Forum posts

Posted 14 years ago2010-08-10 23:25:01 UTC
in Using Opposing Force Entities in Half-Li Post #284075
I was recently playing a mod called Half-Life: Residual Point. I saw that they not only had the HD models pack installed, but they had Massns (if that's what they're called), Race-X monsters (pit drones), Security Guard and Soldier Zombies, and other enemies that were originally only in Opposing Force but he placed them in a mod for Half-Life. Also, none of the main concepts of the mod changed the interface to look like Opposing Force, and it was a mod for Half-Life, so that means that the mod author did not use the Opposing Force .DLL for that mod. Then I checked and saw that he was using a .DLL named survivor.dll in his dlls folder of his mod, and he had a texture file named survivor.wad in the root directory of his mod. In his pak0.pak file, he had models for Massns and some Race-X enemies in the models folder. However, I don't think he was using the Opposing Force .DLL for this mod (the .DLL was called survivor.dll, as I said).

Therefore, how did he use these entities that are not native to Half-Life in his mod without using core files from Opposing Force instead? Does anyone know of how he could have done this? Did he use Spirit.dll and rename it or something? Any suggestions/help is much appreciated, and I apologize if this is a somewhat nub request. I want to include those enemies in a new mod I am developing without making it use Opposing Force's core files (because they don't have a public SDK available like Half-Life does).

Thanks!
Posted 15 years ago2009-08-07 01:28:11 UTC
in 3D View Selection Problem Post #271648
Yes, try a different virtual machine, such as Qemu.
Thank you! I will be trying that out shortly and I'll see what happens.
Posted 15 years ago2009-07-31 13:08:12 UTC
in 3D View Selection Problem Post #271270
Thanks, guys. I appreciate the information.

Well, it seems as though there is no fix for this problem other than disabling my video card. I actually got a virtual version of Windows XP running using Microsoft Virtual PC 2007, but it thinks that I have some weird video card installed, and so I can't update the drivers for that video card (which makes things a hell of a lot harder when trying to make maps). But, at least it works, and that's just going to have to do for now.

If anyone has any other suggestions, please post them.
Posted 15 years ago2009-07-31 00:19:04 UTC
in 3D View Selection Problem Post #271234
have you tried the omega drivers?
No, I haven't. What are they, and can they help?
Posted 15 years ago2009-07-30 18:40:57 UTC
in 3D View Selection Problem Post #271228
It's just the older versions of OGL that ATI dropped support for. Obviously they won't ever drop it completely because OGL games would stop working smile - :)
Ah, ok. That makes more sense now. I was wondering why the Hammer Editor for Left 4 Dead worked fine, but the Hammer Editor for Half-Life did not.
This is what I had to do. Open Notepad and save a blank document in your Hammer file. Save the empty document as: atioglxx.dll
Thanks, but I think that was mentioned in the Wiki article that I linked to in my first post in this topic. I tried that, but it didn't work. It's a shame, though, because I was really into getting my Mod fixed up for the Beta 2 release. Looks like that's going to have to wait...
Posted 15 years ago2009-07-30 16:22:33 UTC
in 3D View Selection Problem Post #271219
maybe try an older version of the drivers or ati control panel software?
That's what I was thinking of doing. That, or disabling my drivers altogether (which isn't such a good idea to me). Does anyone know what is the latest ATi driver that still provides OpenGL support? I heard somewhere that anything below 7.11 will do so, but I want to make sure that I have the latest ATi driver that still enables OpenGL.
Posted 15 years ago2009-07-30 15:46:23 UTC
in 3D View Selection Problem Post #271215
Thanks for the link, but my ATi driver does not allow me to change my hardware acceleration settings at all. Therefore, when I go to change my hardware acceleration settings, this is what I see:
User posted image
As you can see, my current ATi drivers disabled hardware acceleration from being changed in Windows advanced display settings. Also, I think this problem with the 3D camera view is because ATi dropped support for OpenGL in their latest drivers.

Ugh, this is a pain. Hopefully there is a way to fix this (even if I need to download earlier drivers from ATi that have OpenGL support enabled).
Posted 15 years ago2009-07-30 15:11:45 UTC
in 3D View Selection Problem Post #271213
I'm sure this problem happens a lot, but I really need help with it.

I am running Vista Ultimate 32-bit, and I have the ATi Radeon HD 4890 installed. I can't select anything in the camera (3D) view, and this is quite annoying. I read over this Wiki article, but those fixes only work for those running Windows XP. I need to know if there is any fix for this issue for those who are running Windows Vista 32-bit. If anyone has any suggestions or solutions for me (other than installing a virtual PC of XP), please let me know. I would appreciate it greatly!!!
Posted 15 years ago2009-07-30 00:32:53 UTC
in Can't Save in a Map, and Can't Load to t Post #271171
I have autosaves at the beginning of almost every map. I could try recompiling them, though. The thing that stinks about this is that, when I try a fix, I have to go through more than half of the Mod just to see if it worked or not. If I don't crash and I finish the Mod completely, then that means it worked. Maybe I could just noclip through the whole Mod to save time - that would probably have the same effect on the save files as going through it regularly would.
Posted 15 years ago2009-07-29 19:51:23 UTC
in Lambda Complex Mods Post #271161
How about Opposing Force and Blue Shift?
I've already played those many times (and Blue Shift technically doesn't go into the Lambda Complex). Still great Mods, though.
However I think I recall a section of the complex appearing in Life's End.
That was a great Mod! And, you're right, this Mod showcases a lot of the Lambda Complex (but I don't think there is really a Level H of the Lambda Complex, haha). Still, all in all, it was a great Mod. Thanks for the suggestion.

I'm just trying to see how other mappers would create the Lambda Complex so that I have some ideas for my own Mods.
Posted 15 years ago2009-07-29 19:48:09 UTC
in Can't Save in a Map, and Can't Load to t Post #271160
I just realized that I had all of my maps already using the option "Yes, clear previous levels" for the "New Level Unit" setting. Was that what you were talking about? I thought doing that would fix this problem, too, but apparently it isn't working as it should because, even though I have this option set to "Yes, clear previous levels", everything still gets carried over from the previous levels. Why would that be, if it's specified not to do that? Is this a malfunction of the option? Obviously, if it's still carrying data from the previous maps to the new map, that means this setting isn't working for me.
Posted 15 years ago2009-07-29 14:39:48 UTC
in Lambda Complex Mods Post #271121
Does anyone know of any good Mods that feature the player going into the Lambda Complex? I like the Lambda Complex, so I was wondering if there were any other Mods that showcase gameplay in it.

Thanks.
Posted 15 years ago2009-07-28 22:59:17 UTC
in Can't Save in a Map, and Can't Load to t Post #271074
Thank you very much; this seems to be just what I need. I'll modify some of my maps to include this entity, and then I'll test it out. If all works out, then this could be another bug that will disappear with the Beta 2 release of Pulse: Episode One.

Thank you again for you help!
Posted 15 years ago2009-07-28 22:39:20 UTC
in Complements on TWHL Website Post #271069
I'm sure you don't need to hear this from me, but I just want to send the website staff complements on how great TWHL website and forums are. There is a great helpful community here on the forums, the Wiki is great, and the tutorials and entity documentation is wonderful. Now that the VERC Collective website got shutdown, this website is an essential website for all Half-Life mappers, and I like it very much. I also like your custom forum software, and the fact that it's coded in PHP. :cool:

Well, thanks again, and this is truly a wonderful website.
Posted 15 years ago2009-07-28 22:35:47 UTC
in My Mod Pulse: Beta 1 Release Post #271068
30MB is much better. 20-40 is pretty standard I think. Just cut off all the stuff that already comes with HL, which you obviously don't need to distribute.
That is what I ultimately did, and I was quite pleased with how well it cut down the size of the download (when compressed in a .zip file).
Try telling the new map to flush global entities and see if that helps.
Exactly, I'm sure that is the problem, my sugestion is to name the npc's entities and kill them when you're about to changelevel, or use fade corpse too.
Thanks for your suggestions, guys, but hlife_hotdog told me to do this in my other topic about this issue:
Have you ever used the 'Clear Previous Level Data' option in the worldspawn entity? Use this if you have a changelevel trigger that you can't return through. This might solve your problem if that is the cause. This will delete all saved data like dead monsters, decals, ect from previous levels that you can't return to
Do you think that would work? It sounds like what I need. Thanks again, everyone. As you can see, Beta 1 was certainly a beta release. Beta 2 will fix so many of these issues. :D
Posted 15 years ago2009-07-28 22:30:53 UTC
in Can't Save in a Map, and Can't Load to t Post #271067
But it will keep the weapons that the current player holds and their total amount of health and HEV charge, right?
Posted 15 years ago2009-07-28 20:36:53 UTC
in My Mod Pulse: Beta 1 Release Post #271062
That's still a couple of days of download for dial-up. Half that would be much better.
I cut it down as much as I could. The only other thing I can do to cut it down would be to start removing maps from the download, and that would ruin the Mod itself. The best I can get it down to is 30MB. Sorry.
Posted 15 years ago2009-07-28 20:35:26 UTC
in My Mod Pulse: Beta 1 Release Post #271061
I dunno which map was, but it do crashed on a changelevel, I was descending on a lambda-like elevator.
That's the same exact map that it always crashes on for me. I've talked about this problem in this topic, and so far I cannot find a solution to it. I think it has something to do with the game carrying too much data from the previous levels (or something like that), because if you go directly to that map using console, you can load to the next map without a single problem. But, if you're coming from the beginning of the Mod, then it won't load to the next map anymore. It's weird.
Posted 15 years ago2009-07-28 20:32:09 UTC
in Can't Save in a Map, and Can't Load to t Post #271060
OK, my friend tested my Mod for me, and he had the same problem, although not in the same map that I had this problem in. It appears that the .sav file eventually gets overloaded (or something of the sort), and then you cannot save again in that map, and you cannot load to the next map. This is a very odd situation, and I wonder if it has something to do with too much data being carried by the game from map to map, and then all of a sudden when it reaches a certain map, it just can't hold anymore data and it crashes when you save or try to load a new map. It's a weird problem.
Posted 15 years ago2009-07-28 16:13:45 UTC
in My Mod Pulse: Beta 1 Release Post #271052
I've deleted some unnecessary files from the Mod and managed to get the file size down to about 72 MB (which is great compared to what it was before). Is that still too much for those with dial-up connections, or should that be alright?

EDIT: After it's compressed into a .zip, it's actually only 30 MB for the file to download. How's that?
Posted 15 years ago2009-07-28 15:05:54 UTC
in My Mod Pulse: Beta 1 Release Post #271049
Thanks for your criticism, Ag3nt-X. I appreciate you being honest, and I agree with you on many points.

This Mod is quite unfinished, actually, so you are correct about that. I started it in 2006, and it was my first experience with mapping. I wasn't very good at it, so I threw in loads of enemies to compensate for my mapping skills being not so good. Then, I began to gradually get better. I stopped copying objects from other maps and started making my own. However, I got to a certain point with this Mod and then just stopped for a while. Finally, after a while, I decided that it wasn't worth just leaving this map sitting on my computer. Let me finish the last level, and then slap a "Beta 1" on the title so that people understand why it isn't as good as it was expected to be. So, you are right - this Mod is far from being finished. I just released what I had done so far. In fact, I have a .txt file that is FULL of bug fixes and sorted by map name. I just never got around to fixing those bugs. There are many leaks in this Mod, and many common mistakes. All will be fixed in the future betas and by the final release, it should be better. It would help if I could actually select objects in my 3D viewer in Hammer Editor, but with my ATi drivers and using Vista, that's currently impossible to fix.

By the way, I have one question for you: Did you have problems loading from pls15 to pls16? I think it might just be a corrupted save file that I had, but I want to make sure.

Anyway, thanks for your honesty. I really do appreciate it, and let me know what you think of the rest of the Mod once you finish it. That custom .wad problem is a surprise to me. I'll have to check that out. Beta 2 will fix a lot of the common problems, and I expect to be releasing more beta versions as the testing continues.
Posted 15 years ago2009-07-28 00:51:26 UTC
in Can't Save in a Map, and Can't Load to t Post #271031
I've asked people on MODDB to tell me if they see that problem, but I doubt they'll say anything about it, even if they do see it. I'd like to get one of my friends to beta test this Mod for me. He's tested it a while ago before it was finished, but I'm sure I can get him to go through it again.
Posted 15 years ago2009-07-28 00:37:55 UTC
in My Mod Pulse: Beta 1 Release Post #271030
I've uploaded a mirror to Pulse's official website so that the download will go faster (and you don't have to signup to MODDB to download it).

Click here to download Pulse: Episode One Beta 1

By the way, the beginning is a bit dull, but it gets much better as it goes on. Trust me. ;)
Posted 15 years ago2009-07-28 00:11:30 UTC
in Can't Save in a Map, and Can't Load to t Post #271026
Thanks for the reply. Maybe it will only be a problem with my computer and not for everyone else? I hope that is the case, because for me it wouldn't load to the next map, and that next map begins the best part of my Mod. I hope it won't be a problem for everyone.
Posted 15 years ago2009-07-27 21:26:29 UTC
in Can't Save in a Map, and Can't Load to t Post #271020
Hello.

I have a Mod and I am experiencing an odd problem with it. When I get up to the 15th map of my Mod (pls15.bsp), I cannot save in it, or else the game crashes. Also, once I go to load to the next map (to pls16.bsp) then game also crashes. However, if I go right to that map by typing "map pls15" in console, I can save in it fine, and it loads to the next map without a problem. The only thing I can think of is that the save file is corrupt, but then why can I load the save file fine and why can I save in the map before this (pls14.bsp) but not this map (pls15.bsp)? I guess it could be that the Mod can't take all of the data from the previous 14 maps that have happened, but I chose "Yes, start new map unit" in the map settings for this map, and it still produced these two problems.

If anyone wants to try this out for themselves, let me know: I'll give you a copy of my Mod with the save files that I am experiencing this problem with. If anyone can give me any suggestions as to why this may be happening, I would greatly appreciate it.

By the way, my Mod is Pulse: Episode One.
Posted 15 years ago2009-07-27 20:42:00 UTC
in My Mod Pulse: Beta 1 Release Post #271017
I'll have to check it out when i go home.
The site looks professional, but the media links (pictures) are all 404's for me.

But from the thumbnails: Gordon wielding an AK-47?
Yes, those screenshots are quite out of date. The AK-47 isn't actually in the Mod, so don't worry, hehe. The Beta 1 released of my Mod only contains the regular Half-Life weapon set.

Also, if anyone gets a problem saving in the beginning of the "Penetration" chapter (map pls15.bsp), or if anyone has a problem loading between the maps pls15.bsp and pls16.bsp, please let me know. I need to see if I'm the only one experiencing this problem with my Mod. Also, right when the chapter "Voluntary Heroism" starts, make sure you quicksave. Otherwise, if you die before your first quicksave, you will load to a later part of the Mod (because I was too stupid to delete everything in the "SAVE" folder before I released this beta). Well, I guess this is why the call it Beta. :D
Posted 15 years ago2009-07-27 14:53:17 UTC
in My Mod Pulse: Beta 1 Release Post #270979
Hi, everyone.

If anyone is interested, I have released the first beta version (Beta 1) of my Mod Pulse. I've been working on it for quite some time, and it is actually a long Mod (considering average Mod lengths). There are a few bugs in it, as it is a beta release, but I would love to hear your feedback on it. By the way, I'm having a problem finding out why saving the game in the map pls15.bsp will crash it, and you cannot load from pls15.bsp to pls16.bsp without the game crashing, as well. If anyone wants to help me fix those problems, I'll create a new topic to discuss the fixing of that.

Anyway, you can download it here: http://www.moddb.com/mods/pulse/downloads/pulse-episode-one-beta-1.

Thanks, all, and I hope you enjoy my hard work at this Mod. :)