Forum posts

Posted 2 weeks ago2024-03-29 04:37:54 UTC
in Half-Life Featureful SDK Post #348673
Thanks for letting me know about that. I just tinkered around with your various config files and also read your github guide. This project is truly stunning. I've finally switched from Fi 1.6 to featureful.

Still missing all the fancy Field Intensity monsters though, but all in the good time, eh? :)

The fact that you won't re-add your story, thought and radio features saddens me immensely. Besides your mod and Todesangst2, Point of View I can't recall any other SP mod that ever did something similar. Would be a massive boost to any story driven mod to get that included in featureful even if it was just experimental.
Any chance on getting the Squad disband and recruitment feature into Featureful? Might be useful for all sorts of Npcs later on.

Bug report: monster_flyer_flock won't accept my custom models. It launches by default with the Boid model. But what I'd like for my XEN map is the real flock.mdl model. The model animations are present and accounted for.

So far I'm very happy and very grateful to you and your ambitious project..
For you: http://sndup.net/t8hd
Posted 1 month ago2024-03-15 18:08:30 UTC
in Half-Life Featureful SDK Post #348655
Sounds lovely... I will have a check on it. At the moment I'm working only with your Field Intensity Build v1.6 so I haven't even started yet to check out featureful.

Are there some documentation files you published somewhere explaining what each new entitiy does? I did go through your test maps on the Field Intensity SDK. Some maps didn't work as they should've as far as I could've determined.

Anyway stay on it. You're doing a wonderful job as always. :)
Posted 1 month ago2024-03-14 21:29:42 UTC
in Half-Life Featureful SDK Post #348651
I love you guys for doing this. Your todo list also looks very impressive. It will contain everything I always dreamed of.

Additional wishes or recommendations if not added yet:

-Solokillers random trigger spawning possibility. Making each play through unique and different.
-Solokillers triggers that only activate based upon the set difficulty.
-Solokillers Audio library & entity maximum extension. (I believe that was already included within Field Intensity, am I right?) So that the game allows for more maximum npc sentences written within the sentences.txt and an increased number of entity usage within any given map.
-Fix on Field Intensity Code and probably here as well to give Hecu_Ally_Grunts a rifle. When I spawned em per entity or per console they still spawn without a rifle just like in the original Op4 SDK.

As far as Monsters go possibly this:

-Hecu Minigunner, seeing how you're gonna add the minigun at some point.
-rpg hecu and blackop rpg variant- also being able to take on choppers.
-Robo Grunt of the censored German Version?
-Decay: npc Keller. Rosenberg is already in it if I remember correctly.
-Eventually a port of the Sweet Half-Life Hev Suit npcs & the Grey Aliens? :D
-Would be cool to get the Todesangst 2 Loader Enemies in as well. That was a one timer. Haven't seen anything like it any other Half-Life mod since. :)
-Eventually female Scientists https://gamebanana.com/mods/393927 (I've got a full sound set ready, based upon their male counterparts.)
But it's not yet released. Let me know if you're interested in obtaining that.
-Female Azure Sheep Security Guards.
While these can get added in by the mapper themselves it might save time and would serve as full package for any upcoming mappers to have everything available from start.

Last but not least a minor and more fun like request:
-If permission given add the brown shocktrooper variant of this SDK project onto your project: https://www.moddb.com/mods/opposing-force-enlightened It uses the former Alpha model but enhanced to the default op4 standards and uses the spore launcher instead the shock roach. Of course it's just a simple weapon and model swap within the entities in the editor but still kinda cool to have. Maybe eventually as 2nd skin within the model itself? Might be even cool to have for Field Intensity. That combined with a slight different pitch within the monster entities and you get a female version of said Alien. ;)
As far as the Archer is concerned: I love how it got handled back in Azure Sheep, game play wise.
Although an additional distance attack might not be wrong especially if the player is hiding behind something in the water.

It could have 3 attacks.
1. When it comes under close range attack from the player with a crowbar it will release a minor electrical charge which stuns the player and their vision, swims off before charging or long range attacking the player again. Similar like you did with the Alien Slaves.
2. the regular bite animation that azure sheep portrayed
3. and your suggested pit drone like attack.

I'd love to get the sounds from the Azure Sheep version for it. It had the best sounds for the Archer and the most memorable.

Stukabat - Hl: Point of View - hanging as ammo or idling around in the air and attacking any humans once it sees them.
Panthereye - Hl: Invasion, yes.
Charger - Hl: Invasion, yes.
Alienflyer aka Aflock - Love to see a dynamic flight script like you did for the boid.
chumtoad - Idle walking and hopping logic like for the boids. If approached to closely they explode on you.
Posted 10 months ago2023-06-04 08:41:38 UTC
in [Help] Sparks Above NPCs Heads Post #347578
This is related to the custom game code you're using. The sparks appear whenever the npc begins an action. Usually when the npc starts speaking.
It is - it was for testing purposes of the coder to see whether their modifications made to the code were working and the npcs starting to speak as intended.

Unless you can code yourself or at the very least read lines of code you could remove that particular line which spawns the sparks over npc heads yourself and then recompile the code. If you can not so ask around perhaps one of the coders browsing on this site might be willing to help you out on this one. For them it should be a mere matter of minutes to find the specific line, delete or exclude the line and recompile it.

The code you're using is still being actively worked on so keep that in mind.
Posted 11 months ago2023-04-30 20:43:11 UTC
in Half-Life Updated (custom SDK) Post #347491
Would be cool if you could re-add the lovely old Animation Clip of the Op4 WON version where we've seen Ospreys and soldiers running around. While it serves no purpose it might be fantastic for nostalgic reasons. Naturally something like that has 0 priority but eventually at very end as final touch.

Your current progress looks brilliant.
If you have many leaks in your map. The box method is the best way to quickly discover leaks. Just place a solid cube over most of your maps and work your way through it by adjusting it's size till no leaks remain. Rest assured it's a pain in a butt going on a leak hunt.
Posted 1 year ago2022-12-16 10:58:12 UTC
in "unknown bonecontroller link 'Bone02'" Post #347169
You're welcome. I'm glad it worked out for you.
Posted 1 year ago2022-12-12 09:51:59 UTC
in "unknown bonecontroller link 'Bone02'" Post #347162
Well it's related to the model.

Bone02 that the model has is unknown in the QF. You either used the QF file of another unrelated model or you removed Bone02 in Milkshape which was originally part of your model and therefore listed in the QF file. Best you write or compile the QF file from scratch but I'm uncertain how I always just modified existing ones adding Animations to it nothing more.

It's also possible that Milkshape created this bone as starting Bone. Blender adds a pre defined bone structure as well. You would've to manually remove it in the Program. Why don't you take a look in Milkshape and search for bone02 and see if it's actually part of the model if not delete it.
Half-Life complains if there are bones in a model that are not defined in the QF and vise versa.
Posted 1 year ago2022-11-19 13:06:10 UTC
in Uss darkstar? Post #347104
And seeing how you seem to be unaware of this great mod there you go:

https://www.moddb.com/mods/uss-darkstar
Posted 1 year ago2022-11-01 20:06:45 UTC
in Half-Life Updated (custom SDK) Post #347036
Personally, I in your shoes would release the SDK's for Hl1, BS, Op4 standalone in a version 1.0 where you add everything as was it was originally for their respected games just with the additions of your countless fixes and optimizations included. Then I'd focus solely on your unified SDK enhancing it and improving upon it till a version 3.0 or till you're absolutely satisfied with it yourself.
On a mappers perspective I would love to get some sort of repository containing everything that the community ever came up with in 1 huge package for the mappers to choose from and play around with in essence to create the ultimate mod and no I'm not talking about having 100 different weapons at your disposal.

Be it a Rosenberg Entity or some Grey Aliens from Sweet Half-Life (Assuming permission is given) maybe any cut Hl1 monsters with working AI etc. that and of course many of the useful features that Spirit first introduced to the mappers and that you yourself came up with. Be it simple fog or an "entity follows entity ability" which for example was shown and used in Point of View where fire and explosion entities followed the downing Osprey in the Op4 Intro Sequence Remake or model and sound swapping.

That combined with your texture size enhancements, your improved and enhanced general game play performance should be all a Hl1 mappers Heart desires. It's a bit saddening seeing how you couldn't improve upon the sentence.txt text size limitations but that was to be expected.

In regards of decompilers. That's how I actually learned to conduct my mapping or rather entity scripting. I became quite adapt at it thanks to the decompiler tools. In my case I rebuilt scripting wise a Test Chamber from the very map that won the Test Chamber Content award here on TWHL. In another map I rebuilt an entire corridor even replicated it's textures but added my own personal touches and visions into it. It helped me understanding how to properly carve brushes and how general brush work should look like in my early mapper days for Hl1. That said corridor was this one: https://media.moddb.com/images/mods/1/14/13305/Evac.jpg In the original (another Twhl content map) there used to be a Tram line down there. In my vision I added a cave instead with a helipad inside it. Nowadays I naturally built all my maps entirely on my own (Not counting donated maps). Still - I believe taking inspirations of other artists can never hurt 'cause that's what it usually is - Art. That's how humanity competes with each other and advances technologically. There's always somebody who thinks they can do things better than the predecessor.

Those who want to steal work of others always will find their way and they won't care either. So I don't think that it should be of any concern to any us. All you could do in the hopes of preventing it is to mention explicitly to respect the work of others by not taking their stuff. At the very least use it only with their proper consent and credits given as it always should be in such a case. Personally I feel that the Half-Life Community was always a rather respecting community when it comes to Single player content. Lets not talk about the MP branch 'cause that's a very different subject. Anyway in my opinion it would be just fine.

Both the Hl Community and Armed Assault Community in my personal experiences were both 2 of the best communities where people always helped each other so much that the end results often resulted in created content which even surpassed the quality of that of their original respected games. That's something to be very proud of as it is unique and also keeps any game alive (@All Companies: Make this Truth to your own. :D) So I'm in favor of an enhanced decompiler tool.
Posted 1 year ago2022-10-30 13:04:58 UTC
in Half-Life Updated (custom SDK) Post #347030
Hm few years ago I tried myself out on VirtualStudio. Trying to compile a modified engine code for hl1. I failed horribly and received countless compiler errors till I gave up on it. If CMake behaves similar or is even identical I'd prefer the easier method of having something behaving similar than Spirit of Half-Life something that largely pre configured. Something that allows the mapper to start mapping right away without having to worry to much about config files, project files. Merging and syncing files online even.

I suppose it all comes down to the general accessibility. Now I do realize that this won't be similar to Spirit at all but you know what I meant by drawing this comparison. That being said I prefer only official releases done by you and your fellow helping hands such as Shepard.
Posted 1 year ago2022-09-19 21:37:18 UTC
in Problems with compiling viewmodels in Blender Post #346889
Glad that it worked out for you. :)
Posted 1 year ago2022-09-16 12:19:24 UTC
in Problems with compiling viewmodels in Blender Post #346876
You may have accidentally created a new bone called bone09. But that is unlikely seeing how it is called bone09.
What exactly did you do while looking at the model in blender? Did you copy meshes and body parts of it into an own model of your making?
Make sure that if you did that. That you copy all attached bone names as well as the body meshes (or their groups) onto the new model mesh.

Keep in mind that you can not copy paste models (for example new torsos.) onto another models head without making adjustments to the bones which are all parents of specific mesh groups. Some models got like exp. 128 bones while others perhaps only got a 100 bones. You would need to de-parent all the meshes of it's old bone structure and parent the meshes onto their new bone groups from scratch or by selecting several parts of the meshes to the desired bone section.

Bones are actually that what makes the models move later on in any game. Like our bones inside our own bodies keep us from falling and collapsing in itself to the ground as 1 large bag of water. The very fabric of what we namely are - bags of water. :) I suggest you checkout some tutorials.

Check out the great tutorials made by Tetzu0:

https://www.youtube.com/watch?v=9W4RW2mA6os How to install Blender for Hl1 Gold Source Engine
https://www.youtube.com/watch?v=MbT4ShF3EQI Part2
https://www.youtube.com/watch?v=f6-6OPvrPb0 Bone tutorial on simple can.
https://www.youtube.com/watch?v=AUIFyXqYE2w Animating things
https://www.youtube.com/watch?v=StfsWz9Svms Fixing broken Animations
https://www.youtube.com/watch?v=PBLnzWSp8ug IK Bone rigging (Important regarding your current situation)
https://www.youtube.com/watch?v=ZWf1OGSaGXg Animation Tutorial2

Have fun.
Posted 1 year ago2022-07-05 19:10:36 UTC
in How does monster_human_grunt works on OP4? Post #346707
They should work considering that I played numerous Opposing Force mappacks that featured both your allied grunts and regular grunts as enemies, allies of the Black Ops.

https://www.runthinkshootlive.com/of/
Posted 1 year ago2022-06-23 17:50:06 UTC
in How does monster_human_grunt works on OP4? Post #346653
You must be fairly new to hl mapping.

monster_human_grunt is basically the counterpart to a regular Hgrunt entitiy. He can follow the player he can attack on his own.

His allies are: The player, other hecu grunts. That soldier is hostile to everyone else. Did you never play Opposing Force? No? Go play it now.

Make sure to place info_nodes in your map. These info_nodes are important for the npcs. They use these entities as waypoints where they will run to and take cover and so on. Without these info_nodes placed on your map your npcs will behave very poorly.
Something like that usually happens when you didn't map on the grid and or also when you carved objects numerous times making them thus very complex in shape or size. Same applies for mini brushes that exist out due carving brushes.

What you could try is to use the special textures on said brush.

http://zhlt.info/special-textures.html

I doubt it will work though. Best you recreate said areas. Also check whether there are overlapping brushes. That could also cause these errors.
Sometimes you may have accidentally created a func_door or any other entity on the brush which then results in the things shown in your screenshots. If there are indeed some entities used make sure to add a 2nd wall behind these entities in order to avoid looking into the void. Func Entities should never have an actual connection that extends outside the actual map aka to the sky and void.

At least on the 2nd screenshot I'm almost certain that you created the wall as a block and then carved the ceiling wall down these 45 degrees. Don't ever do it like that. Place another wall onto of the current one. Extend it all the way down to where you need it so that it sits on the same coordinates as the bugged wall and then use vertex manipulation and combine it with the other vertices linking them together as 1. Once accomplished retexture the wall based upon the malfunctioning 1 and then hide the new wall. Afterwards delete the malfunctioning 1 and make your new wall visible again and test if that fixed it.

Remember: Never carve a square into several segments unless it's a clean cut going in 90 degree angles. Work with numerous brushes or triangle brushes instead.
Posted 1 year ago2022-05-23 21:19:21 UTC
in Submodels change when monster performs action Post #346541
You can swap Barneys Head if memory serves correct but not his body mesh due to the way the Engine handles it.

I'm afraid that you need a custom code in order to get it to work the way you intend.

Zombies on the other hand had no special sub models like pistols and such things attached to their model which is why body model swapping works on them.
Posted 2 years ago2022-02-27 22:26:46 UTC
in Half-Life Asset Manager Post #346300
Hi Solo I'm trying to switch from Jed's Half-Life Model viewer to your superior Asset Manager.

Could you explain to me how to properly set up your tool?
I'm struggling to compile models with your tool.

What .exe in program path do you expect me to link there? That of Half-Life1 ?
Could you tell me a bit of the proper default features that should be enabled/disabled when compiling for an intended use in Gold Source?

Thank you in advance.
Posted 2 years ago2022-02-26 12:19:10 UTC
in Blender help requested Post #346298
Hi guys it's been many years since the release of my female Scientists.
https://www.moddb.com/games/half-life/addons/female-scientists

Today I am attempting to rig a head onto a main body mesh but I can't recall how. It's been to long. Could any of you tell me again how it was done.
I checked through the old tutorial vids of back then but the solution eludes me.

This is what I did:

Importing my HECU head deleting it's bones and then importing the HECU main body_mesh. Now I can't remember if I had to parent the head mesh to the main body mesh or if I had to parent both meshes to the bones but I'm also getting a No bone selected error.

If any of you could tell me in simple layman terms what I'm supposed to do in chronological order I'm certain my memory will return immediately. It's just my uncertainty to know which step to perform when at the moment. Thank you

EDIT: I solved it. I just had to replace the head mesh and add the new head instead and combine the remaining meshes with the new head.
Posted 2 years ago2021-08-18 18:33:40 UTC
in Half-Life Asset Manager Post #345888
Sounds wonderful as usual I wish you best of luck. :cyclops:
Posted 2 years ago2021-08-18 01:50:59 UTC
in Half-Life Asset Manager Post #345886
Congrats on the release of these fancy tools. They're indeed a huge improvement over the classic versions. Thank you Solokiller.
How's it going on your SDK Frontline? Hl1,Op4,BS ? :)
You don't create a weapon walking animation. The weapons are attachments attached to the primary model itself. There you control how they hold and control their rifles during any animation they play.

If you refer to a specific animation where the npc or player touches his gun it applies to the same principle.
Posted 3 years ago2021-03-14 01:58:15 UTC
in Let us add more than 20 images Post #345427
Little more description would be appreciated. You want our help then invest some more time in writing us what it is you need help with.

Either way. So you capped some screenshots that you wanna see in game for placing on walls etc. is that it ya ?

Download wally

https://www.moddb.com/games/half-life/downloads/wally1

And add these screenshots into your own .wad file.

The files must be either in .bmp, .tga, or .jpg format and be dividable by 16 so 128x128 or 256x64 8bit color format aka 256 colors.
Posted 3 years ago2021-03-08 17:01:35 UTC
in Help, can't replace textures in HL1 Post #345409
Ya you're right @Captain P coming to think about it.

8 bit equals 256 / 0 to 255 colors. 16 is also dividable by 2. But ya I should have said 16.
If memory serves me correct certain compiler can't read certain formats but in general you once more right. It's more the engine itself that can't handle this my mistake.
Posted 3 years ago2021-03-07 15:26:27 UTC
in Help, can't replace textures in HL1 Post #345402
Heya there are possibly 3 reasons why your .Wad file won't work.

1.) Textures in Half-Life need to be in 256 bit colors.
2.) Textures should be dividable by 2. So for example: Your texture must be 256 x 256 in size. It can't be 255 x 255 'cause you can't divide that through 2.
3.) It is vital that textures are in .TGA Format although modern compilers such as this https://twhl.info/thread/view/17830 also allow .jpg Format but it is not recommended. That being said you get an increased quality loss with .jpg which can result in Artifacts getting displayed on your textures after the compile.
Posted 3 years ago2021-03-07 15:16:16 UTC
in Half-Life: Opposing Force code modding? Post #345401

...Help request...

Hey folks:

I was wondering whether one of you coders out there could help me implementing some Spirit Features to Solokiller's amazing Op4 Code.
https://github.com/Solokiller/halflife-op4

So that I can finalize upon my merging of 'and between Military Duty & Firestorm.

https://www.moddb.com/mods/military-duty
https://www.moddb.com/mods/hl-opposing-force-firestorm

I won't go into any details but for a real coder it's probably a matter of mere minutes implementing some of the required features that Spirit provides. If you like to see Military Duty in a similar length to that of Opposing Force itself getting released I'd appreciate any help . Just PM me here on this very site if you're interested in lending a hand. I wish I had the mental capacity to figure this out myself but after the idk 15 attempt at figuring out the file structures and correlations between files I had to accept the fact that I'm simply put -- no coder.

Greetings 23-Down
Posted 3 years ago2021-01-26 22:01:26 UTC
in The mods that never were Post #345283
I once attempted modding back in IDK 2002. But nothing ever came out of it. My English wasn't that great and there weren't enough tutorials that helped me back then. Eventually my English improved and I managed releasing Military Duty 13 years later.

Right now I got this abandoned Mod sitting on my HDD.

Firestorm

https://www.moddb.com/mods/hl-opposing-force-firestorm

I still got all the textures, models, sounds and RMF files related to that mod project. My plan was to eventually merge that mod with my released Military Duty mod to form this into an even larger & massive mod experience similar in length to that of Opposing Force itself. I wish somebody could compile me a Spirit v1.2 with all working Op4 entities included. But I never found a coder able to do so and sticking around till the end. I attempted to incorporate entities such as the Voltigore and the reverse engineered ropes by Solokiller myself many times already but I just won't get the hang of it. So in essence it kept me of merging the 2 mods thus far as I require some vital Spirit features in order to utilize several of my ideas. That makes it basically unlikely that we will ever see contents of Firestorm any time soon.

------------------------------------------------------------------------------------

I remember "Welcome to Black Mesa" and I was a huge fan of your mod @Cabo Fiambre. In fact mods such as yours served me as inspiration in my very early mapper days. It's sad that you've never finished it.
Should you still own the mapping files you might consider uploading them open source, who knows some other mappers out there might still make good use of it. That way your work wouldn't have been in vain and others can enjoy it. I often wonder how many Gigabyte of Data regarding Half-Life maps and mods are still floating out there throughout the world - unreleased. :)

https://www.moddb.com/mods/welcome-to-black-mesa <<< There's even another mod with the same name than yours. But that's unrelated to your ancient mod or? Either way it's equally dead and never got released.

-------------------------------------------------------------------------------------

"Particle Fusion" is another mod that I follow closely @Supersonik. It most certainly looks stunning and I hope we will see it one day in the future don't let it die. Don't let any of your amazing mod projects die. Don't you dare. :)
Posted 3 years ago2021-01-04 21:03:03 UTC
in Clean Half-Life Post #345146
Can you give us more information about what exactly this mod is about? I read some of the moddb reviews and they are indeed positive and highly rated yet the maps (based on the screens look basic at best). What exactly is the purpose of your mod? What does it do that normal HL1 doesn't do?
Posted 3 years ago2021-01-04 20:52:22 UTC
in SoHL: Opposing Force? Post #345145
I know the guy.. He helped me with my own code till we both discovered Solokillers work. Then he ceased development. The public code is even less sophisticated than the private one I own and even that it a total dev build. For instance many NPC actions spawn a spark on top their heads for verification that things worked as intended coding wise. Unfortunately I'm to stupid and limited in time to figure things out myself.

If you got the coding know how let me know and I'll send you that internal code. He fixed dozens of spirit related bugs and cleaned up the whole code of it big time. At least so he claimed but I believe that he did.
They relate to the pitch and other sound effects of how said words will sound like. Best you browse through the tutorial section and other people their topics section on this very website before asking questions that are easy to answer yourself.
Black Mesa used to be an ICBM base (inter continental ballistic missile) during the Cold War. Long before they turned it into a research facility.
It stands to reason that the Military had a minor detachment stationed there before and during the Resonance Cascade.

As for the Helicopter. It's one of Americas finest attack helicopters. Enhanced and upgraded for many decades now. I'd type something relating to the specs and that our proud (their) military is continuing with help of Black Mesa's weapon and research division to enhance it even more. A bright star on the horizon regarding the future. Stuff like that.

https://half-life.fandom.com/wiki/Black_Mesa_Research_Facility

https://en.wikipedia.org/wiki/Boeing_AH-64_Apache
Posted 3 years ago2021-01-02 22:31:07 UTC
in SoHL: Opposing Force? Post #345135
Be advised: That code was incomplete and only preliminary in it's release.
Posted 3 years ago2020-12-25 10:20:31 UTC
in Filling the gray box in Steam library for HL mods Post #345107
It is possible but requires some minor editing and conversion work.

https://steamcommunity.com/sharedfiles/filedetails/?id=276991683

Several mods I own got this implemented and it works without any actual doing on my part.
Posted 3 years ago2020-12-02 22:01:54 UTC
in Announcer help needed Post #345005
And in this particular case it would be the sentence name:

!NA

!NA0

for Access Denied!
Posted 3 years ago2020-12-02 21:59:47 UTC
in train Post #345004
Func_Trains are tough to get going. I struggled with it myself. What you need to do is to set a path corner for the route. Func_ Trains won't properly work on regular path entities. If memory recalls you need to mount a linked route for it by holding down crtl + left click and creating the whole route for it that way.

Perhaps someone else can shed some more light on it. If not give me a shout and I will create you an example map which you can copy and paste into your own map.
Wasn't labcoats required renamed into Scientists Adventure later on and that mod never came beyond a minor demo release?
I could be confusing things but the name does indeed ring a bell for me.

@Jackn0
Half-Shock was an unfinished mod project with no opponents in it as memory recalls. I did play that back in the days.
As for mods not working just copy your cl_dll and dlls folder of your Valve folder into the mod folder and the mod should work as intended. In many mods I got I often notice that I can't switch weapons 'cause the dlls are missing. If the intended mods still don't won't it might be due to missing wad. files. Should you get this error ED_Alloc: No free edicts. Then there's a command you can add in a shortcut for the main half-life.exe in the target line: -num_edicts 4095 -mod NameOfHLMod that fixes that error.
Hm sounds interesting.. Perhaps cap some screenshots of the files names in list format.
I myself am a collector. You might own some mods that I myself was looking for - for a long time, mods that are equally lost but not considered right now.
Note: Blackop Mission is still under development. Most likely what you owned was only a minor demo release.
I'm his beta tester and last I talked with him, idk like 6 months ago he said he was still working on it.

I still got Cleaner's Adventures Begin on my external HD. But guess what the Hard Drive is giving me a bad indexing error and has bad clusters as of today when I wanted to open my archives just for this topic here.. I hope I will be able to fix it considering I got plenty more archived things on it that would be lost for ever if I can't fix it. :(
Pretty sure I still got Panic at Black Mesa at that broken HD too.

Rest goes only as far as saying I might still have xyz burned on CD's.

Infinity
Xen Crystal
Secret Santa 2011 on broken HD
TWHL for the "Xen Trasportation"

While it's sad I don't think it's a huge loss here with few exceptions. Simply considering that most mentioned maps were merely created for various competitions which often just contained graphics but no actual game play.
I still got a CD with maps that aren't even known anymore to modern hl1 players as they vanished in the late 90s not long after Half-Life's actual release but even here stands to say that most maps were tiny like fighting against an Apache on a roof top with a mounted RPG and so on, so nothing special. I'd like to think that the community did an epic job in preserving up to 80% of the true Gems out there. 18% were junk and not worth saving and 2% like Gargantua Mod Chapter One were simply overlooked casualties.
Posted 3 years ago2020-06-08 22:00:18 UTC
in SharpLife - Dot Net Core based modding p Post #344379
Sounds good. I was wondering whether you're still working on your project.. Good luck to you.
Posted 3 years ago2020-05-08 19:49:56 UTC
in Post your screenshots! WIP thread Post #344175
Hey that looks brilliant @koe1...
Nicely done.. Mind me asking, what's the name of your mod? Does a mod page on moddb exist for it yet?
Posted 3 years ago2020-04-26 09:49:13 UTC
in Help with my first map Post #344144
Nope it's not @admer456.. Here speaks experience... Having used the original Valve compilers back then and then switched to these they did indeed discover leaks that the other compilers didn't detect back at the day. And the maps did compile perfectly back then. Otherwise you're right of course. In most cases it didn't work. But there were maps that compiled fine (not modified) and suddenly after swapping to Vluzacn's Half-Life Tools v34 compilers half my mod maps were full of leaks.
Posted 3 years ago2020-04-24 08:50:56 UTC
in Help with my first map Post #344136
First things first.. Go and get these compilers..

https://twhl.info/thread/view/17830

Then you can use Jack with said compilers.. A batch. file of course always compiles faster but seeing how you're building a supposedly smaller mp map I doubt that it is anywhere near being complex (didn't check your uploaded file).

If your map lags - it is usually due to micro leaks your current compilers won't even detect. One more reason to use the compilers I recommended they got a very good detection system to find such micro leaks. Another benefit is that you get more texture cache and a higher entity limit not to mention several new useful toys to play with for casting shadows and light effects.

the second reason coming to mind could be an absurd amount of flickering lights. During my mod developments I often noticed that my maps lagged also. It often got fixed when conducing a full compile (not a fast compile).

Another aspect is: To conduct your mapping smart and clean. Example below. chaotic mapping where rooms and such aren't separated properly of one another can result in increased compile times and lesser Frames rates per seconds ingame. That being said avoid hallow cubes outside your actual map. Rather go and search/fix the leaks should you have any. Example below:
Mapping real life
There are not many successful real life places that have been mapped. That is because in reality, where we can see is defined by solid objects. In real life we can't see through doors.... But in Half-Life, the Engine can. Actually the engine can see through any entity and will texture the brushes behind it because it thinks you can too! Engine Visibility throughout your map is defined by solid objects. Once again you have to map as though you can see what the Engine can see. Big outdoor places are ok... as long as you don't put anything in them, which sort of defeats the purpose really.
Let's imagine we are in the yard looking back in the window. We can see some of the room. The Engine can see all of the room and some of the hallway because it is trying to show you what you might see if you move. If you have an outdoor map, them most of the inside of your building will be visible by the engine! The more textured surfaces the engine has to render, the slower your map will play.
Mapping for the Engine
As I mentioned earlier, placing a solid (non-entity) brush will block the engine from "seeing" what is on the other side. Well almost. The brush must touch the roof and floor in most cases. But the thing to keep in mind is that if you can see large distances in your map as the player, then the Engine can see more. Most of the large-scale scenic stuff in Half-Life was done through cut-scenes... and a lot of behind the scenes trickery. Ever wondered why you haven't seen a CS_superbowl map? I am not saying it can not be done, I am saying that the engine isn't up to it.

Never texture walls on sides or faces where you the player can't see instead I recommend to texture any walls and segments outside players range with the null texture. Ever wondered why some placed items cause ugly shadows.. Select these brushes and turn them to func_wall or func_detail. You can even group some brushes together to safe up on entity space. In some cases doing that can fix bugs or actually increase the performance as entities are getting compiled differently than solid world brushes.
There's also a setting in the Editor itself under flags 'Is hostile towards player when first seen'.
Posted 3 years ago2020-04-18 20:59:58 UTC
in Question about a Scripted Sequence I want to make Post #344129
You won't need to:

https://twhl.info/vault/view/6061

Good luck :)
Posted 4 years ago2019-06-25 09:01:34 UTC
in Black Mesa Xen Post #342795
That's absolutely stunning and it certainly makes up for all the content that was cut out of the game particularly the "On a Rail" and "Surface tension" which were reduced in size by 75% each.
Posted 4 years ago2019-06-16 03:43:09 UTC
in Found several new Hl1 SP mods..... Post #342739
Yap though I got an update.. I played through the "Left of Dead" mods.

And chapter 3 is just "The Infinite Rift" with different models but the same maps and story. Due to that there might be a chance that most if not all these listed mods were just ripped - renamed and uploaded under different name. It totally makes sense at the very least for that map pack series. Was chapter 2 of LoD terrible mapping wise, contained chapter 3 top mapping. That makes normally no sense but if it's a copy and paste thing it makes more sense all together.
Posted 4 years ago2019-06-15 18:30:31 UTC
in Found several new Hl1 SP mods..... Post #342737
Hey guys I just wanted to share a find I made earlier today with all of you. The site I found contains numerous mods I never ever heard about before. Thus far I tested few of them and to my surprise they're all fully playable and complete. Most mods contain rather simple and basic mapping how ever all mods contain proper NPC scripting and run on Spirit Engine. So that's a good thing. I'm not certain but I would assume that these mods were all created by the same author.

The site I found em is foreign in language but still easy to navigate. Just click on the mod names in order to access the download links.

Main site: http://half-life-mods-expansiones.blogspot.com/

The files are mostly hosted on "MEGA" but that's no big deal as you can use the temporary account space to dump the files there and then ultimately download them as regular zip files.

1 of the mod series has even brilliant mapping at hand. Along with decent scripting and monster placement so make sure to give it a try. The mods are listed in 4 different categories: Forklift/construction guys, Scientists, Military & Black Ops. There are couple of mods in each category. Below the mods I never heard about before. Others hosted on that site were known to me already.

Left of Dead mod series:
Lod1: http://half-life-mods-expansiones.blogspot.com/p/13-mega-httpsmega.html
Lod2: http://half-life-mods-expansiones.blogspot.com/p/14-mega-httpsmega.html
Lod3: http://half-life-mods-expansiones.blogspot.com/p/15-expansion-o-mod-robo-of-edition-modo.html

Robo-Edition:
http://half-life-mods-expansiones.blogspot.com/p/16-mega-httpsmega.html

Martin of Left series:
MoL1: http://half-life-mods-expansiones.blogspot.com/p/18-mega-httpsmega.html
MoL2: http://half-life-mods-expansiones.blogspot.com/p/19-mega-httpsmega.html
MoL3: http://half-life-mods-expansiones.blogspot.com/p/28-mega-httpsmega.html

Dead point of City17:
http://half-life-mods-expansiones.blogspot.com/p/20-mega-httpsmega.html

Police Girl:
http://half-life-mods-expansiones.blogspot.com/p/26-mega-httpsmega.html

Kate Life series:
No known Dl link for KL1 left.
KL2: http://half-life-mods-expansiones.blogspot.com/p/27-mega-httpsmega.html

Think fast or be Last:
https://half-life-mods-expansiones.blogspot.com/p/blog-page_20.html

1 Last tip:

In most these mods your npcs talk in IDK. Spanish or Italian... Just delete the mod scientist, barney,hgrunt sound folders and the game should play your default audio files instead.

Have fun.
Posted 4 years ago2019-04-26 02:14:31 UTC
in VOX Post #342517
Hi..

Take a closer look in your Half-life sound folder. There should be a file called Sentences.txt if not then you first need to unpack it with mdl. model viewer. A tool that can open pak. files. Once you opened a .pak file browse to the valve sound folder and extract the sentence.txt and place it into your half-life sound folder. Your extracted file will now take priority over the packed version.

Open the sentences.txt

and add a reference for your sounds.

Something like this:

*/ My level sounds*/ <<< The game will ignore this line due to the // signs. It's just for you to know where your own stuff begins.

2 Examples:

s1_line milduty/briefing1 <<<<<<<<< s1_line is the name you assigned for the Editor exclusively. While Briefing1 is the actual name of my wav.file. This file would indicate a real custom sound file in the sound subfolder milduty (can be anything you like)

securitylock bizwarn bizwarn bizwarn error, system security lock, disengaged <<<<<<<< The interesting part for you an actual custom vox message I once created. Securitylock is the name the Editor will use.

while the remaining words in it instruct the engine to play x3 a buzzing sound and then read the words the engine knows.

To play these custom sounds in general either spoken by npcs or as vox message you need to type their names like this:
!s1_line
!securitylock

The ! in front is very important without the ! the sounds can't be found by the game.
Posted 5 years ago2019-01-07 09:03:23 UTC
in Project Genesis Post #341569
Hl Echoes and Risidual life are mods based upon the Spirit engine.. Ever tried it ? You may not get the Voltigore but therefore all other Op4 monsters for choosing with it. Not to mention tons of custom models if you so desire.

https://www.moddb.com/mods/spirit-of-half-life
Posted 5 years ago2018-11-29 21:40:06 UTC
in HLVIS, LeafThread stucked on 90% Post #341355
Hm indeed the map doesn't look very complex at all.

In that case I suggest the old box method.

Make a huge solid box around parts of your map. Compile it and see if the compile succeeds.. The moment it does you can narrow it down to a specific area in your map that's responsible for a failed compile and then rebuild it or fix it what ever it might be.

My first thought though would be to that huge outside area.. Perhaps you made the sky brush to large.. I often found that I had to cut the sky brush sometimes into pieces as it wouldn't compile if it was to large.. But the log usually told me about it so it could very well be related to something else.