Forum posts

Posted 3 days ago2024-11-17 16:15:31 UTC
in Show off your HL box copies! Post #349354
Heres my small little nook of box copies. I do have some jewel cases tucked away at my parents house too
Wide shot of boxesWide shot of boxes
HL2 Alyx Box artHL2 Alyx Box art
i think you can do that with featureful SDK
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
why suggest using featureful if he already mentioned unified sdk? why not just use unified sdk then?
Posted 5 months ago2024-05-27 19:26:04 UTC
in Is it possible to play vox sentences individually? Post #348830
Is the "!" prefix just telling the entities (ambient_generic and scripted_sentence) to look in the sentences.txt file?
Posted 6 months ago2024-05-11 17:07:18 UTC
in Car™️ Post #348791
the clip was sped up lol
Posted 6 months ago2024-05-11 14:40:36 UTC
in Problems with the old .sln project Post #348789
im not even a programmer, but your sln file is trying to open files that don't exist.

2>C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.39.33519\include\cctype(11,10): error C1083: Cannot open include file: 'ctype.h': No such file or directory

Go manually browse to that folder and verify that the file exists. (ctype.h) i dont know where it's supposed to live, but your sln wants it and it cant find it. You may have to reconfigure some paths in your sln file
Posted 6 months ago2024-05-02 02:40:39 UTC
in How to change hand texture throughout maps Post #348764
Thanks! The unified SDK does have a little bit of setup required, but once it's installed, you'll be able to use different weapon models per map.
Posted 6 months ago2024-04-30 01:44:54 UTC
in How to change hand texture throughout maps Post #348762
You can use Solokiller's Unified SDK to do this very easily actually.
You could use a func_train to have a box fall onto a scientist, then use env_render to make it invisible when it hits the scientist, all the while having an invisible (via env_render) func_breakable on top of the scientist that becomes visible when the func_train goes invisible, and have it trigger to break, creating crate gibs. kind of a hacky way to do it, but you could sell the effect this way.
Posted 11 months ago2023-12-07 14:49:25 UTC
in Any Room suggestions for a Black Mesa Map? Post #348164
a lot of people will have an idea for an area in their head, then they will sketch it out on paper, then start creating it in hammer. i suck at coming up wth ideas myself, but people say to have a plan first before even jumping in hammer
Posted 1 year ago2023-11-18 05:20:50 UTC
in Half-Life Updated (custom SDK) Post #348056
Im glad you noticed the delay in sound playback as well. Drives me nuts. Also, can you believe it, they added bullet impact sounds for the player! :D
Posted 1 year ago2023-08-14 18:13:52 UTC
in Half-Life Updated (custom SDK) Post #347772
Gunshot impacts aren't possible without removing weapon prediction.
Ahhh I see. That's a darn shame, I loved that sound lol. And you're once again an absolute legend for adding that bunnyhop cvar. I made a video about your unified SDK btw, just released it today. https://www.youtube.com/watch?v=EzvoI6nFvf8
Posted 1 year ago2023-08-03 23:47:53 UTC
in Half-Life Updated (custom SDK) Post #347755
So even with all these changes to the code, there's still no way to bring back gunshot impact sounds for the player's bullets? And a cvar to enable / disable bhop cap would be very welcome for someone like myself
Posted 1 year ago2023-07-31 15:57:06 UTC
in Half-Life Updated (custom SDK) Post #347740
I've said once but I'll say it again, I'm absolutely floored with the amount of consistent effort you've put into this project 25 years after the game's release. This is awesome.
Posted 1 year ago2023-06-16 03:08:03 UTC
in Is there any way to preview "p_" models? Post #347626
what graphics card do you have? HLAM might use a renderer that requires certain features of newer graphics cards. but if yours is THAT old then you definitely want to look into upgrading if you can
Posted 1 year ago2023-03-14 19:35:12 UTC
in Any coders out there? Post #347391
Nothing real to contribute here other than Admer456 is the real MVP
Posted 1 year ago2023-03-14 14:22:07 UTC
in Metamod plugin to precache player models Post #347387
Ah, so this will allow anyone to see your custom model? I love that
Kimilil, is it really as easy as adding the event and saving it? Can this be done to remove events as well?
Posted 2 years ago2022-10-30 23:35:47 UTC
in J.A.C.K won't load!? Post #347031
Id maybe delete the config file in JACK install folder
Posted 2 years ago2022-04-05 01:36:02 UTC
in Half-Life Updated (custom SDK) Post #346410
So that EV_HLDM.cpp file is where client sounds get rendered even in singleplayer?
Posted 2 years ago2022-04-04 20:47:53 UTC
in Half-Life Updated (custom SDK) Post #346408
You can, but the client is playing sounds as well so you'll end up playing them twice.
But the bullet hit flesh sound doesn't play either way, it's never called, so if you call TEXTURETYPE_PlaySound it will play the correct flesh hit sound?
Posted 2 years ago2022-04-04 19:56:42 UTC
in Half-Life Updated (custom SDK) Post #346406
I did see that it was a pointer, and so then if it correctly does the traceresult, you can call TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); inside the switch statement, no? All the appropriate variables are needed for the call, the traceresult knows the entity that was hit

I know there's something I'm not understanding about how this engine works... is EV_HLDM.CPP where client processing happens? Why is it called HLDM if so?
Posted 2 years ago2022-04-04 19:46:26 UTC
in Half-Life Updated (custom SDK) Post #346404
What happens with the traceresult at this line https://github.com/SamVanheer/Half-Life-Tools-Backup/blame/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/combat.cpp#L1534 ? That doesn't figure out what was hit? Does it not modify the tr variable?
Posted 2 years ago2022-04-04 19:10:06 UTC
in Half-Life Updated (custom SDK) Post #346402
In SDK 2.2 the code to handle bullets was split into a monster-only and a player-only version. The monster-only version still has the hit sound code:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blame/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/combat.cpp#L1456

The player-only one does not:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blame/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/combat.cpp#L1551-L1553

The sounds are played on the client side for players:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/cl_dll/ev_hldm.cpp#L413-L418

But since the client doesn't know what exactly is getting hit it can only handle sounds properly for players and the world:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/cl_dll/ev_hldm.cpp#L115-L151

For reference, the server's version:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/sound.cpp#L1646-L1651
I was reading the code for this Solo, and in both cases for monster and player, they both have this line inside of the if (iDamage) statement
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);

And it looks like both methods have similar input variables, so how come the player method can call TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); in the if (iDamage) statement, but not in the switch statement in the case of BULLET_PLAYER_9MM?
Posted 2 years ago2022-04-03 21:57:31 UTC
in Half-Life Updated (custom SDK) Post #346400
If you switch to the D3D renderer in WON it'll do the same thing.
I was rendering the WON version just now in OpenGL, which is what I use on Steam too. Hmm. Sven Coop also uses the WON style crosshair lol.
Posted 2 years ago2022-04-03 20:33:03 UTC
in Half-Life Updated (custom SDK) Post #346398
Steam Crosshair: https://i.imgur.com/017TOla.png
WON Crosshair: https://i.imgur.com/Q6EdEfp.png

The steam one seems to be thicker. Idk if it's just modifying the hud.txt file, but that's one of the differences between them.

And so for the sound then it would require a big rework or something. I wonder how Sven Coop achieved this. I'm just looking for the most nostalgia way to play half life for myself lol
Posted 2 years ago2022-04-03 17:30:56 UTC
in Half-Life Updated (custom SDK) Post #346396
Wow Solokiller, this is insane. Amazing work you're doing here. I've only skimmed through the posts, but I had a question:

In WON, there was a hit sound when you shoot humans / aliens with a bullet, but in steam that is no longer there. Sven Coop actually added this back. Is this something you've added in this unified SDK? If not, do you know anything about it? As well as making the crosshair similar to the WON crosshairs? I know the crosshair part is kind of off topic from the SDK though.
Posted 3 years ago2021-03-07 21:23:28 UTC
in Making textures with the Half-Life aesthetic? Post #345403
Thanks guys!
Posted 3 years ago2020-12-30 02:56:23 UTC
in Making textures with the Half-Life aesthetic? Post #345115
Hey fellas,

I searched around briefly but didn't find anything on my initial searches. I found a basic "how to create a texture tutorial" here, and that will come in handy a little bit, but I was wondering if anyone had any tips, tricks, guides, or videos on how to make a half-life style texture. I'm working on a black mesa themed project (how unique) and if I want some new signs or walls that would look like they came outta black mesa, whats the secret to that?

Any texture artist pros in the house with some advice?

Thanks!
Posted 3 years ago2020-12-18 17:23:11 UTC
in How can i make a custom npc? Post #345087
https://twhl.info/wiki/page/VERC%3A_Basing_one_monster_class_off_another

Follow this and then you could hard code in the health values in "pev->health" or make an entry in the skill.cfg file and have it use that
Posted 7 years ago2017-06-27 20:13:17 UTC
in Sledge (Hammer Alternative) Alpha Build Post #335773
Hey penguin! Good to see that you're still working on Sledge!

I dont know if you're aware or not, but a bug in the current build is that sprites are rendered mirrored. So all text on a sprite is backwards. Is there a quick fix for this in the options some where? If not, im gonna end up manually mirroring all the sprites and using the mirrored sprites to reverse the mirror that Sledge has
Posted 13 years ago2011-05-23 00:03:26 UTC
in OP4 Displacement gun teleport Post #294889
That very well could be. I have no idea though. I'm going to try it. Does the displacement gun need a target or can it just be a impulse 101'd displacer?
Posted 13 years ago2011-05-22 19:49:30 UTC
in OP4 Displacement gun teleport Post #294881
Does anyone here know how to set a teleport destination for the displacement gun? I've tried setting the guns target as "kill" and setting the info_displacer_earth_target name as "kill" and with no names whatsoever. I am confused on how to do this.
Posted 14 years ago2010-09-06 02:09:11 UTC
in New Half-Life community site! Post #285077
Hi guys, i'm awkook and me, doommarine23, and hunk guerrius thought that the HL Community needed another site to help the community live long. The website is http://www.halflifezone.tk (TK is just a temporary domain.) We can't purchase a domain right now, and if you want here is the actual url to it: http://www.csskollektiv.com. The url is a long story. Just forget about it for now. This site is not just a community, but to hold all programs for half-life modding scattered across the internet. The website also has tutorials, none like this site has though, and links to other known half life websites we know of like this one. This one is only goldsrc modding and not Half-Life 2. We think HL2 has more than enough sites. Please come and visit the site and make it one of your regular sites to visit for half-life modding! Thank you guys so much and hope to see you there!
Posted 14 years ago2010-08-27 17:15:51 UTC
in How much health does this site have? Post #284612
Snarkpit is still up, but it was changed a lot and the change wasnt good
Posted 14 years ago2010-08-26 22:04:57 UTC
in How much health does this site have? Post #284583
How much longer will this site be up for? the Valve-erc forums just went down. http://www.chatbear.com/unity2/12/unityhome?v=flatold&g=14
No longer with us. I only know this site and snarkpit for HL modding resources. The HL modding community may come to an end as we know it
Posted 16 years ago2008-05-28 19:07:05 UTC
in custom voices Post #250649
i read the custom sounds tutorial here on the site and i did all of that, tried to use it in a sentence and it played, but the guys mouth didn't move. whats wrong? i know how to make a scripted_sentence because i use them a lot
Posted 16 years ago2008-04-28 16:28:02 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249346
i know, just remember though, this is super beta, the mapping isn't nearly done. got thought of last week
Posted 16 years ago2008-04-28 14:49:46 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249333
just so you guys know, the send mapping was siemka321's. no offence siemka321. but he's only 11! give him support~!
Posted 16 years ago2008-04-28 06:37:42 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249302
Posted 16 years ago2008-04-27 16:51:28 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249269
i know this the the base stuff. i havn't added any detail . the only reason i posted this is because people said i needed some media to have an idea of the mod
Posted 16 years ago2008-04-27 14:00:17 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249261
He must be either the best troll I've ever seen, or the worst mapper in the universe.
are you talking about me? because you're saying he and i don't know who your talking about because that's not BAD mapping of mine.[quote]He must be either the best troll I've ever seen, or the worst mapper in the universe.
Posted 16 years ago2008-04-27 10:24:47 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249255
thanks for the people who were nice. but if anyone's interested please contact me!
Posted 16 years ago2008-04-27 05:57:28 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249244
it wont let me edit any of my posts but the maps not done. i wouldn't have that huge room without any detail.
Posted 16 years ago2008-04-26 23:33:37 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249228
Posted 16 years ago2008-04-26 20:53:01 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249215
I WILL BE POSTING MEDIA LATER ON!! it's a full walkthrough of what i have now.
Posted 16 years ago2008-04-26 20:24:18 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #249210
well, right now i could get in some media, but i dont think theres enough, although i am having a problem with mapping. i am a good mapper but a loading problem. it loads to next map, but doesnt load to first map when you go back.