Forum posts

Posted 8 years ago2016-04-01 19:19:31 UTC
in Minecraft Server Post #329620
Minecraft Forge is both a client/server side "modding framework". One problem is that everyone would be "forced" to use a modded Minecraft with mods.
Posted 8 years ago2016-03-28 15:26:43 UTC
in Minecraft Server Post #329582
Started the building of my Redstone mini-game project. Very hard without Schematica xD
Posted 8 years ago2016-03-26 06:53:59 UTC
in Cs sdk? Post #329556
Any source code of Counter-Strike you will find on Internet is either a reversed-engineered or a replica. You will NEVER find the original one.
Posted 8 years ago2016-03-24 14:20:31 UTC
in Cs sdk? Post #329538
Furthermore, the client side code is missing.
Posted 8 years ago2016-03-21 19:37:17 UTC
in Adding new HUD sprite for new weapon Post #329508
The first number is the number of lines in this file (in this case 4)
The syntax is the following
<object> <res> <filename> <offset x> <offset y> <size x> <size y>

object = What is this sprite's role ? It can be "weapon" (weapon not selected), "weapon_s" (weapon selected), "crosshair", "zoom", "autoaim", "ammo" and many more, check the other files
<res> = The base resolution (320 or 640), it will use 320 on resolutions lower than 640x480 and 640 on that resolution and higher
<filename> = The SPR file to load
<offset x> = The starting point in the X axis
<offset y> = The starting point in the Y axis
<size x> = The width of the sprite
<size y> = The height of the sprite

As for the crash, make sure that the sprite is in additive mode (if you are using Sprite Explorer), clean and build the solution again.
Posted 8 years ago2016-03-21 15:28:46 UTC
in Lighting Issues Post #329502
Quote from Zoner's Half-Life Tools website and to be more precise, the "Command reference" section :

HLRAD -bounce #

Set number of radiosity bounces.

This option sets the number of times light bounces in the radiosity pass. By the time the code gets to this point, all the data is precomputed, and extra bounces are very fast. It will make the shadows less harsh using more bounces, but can help light up dark areas much more naturally.
Posted 8 years ago2016-03-20 17:18:49 UTC
in Adding new HUD sprite for new weapon Post #329482
What are the values of "iSlot" and "iPos" in your weapon's "GetItemInfo" method ?

EDIT : sprites are handled by "weapon_myweapon.txt" in the "sprites" folder.
Posted 8 years ago2016-03-20 09:47:57 UTC
in Minecraft Server Post #329474
@Jessie : Bukkit and CraftBukkit received a MCDA takedown request from Mojang because Bukkit/CraftBukkit is "using the Minecraft server software without explicit permission from Mojang which is a copyrighted material". In other words, instead of using the vanilla Minecraft server JAR file, you would use the CraftBukkit one. Therefore, Bukkit and CraftBukkit are now classified as "dead" since the last stable binaries are for MC 1.8.X and there won't be any updates. It seems Mojang "hired" the devs to "remake" Bukkit/CraftBukkit as part of the official vanilla Minecraft Server software.

Spigot is a "Minecraft server extension mod" with the same goal as Bukkit/Craftbukkit : provide more power to server admins. It is built upon the original Bukkit/CraftBukkit but unlike it's dad, it's not a "replacement" of the original Minecraft server software and don't use a single line of code from it (so no MCDA takedown request from Mojang). In other words, to run a "Spigot powered server", you need the Spigot binary and the standard Minecraft server software. There is an API to create Spigot plugins along with a Bukkit/CraftBukkit plugins compatibility layer allowing you to run not all but a good amount of plugins that were designed for Bukkit/CraftBukkit.
Posted 8 years ago2016-03-19 20:54:26 UTC
in Minecraft Server Post #329464
PVP is enabled but there aren't free kill or deathmatch.

I also would like a world set in Creative, but Striker had some issues with Bukkit when he set up the server so I hope he fixed it.
Posted 8 years ago2016-03-18 10:09:28 UTC
in Can Wally... Post #329439
Sorry, I don't have the time and knowledge to do a modern Wally
Posted 8 years ago2016-03-17 19:02:03 UTC
in Problem boy here... Post #329426
Is the light correctly placed ?
Did you give it a name ?
Didn't you check by accident the flag "Start off" (if there is) ?
Posted 8 years ago2016-03-17 19:01:18 UTC
in Texture Types Post #329425
Water if I remember correctly ?
Posted 8 years ago2016-03-17 18:11:43 UTC
in Psychedelic micromod Post #329423
It looks like those tests when you try to make mountains in an OpenGL application.
Posted 8 years ago2016-03-17 18:10:31 UTC
in Problem boy here... Post #329421
Do you have any problem during the compilation ?
Posted 8 years ago2016-03-17 13:44:43 UTC
in Minecraft Server Post #329412
I love Redstone contraptions <3
Posted 8 years ago2016-03-17 13:41:39 UTC
in The Core Post #329410
Interesting questions, it's good to know the challenges and such you had during the development of The Core.
Posted 8 years ago2016-03-16 13:25:49 UTC
in Minecraft Server Post #329390
Gordon Freeman's Chronicles: Part 1/1

...
Posted 8 years ago2016-03-14 15:18:49 UTC
in Changing model textures? Post #329356
If like me you don't have Photoshop, GIMP or whatever, you can use Irfanview. Just load the image, go to "Image => Decrease color depth => 256 colors (8 BPP)" and save it.
Posted 8 years ago2016-03-13 23:56:08 UTC
in Rant on experience with "Access Den Post #329351
Something that might cause the "Access Denied" error is when your Hammer/Half-Life is on different partitions on your hard drive.

I remember in the past people having problem with this, they had their Hammer and compilers in C: and their Half-Life in D: and when they migrated their Hammer and compilers in D:, everything work fine.

If this is the case for you, try the above, otherwise, Google/Yahoo/Bing is your friend.
Posted 8 years ago2016-03-12 08:54:50 UTC
in Hello... English inarticulate again... Post #329329
Nonsense. We're all English majors and native speakers. We write like Shakespeare and speak like Michael Caine. Stop trying to mislead people, potatis...
Imaginez si je réponds à tout le monde en français ? xD

Black Mesa Translation Facility (because Google Translate is **) : Imagine if I answer to everyone in french ? xD
Posted 8 years ago2016-03-09 23:23:43 UTC
in TWHL World - Community Project Post #329286
THE Urby.
It is the last warning.
What happens if I shove that warning up to your *** with "weapon_baguette" ? Or do you prefer "weapon_status_report" ? ^^
What's involved with switching the SoHL version?
It's just changing the DLLs, I made an incomplete list of changes between 1.8 and 1.9 here
Also is there anyone opposed?
If 1.9 is stable for everyone and if it don't f*** up people's work then I'm fine. Otherwise, we can stick to 1.8.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-09 20:58:00 UTC
in TWHL World - Community Project Post #329279
Since I tested TWHL Tower because you have released it but it went wrong because sometimes issus or no-work to TWHL Tower.
I did not release TWHL Tower, Urby did.
Thanks! Do not worry! I understand you good. I let rest of your work in provess. If you want my support than I can counter - If you want decide. If not. Than it is okay...
I am not the leader of TWHL World, it's Tetsu0 and therefore it's not up to me to decide which SoHL version to use.
Posted 8 years ago2016-03-09 19:24:35 UTC
in TWHL World - Community Project Post #329276
When I asked Tetsu0 about modifying the SoHL 1.8 code to allow custom weapon skins he said no, so I doubt he will allow the switch to SoHL 1.9.

Furthermore, I don't know who or what the f*** happened to the people involved to the people who took over the SoHL code, but can I have at least a f***ing explanation of why my "hub/mini levels system" version 0.1 worked in vanilla HL (WON/Steam) and not in SoHL ? I had to like create a "hack" to make it work under SoHL and any "good" mapper around here would kill me for that.

Don't get me wrong, SoHL has some good stuff like fixes, MoveWith and some system like NPC customization, "calc_" entities and maybe other things I missed. But the rest should be burned to a fire.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-09 16:12:27 UTC
in Now Playing: ... Post #329272
Posted 8 years ago2016-03-08 21:31:45 UTC
in TWHL World - Community Project Post #329266
THE Urby.

/me imagine Urby as the Administrator

#DontKnowWhatToDoBesidesStupidThings
Posted 8 years ago2016-03-05 23:46:42 UTC
in Cs sdk? Post #329221
the code for the french mod INVASION is open on moddb, and that mod has a drivable tank. GET CRACKIN
+ VGUI HUD (like PARANOIA)
+ Gunman Chronicles NPCs
+ Gunman Chronicles Weapons
+ Others Gunman Chronicles entities

Recreated Gunman Chronicles

Anyone interested ? ^^
Posted 8 years ago2016-03-05 22:21:12 UTC
in Cs sdk? Post #329214
Valve won't release Counter-Strike's source code because there are already a lot of CS variants. ModDB is your friend for that. There are also people in some countries that tries to invent their own "Counter-Strike Online" but I won't go into details since it violates one of TWHL's rules which is "no talking about piracy/illegal stuff".

Gunman Chronicles is the property of Rewolf Software but since it no longer exists for years, nobody was able to get the hands on the source code and I think we lost track of the original developers. Either someone keep searching for an original developer and pray that he'll give the source code OR someone re-code the whole game.

As for Opposing Force and Blue-Shift, their property is owned by Gearbox Software and they won't give the source code. But a lot of work has been done to recreate the entities/weapons/NPCs and you can find them somewhere on the Internet.

I think Valve has finished with GoldSource, there are no updates from them on the GitHub repository for months. I think they all moved to Steam, SteamOS, HTC Vive, Dota 2, Source 2, CS:GO and maybe HL3 and so on...
Posted 8 years ago2016-03-05 22:08:40 UTC
in NEED TUTORIAL URGENTLY Post #329213
Oh fuck I'm so stupid. I was looking at the syntax and completely ignored the words.
No worries, we all make mistakes.
The ? : operator is used to switch between two expressions based on the value of the first expression. If you wanted to express that all of the variables are different, you would simply write the not equals operator, not a conditional.
Already knew this, I just want to add an example for beginners around here :

BOOL m_bStatusReportSent = TRUE;
ALERT( at_console, m_bStatusReportSent ? "I have sent the status report to the administrator today !\n" : "I did NOT sent the status report to the administrator today (and probably get fired)\n" );

This will input in the console : "I have sent the status report to the administrator today !"
But if "m_bStatusReportSent" was FALSE, then it would input : "I did NOT sent the status report to the administrator today (and probably get fired)"
Posted 8 years ago2016-03-05 20:00:15 UTC
in NEED TUTORIAL URGENTLY Post #329203
Where do you see the "&&" between "Half-Rats" and "Parasomnia" ? It's actually ":".

And I used "!=" to tell different, I didn't want to copy/paste the word many times or find the equal with the bar symbol.
Posted 8 years ago2016-03-03 19:16:28 UTC
in Now Gaming: ... Post #329175
All DOOM games
CS:GO (rarely)
Deus Ex : GOTY
Killing Floor 2
Insurgency
League of Legends (rarely)
osu! (rarely)
Unreal Tournament 4
World of Warships

Reminds me that I have to buy a new PC (playing on a laptop without a dedicated GPU isn't fun).
Posted 8 years ago2016-03-03 19:11:31 UTC
in NEED TUTORIAL URGENTLY Post #329174
BTW: take care of your eyes, they bleed so easily!! :p. XD
They are bleeding easily because :
A) I have teachers at university that doesn't write French properly, and you learn at kindergarten how to not make them.
B) The indentation of their code is totally horrible, I waste 15 minutes every lesson of "playing the code maid" to be able to read it properly (and especially for my classmate).
C) "The IT team at the university keep the software up to date at all times", so why the fuck I see "Debian 6 Squeeze" when I do a "cat /etc/debian_version" instead of a "Debian 8 Jessie" ?
If you disencourage someone to make a Mod without knowing the basics of C++, I don't want to be in the shoes of the guy who, without knowing programming, asks you to do such thing!!, haha
I don't dis-encourage the OP, I'm just telling that without the proper tools and knowledge he won't be able to achieve what he want to accomplish. Today, people (not all) think they can model/texture/animate/code a weapon in 2 minutes which is IMPOSSIBLE. They want to create a CS replica with more weapons/maps/skins in 30 seconds which is IMPOSSIBLE. Like I said on my ModDB guide for newcomers to GoldSource programming : "Patience and perseverance will allow you to achieve your goals" and "don't expect your shiny weapon to work within the next 5 minutes of having written the first line of code for it".
In the other hand, we have acted rashly. First we MUST know what he want to do and then give him the information; it's not the same doing a Mod like Arrangement than doing a Mod like Counter-Life in terms of coding, mapping and modelling, right?
I agree on the fact that ARRANGEMENT != Counter-Life != The Core != Half-Rats : A Fever Dream != Half-Rats : Parasomnia != PARANOIA != Sven-Coop != <Insert Any GoldSource Mod Here>. I'm not asking the OP to have the same level as me, SysOp, HAWK0044 or any other developer involved within ARRANGEMENT.

Furthermore, assuming I want to code a Thompson 1928, Visual Studio has a nice function called "Find in Files", I search for anything related to "MP5", "9mm", "9mmAR", read everything related to the MP5 and only after I write the code (no copy/paste).
Posted 8 years ago2016-03-03 18:37:53 UTC
in Now Playing: ... Post #329173
Posted 8 years ago2016-03-02 21:44:47 UTC
in NEED TUTORIAL URGENTLY Post #329140
First of all, read the SDK, even if you're an absolute ignorant of C++
MY EYES ARE BLEEDING !!!

Sorry if it sounds agressive but you just CAN'T work on the Half-Life 1 SDK if you don't have a MINIMUM of C and C++ knowledge. It's like creating a map without knowing what a brush/entity/leak is !

I don't ask you to spill me every function/method from the standard or string library, I don't ask you to learn the language by heart. I don't ask you to create a C++ application that operates my coffee machine to make my coffee. I just ask you to learn the basics of C (pointers, functions, arrays, type casting...) and C++ (polymorphism, oriented object programming...)

If you skip learning C and C++, you will FAIL at coding at Half-Life 1, end of story. I received around 50 PMs from people on ModDB asking me help with code for their mod and I can tell you that 90% of them could have been avoided if they didn't skipped learning C/C++.
http://articles.thewavelength.net/index.php?site=catlist&id=2
Some of the tutorials there are good, some aren't, some are working, some aren't. Avoid the tutorials whose content is "copy/paste code", "click here and here", because I don't call that a tutorial, I call that a "brain-washing idiot trap" because you have no explanations about what the code does and/or why are you clicking here.
There are tutorials that covers from the thirdperson camera, passing through the making of a weapon and even a particle system!!
Don't even think about playing around with cameras and even worse a particle system if creating a new weapon, a simple entity that say "Hello" and some minor gameplay modifications is too hard for you. And in the future I expect people to be like : "Hello, I want to implement NVIDIA PhysX, FleX and SpeedTree within GoldSource and I have no programming experience, can you help me ?"
Here's the code if you want to add bots to your game:

http://hpb-bot.bots-united.com/bot10.html
DON'T EVEN THINK ABOUT IT RIGHT NOW (unless you gained a lot of experience). A) If I remember correctly, it clones the "player" entity (with setting up input, blahblahblah), you can "use" it make him follow you or hold his position in team play and he will shoot enemies on sight. It doesn't have a proper "waypoints" system so it will just run forward and when he hit a wall, turn clockwise, repeat. B) Complex techniques to achieve that, this StackOverflow post will tell you details : http://stackoverflow.com/questions/2741040/video-game-bots

Sorry again if I was like "very agressive", but I'm doing this for your own good and the good of anyone who want to dive into Half-Life's code.
Posted 8 years ago2016-03-02 17:29:00 UTC
in Dumb Entity Game Post #329132
Loulimi was right about mine, it was "func_ilusionary".

@Half-Rats : func_water ?

@Dr. Orange : game_team_master ?

@Archie : game_team_set ?
Posted 8 years ago2016-03-02 12:06:17 UTC
in Dumb Entity Game Post #329114
Posted 8 years ago2016-03-01 17:11:38 UTC
in Just a Little Ditty I Wrote Post #329079
Nice performance, I like it ^^
Posted 8 years ago2016-03-01 15:41:44 UTC
in Playing music in Half-Life Post #329076
Posted 8 years ago2016-03-01 15:16:11 UTC
in TWHL World - Community Project Post #329073
This would be great for something like : "Hi, I'm Shepard and WHY THE ** MY ENTITIES WORK IN VANILLA HL AND NOT IN SPIRIT !!!"

Kidding of course ^^
Posted 8 years ago2016-03-01 15:12:50 UTC
in Good looking textures Post #329072
The number of units in hammer are directly related to the resolution of the image. The average crate size is 64x64 units, and so, most crate textures are 64x64 pixels.

Basically, if your door is 112 units high and 64 units wide, then the texture should be the same in pixels (112x64) or if you want higher quality textures, double it. (224x128 pixels)
+1, I would have done the same thing.

Non-related note : Assuming you are making your own mod, the 512x512 limit can be bypassed by writing a new renderer.
Posted 8 years ago2016-03-01 15:04:33 UTC
in How to prevent entities from crossing a Post #329071
In theory, "trigger_transition" will save anything that is inside it.

The following link will tell you what entity isn't saved directly and require a "trigger_transition" according to Half-Life's SDK (the tilde before FCAP_ACROSS_TRANSITION is very important because it means bitwise NOT in C) :
https://github.com/ValveSoftware/halflife/search?utf8=%E2%9C%93&q=~FCAP_ACROSS_TRANSITION&type=Code
Posted 8 years ago2016-02-29 09:57:01 UTC
in TWHL World - Community Project Post #329050
I uploaded my first very uncomplete draft on Google Drive.
Posted 8 years ago2016-02-26 20:21:42 UTC
in TWHL World - Community Project Post #329035
Don't expect too much from me, I spent a lot of times finding a theme and how the map would look like.
Posted 8 years ago2016-02-25 06:43:36 UTC
in TWHL World - Community Project Post #329012
What ? There's no source code to change
Posted 8 years ago2016-02-24 06:54:27 UTC
in TWHL World - Community Project Post #329001
Spirit 1.8 FGD
Posted 8 years ago2016-02-22 23:29:35 UTC
in Hi and Help :D Post #328986
I have a much better idea :

1) Look how the current HL weapons are coded.
2) Create a very simple weapon (copy/paste not allowed).
2a) If your weapon works, good for you.
2b) If your weapon doesn't work, try finding what causes the problem and attempt to fix it by yourself. If you can't, you may ask for help.
3) PROFIT !

Oh and by the way, this might help : http://www.moddb.com/members/shepard62fr/blogs/hints-tips-for-gold-source-programming

EDIT : You can download the free Express edition of Visual Studio 2013 here : https://www.visualstudio.com/downloads/download-visual-studio-vs
Posted 8 years ago2016-02-22 17:30:12 UTC
in Half-Life Vodka: Putin's Revenge Post #328980
Replace "interruptions" by "messup mods" : https://youtu.be/QhtrB52rd30?t=6389
Posted 8 years ago2016-02-21 21:37:22 UTC
in Half-Life Vodka: Putin's Revenge Post #328972
I think it's time for me to code "weapon_baguette" then.
Posted 8 years ago2016-02-21 17:03:05 UTC
in Half-Life Vodka: Putin's Revenge Post #328960