Forum posts

Posted 1 year ago2023-06-26 19:31:14 UTC
in Half-Life Updated (custom SDK) Post #347651
@solo
would it be difficult to make a simple menu with different skills, e.g. pistols, medicine, hacking? surely it would be easy to create experience points that the player receives for killing a monster. And a menu with skills? Can you write me a tip in a nutshell? I'll try to figure it out myself, if I have a problem I promise to flood your inbox with spam! :P
but seriously i would like to make a mini rpg like this out of half-life
Posted 1 year ago2023-03-14 12:02:29 UTC
in Using AI to create textures Post #347386
Welcome my former comrades from the forgotten depths and rubble of the Black Mesa laboratories. Recently, while creating a small project, I found that I was missing content to make me feel that the map or game I was creating was pretty.
Probably some already use AI to help but I would like to show in this topic some textures to create in openjourney. It would be cool if we expanded the topic with more posts where everyone uploads some texture and captions it with what AI created it.

prompt: nordic viking wall ornament texture Size: 512x512
ai: openjourney - https://huggingface.co/prompthero/openjourney
User posted image
User posted image
There is probably also a command that will make the texture tileable but.... out of laziness I didn't look in the documentation :) Probably such textures will have to be slightly tweaked in the graphics program anyway.
ps. unfortunately I have exceeded my token limit and will have to wait longer before I can create any images, have fun
Posted 3 years ago2021-08-31 07:15:22 UTC
in Sending signal to server from game Post #345905
Hello. You could try Google Firebase Realtime Database and from the game save some information/data to the database. Then in your front-end project you check the changes that happened in this database. I don't know how it looks in React but you probably need to write some lines of code in lifecycle hooks. I create pages in Vue 3 and there is onMounted().

I have never yet connected to firebase from a project written in C++ but I think it could be an interesting idea.

https://firebase.google.com/docs/database/cpp/start?hl=en
Firebase C++ SDK: https://firebase.google.com/download/cpp
Posted 3 years ago2021-04-18 05:24:06 UTC
in Half-Life Updated (custom SDK) Post #345540
Would it be possible to make an API call while playing? You could then download some information to make the gameplay different and dynamic each time. I was thinking about firebase from google.
Posted 3 years ago2021-02-14 15:58:55 UTC
in Half-Life Updated (custom SDK) Post #345346
@Solokiller
Is the "half-life-updated" repository the main one on which I can create mods? Because I saw on your GitHub another project "HLEnhanced" and I don't know where to start.

offtopic:
I gave a follow on your github,
ps. check out my github and also give follow [:
https://github.com/KrwawyOrk
Posted 3 years ago2021-02-13 12:07:22 UTC
in Half-Life Updated (custom SDK) Post #345343
@Solokiller
I do some programming in c++ but I have never done anything in half-life source code. Would it be difficult to write such an entity, when after pressing E (Use) a text label with some text will open for me? I would like there to be some logs, notes that can be read in my mod.
Posted 3 years ago2021-02-13 10:25:50 UTC
in Half-Life Updated (custom SDK) Post #345341
@Solokiller
can i compile this source code in visual studio 2017 and 2019 without any errors?
Posted 5 years ago2019-07-19 20:36:39 UTC
in Post your screenshots! WIP thread Post #342881
I've returned to my old project. The plot and the idea on the map are slowly coming into being.
User posted image
Posted 5 years ago2019-06-14 18:35:25 UTC
in E3 2019 Post #342735
Pokemon.
Posted 6 years ago2018-10-15 07:41:42 UTC
in Triggering sound every X seconds Post #341042
thats easy, just use multimanager and loop it... i combined shake effect with earthquake sound long time ago :) This is very usefull to bring a life into the map

#1 https://twhl.info/wiki/page/Tutorial%3A_Multi_manager

#2 https://twhl.info/wiki/page/Tutorial%3A_Multi_manager_Looping_Made_Easy
Posted 6 years ago2018-07-06 13:00:21 UTC
in TWHL team mapping... looking for the map Post #340059
Posted 6 years ago2018-07-06 12:52:11 UTC
in TWHL team mapping... looking for the map Post #340058
hello
do u remember the map which was created a few years ago? it was named "TWHL Team Mapping" or something like that. I cant find thet map, is somebody out of there who could help me and give a link? It was a small city with house estates, there were a few streets.
Posted 6 years ago2018-06-03 10:14:30 UTC
in TWHL4 Discussion / Bug Reports Post #339784
hey!
can u tell me where is shoutbox? ^_^
Posted 6 years ago2018-03-16 21:27:03 UTC
in Entities disappear ingame Post #339039
i have been experiencing the same problem... i placed a weapon inside a shelf and it was randomly respawning or not... I have some suspicions that it might be VHLT problem...
Posted 6 years ago2018-01-19 09:12:52 UTC
in Modular level design in Half-Life? Post #338671
@jessie
u r right, i failed with a module once, and i had to change 10~ walls :]
Posted 6 years ago2018-01-18 14:56:55 UTC
in Modular level design in Half-Life? Post #338665
hello!! it is a time to post something :)

i have selected some modules, so u can have a look
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in game:
User posted image
User posted image
i would like to finish the level comepletly and give it a little gameplay, so be patient i will finish this ~_~
Posted 6 years ago2018-01-15 20:28:14 UTC
in zombie is eating - scripted_sequence - h Post #338649
i remember when i was playing Half-Life 1 on single player and there was a zombie with eating animation but when i step close to the monster he stopped eating animation and started to attack me
Posted 6 years ago2018-01-15 19:47:32 UTC
in zombie is eating - scripted_sequence - h Post #338647
the sequence is being played in less than 1 second, so i cant see even the full animation, it doesnt matter i will place zombie on map without this animation :(
Posted 6 years ago2018-01-13 17:48:37 UTC
in zombie is eating - scripted_sequence - h Post #338635
doesn't work.... :(
couldnt someone make an example map for me :)?
Posted 6 years ago2018-01-13 16:44:41 UTC
in zombie is eating - scripted_sequence - h Post #338632
hello
i am trying to make my zombie eating, i have set up scripted_sequence and i have changed Action Animation and Idle Animation to "zombie_eating" i have placed triger_once that target the scripted_sequence

maybe i have missed to check one of the properties flags?

trigger_once
target: zombie_eats

monster_zombie
name: zombiaczek

scripted_sequence
name: zombie_eats
target monster: zombiaczek
action animation: zombie_eating
idle animation: zombie_eating
Posted 6 years ago2018-01-08 11:43:29 UTC
in Modular level design in Half-Life? Post #338586
the test map has been compiled well so i am going to detail a bit more the level and i will post a playable map with gameplay and screenshoots as soon as possible

i don't know if that information is important but i think that the compiler has reduces all the modular brushes

"Reduced 3830 planes to 1086"
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Posted 6 years ago2018-01-05 21:42:34 UTC
in Modular level design in Half-Life? Post #338575
I have started a small project, my test map has not been compiled yet so i can't tell u how that will look like, perhaps there mighty troubles compiling so many brushes (i hope not... :( )
The idea behind this is to speed up level creation and make it more funny and easier than it was before.
My brushes are 128x128 and all of them are grid snapped to each other. One of the most trouble things are corners where one of the wall is going to have different lenght than the "base" modular wall. I think level creating is going to be a three step process:

1) Creating modular brushes depending on the level theme
i think it would be the most time consuming, because u will create hundreds of modular stuff following a theme u need at the moment (underground theme or maybe laboratories), but it might be also the funny time
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2) Starting to build a level.
most of that time u will just duplicate modular brushes, and rotate them

3) Placing details, lights, models, prefabs...
detailing the modular level, u should place them wisely, one of the most important thing is "to break modular look and fell" of the map

the article in the link below helped a bit
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
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What do u think about this in goldsrc? Is that engine engine and map editor capable to do such things??

ps. if everything goes fine i will post a finished map
Posted 6 years ago2017-12-15 14:42:36 UTC
in looking for a free video editor.... Post #338390
@up
yea i have seen that bundle, pretty interesting and worth buying because Sony Vegas Pro 14 Edit costs ~199 USD... and there are is also magix music maker :o i am going to buy the bundle for sure! 20$? its going to be the best buy

edit:
yea i have just bought :)
Posted 6 years ago2017-12-14 19:54:23 UTC
in looking for a free video editor.... Post #338378
hi
i have downloaded OpenShot and this is what i needed, a simple video editor. thx

btw. i have my own yt channel where i record old games with commentary (in my foreign language :P )
Posted 6 years ago2017-12-14 15:23:25 UTC
in looking for a free video editor.... Post #338374
hello!
i have been looking for a free video editor... i dont need tons of effects and options. I would like to cut off some parts of my video and place a custom logo to a video

yea i know ask google but the video editors i have downloaded offer hidden payments.... and other craps
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 ago2017-09-12 12:33:58 UTC
in Post your screenshots! WIP thread Post #337381
hello i have started to model a helmet, i am planning to work more on materials, giving them rust/scratches :)

there is a little detail i dont like, it came up meanwhile in process of modelling and i cant fix that, just pay attence on the place where glass is connecting with top of helmet
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Posted 7 years ago2017-07-23 17:00:24 UTC
in 3D graphics in C++ Post #336259
i suggest to start with a simple 2D project: http://lazyfoo.net/tutorials/SDL/index.php
EDIT: Actually nevermind I'll never touch C++. I learned that i can never learn it.
if u dont know the programming language u should start with basics....
https://www.tutorialspoint.com/cplusplus/
Posted 7 years ago2017-05-14 12:23:44 UTC
in Station - Twitch Development Post #334884
@tetsou
would u like to create a video YouTube tutorial about imporating Blender 3D model to Half-Life 2 (source sdk) ?
Posted 8 years ago2016-11-16 22:01:59 UTC
in Competition 34: HL Re-Imagined Post #332314
well winter is coming... why not to map a winter theme map?
Posted 8 years ago2016-11-14 09:12:51 UTC
in Competition 34: HL Re-Imagined Post #332281
Like remake any part of hl1 "dm" or "sp" in any hl engine/ mod for any type of gameplay.
yea i am in... i dont want to remake the whole map its going to take yearz...
Posted 8 years ago2016-11-11 18:11:32 UTC
in Competition 34: HL Re-Imagined Post #332250
a good solution would be free to choose
Posted 8 years ago2016-11-05 21:00:47 UTC
in Competition 34: HL Re-Imagined Post #332206
I've always liked the Map From Layout concept, myself.
good idea but i think it might be better if we set up a rule:

layout + theme
Posted 8 years ago2016-11-05 09:10:17 UTC
in Competition 34: HL Re-Imagined Post #332202
hmm maybe map a medievel theme level? or cyberpunk level?
This post was made on a thread that has been deleted.
Posted 8 years ago2016-10-30 09:34:43 UTC
in Competition 34: HL Re-Imagined Post #332155
its time to wake up... i havent map for a years!!!

I am in.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-09-03 17:50:18 UTC
in Help - Tetsu0, Qwertyus & model arti Post #331535
how did u convert blender model to works with half-life 1?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-08-15 15:36:20 UTC
in is it possible to create a "surviva Post #331251
well i was thinking about this when i have played Starbound. The player will be gathering minerals and crafting ammunition... for the entity mineral destroyed player will gain points. The points u could change in a forge into weapons, ammunitions, items etc... the monsters will be respawning just like in System Shock. There would be cold enviroment where the trigger_hurt damages player. I would enter the player into a story line too. He will be finding ancient technology, abandoned data disks, logs, mails. There will be a space ship with a command room and and there will be a big map texture on the wall and u will be able to push a button on it and get teleported into a planet :o It would be more like a mod where u travel throw the maps and explore level design, discover the history of current planet than kill headcrabs and cook them. I think it might be interesting experience to create barren locations. The textures won't be a problem. There are a lot of resources on cgtextures.

what do u think? is it possible to do all the crazy stuff without coding?
Posted 8 years ago2016-08-11 11:46:48 UTC
in Now Gaming: ... Post #331166
I have been playing Freespace 2...
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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 8 years ago2016-06-21 08:12:58 UTC
in Post your screenshots! WIP thread Post #330522
How did u make the stairs in angle???
Posted 8 years ago2016-05-17 15:14:12 UTC
in Texture for Goldsrc needed Post #330147
Posted 8 years ago2016-05-03 12:27:11 UTC
in Monster properties Issue Post #330031
Posted 8 years ago2016-04-22 19:41:29 UTC
in I need my heartbeat. I need music... Post #329949
Posted 8 years ago2016-03-16 13:53:39 UTC
in Base Defense Post #329392
how does map creation looks like?? is it possible to create custom maps for the mod?