Forum posts

Posted 1 month ago2019-05-05 01:45:23 UTC
in checking for t.mdl with GET_MODEL_PTR Post #342574
Hm okay - I guess textureindex will be 0 for models with no textures but the game handles that.

My problem is that I want to see how many skins a model has by checking numskinfamilies but it looks like I can't use that if the textures are external. If I want to get the number of skins I guess the only alternative is to try and open up the *t.mdl and parse the header then?
Posted 1 month ago2019-05-04 07:08:32 UTC
in checking for t.mdl with GET_MODEL_PTR Post #342572
Does the data returned by GET_MODEL_PTR tell you if textures are stored externally? If it does then how do you get the model pointer for the *t.mdl?
Posted 1 month ago2019-04-24 06:24:15 UTC
in Improving decals, detail textures for decals ? Post #342510
Looks like it might be possible with some programming. The server-side decal entity sends a message which the engine handles - it and the rest of the engine decal messages don't take scale parameters.
You could add a new message type and handle it on the client-side and use the efx_api_t R_FireCustomDecal function which has a scale parameter.
Posted 1 month ago2019-04-19 21:38:15 UTC
in Post your screenshots! WIP thread Post #342498
Nice.

And I thought one of those maps looked a lot like Uplink.
Posted 1 month ago2019-04-19 00:30:07 UTC
in Improving decals, detail textures for decals ? Post #342490
I remember reading someone on hlcoders wanting to write their own decal rendering code - I assume now that it was to work around this limitation.
They found it difficult though because of the undocumented changes to the renderer structs between software mode and hardware mode: https://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23227.html

So it looks like decals have a scale attribute?
Posted 2 months ago2019-03-24 01:07:41 UTC
in The Hype-o-matic (Upcoming games) Post #342319
The original is cheap now too (as long as the sale lasts): https://www.gog.com/game/vampire_the_masquerade_bloodlines
Posted 2 months ago2019-03-24 01:06:10 UTC
in Navigation file doesn't work Post #342318
Maybe have a look at the Left 4 Dead nav-mesh documentation - it should be a similar system.
Posted 2 months ago2019-03-22 23:14:41 UTC
in The Hype-o-matic (Upcoming games) Post #342312
I was vaguely aware that a new Bloodlines might be coming, then I read earlier in the week that an announcement was imminent, and it's now been announced, so that's pretty good.

I really enjoyed the original - it was really grindy in parts but it had a great setting and some great characters. Hopefully the sequel is more of the same.
Posted 2 months ago2019-03-22 23:10:08 UTC
in Post your screenshots! WIP thread Post #342311
Are you using texture lights?
Posted 2 months ago2019-03-22 23:09:29 UTC
in Para_ maps in Day of Defeat Post #342310
I didn't think para_ maps were a thing in the latest Day of Defeat. The last para_ maps were in beta 3.1 maybe?
Possibly they just don't work properly in the latest version.
Posted 2 months ago2019-03-22 23:08:35 UTC
in Navigation file doesn't work Post #342309
Hm, I think there are probably console commands to show the navmesh visually but I don't know.
Posted 2 months ago2019-03-17 01:51:40 UTC
in Cleansuit scientist won't move Post #342274
I think there are some hard-coded instances of monster_scientist in the code - maybe you need to add monster_cleansuit_scientist to those places too?
Posted 2 months ago2019-03-17 01:49:47 UTC
in Model has too many sub files Post #342273
usual MDL compiler can't create MDL-files over 4Mb
Really? What part of it sets that limit?
Posted 2 months ago2019-03-17 01:47:52 UTC
in Navigation file doesn't work Post #342272
Are there any errors in the console? My guess is HPB Bot waypoint files are incompatible with the bot you're using.
Posted 3 months ago2019-03-10 05:08:00 UTC
in More mods that never were... Post #342210
Haven't touched it in a while but I did start work on a mod for Zeno Clash.
I'm not much of a mapper but I did get a bit of a Roman town going.
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I intend to finish it one day.
Posted 3 months ago2019-03-10 05:02:58 UTC
in Navigation file doesn't work Post #342209
How do they not navigate properly?
Posted 3 months ago2019-03-10 05:02:39 UTC
in Half-Life 2 Mod as a homebrew Post #342208
The Xbox engine uses mostly the same formats as the PC version but textures are different and as far as I know there is no tool to convert to a .xtf file.
Also, the gameplay is built into a monolithic binary with the engine I think so you probably can't change the code.
Posted 3 months ago2019-03-10 05:01:45 UTC
in Model has too many sub files Post #342207
Had a quick look at studiomdl and maybe $sequencegroupsize set to some high number? Not sure.
Posted 3 months ago2019-03-10 04:57:20 UTC
in How to make a button, giving you a gun? Post #342206
The game_player_equip might be what you want - not sure if it's in Counter-Strike but it is in Half-Life.
Posted 3 months ago2019-03-02 23:20:39 UTC
in Waypoints for this maps [Firearms] Post #342117
Posted 3 months ago2019-03-02 04:48:29 UTC
in Waypoints for this maps [Firearms] Post #342114
There is an open source tool on botman's sites that generates waypoints for a given .bsp file - that may be of use.
Posted 3 months ago2019-03-01 11:39:09 UTC
in programmatically changing origin and angles Post #342102
I was calling UTIL_SetOrigin but that didn't help.
Playing around with it some more and it still seemed to happen... sometimes. I don't think anything is resetting stuff as it mostly works.
More experimenting required.
Posted 3 months ago2019-03-01 11:37:12 UTC
in Waypoints for this maps [Firearms] Post #342101
Looks like MarineBot is based on HPB Bot so I imagine you use similar console commands to place waypoints.
Binding those commands to keys will probably help.
Posted 3 months ago2019-03-01 11:34:53 UTC
in Post your screenshots! WIP thread Post #342100
Playing around in Sandpit:
Half-Life SoccerHalf-Life Soccer
Posted 3 months ago2019-03-01 11:34:11 UTC
in Reviving War in Europe (Half-Life mod) Post #342099
Is agrobot open source? Bot #10 is for integrating into existing mods I thought so if you want to create you own bot you'll need to base it off something like HPB Bot (or Sandbot which I created and which is a bit more up-to-date and has everything in one package: http:/sandbot.bots-united.com).

Making waypoints is the same in most bot frameworks, though botman created an auto-waypointing tool which you could modify. I don't know if the results are perfect so some modification may be required but it probably takes a lot of the hard work out of it.
Posted 3 months ago2019-03-01 11:28:58 UTC
in NPC friendly unless you attack it. Post #342098
bits_MEMORY_PROVOKED is only used to determine whether to attack the player or not for the islave.
In CTalkMonster::IRelationship bits_MEMORY_PROVOKED is used to determine whether to attack the player or not.

If you want a friendly monster to attack you if attacked do something similar to CTalkMonster::IRelationship (and set bits_MEMORY_PROVOKED in TakeDamange too of course).
Posted 3 months ago2019-02-17 01:46:09 UTC
in programmatically changing origin and angles Post #342046
I'm getting a CBaseEntity using FindEntityForward then doing pForward->pev->origin.x += 1; or pForward->pev->angles.x += 1; or whatever. If I do pForward->pev->animtime += 1; right after that I see the entity move without any jitter but it looks like the updates get queued i.e. if I start updating a new field it changes the previous field first one more time.
If the entity inherits from CBaseAnimating it needs the pev->animtime hack but if I inherit from CBaseMonster then the calls to StudioFrameAdvance make it work.
Posted 3 months ago2019-02-16 06:49:33 UTC
in programmatically changing origin and angles Post #342034
I've got a class that inherits from CBaseAnimating and it seems like changes to pev->origin and pev->angles don't cause any changes to the rendered model (but traces do seem to respect the new position).
If I inherit from CBaseMonster the problem goes away - I've narrowed the cause down to CBaseAnimating :: StudioFrameAdvance (which gets called as part of CBaseMonster's main think method). Specifically, the line pev->animtime = gpGlobals->time; seems to cause the rendered model to update. Doing this manually seems to produce jittery results that reverse themselves after a second or so. pev->animtime += 1; seems to sync the changes without any jitter, although changing another attribute causes a delayed change of the previous attribute before updating the new attribute.

Anyway, I've wasted a lot of an afternoon trying to figure out what the problem was. If there's a better solution (one that doesn't cause a delayed change when changing a new attribute) I'd be interested. Any ideas why changing the animation time is needed too? Changing these attributes on sprite-based entities works fine I think.
Posted 4 months ago2019-02-09 22:04:50 UTC
in mod icon Post #342003
Ah yep, didn't think about x/y-origin fields - thanks.
Posted 4 months ago2019-02-09 07:29:14 UTC
in mod icon Post #341995
@potatis_invalid does your tool reverse the order of the pixel rows as well as setting the direction bit? I tried just setting the direction bit (which apparently makes it an invalid .tga according to the spec) and Windows shows it as upside down.
Posted 4 months ago2019-02-09 04:30:24 UTC
in mod icon Post #341994
Oh nice potatis_invalid - I might just try flipping that bit and hope that that works.
Posted 4 months ago2019-02-09 00:35:55 UTC
in Can´t find "hud.h", but It´s in there!! Post #341993
Have you made any other modifications?
Does including other header files in the same directory work?
Posted 4 months ago2019-02-03 08:20:55 UTC
in houndeyes killing each other Post #341941
Ah, that'd be it - I use a value from CMD_ARGV which will get tidied up.
I guess I can cache the strings to stop running out of memory.
Posted 4 months ago2019-02-03 08:18:51 UTC
in mod icon Post #341940
Maybe, though I didn't think all the different game icons were embedded.
I think it's Steam magic but I don't know.
Posted 4 months ago2019-02-02 23:07:33 UTC
in houndeyes killing each other Post #341934
I'm not setting it at all - something in CBaseEntity seems to do that and it looks okay when it is spawned, and I think I tried setting it with MAKE_STRING but that didn't work either.

I see that some entities have it set manually with MAKE_STRING though.
Posted 4 months ago2019-02-02 23:07:24 UTC
in mod icon Post #341933
Alright thank you both - I was convinced it had to be the engine because I couldn't believe that both paint.net and Windows would both be wrong.
But I don't get how games through Steam don't have this problem.
Posted 4 months ago2019-02-02 06:11:07 UTC
in houndeyes killing each other Post #341920
Okay this is a bit of strange one. I'm programmatically creating monster_houndeye entities with CBaseEntity::Create
After they are created I ALERT their pev->classname values and can see monster_houndeye
In the houndeye's SonicAttack method, all entities in a sphere around the houndeye are looped over. In this loop the pev->classname of neighbouring houndeyes is garbage so the houndeyes end up killing each other and themselves.

Somewhere the pev->classname is getting messed up. Any ideas?
If the houndeye is just in the map it doesn't seem to have this problem.
Posted 4 months ago2019-02-02 04:04:39 UTC
in Post your screenshots! WIP thread Post #341919
More work on the next version of Sandpit:
Sprite MenuSprite Menu
In going through and finding sprites to put on it I found at least two sprites that shipped with Half-Life that had visible green backgrounds (I guess they weren't compiled right or something).
Posted 4 months ago2019-02-02 03:56:16 UTC
in mod icon Post #341918
You can grab it out of the .zip at (https://www.moddb.com/mods/sandpit/downloads/sandpit-v401).
I've since tried playing around with it locally but still get the same result.
I dug through my client.dll and I suspect that steam_api.dll may be the culprit. It's there but possibly DllMain returns false for pirated copies which causes LoadLibrary to fail.
Posted 4 months ago2019-02-01 23:21:30 UTC
in mod icon Post #341915
I think the .ico is only used for desktop shortcuts.

Re the Valve Developer wiki - I think I updated that page (probably a decade or so ago) and it worked back then but Steam has received more than a few updates since then.
I've been trying to copy what Half-Life itself has but I suspect games/mods have an icon on the Steam backend that gets used for the Steam My Games list.
I tried updating paint.net but had no luck, and as far as I can see my .tga has the same settings as Half-Life's icons, and the Windows preview shows the correct orientation.
Just checked and it looks like static linking the Visual C++ runtime already happens by default for client.dll (or at least it does in my mod that I updated from the Visual C++ 6 project files).
Posted 4 months ago2019-01-27 23:30:16 UTC
in REV - Resident Evil Valiant Post #341868
Calling gEngfuncs.pTriAPI->FogParams (with the first parameter between 0.0 and 1.0 from memory) works for me.
I thought a big part of Half-Life was the modding - Natural Selection 2 tried to follow that path with their SDK but I don't know, I guess the modding scene has changed since 1998.
Posted 4 months ago2019-01-25 21:36:46 UTC
in Waypoints for this maps [Firearms] Post #341839
Which bot are you using? HPB Bot has some console commands like waypoint add and waypoint save
Posted 4 months ago2019-01-25 21:35:04 UTC
in REV - Resident Evil Valiant Post #341838
yep i know the fog is broken, thats why im finding someone payd to fix it along other issues
Fog is easy to fix - if you look at the latest SDK code there's an extra fog function in the TriangleAPI that needs to be called.
Posted 5 months ago2019-01-12 10:52:21 UTC
in The Ballet of the Bots Post #341625
The can't find monster looks like a missing entity: https://github.com/ValveSoftware/halflife/blob/master/dlls/scripted.cpp#L486
You'll have to do some searching to figure out what the other one is.
Posted 5 months ago2019-01-11 21:14:40 UTC
in The Hype-o-matic (Upcoming games) Post #341621
Still pretty excited for Black Mesa which shouldn't be far away now hopefully.

Other than that not much - ACE Team (the makers of Zeno Clash) say they'll probably be announcing three projects this year so I'm interested to see what they will be.
Posted 5 months ago2019-01-11 21:10:08 UTC
in The Ballet of the Bots Post #341620
Probably wouldn't be too hard to fix whatever is causing the issues - looks like missing animations or something like that.
Posted 5 months ago2019-01-11 06:13:49 UTC
in The Ballet of the Bots Post #341616
Not sure what's outputting them but maybe they're unsuppressible errors? Maybe the engine will always warn you regardless of what developer is set to.