Forum posts

Posted 7 years ago2016-08-15 18:52:56 UTC
in Tracking entities? Post #331257
You can use Xash3D with "-dev 5" key in shortcut, it gives very detailed information about everything that engine is doing. "-log" key is also enables logging (all information goes to "engine.log" in your main game folder, this file will be rewritten after every new game launch).
Posted 7 years ago2016-08-15 16:12:02 UTC
in is it possible to create a "surviva Post #331254
How you suppose to have crafted things without coding? Well, something can be done via mapping only, but for things you want you should be entity master. But I know a guy who really did some crazy things without coding, even inventory for the player (that guy is very experienced in experiments with Spirit of Half-Life and XashXT).
https://www.youtube.com/user/DrTressi
Posted 7 years ago2016-08-15 15:50:27 UTC
in High ammount of Low poly NPCs vs Low amm Post #331252
So, you still don't want to read the manual, that I linked? You don't have "valve" folder in your game directory, it's not how Xash3D is intended to work with Half-Life mods (with the exception of stand-alone mods, which already contain ALL files they need to work properly). You just put your mod directory here, that's why you've lost many files, which are necessary for your mod. Read the manual, really.

About gamma. Launch the game -> Set gamma to 1.3 via console or use that slider -> Quit the game normally -> Delete gamma.dat from your base directory (technically it should be "valve", but maybe you have this file in your mod's directory, "zwc"). Then you can go back to the game. Gamma on your desktop will slightly change when game starts. After normal exiting it will change back. If your game crashes, gamma will not change back. So you have to start game once again and quit it normally.

If you don't like that gamma affects your desktop settings, open file opengl.cfg in your mod's folder and find this inside:
setgl gl_ignorehwgamma "0"
Change "0" to "1". But the price will be that gamma in the game can't be changed as much this way, as with hardware method.
Posted 7 years ago2016-08-14 22:34:14 UTC
in High ammount of Low poly NPCs vs Low amm Post #331247
Make sure you have installed all files properly. Detailed guide is here:
http://www.moddb.com/engines/xash3d-engine/features/running-half-life-under-xash3d-users-manual-english

Gamma just have other settings than in GoldSource, so you should check Video options and set appropriate level with a corresponding slider. Or put in console "gamma 1.3", it's an average comfortable value for Xash3D.

Can't say what's wrong with Nighvision. It's definetly works for me, just maybe not so bright, like in GoldSourse, it's possibly can depend on ligthing settings in Xash3D, or it's just a gamma settings' effect. There are also some specific Xash3D's cvars which allow to adjust things like texture lighting, model lighting etc.

I've made entpatches for all maps and corrected model paths to load all models properly. Besides that I've found a couple of other issues.

1.
Error: No spawn function for sprites/lgtning.spr
NULL Ent in UTIL_PrecacheOther
Looks like precache error in dlls that can prevent to load lgtning.spr properly.

2. Those flying things can't damage me. It can be an issue of custom model (sentinel.mdl), maybe missing attachment or something else that the engine should discern as a contact point of making an attack on player. Or maybe it's a coding issue. Nevertheless GoldSource can manage with attacks without that kind of trigger, but Xash3D can't. I can try to check a model, but if it's a coding problem, I can't say anything.
Posted 7 years ago2016-08-14 15:17:12 UTC
in Milkshape doesnt compile my skin. Post #331234
Then it looks like you didn't save your changes properly, or something like that. Milkshape works with files in its' own format, HL .smds should be imported and exported back. Probadbly you just saved your model in MS3D format, instead of export it to .smd.
Posted 7 years ago2016-08-14 15:10:57 UTC
in High ammount of Low poly NPCs vs Low amm Post #331233
Nope, Xash3D itself doesn't add any particle effects. They can only be a part of custom renderer with custom game resources. Also, this picture looks for me absolutely normal (for GoldSource).
Posted 7 years ago2016-08-14 09:42:47 UTC
in Milkshape doesnt compile my skin. Post #331226
Just open your .qc file and check what's inside. Put a real name of your edited .smd file into it instead of non-existing reference.smd.
Posted 7 years ago2016-08-14 08:25:08 UTC
in High ammount of Low poly NPCs vs Low amm Post #331223
The problem is not in models' names themthelves. You've added those spaces in entity's properties on maps. Like:
{
"bodygroup" " "
"origin" "-750.6 750.8 -50.8"
"model" "models\ tronera.mdl"
"angles" "0 -45 0"
"rendermode" "0"
"classname" "cycler"
}
So there are should not be any issues with weapons' names.
Posted 7 years ago2016-08-14 07:03:06 UTC
in High ammount of Low poly NPCs vs Low amm Post #331220
Error: Mod_ForName: models/ tronera.mdl couldn't load
Error: Mod_ForName: models/ escala.mdl couldn't load
Error: Mod_ForName: models/ puente_largo.mdl couldn't load
Error: Mod_ForName: models/ grua.mdl couldn't load
Error: Mod_ForName: models/ pared1.mdl couldn't load
Error: Mod_ForName: models/ pared2.mdl couldn't load
Error: Mod_ForName: models/ puente_corto.mdl couldn't load
Error: Mod_ForName: models/ puente_centro_inferior.mdl couldn't load
Error: Mod_ForName: models/ modulo2.mdl couldn't load
Error: Mod_ForName: models/ modulo1.mdl couldn't load
Error: Mod_ForName: models/ misil.mdl couldn't load
This what I'm talking about. Your props in maps have spaces in their paths, so Xash3D can't find them. Besides that v1.0 is working. 2.0 Beta is also working, but only with crappy screen resolution.

By the way, your 2.0 patch contains an error - you've named client dlls folder cl_dll (instead of cl_dlls), so some people can have problems with launching your mod at all (game will use updated zwc.dll and outdated client.dll this way).
Posted 7 years ago2016-08-11 15:25:05 UTC
in High ammount of Low poly NPCs vs Low amm Post #331173
It's supported, just some issues which can be fixed. As I remember, you used some model names with spaces (or something like that), so Xash doesn't load them. I reported about this to Unkle Mike, but he refused to fix this directly in the engine because another mod (which is also currently in development) will have problems. But you just can fix model names and they will be loaded properly.
Posted 7 years ago2016-08-09 16:50:44 UTC
in High ammount of Low poly NPCs vs Low amm Post #331135
More models = more entities, and it's probably better to have less entities on a map. But you can try to test your map for real results of both alternatives, to check how every of variants affect a performance (or maybe other moments).
Posted 7 years ago2016-07-06 17:30:22 UTC
in Additive crosshairs? Post #330714
Original Half-Life crosshairs (and blood) have Alpha-Test transparency. Additive transparency is using for other HUD's elements, muzzleflashes, fire effects etc. Crosshairs just were hardcoded to be non-additive, as I assume.
Posted 7 years ago2016-05-11 19:17:57 UTC
in Monster properties Issue Post #330095
Using cycler_sprite for models causes them to disappear from map after loading a saved game. So it's not really good solution (for singleplayer maps at least).
Posted 8 years ago2016-01-10 21:30:48 UTC
in Problems with adding 'r_shadows' Post #328172
It's not unstable. It's just a custom build. Some things added, some things removed, some things works better, than in any other SoHL versions after v1.2 (which is the last official version, btw). Can't say what is exactly wrong with r_shadows, but I know that this feature works via specific hack and possibly in v1.9 it has been disabled by a reason (Unkle Mike is the author of this build, and I know that he didn't like those shadows, because they're too primitive).

P. S. For those who didn't know that, there are few custom builds of SoHL by Unkle Mike - v1.3, v1.6, v1.7 & v1.9 (last).
Posted 8 years ago2015-12-08 16:20:13 UTC
in Dynamic lights in GoldSrc? Post #327685
Possible with XashXT & Xash3D (env_projector entity).
Posted 8 years ago2015-12-08 16:13:32 UTC
in Creating a new pickup item Post #327684
Didn't you try to set icon for your item in sprites\hud.txt?

Like that:
item_battery_small 320 320hud2 48 52 20 20
item_battery_small 640 640hud2 176 0 44 44
Posted 8 years ago2015-12-03 18:10:22 UTC
in Spirit Of Half Life Problem Post #327654
Possibly it's a problem of missed/wrong fmod.dll. If your version of Spirit is linked to it, client.dll will not be able to start without that file. Sometimes mods can require a specific version of fmod.dll. Anyways you should look into an archive with the version of SoHL that you are using to understand what files did you missed.
Posted 8 years ago2015-12-02 17:01:58 UTC
in hpw to make enemy npc friendly and able Post #327634
With SoHL he can also use assassin's model as alternative replacement for Barney (probably with some tweaks in model/animations and speech sentences)... Another interesting choice is using a code of Azure Sheep, for example (there is already friendly female NPC and much more) :)
Posted 8 years ago2015-12-01 16:03:14 UTC
in hpw to make enemy npc friendly and able Post #327614
Why do not use Spirit of HL, it allows you to set any behaviour for monsters.
Posted 8 years ago2015-11-02 21:34:13 UTC
in Goldsrc tree models Post #327395
UV parts out of texture will look stretched for HL models. You should check UVs more carefully. You can select those polygons which have stretched texture (not the whole model) and look for their UVs.
Posted 8 years ago2015-11-02 16:47:38 UTC
in Goldsrc tree models Post #327392
In kHED you should load a model, then select a part of model or a whole model by triangle/polygon/group selection tool, then press "UV" button and open an UV Editor. Then just move UV coordinates for any texture as you wish. But beware, because kHED can't save model animations and skeleton, so you can use it mostly for simple static models.
Posted 8 years ago2015-11-01 13:35:24 UTC
in Goldsrc tree models Post #327376
If you texture is stretched you have to edit texture's UVs, to make them proportional to the parts of bark.

Transparency is determined by palette - a last color (255) is transparent (no matter what is this color exactly in RGB), as far as I can remember.
Posted 8 years ago2015-10-10 18:28:52 UTC
in Need Funny Mapping Competition Maps Post #327246
Posted 8 years ago2015-10-09 13:51:07 UTC
in Need Funny Mapping Competition Maps Post #327232
I have Chuck Norris map and can upload it, but I really want to see 2 other maps too, since they have been lost long time ago...
Posted 8 years ago2015-10-05 14:19:57 UTC
in Monster_turret in wrong idle at start of Post #327210
I've checked which options were used by Valve in Half-Life for turrets and found that only Orientation value was set to Ceiling Mount. No changes for angles or something else.
Posted 8 years ago2015-10-03 10:53:37 UTC
in Monster_turret in wrong idle at start of Post #327170
Yep, there is an Orientation option and Ceiling Mount value.
Posted 8 years ago2015-10-03 09:38:04 UTC
in Monster_turret in wrong idle at start of Post #327168
I think it means that you can see inner parts of turret under ceiling when a map has been started. It's a common issue. Probably he should try to set angles for it.
Posted 8 years ago2015-09-27 18:09:41 UTC
in Applying 2nd set of skin on model? Post #327044
Yep, if you want additional models for any monster/NPC, Spirit of Half-Life is the best solution without coding. You just create another model and place it on a map, and it works like the same NPC, but with another look. Otherwise you can use new model only in scripted sequences (without real posibility to act as proper NPC).
Posted 8 years ago2015-09-26 21:38:25 UTC
in Applying 2nd set of skin on model? Post #327029
I can't understand what does this mean - second set of clothes? If this means that you want to add an alternative body to the scientist's model, then it's possible to do, but you need a special coding to make this change to work correctly in the game. For example, OF models have 6 versions of body for scientist's model and this model doesn't work properly with common HL code. So even when you want to increase a number of bodies, you already need to adapt your mod's code to this change.

The problem is that scientist's model already has 2 bodyroups (except the body itself): heads and syringe. So if you just increase a number of bodies (for example, you take OF model and put it into HL), you see added bodies instead of syringe's model in the game.

So technically it's possible to make any number of bodygroups and "subbodies", but this doesn't work correctly in game specifically for such complicated models, as scientist's (or hgrunt, or barney) model. But you can increase a number of bodies for simple models (as zombie, for example) which don't have additional bodigroups at all (this was used to increase a number of types of zombies in "Afraid of Monsters", for example).

By the way, I'm still ready to help with those models in Military Duty, but I'm really busy with other projects and have no free time to do it now. But you still can count me in (I think in the next month I'm ready to help).
Posted 8 years ago2015-09-26 15:38:03 UTC
in TWHL Tower Post #327026
So, is there any progress in preparing of final version of the project?
Posted 8 years ago2015-09-26 15:30:57 UTC
in Custom Models terrifyingly bugging aroun Post #327025
2 Teufler:
When you replace any part of model, make sure that replaced part is correctly assigned to corresponding bones of model's skeleton. Otherwise things will be messed up.
Posted 8 years ago2015-09-15 21:34:15 UTC
in Xash3D problem... Post #326965
It's not a bug. DSP system in Xash3D is an incompleted experimental feature, so environment presets of DSP effects just don't work properly. That's why DSP is (and should be) disabled by default in Xash3D.
Posted 8 years ago2015-07-13 18:26:33 UTC
in TWHL Tower Post #326365
I completed whole Tower and all things worked fine for me except one - if I start a new game using Xash3D or old version of Half-Life, the engine gives me 4 (same) error messages about problems with Visual C++ code. And I need to skip them to play. In Steam HL there are no errors.

Suggestions:
1. Add an autosave point in the beginning of every floor.
2. Add something like The End (I shot down the Apache and killed all the enemies on the roof, but nothing happened).
3. Console reports about missed sequences for act 1 for monster_generic & monster_furniture in map base-2much. Looks like it's not important for the gameplay though.
Posted 8 years ago2015-05-07 23:42:04 UTC
in Now Gaming: ... Post #325488
You guess...
User posted image
Posted 8 years ago2015-05-03 12:21:27 UTC
in Problems with sound packs Post #325467
Some sounds have cue points to make a proper sound loop for them. If you want to convert sounds you should take care, that cue points won't to be deleted in conversion. GoldWave should be fine for this, as I can remember. In most cases, I think, it should be enough to convert 16-bit wavs to 8-bit. At least, console usually spams about problems with 16-bit sounds.

For example, for c3a2d it spams about blip1.wav. Just detele it from the pack, or convert to 8 bit and all will be fine. So you don't need to convert all sounds, maybe only few.

What about MP3s, I'm using best quality tracks - in 320 kbps. For Xash3D you can even use uncompressed PCM WAVs of best quality. You just need to edit media\cdaudio.txt to smth like this:
blank
Half-Life01.wav
Prospero01.wav
Half-Life12.wav
Half-Life07.wav
Half-Life10.wav
Suspense01.wav
Suspense03.wav
Half-Life09.wav
Half-Life02.wav
Half-Life13.wav
Half-Life04.wav
Half-Life15.wav
Half-Life14.wav
Half-Life16.wav
Suspense02.wav
Half-Life03.wav
Half-Life08.wav
Prospero02.wav
Half-Life05.wav
Prospero04.wav
Half-Life11.wav
Half-Life06.wav
Prospero03.wav
Half-Life17.wav
Prospero05.wav
Suspense05.wav
Suspense07.wav
Posted 8 years ago2015-05-02 20:29:18 UTC
in Problems with sound packs Post #325463
Wolfenstein97
You just can check original HL sounds for their properties.

For example, NPCs' speeches and environment sounds are something like that:

Format : Wave

Audio
Format : PCM
Format settings, Endianness : Little
Format settings, Sign : Unsigned
Codec ID : 1
Bit rate mode : Constant
Bit rate : 88.2 Kbps
Channel(s) : 1 channel
Sampling rate : 11.025 KHz
Bit depth : 8 bits

Weapons' sounds like that:

Format : Wave

Audio
Format : PCM
Format settings, Endianness : Little
Format settings, Sign : Unsigned
Codec ID : 1
Bit rate mode : Constant
Bit rate : 176.4 Kbps
Channel(s) : 1 channel
Sampling rate : 22.05 KHz
Bit depth : 8 bits

For 100% compatibility sounds should be mono 8-bit PCMs with sampling rate of 11.025 KHz or 22.05 KHz. The problem is that if you convert quality WAVs in low bitrate, they will often sound too bad. Also, I played a lot with Overhaul Pack (as its' author) and didn't have any significant problems with it. Maybe you are using WON version of Half-Life? It has outdated sound processing module, that can be a cause of all those problems. Steam version of Half-Life or Xash3D should deal with those sounds fine. At least until you don't try to use stereo WAVs (which are really causing sample conversion problem) or sounds with high bitrates for NPCs' speeches (they are causing lipsync problem).
Posted 9 years ago2015-04-09 17:09:44 UTC
in Looking for all your SP maps and mods Post #325225
Posted 9 years ago2014-12-22 08:45:16 UTC
in Post your screenshots! WIP thread Post #322916
One of ceiling textures looks a bit too bumpy at two first screenshots.
Posted 9 years ago2014-12-08 23:23:45 UTC
in My first Half-Life Mod... Post #322701
Worker's model always presented in the game files. It wasn't presented only as NPC in the Half-Life scenario, but some mods used it often enough, including SD-version of this model, with scientist's animations instead of rough original ones.

P. S. If you want to create your own mod about construction worker, you should definitely start from the mapping. Try to make some good maps, and only after this think about models and coding. In fact, coding should be the last thing about which you should care, if you are beginner. It's simplier to use existing game posibilities, and many good mods have been started and finished only with mapping, plus some cosmetic changes in models, sounds and interface.
Posted 9 years ago2014-10-07 19:54:53 UTC
in The Village - Goldsource mod Post #321984
Good idea! There are not to many HL mods/maps with such theme (this one gives me They Hunger feeling), so it would be nice to see this work finished and released.
Posted 9 years ago2014-09-17 21:30:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321783
2 ninja defuse
I think he meant a special interface, that Sledge has to run a compiling process.

By the way, it will be a useful feature, if Sledge will allow to open compiled maps (.bsp) and modify entities on them (change properties of existing entities, or add something new). WISIWIG entpatch editing, you know.
Posted 9 years ago2014-09-16 18:39:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321763
2 Captain Terror:
I already has converted that map to .map format using other editor. And when I converted it and opened it in Sledge, it still gave me error messages when I tryed to compile it. But when I converted it to map, those problem brushes became visible and I was able to remove them and compile the map (for one of tested maps, however, I was not able to detect problem brushes even after converting). Looks like your copy/paste solution is a better way to fix such problems. So maybe there is no real need in any special tool.
Posted 9 years ago2014-09-16 08:30:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321753
2 Captain Terror:
The problem is also that you can't export such map into any other format or even save a map (if you tried to change something using 2D viewports) using Sledge.

Maybe it's possible to add a special tool that will remove any objects outside of world automatically, by user's decision.

P. S. Another problem is that if I have few configurations of build tools in Sledge (for same engine), I can't choose a specific one to use it. Sledge automatically uses a first entry in list, ignoring all others.
Posted 9 years ago2014-09-15 20:16:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #321751
Tried to open this map in Sledge:
http://www.snarkpit.net/index.php?s=maps&map=3155

It gave me an error when I clicked once in 3D preview. And when I tried to use mouse wheel over 3D preview it spammed me with countless error windows, so this forced me to log off from Windows session.

P. S. I just checked this issue with other maps and found that is not a problem of specific map. It happens with other particular maps too. I'm using Windows XP SP3 and have .NET 4.0 installed.

P. P. S. Looks like it happens for maps (especially saved as rmf-files) which have brushes/entities outside the world.
Posted 9 years ago2014-08-31 20:41:45 UTC
in Train continues making sound while stopp Post #321574
It's a common HL issue - when moving brush object (door, train) stopped by any sudden obstacle, it continue to play such nasty sounds. In singleplayer game you can quicksave/quickload to stop this. But if you have a bit another situation, then maybe you need to check some of your entity settings...
Posted 9 years ago2014-08-11 19:56:33 UTC
in Half-Life skins color slider Post #321107
Default skins use a specific indexed palette. Looks like every "key color" of each skin has a grade of 32 color tones. Palette colors from 244th to 255th are greyscale, from 192th to 223th are "bottom color" of skin, colors from 160th to 191th are "top color" of skin. Colors from 0 to 159 can contain additional colors used on skin (which should not be affected by sliders). Something like that.
Posted 9 years ago2014-07-18 17:16:45 UTC
in Material Sound, and Roach Post #320429
zeeba-G, you can try to use vanilla texture, but change its' name and add it to material.txt as a new one. And compile it into map. If it meets the requirements of the compo...

Added:
I also tested this with regular texture just now, and it also works for me. Did you restart HL after altering material.txt? Or maybe you have same texture name in material.txt with another prefix?
Posted 9 years ago2014-07-18 14:15:50 UTC
in Material Sound, and Roach Post #320420
Hmm, I've tested this on a custom map and all works fine for me (sound/materials.txt -> S texturename). Check for that your texture name is custom and doesn't exceed 12 characters. Or maybe you missed something another.
Posted 9 years ago2014-07-12 18:41:43 UTC
in Black Mesa Scavengers Post #320254
Very interesting idea. Especially if to make some non-standart ways to wipe those damned things. I mean, not with normal weapon, for example (or with specific weapon). Or if do some crazy tricks / use some special machines / solve some puzzles to reveal a target, or make it accessible. Also, bullsquids or someone else may help you sometimes. And if you are looking for small monsters, there are also chumtoads or leeches (I'm not sure, that you can trigger them though).
Posted 9 years ago2014-05-03 17:47:22 UTC
in Problem with additive textures on .mdl f Post #319173