Forum posts

Posted 6 years ago2017-07-21 17:19:02 UTC
in TWHL Collaborations Post #336210
@Windawz : sorry, phone.

@2muchvideogames : assuming Urby and everyone else agrees on the idea of minor code changes are allowed
Posted 6 years ago2017-07-21 15:55:24 UTC
in TWHL Collaborations Post #336207
@Windauz : you misunderstood my idea. We give you entities like SoHL's "trigger_inout" and OpFor's "weapon_deagle" and you just use them. Doesn't take a Einstein genius to tie brushes to entities and placing point entities.

@Admer : I was in a train when I wrote that and my mobile data connection was playing on/off.
Posted 6 years ago2017-07-21 15:32:52 UTC
in TWHL Collaborations Post #336201
I technically hate SoHL meaning that I would prefer vanilla Gold Source. Of course, if SoHL is the chosen base then I'll play by the rules.

Quick idea in my head : what about adding entities/weapons/items that already exist in official HL addons and/or SoHL ? This would be some kind of restriction like adding new weapon is permitted but as long it does exist in the HL world (like "trigger_inout", Opposing Force's M40A1 Sniper Rifle...) ? That would eliminate the time and need to create assets.
Posted 6 years ago2017-07-12 16:21:29 UTC
in How to make a shield? Post #335997
You have 2 methods :

A) Counter-Strike method: you add a hitbox in "player.mdl", reference it in the code, and each time a trace attack is done, you check the hitbox being hit and nullify the damage. You can apply other conditions as well (damage type for example).

B) Code method (used for the Cavalry Saber in Half-Rats: Parasomnia): have a variable on the weapon (in your case the crowbar) called "m_bBlocking" and update it accordingly. Each time the player is hurt, check if the attacker is facing the victim AND if the victim's weapon is the crowbar AND check if that blocking variable is true.

EDIT : if you choose method A, look at "CBarney::TraceAttack", shooting his helmet "nullify" the damage done and play some extra effect.
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This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-28 19:49:17 UTC
in TWHL Collaborations Post #335788
TWHL is a ~100% mapping community, I would appreciate if programmers would deserve some love as well (like adding a new weapon or a new feature) ^^

Otherwise I'm fine with participating and the strict rules.
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Posted 6 years ago2017-06-21 17:07:59 UTC
in columbine_hs ~ My biggest project Post #335632
There was a scenario where a kid made a CS map of his school because the architecture/layout was correct for the game, he got expelled and got the media on his ass, no legal action was taken however.

There was also that Canadian metro map for CS:GO where the transport company would take legal action against the makers because it could be a "public threat".

So I guess it depends on the country, it's morale, the place, the game and many factors.
Posted 6 years ago2017-06-12 15:50:42 UTC
in E3 2017 Post #335414
I think what saved Bethesda's ass is Wolfenstein 2 and the new Dishonored, the rest is pure crap.

That Devolver Digital conference tho, small games but quite special.
Posted 6 years ago2017-06-12 05:45:07 UTC
in E3 2017 Post #335400
Summary of Bethesda conference:

DOOM VR
Fallout 4 VR
The Elder Scrolls Online: Morrowind
Creation Club (aka paid mods)
The Elder Scrolls: Legends Heroes of Skyrim
Skyrim on Nintendo Switch
Dishonored: Death of the Outsider
Quake Champions
The Evil Within 2
Wolfenstein 2: The New Colossus

So no RAGE 2 but at least Wolfenstein 2 seems pretty awesome.
Posted 6 years ago2017-06-11 22:05:16 UTC
in E3 2017 Post #335398
The only things that might interest me at this E3 are:
  • Bethesda/Machine Games - Wolfenstein 2: The New Colossus
  • Bethesda/Id Software - RAGE 2
  • Gearbox Software - Borderlands 3
  • Croteam/Devolver Digital - Serious Sam 4
On what has been announced so far:
  • Electronic Arts: Another Battlefront? Meh. The BF1 DLC? Meh. NFS: Payback? Meh.
  • Merging all Minecraft versions: I don't play the game anymore but it's glad to see that Microsoft finally realized that having 4640846 versions is just confusing for players.
  • Quake Champions: Don't get me wrong, I'm a huge Quake fan but I think the license has taken the wrong turn since Quake Live and Quake Champions is just hitting the nail deeper.
  • VR games: Who cares about that, it's not accessible for everyone (yet) ?
Valve may not be at E3 but if anyone ask my opinion:

I just don't care about them anymore like they don't care about us, they can make their 3 VR games on their freshly outdated new engine (Source 2).
This post was made on a thread that has been deleted.
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Posted 6 years ago2017-05-16 04:51:55 UTC
in Post your screenshots! WIP thread Post #334923
@Admer : VS 2010 at minimum
Posted 6 years ago2017-05-15 19:57:44 UTC
in Post your screenshots! WIP thread Post #334910
The game would crash as soon as this little PDrone would see me. :3
Programmers have an awesome (secondary) girlfriend in common: the debugger ^^
Posted 6 years ago2017-05-15 04:15:46 UTC
in Post your screenshots! WIP thread Post #334900
I know that everyone started somewhere, but he should consider learning the proper techniques/terminology if he doesn't want his project to be a laggy and/or crash fest.
Posted 6 years ago2017-05-14 21:34:19 UTC
in Post your screenshots! WIP thread Post #334894
Funnily enough, despite having 0 experience in C++, I was able to copy-paste some tutorials' codes and fix the errors which came with them after compiling! big grin - :biggrin:
I think I'm gonna have a heart attack.
Posted 6 years ago2017-04-30 11:31:02 UTC
in Bots not playing properly Post #334688
bot_nav_generate ?
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Posted 7 years ago2017-04-01 22:04:44 UTC
in Can I recreate an old game in the Source Post #334196
The "Source SDK Base 2013 Singleplayer/Multiplayer" only contains the tools to work under Source 2013 (Hammer, HLMV...), the source code itself is available here
Posted 7 years ago2017-04-01 13:46:14 UTC
in Can I recreate an old game in the Source Post #334188
If Source is doing the same way as Gold Source, you might find some defines that start by "VEC_HULL_" and "VEC_VIEW_", just look at the player's spawn functions to see how they are used and change them as you like.
Posted 7 years ago2017-03-31 07:27:23 UTC
in Islave Lightning attack pushes npcs away Post #334163
pev->movetype = MOVETYPE_NONE;
?
Posted 7 years ago2017-03-23 01:33:46 UTC
in Post your screenshots! WIP thread Post #334098
I think I mentioned this already but I'll mention it again : some people prefer old engines (not specifically GS) because less technology means that there is less time to learn and master it. While modern engines open to the public try to be as friendly as possible (mentioning Unity and Unreal Engine 4), you still need a lot of time to learn them and master them. In other words, creating a level in DOOM 1 is much easier and faster than doing the same in Unreal Engine 4.

I would also like to make a note that is very dear to me when it comes "to fancy graphics inside Gold Source mods": please, don't mistake mods that features enhancements (ARRANGEMENT, Cry of Fear, PARANOIA, Trinity to quote the most populars) as engines (Gold Source, Xash) because they aren't. To clarify, these kind of stuff are built in the client binary (client.dll) by "querying and extending the existing", if it was done inside the engine, others binaries would have been touched ("hw.dll" for Steam, "xash.dll" for Xash) and it would have impacted all games running on that engine.

Switch to Source ? It seems that Valve also abandoned it as well. Just look at the Source SDK 2013 GitHub repository, same hell as the Half-Life 1 one.

I'm not a "pro-Gold Source" kind of person, I did mess around with Unity, Unreal Engine 3/4 and a little bit of Source too. But I refuse to throw away 10 (almost 15 for some people) years of hard work (ARRANGEMENT) just to migrate everything to Unreal Engine 4 and repeat the same history as Duke Nukem: Forever which is the "let's switch to this modern engine because it's so cool".

@Loulimi : Unity is closed source unless you buy the "Pro" or "Enterprise" license IIRC.
Posted 7 years ago2017-03-21 08:08:12 UTC
in Post your screenshots! WIP thread Post #334069
Valve doesn't like Xash3D for various reasons and I don't like Xash3D too.
Posted 7 years ago2017-03-20 16:40:13 UTC
in ERROR usage -wadinclude Post #334062
Posted 7 years ago2017-03-17 22:02:43 UTC
in Post your screenshots! WIP thread Post #334027
I'm just gonna leave those here :

Server redirection exploit (AMXX example) - Reported 9 Feb 2014 - NOT FIXED

Recent Update: DayofDefeat crashes after some time with SegmentationFault (Linux) - Reported 20 Dec 2015 - NOT FIXED

Console command "speak *anysoundfile" will crash game - Reported 27 Oct 2015 - NOT FIXED

https://github.com/ValveSoftware/halflife/issues/1622 - Reported 25 May 2015 - PATCH STILL WAITING TO BE ACCEPTED FOR EVERYONE TO USE

Add all the dangling pointers, memory leaks, crashes tickets reported by Solokiller and you'll see that Gold Source is starting to be messy.
if this is why Valve is not releasing the code then i applaud them.
Quote from here :
Once a year someone talks about maybe pulling it together to open source it but once again there are not resources to do the actual work need to package it up. The Sven Co-op team was luck in that there was a package and someone to make it available to them, that does not exist today.
i can bet you Valve would be too lazy to release the updated version on Steam anyway
You are right, Valve can't monitor 540545640 versions of Gold Source. But developers can provide the changes as some kind of "unofficial patch/port" like ezQuake, Darkplaces does for QuakeWorld. Those who prefer to stick on standard Gold Source stick to Steam, those who want more stuff would look to these ports.
Posted 7 years ago2017-03-17 07:14:33 UTC
in Post your screenshots! WIP thread Post #334001
I don't think you can use HL2 DLLs within HL1
Posted 7 years ago2017-03-16 19:29:12 UTC
in Post your screenshots! WIP thread Post #333993
@rufee : if I had experience with multi-threading, GPU computing, CSG, BSP, VIS and RAD I would have looked at it.
Posted 7 years ago2017-03-16 15:43:00 UTC
in I need help compiling a .MDL player mode Post #333987
@Urby : you are correct. And sending the skin to the server is a no because 1) security 2) sending the MDL to the server and transmit it to all clients is bandwith expensive. Furthermore, data about the game is more important than a skin.
Posted 7 years ago2017-03-14 22:37:59 UTC
in Post your screenshots! WIP thread Post #333967
@Admer : Your map has nice terrain for the Gold Source engine and if it runs well on old PCs then it's good. But I think you missed the point that HL2 displacements is a different story than what GS mappers can achieve with vertex manipulation.
Add the fact that Source maps are x4 times bigger than Gold Source maps we can conclude that standard Gold Source will likely cry (I even doubt if the map would be compilable).

Take a look at this image I've found on Google Images :
User posted image
I highly doubt that if you replace the displacements by brushes under GS it would compile.

@James Luke : about the physics engine, I think you don't really need to access engine data to achieve that. Server side should be enough.
Posted 7 years ago2017-03-14 21:53:17 UTC
in Modding HL2 : problems and more problems Post #333965
Hey, I'm using an Azerty keyboard (je suis français comme toi il me semble wink-wink - ;)), and even with ctrl+Q, it doesnt work!
Bienvenue chez TWHL ^^ This is strange because select everything always worked for me on Hammer 3.4/3.5/4 and J.A.C.K. so I can't really help you with this one.
The "keyboard nudging" thing worked perfectly, so thanks for that
Glad to know it's fixed ^^
and about that console cmd, well it's a custom mod, so I think I need to launch through steam app!
As long as Steam is launched and you are logged into your account, you can do whatever you want to with the command-line and Steam will react properly. In fact, this is how "Launch a game through Steam" works ^^

Assuming your mod is using Source SDK 2013 Singleplayer as a base, you would use the "hl2.exe" located here :

Steam\steamapps\common\Source SDK Base 2013 Singleplayer

And to order the Source engine to start your mod, just use the "-game" argument, you would have something like that :

hl2.exe -console -game mymod

Just replace "mymod" by your mod's folder (the one that contains the "gameinfo.txt" file)
Posted 7 years ago2017-03-14 17:33:58 UTC
in Modding HL2 : problems and more problems Post #333961
I'm not a Source expert but viewing this from a HL1 standpoint, it should work. I let someone else with more experience deal with your problem. However I can help you on some stuff :
- I Can't use the arrow keys to move blocks or vertex points, it moves the viewport camera...
Check Hammer's option about "keyboard nudging" or something like that.
- I can't use Ctrl+A, it seems that you cannot use "Select All" command at all.
Are you using a different keyboard layout than QWERTY?
- I cant enable console on menu even with "-console" in launch options, even with a bind "toggleconsole" in my cfg file, and with "enable console" checked in the options...
For an unknown reason, command-line launch options seems to be broken under Steam. The workaround is to navigate to the folder where you "hl2.exe" is located, hold SHIFT and right-click -> "Open a command prompt here" -> "hl2.exe -dev -console" -> ENTER

You can also create a Batch file with the BAT extension in the same folder as "hl2.exe" and put the following in it :
@echo off
start hl2.exe -dev -console
Posted 7 years ago2017-03-13 22:33:56 UTC
in Post your screenshots! WIP thread Post #333943
I think "sprites" will be enough considering that you have most of the job already done.
Posted 7 years ago2017-03-13 18:56:58 UTC
in Post your screenshots! WIP thread Post #333939
I ported Parasomnia to Xash3D source code once.

Couldn't compile in Release.
GoldAudio (FMOD) refused to work.

If you have the courage, look at PhysX or ODE or Bullet.
Posted 7 years ago2017-03-13 17:25:34 UTC
in Post your screenshots! WIP thread Post #333937
@Admer456 : nice try son, you forgot one thing : clipnodes.
Posted 7 years ago2017-03-08 20:17:18 UTC
in NatO ending sprite issues Post #333906
maybe you can scale the sprite or double them side by side? just a idea
or cover the sides with black textured brush?
He's doing a Remod meaning he doesn't touch the maps of the original mod.

Have you tried looking at Opposing Force's NVG noise sprite and try to match the same settings ? Maybe matching the settings and size could help too.

Nice H&K MP5A5 model by the way ^^
Posted 7 years ago2017-03-03 22:35:27 UTC
in TWHL4 Design Crowdsourcing Post #333855
+1 for Ghost129er about the quote (itself and the system)
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-02-25 09:36:16 UTC
in Competition 34: HL Re-Imagined Post #333739
Because the competition is under Gold Source and Source ?
Posted 7 years ago2017-02-18 16:00:58 UTC
in Thank you people!! Post #333597
It's "Shepard62700FR" and not "Shepard76200FR".

Just use "Shepard62FR" instead.
Posted 7 years ago2017-02-15 18:23:39 UTC
in Competition 34: HL Re-Imagined Post #333535
The Core.
What the fuck is that ?
Posted 7 years ago2017-02-14 23:05:48 UTC
in Now Gaming: ... Post #333519
Been replaying recently RollerCoaster Tycoon 2 and it's extensions through OpenRCT2. The open-source implementation is well made and even feature a cooperative mode (imagine a TWHL amusement park managed by the whole TWHL community).

I finished Resident Evil 7 last weekend, I'm glad Capcom went back to the saga's root instead of releasing another tactical shooter.

Still haven't finished Dishonored 2 so I'm gonna to finish that too.
Posted 7 years ago2017-02-14 22:55:39 UTC
in Post your screenshots! WIP thread Post #333518
Why there is a tire in your school ?
Posted 7 years ago2017-02-14 11:50:02 UTC
in Competition 34: HL Re-Imagined Post #333503
@Trempler : count me in (I'll send you a PM as reminder)

Since I have "forfeit" in this challenge, I can give feedback to challengers still on the road.
Posted 7 years ago2017-02-13 21:41:16 UTC
in Is my mapping way very old? Post #333491
Constant mapping in grid 1 should be illegal.
Does that means I'm going to jail ? I've spent most of my life mapping on grid 1.