Posted 5 months ago2022-10-05 03:31:01 UTC
in Wiki enhancment thread Post #346939
Hm, that would be a bit tricky to add, other pages will have categories and other stuff that shouldn't be included in the base page, also there's the challenge of what you do when the embedded page is updated... then you have to detect and re-render all the pages that embed it. I think I'd need more of a justification for a feature like that.
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Posted 5 months ago2022-10-04 07:05:45 UTC
in Wiki enhancment thread Post #346931
Yeah, I think those flag descriptions should probably just be in the relevant entity pages, doesn't make a whole lot of sense to have separate ones. I think these came from the old glossary section from before we had a wiki.
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Yep - brush entities do count towards the brush limit, it's models that do not. The complexity of the map would explain why Hammer was running slowly as well, it's not designed to handle that many brushes.
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No sorry I've never used cmake myself, but there's probably resources online that you can find.
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Visual Studio is kind of important if you want to use the SDK properly. But there's some alternative options.
Tutorials will all reference VS because that's the normal way of doing things, so not using it will make it more difficult.

First of all, and this is not optional, you must install the C++ build tools. This means that you either install Visual Studio 2022 (no need to use it, just install it), or the standalone Build Tools for Visual Studio 2022.

Option one: use halflife-updated:

You cannot add new files to the solution since this requires Visual Studio to update the project files.
Compile via the command line:
path/to/MSBuild.exe path/to/projects/vs2019/projects.sln /p:Configuration=Release /p:Platform=Win32

Option two: use halflife-updated-cmake:

Cmake is complicated and requires extra knowledge to use.
Cmake replaces the VS project system with its own. When adding a new source file, you can use cmake to build instead of VS.
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Posted 1 year ago2022-01-13 11:35:35 UTC
in Preserved Prefab Collections Post #346198
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 1 year ago2021-09-20 02:11:53 UTC
in Removing armor HUD indicator? Post #345944
Yep, there's a few ways to do it, but the quick and dirty way is to just never draw the battery HUD element. Comment out this one line so that this method always returns at the start of the method:
https://github.com/SamVanheer/halflife-updated/blob/master/cl_dll/battery.cpp#L87
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.
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Posted 1 year ago2021-07-19 00:41:26 UTC
in Errors in Microsoft Visual Studio 2019 Post #345787
Go into the project settings for both the client & server projects and change the folder in the post-build step to wherever you want the dlls to be copied, the default is 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.
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Posted 1 year ago2021-07-15 02:26:21 UTC
in spanish translation for goldsrc wiki Post #345775
Hi, TWHL is an English community and there's no plans to support other languages officially on the site. Please feel free to attempt a translation yourself, but it sounds like a massive effort and I'm not sure how realistic it is. Please just be sure to provide credit to the original authors and link back to the page on TWHL.
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Posted 1 year ago2021-05-04 02:48:17 UTC
in Half-Life 2 Level Layout Feedback Desired Post #345582
Looks like a really good plan! I don't really have any suggestions, you've already nailed it pretty well. I do notice the "guard room" you have isn't part of the player's main journey - there's no reason you have to make it a mandatory visit, but at least put some stuff (ammo/health) in there for the player so they have a reason to go there if they want. You could even make the guard room have two entrances, one you could open from the other side (point 4) so you can backtrack to point 2 and get some item you need to progress through the shelter.
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Aside from some edge cases such as developing tools for other modders to use, the only programming language that can be used for HL/2 modding is C++. Unfortunately there's no way to avoid it.
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Posted 2 years ago2021-03-24 13:11:25 UTC
in Help with a Linker Error Post #345478
There is a link in the tutorial to the complete code, you can see it here: https://github.com/LogicAndTrick/halflife-updated/commit/tutorial-standard-weapons

For your last error, I think you are missing the 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.
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Posted 2 years ago2021-03-24 02:13:23 UTC
in Help with a Linker Error Post #345475
We have a tutorial for a Desert Eagle weapon, try looking through it to see what you've missed.

"unresolved external symbol" linker errors are generally caused by a function being declared but not implemented. My guess is that you didn't add the 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)
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Posted 2 years ago2021-03-22 12:45:59 UTC
in Delete old account Post #345468
And the account's deleted.
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Posted 2 years ago2021-03-22 00:46:53 UTC
in Delete old account Post #345464
I don't usually delete accounts because it will remove forum posts and so on, which might help other people who are searching for an issue. But if you really want all the data deleted, please send me a private message from the account you want deleted (to prove you are the owner).
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Posted 2 years ago2021-03-14 12:35:37 UTC
in Let us add more than 20 images Post #345429
I've just increased the limit to 25, can you try now?
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Posted 2 years ago2021-02-27 04:03:25 UTC
in Half-Life: Opposing Force code modding? Post #345378
I don't think that was ever finished - Solokiller's version is a much better option to go with for OP4.
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Posted 2 years ago2021-02-21 00:02:31 UTC
in ambient_generic Post #345360
Use a multi_manager to trigger your sound, and then trigger it again after a 10 second delay. Be sure you don't have 'Not Toggled' set on your ambient_generic (it's off by default - leave it off). See Tutorial: Multi manager for more info on using multi_managers.
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Posted 2 years ago2021-01-14 11:34:22 UTC
in Half-Life Updated (custom SDK) Post #345221
Just as an aside, the crowbar fix is in SOHL - it's just 1 new line to add:
https://github.com/LogicAndTrick/halflife-updated/blob/spirit/spirit-1.0/dlls/crowbar.cpp#L268

Before:
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;
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Posted 2 years ago2021-01-13 06:37:17 UTC
in [HELP] Change level error/glitch Post #345212
Stop creating duplicate threads please. You have one issue, please keep it in one thread. I've moved your other post into this thread.
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Posted 2 years ago2020-12-05 01:54:43 UTC
in FUNC_VEHICLE 2020 Post #345017
Apparently Sven Co-op has func_vehicle too, can that be allowed?
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Posted 2 years ago2020-11-22 13:28:28 UTC
in Normal Mapping in the Goldsrc Post #344925
Only the r_glow feature uses CG in SOHL, which you probably don't want or need.

If you're using SOHL 1.8 the functionality is disabled by default, you can simply delete glow.cpp from your project and then you can remove the references to cg.lib and cgGL.lib from your project and delete all the cg/gl stuff from your project and your mod won't need to include the cg/cgGL.dll files. For Spirit 1.4/1.5 it's the same, but you also need to remove or comment out these lines in cdll_int.cpp:
// 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
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This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 2 years ago2020-10-18 23:42:08 UTC
in Half-Life Casual PvP #1 [Video] Post #344780
Please don't advertise on the forums, this is not the appropriate place for it.
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Posted 2 years ago2020-09-20 13:16:58 UTC
in Saving data/states? Post #344728
Yep, you should be able to handle this with globals:
https://developer.valvesoftware.com/wiki/Trigger_Events_Between_Levels
https://developer.valvesoftware.com/wiki/Env_global
https://developer.valvesoftware.com/wiki/Logic_auto

I don't know much about Source, so I don't know how flexible globals are - but at the very least they can store a yes/no value. So for every action that the player can take (or not take) throughout the mod, you store it as a yes/no value with a name against it. And then in the endings, you can load those values and use logic entities to lock/unlock the endings that you want to happen.

Oh- and also, if this is just for a single map (no level transitions) then you can just use math_counter, which can do the counting you described. You can then use logic_compare to fire events if the counter is less/greater/equal to a certain number.
https://developer.valvesoftware.com/wiki/Math_counter
https://developer.valvesoftware.com/wiki/Logic_compare

For multiple maps, you could use all of the above - globals to store the variables across level changes, a math_counter to count all the "yes" globals in the ending map(s), and the logic_compare to trigger the appropriate endings.
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Posted 2 years ago2020-09-03 08:04:33 UTC
in TWHL Tower 2 Post #344692
Sure, I'll PM you the details. I don't think we plan on fixing any WON issues though, unless they're easy.
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This is possible with globals, see env_global & Tutorial: Globals.
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Posted 2 years ago2020-06-04 10:42:24 UTC
in Competition 39: The Buddy System Post #344360
I've just played the entries, they were all really good! It should be obvious, but remember that using all your 3 votes won't be very useful, so be sure to only vote for 1 or 2 entries :P
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Posted 2 years ago2020-05-19 00:09:03 UTC
in How to create Pak files Post #344232
Maybe that error message is actually important? Instead of assuming the tool is broken and ignoring the message, you should read the error message and think about what it's saying. If it's about file lengths, then you might be trying to add a file with a very long path. PAK supports paths of 55 characters maximum (plus a null terminator). Take a look at the files you're trying to add and see if any are too long.
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Posted 2 years ago2020-04-09 07:43:14 UTC
in Help! Post #344073
You're going to have to give us more info. Why can't you compile, and are you sure there's no errors? Post the latest compile log, and explain what's happening (or what's not happening).
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Posted 2 years ago2020-04-08 10:04:38 UTC
in Help! Post #344051
zhlt.wad is probably in the same folder as the build tools, go into the game profiles > textures section, remove zhlt.wad, and then add it again. Re-save the map first (just in case) and then try the compile again.
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Posted 2 years ago2020-04-08 07:05:43 UTC
in Help! Post #344047
Post your log file here (use pastebin if it is long) so we can see it. Also a screenshot of your compile setup window in JACK (preferences > game profiles > build programs).
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Posted 3 years ago2020-03-11 04:03:44 UTC
in New computer, nothing compiles, pls help Post #343882
I think the problem might be the spaces in the path, you can see it in this part:
** Executing...
** 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"
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.
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Posted 3 years ago2020-03-08 11:28:55 UTC
in Sierra.avi and valve.avi video format Post #343877
Yes, looks like 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.

So the revised command would be:
ffmpeg.exe -i source_video.mp4 -c:v cinepak -c:a pcm_s32le -vf scale=640:480 -ar 44100 sierra.avi
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Posted 3 years ago2020-03-08 01:26:15 UTC
in Sierra.avi and valve.avi video format Post #343874
Potatis is right, at least from what I can tell. Here's (the important parts of) the mediainfo of valve.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!)
  • No other encoding I tried works (I tried mpeg1video, mpeg2video, libxvid (xvid), mpeg4 (divx), wmv1 - other formats either don't have encoders available, or didn't exist in 1998)
  • Any resolution works, but it's always rendered in 640x480 so you might as well use that resolution
  • Any framerate works, it doesn't have to be 15 fps
  • Audio is easy: just use pcm_u8
These results will be different if you're not using WON (i.e. Xash, I'm not going to test that but it probably supports more modern codecs).

Given that, here's the ffmpeg command you should use to encode a WON-compatible avi file:
ffmpeg.exe -i source_video.mp4 -c:v cinepak -c:a pcm_u8 -vf scale=640:480 sierra.avi
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Posted 3 years ago2020-02-21 03:58:07 UTC
in Release and Debug, what's the difference? Post #343761
Debug mode won't perform certain optimisations (such as inlining functions), in order to make debugging easier. It also defines the 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.

If you're using the standard unmodified SDK, compiling in release mode doesn't make much of a big difference - but Spirit of Half-Life will do things in debug mode that you definitely don't want in release mode, such as showing sparks above an NPC when they don't have a valid schedule.

As a general rule:
  • Compile in debug mode during development
  • Compile in release mode for test/final release
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Posted 3 years ago2020-01-15 10:30:55 UTC
in TWHL Tower 2 Post #343621
Yep.
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Posted 3 years ago2020-01-15 07:55:29 UTC
in TWHL Tower 2 Post #343619
No, Strider will add the level changes when he does the final compiles of each map.
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You can format code blocks like this, FYI:
```
code goes here
```
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