Forum posts

Posted 5 days ago2019-03-13 06:47:06 UTC
in A Utopia At Stake Post #342249
FMOD does support MIDI out of the box on Windows. On other OSes lile Linux, you will likely need a soundfont first.

It's possible to detect if the game window has focus with SDL2 (assuming you are using GitHub SDK), I need to find the code again but it is possible.
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Like potatis said, you need to increase the "Xmx" parameter which is the maximum heap memory allocation on the Java Virtual Machine (JVM) to at least 6 Gb. Google has plenty of tutorial about that.
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Posted 1 week ago2019-03-08 07:19:45 UTC
in The Core Post #342186
I would have rushed something out in the last year or so to get it over the line.
Don't make the same mistake as we did with Half-Rats: Parasomnia. Take the time you need to finish it and most importantly: have a lot of people playtest the shit out of it (different play styles, profiles...)
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Maybe the server needs to self restart at some time where nobody plays.
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Posted 1 week ago2019-03-05 16:44:35 UTC
in More mods that never were... Post #342161
Knowing how Gearbox (especially Randy) is very protective of the DN trademark/franchise, I doubt that releasing the 2001 build of DNF for free would be allowed, but you never know.

But I do agree with you that the E3 2001 trailer and the in-game footage (from the released build's extras) felt more convincing than what we have today.
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Posted 1 week ago2019-03-05 12:26:50 UTC
in The Core Post #342158
In all seriousness, glad to see you haven't abandoned the project and you are still working on it.
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Posted 1 week ago2019-03-05 12:10:22 UTC
in The Core Post #342156
Should probably finish this mod, huh?
Not sure if this is the truth...... or a trap for hype.
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Started playing a little bit yesterday, did a lot of exploration of the world (for the map). I took the liberty of visiting your homes, bases and you guys sure have talent for building stuff, I was impressed.

Started some very minor digging stuff, I claimed some territory to the east of potatis_invalid's home (near the snowy "mountain").

Since I'm a newbie with all this modded stuff, can anyone guide me for building an item production facility?
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Posted 2 weeks ago2019-03-04 21:05:56 UTC
in More mods that never were... Post #342141
Half-Counter mod
Premise
Story wise: G-Man ordered Gordon Freeman to erase all traces from the Black Mesa Incident that could link back the Resonance Cascade to him. You were supposed to play the first chapter with him. At the end of that chapter, you would learn that the U.S. Marines called the rest of the world for assistance with the incident, you were supposed to play the second chapter as a GIGN agent and it goes Half-Life: Opposing Force again. Final chapter would be Gordon Freeman dealing with a boss and the ending would open to a potential sequel.

Gameplay wise: the mod was supposed to be a "CS/HL" hybrid. As Gordon Freeman, you would keep the HEV suit and the standard HL weaponry as well as some from Opposing Force. As the GIGN agent, it would be more like CS where it would get "tactical".

Technology wise: I decided to use the Half-Life: REBIRTH's source code for it's various improvements.

Progress
Took the existing Half-Life: REBIRTH source code and made minor changes, I made a single not completed map which was basically a 2048x2048x2048 outside area with a lot of polygons to simulate highly detailed terrain. I remember that I also tried to model the terrain in Hammer 4 (Source) with displacements, export to models with Propper and use "env_model".

What happened?
I basically pulled the plug when I realized that I needed more experience within HL's engine before diving in a serious project like that. School and real lives were not on my side at that time too. I also realized that I was asking too much from the engine.

Revenge of Love mod

I don't consider this project "dead" yet since I might "revive" this some day, probably on GoldSrc or another engine. But since I haven't actually touched that project for years, I think it can be discussed here.

Premise
Story wise: not gonna spoil the entire story for the reason I stated above. You would play as a french student that nobody care about him due to his taste for metal music, not going to parties, not having friends... Nobody except a childhood friend that has always been there for him. One day, he confess his love for his childhood friend and he finally found something/someone to live for. But in a sudden, the school would get attacked for an unknown reason and the police stated that only one student survived and only one is missing: his childhood friend. Since he "had nothing to lose", he went to make his own investigation.

Gameplay wise: the mod is supposed to be an old school Quake/Painkiller/Unreal shooter with some features from modern shooters.

Technology wise: prototype was made in GitHub SDK then switched to Xash3D until Arrangement was complete so I could switch back there (again for the tech. improvements).

Progress
Had the weapons done (assets were placeholders tho) and basic gameplay mechanics like sprinting, "rage mode" (temporary damage multiplier). Had the basic layout of the school done as well.

What happened?
Same reasons as Half-Counter but also for another obvious reason that you might have guessed while reading the story. I know talking politics in TWHL is against it's rules but allow me a small exception for a small moment. If you read correctly the story above, you might have noticed the sentence "school would get attacked". As you might know already, "school" and "violence" (especially with weapons) is a VERY sensible subject in our world (especially in the U.S.). I never planned to showcase any "shooting inside school" scene but the simple fact of talking about it in a video game is enough to sparkle attention. So if I pick up the project again, I will likely remove that part from the script and I will have to tackle this from another angle.
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Posted 1 month ago2019-02-05 18:26:26 UTC
in Can´t find "hud.h", but It´s in there!! Post #341976
Check the "include directories" in the project's settings
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Very excited. Have an idea in my head that I've wanted to try for ages. Does it strictly have to be HL1 / Source or is something like Sven Coop applicable?
The competition refers to "the" player in singular, so I'm guessing that only singleplayer games in the Valve universe are allowed.

But best to wait for an official confirmation from Urby. Something worth a note and he confirmed that to me directly on Discord: Counter-Strike: Condition Zero - Deleted Scenes is forbidden.
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I think that engine's choice does matter, if you haven't done it already, you should look at this GDC presentation from Warren Spector about Deus Ex 1, the engine related part is at 36:20 :
Another example is PAYDAY: The Heist and PAYDAY 2 where the "Diesel" engine has been created for racing games in mind ("FlatOut" IIRC). IMHO, Overkill didn't took enough time to remove that "racing" foundation and replace it by a "FPS" one. This is heavily noticeable on PAYDAY 1 (network issues) and PAYDAY 2 (especially during it's launch period).

I'm not saying that Unity/UE4 are nowadays the "must use engines". A game under QuakeWorld, GoldSrc, Source, CryENGINE 1 or whatever engine still could make wonders. I haven't played Ion Maiden and Dusk but from what I see on the Internet, people are enjoying it despite using "old tech".

"The right engine in the wrong video game can make all the difference in the world"
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Posted 1 month ago2019-01-22 12:20:02 UTC
in RunThinkShootLive's Ville Competitions Post #341779
Well, the issue there would be the difference between Source and Goldsource. I have no idea how to set up a Source mod. :P
I can handle that.
And can we get an official word specifically on custom code, because I feel like that is sort of a different level of custom content that doesn't tend to fit with these sorts of competitions.
To be fair, the code and binaries would need to be open to everyone even non-programmers.

Time to get myself ready this February then ^^
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Posted 1 month ago2019-01-21 14:49:09 UTC
in Post Your Desktops Post #341763
Sorry, I should have added more details.

By "HDD eater", I mean that the disk I/O usage always was at 100% on a 7200 turns per minutes HDD, fresh installation.
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Posted 1 month ago2019-01-21 14:11:10 UTC
in Post Your Desktops Post #341760
With the proper settings applied, you can disable the auto-restart post updates.

Only problems I have against Windows 10 is that it's a HDD eater and a SSD is near to mandatory, also the lack of deeper User eXperience customisation.
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Posted 1 month ago2019-01-20 16:48:48 UTC
in Post Your Desktops Post #341740
@Urby : I had to hide the precious leaks of The Core xD
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Posted 1 month ago2019-01-19 18:44:32 UTC
in Post Your Desktops Post #341719
Good quality desktop right thereGood quality desktop right there
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Posted 2 months ago2019-01-16 07:56:08 UTC
in TWHL Modded Minecraft Server Post #341688
I'm fine with whatever, if we're going "modded", don't add 500 mods tho xD
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Posted 2 months ago2019-01-15 20:08:10 UTC
in SharpLife - Dot Net Core based modding p Post #341679
In my opinion, it may do the opposite. It may encourage people. I've never used C#, but from what I hear and see here, it seems easier than C++
It is, in high programming languages (C#/Java), you don't have to deal with pointers (but you still need to worry about "null references"), memory allocations, memory leaks and more, the language does that for you. The only problems (which aren't really problems if you ask me) is you need a "Common Language Runtime" (.NET Core Runtime in the case of Sharp-Life) to run the code and it can be easily reverse engineered (yeah I know about obfuscation). C/C++ being low level programming languages are "closer to the machine", it's the opposite.
Then there's the question of doing it from scratch. If the HL SDK is ported to C#, do we replicate the changes which we made to our C++ HL SDK code over to the C# HL SDK, or something else?
My guess is that you will need to start from scratch, there are already so many differences that you can't just move your C++ code over to C#. Let's take an example: to save/restore entities data, the C/C++ way is to declare and use a save/restore table. Sharp-Life through the power of C#'s annotations handles the save/restore table already for you and you just need to annotate the variables you want to be saved/restore.

C/C++:
// Might be wrong here
TYPEDESCRIPTION CTWHL::m_SaveData[] =
{
    DECLARE_FIELD( FIELD_BOOLEAN, CTWHL, m_bStatusSent )
};
IMPLEMENT_SAVERESTORE( CTWHL, CBaseEntity );
C# (Sharp-Life):
// Might be wrong here too (feel free to correct me Solokiller if I messed up)
class CTWHL
{
    [Persist]
    bool StatusSent;
}
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Posted 2 months ago2019-01-15 16:47:39 UTC
in SharpLife - Dot Net Core based modding p Post #341672
For now, nothing, it's not even mature enough to start building your own game/mod on top of it
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Posted 2 months ago2019-01-14 15:52:27 UTC
in RunThinkShootLive's Ville Competitions Post #341651
Good to know about the custom content disclamer.

Looking forward to this.
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Posted 2 months ago2019-01-13 17:17:46 UTC
in The Hype-o-matic (Upcoming games) Post #341634
  • Black Mesa: Xen
  • Rage 2
  • Wolfenstein: Youngblood
  • DOOM: Eternal
  • Serious Sam 4: Planet Badass
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Posted 2 months ago2019-01-13 16:05:58 UTC
in TWHL Modded Minecraft Server Post #341630
I think the server had too many mods and it caused 2 problems:

The first one being that people like me who knew nothing about these mods had to learn everything, aside from helping Solokiller with his base and exploring the map, I haven't done much more interesting.

The second one is that you basically needed a somewhat beefy computer to even start the game. The only time I could join the server was when I had my desktop PC, but if I was using my laptop (2,4 Ghz Dual Core + 4 Gb RAM + Ubuntu), it took me literally 10 to 15 minutes to get the main menu (and my entire desktop was freezing).

I'm interested for a vanilla 1.13.2 or vanilla 1.14-SNAPSHOT, although I would prefer 1.13.2 so I can grab OptiFine (unless they also provide builds for snapshots versions but I don't remember).
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Posted 2 months ago2019-01-09 07:26:50 UTC
in RunThinkShootLive's Ville Competitions Post #341601
"They're waiting for you Gordon, in the TWHL competition."

Wonder what would be the next competition's theme/subject.
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Posted 2 months ago2019-01-07 16:37:53 UTC
in Project Genesis Post #341575
I strongly suggest to stay away from SoHL especially the latest versions.

If you want features from it, follow Admer's advice, take only what you need.
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Posted 2 months ago2019-01-04 08:28:36 UTC
in custom blood colours Post #341541
AFAIK nope, I thought blood's color was a RGB value at first, welp, you learn something new everyday.
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Posted 2 months ago2019-01-01 10:45:58 UTC
in Post your screenshots! WIP thread Post #341527
Images aren't showing up for me, normal?

Nevermind, mobile browser is drunk, looks good.
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Posted 3 months ago2018-12-09 23:56:29 UTC
in VHLT source code cleaned up Post #341411
AFAIK, since Solokiller is using .NET Core, the performance differences should be minor. Also there is code cleanup involved so that needs to be taken into account.

I guess we'll have the answer once he finishes his work and someone benchmark compile times.
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Posted 3 months ago2018-12-03 07:14:46 UTC
in VHLT source code cleaned up Post #341382
Nice work as always Solokiller ^^

Do you have any "refactoring" project of these compilers in mind? Like porting them to C# or clean/document them more like you did with HL:E or something else?
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Posted 4 months ago2018-11-18 15:45:21 UTC
in Weapon Strip (HUD question) Post #341266
Strip the suit like SoHL does.
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Posted 4 months ago2018-11-10 18:46:03 UTC
in TWHL Modded Minecraft Server Post #341226
Any recommendations for a good launcher that'll deal with the mods & skins & whatnot
Solokiller suggested above the Twitch client, I'm using MultiMC, pick up your poison ^^
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Posted 4 months ago2018-11-05 18:29:36 UTC
in TWHL Modded Minecraft Server Post #341199
@The Mad Carrot: Sent you a PM with the details.
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Posted 4 months ago2018-11-02 14:43:15 UTC
in TWHL Modded Minecraft Server Post #341124
You forgot one important client side mod which is "OptiFine" (because I love me some performance boosts) ^^
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Posted 4 months ago2018-10-31 12:14:36 UTC
in TWHL Modded Minecraft Server Post #341106
I'm interested, would it be possible to have a list of links for the confirmed mods with their versions?

The main reason for this is because I don't use the official MC launcher but MultiMC (it's not a crack, it's a lightweight launcher with neat features, the ownership of the game is still required).
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Posted 4 months ago2018-10-25 12:26:12 UTC
in SharpLife - Dot Net Core based modding p Post #341077
I don't know if this is the best way to do this but how about "per aspect ratio" config. with scaling?
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Posted 6 months ago2018-09-13 07:16:49 UTC
in changing NPC walking speed Post #340863
QC file
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Posted 6 months ago2018-09-12 13:40:55 UTC
in changing NPC walking speed Post #340856
The code doesn't handle that, the sequence/animation in the model's QC does.
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Posted 6 months ago2018-09-03 10:31:37 UTC
in Half-Life SDK updated for use with VS2017 Post #340774
SourceSkyBoxer said:Wait please Ubuntu 18.04 is buggy.
I don't have any problems with Ubuntu 18.04 so if you have a problem, it's your fault.
SourceSkyBoxer said:Please rollback to gcc6! ( Possible for gcc5.4 )
Have you actually tried to compile it with GCC 6 or 5.4 before complaining?

UPDATE: I just tried compiling with GCC 6 and it works, no errors, no warnings.
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Posted 6 months ago2018-08-25 19:58:49 UTC
in Half-Life SDK Problem under Ubuntu 18.04 Post #340671
Perforce is a VCS (Version Control Software) used by Valve, you can safely remove the commands.
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Posted 6 months ago2018-08-25 19:07:49 UTC
in Half-Life SDK Problem under Ubuntu 18.04 Post #340668
I gave you the answer in my previous post, read it again.
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Posted 6 months ago2018-08-25 18:09:50 UTC
in Half-Life SDK Problem under Ubuntu 18.04 Post #340660
/usr/bin/ld: skipping incompatible /usr/lib/gcc/x86_64-linux-gnu/4.8/libstdc++.so when searching for -lstdc++
You are trying to link x64 libraries against a x86 (32 bits) one.

It looks like you are on a x64 (64 bits) Linux distro (I assume Ubuntu). You installed the x64 version of GCC that can only handle x64 compiling, you need to uninstall them and install the "multilib" version instead.

You don't need to install the "source" package (you are not modifying GCC itself) and you don't need the "libgcc4.8-dev" as well, this should work:
sudo apt install gcc-4.8-multilib
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Posted 7 months ago2018-08-15 09:27:51 UTC
in SharpLife - Dot Net Core based modding p Post #340545
SourceSkyBoxer said:But please please add more shadow mapping like mod AM by SysOp.and realistic reflection for water and more.

DON'T

  1. The concerned code uses "legacy" also known as "immediate" OpenGL which is totally different from the "shaders based" OpenGL used by Veldrid (and by extension SharpLife) and modern AAA games (modern Wolfenstein games).
  2. The concerned code has a HARD dependency on PARANOIA's OpenGL renderer which uses the same "legacy/immediate" OpenGL.
  3. Even if you do waste your time porting the code as-is, you'll get a massive performance loss.
  4. It pains me to say this because I'm a developer of Arrangement but please for the love of God, don't use any of it's code from any public source code(s), the quality is so poor that rewriting the entire thing by yourself will be better.
  5. IIRC, Solokiller said that SharpLife's goal is to provide a "better vanilla GoldSrc modding/playing experience". If you want any kind of graphical enhancements, then fork the project and DIY (Do It Yourself).
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I dislike the crossbow for it's OP-ness.

Like you mentioned, if you don't have battery (HEV suit) then your kinda dead instantly. I've seen cases where pro players would get the crossbow, kill that player, go to the next respawning spot, snipe that same guy again that just respawned and repeat again until the frag limit is reached or the victim ragequits (or the attacker get rekt some way).

I prefer Quake 2/3 Arena's Railgun where the first shot deals a lot of damage (80/90) and you need a second shot to finish the victim, in the case where the victim has armor, that would be 3 shots. This gives a chance to the victim to either try to escape and/or fire back.

Unreal Tournament 2003/2004/3/4 Lighting Gun and Sniper Rifle share the same thing except that you can one shot people as long as it's a headshot. Speaking of Unreal Tournament 4, I dislike the fact that the Sniper Rifle's scope kinda highlight the head to make it obvious.

And of course, I also dislike when developers make horrible balancing decisions. The 2 most popular examples I have: 1) PAYDAY 2 where a medieval crossbow deal twice (or 4 times) the damage of a Barrett M99 .50 cal sniper and 2) Killing Floor 2 where the same .50 cal deals x1.5 the same damage as the Railgun for a price multiplied by 2 (and ammo cost as well).
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Posted 7 months ago2018-07-27 04:21:48 UTC
in Goldsrc mapping - disappearing decal Post #340272
Try making the rotating entity first then apply the decal last, entities spawn in the order they are created.
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Posted 7 months ago2018-07-23 06:28:17 UTC
in SharpLife - Dot Net Core based modding p Post #340232
PenguinBoy said:https:/blogs.msdn.microsoft.com/dotnet/2018/05/07/net-core-3-and-support-for-windows-desktop-applications
Oh boi, I can't wait to see this in action in Sledge.
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Posted 8 months ago2018-07-17 22:04:48 UTC
in 6 minutes speedrun of Half-Life Post #340178
They utilize the wait command in the command queue to delay a level change when you enter a changelevel trigger, then they save the game with different relative position to the land_mark (being able to move around the level before it changes) once the other level is loaded they load the game and poof you are somewhere else on the new level or something like that, that's how I understood it.
That's right, they abuse the fact that "trigger_changelevel" is basically calling "changelevel2 <map name> <landmark name>" with "wait" commands combined with the save/restore stuff in the landmark's PVS by quick saving/loading.

That glitch was fixed in modern Source engine versions where console commands stores their intended execution value.
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Posted 8 months ago2018-07-17 21:57:08 UTC
in SharpLife - Dot Net Core based modding p Post #340177
@SourceSkyBoxer The only reasons .NET Framework is used nowadays:
  • You need to make a Windows only desktop application.
  • You need to make a Windows 10 UWP application (like the Windows Store).
  • You need to use a NuGet package or library that doesn't exists yet in .NET Core.
  • You are using technologies not yet supported by .NET Core (mostly Visual Basic, F# and some ASP .NET stuff).
  • You are developing on a platform that doesn't support .NET Core.
And that's it, so why .NET Core is better and it's gonna be the new "C# programming meta":
  • It's cross-platform: it works on Windows, Linux and Mac. Something that .NET Framework doesn't do.
  • It's faster and optimised: if your application is strict on "performance budgets", this is way better than using .NET Framework.
  • It has "microservices" in mind: enterprises will love this for sure when migrating big applications.
  • It integrates nice with Docker containers: because a lot of people love Docker for building, testing and deployment and it's used by many continuous integration services.
  • It's open-source: everyone can see the code and contribute to it unlike .NET Framework.
In a nutshell, Mono is dead, it only survives because of Unity/Xamarin, from what I saw, making a GUI application with Mono is a pain in the #!$. They had their chance to take over Microsoft, but now it's too late.

.NET Framework is gonna die soon as well, not as fast as Mono, but it will eventually when missing features from .NET Framework will be added back.
net standard 2.0 is shit because it can't bundle as single executable. So sadly who forgets requiered net assemblies than it "can't work".
Read this documentation from Microsoft, and especially read the "--self-contained" part, it basically does the same thing as your "mkbuilder" but for .NET Core applications:

https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-publish?tabs=netcore21

UPDATE: ninja'ed by Solokiller
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Posted 8 months ago2018-07-15 22:13:37 UTC
in 6 minutes speedrun of Half-Life Post #340149
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Posted 8 months ago2018-07-10 06:38:55 UTC
in Host_Error when I compile my map Post #340119
The Mad Carrot said:I used the word fishy a lot.
Very fishy indeed.

As a general rule, never use modified Hammer executables (unless you really need one, but that would be a very special case).
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Posted 8 months ago2018-07-06 04:38:50 UTC
in Problem Post #340057
If Unq's solution doesn't work, a possible workaround would be to toggle "raw mouse input".
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