Forum posts

Posted 6 years ago2018-04-06 10:55:41 UTC
in compiling for linux Post #339223
Anyone got experience with compiling and distributing a Half-Life mod/plugin for Linux and having it work for most distros etc?
I'm working on https://github.com/tschumann/sandbot and a user has reported that on their distro they get the following error: "LoadLibrary failed on home/name/dod2017/dod./dod/dlls/sandbot.so: ./libstdc++.so.6: version `CXXABI_1.3.9' not found"
I've done some digging and it seems like an incompatibility between libstdc++ versions but I have libstdc++.so.6.0.22 and they have libstdc++.so.6.0.24 and https://gcc.gnu.org/onlinedocs/libstdc++/manual/abi.html says "Binaries with equivalent DT_SONAMEs are forward-compatibile", so I'm not exactly sure what's going on.
Posted 6 years ago2018-04-06 10:49:00 UTC
in gssmt - goldsource and source multitool Post #339222
I've released a new version: http://www.moddb.com/games/half-life/downloads/gssmt-v003/
I've documented how to extract Half-Life .bsp texture and you can now extract textures from Half-Life PlayStation 2 .dol and .spz files and Counter-Strike Xbox .xpr files.
Posted 6 years ago2018-03-16 19:54:00 UTC
in Entities disappear ingame Post #339038
Any errors in the console or compile logs?
Posted 6 years ago2018-03-16 19:53:38 UTC
in Opposing Forces CTF Tutorials Post #339037
What map did you decompile? op4ctf_hairball is nice and tiny and comes with Opposing Force so it should give you a good idea.
Posted 6 years ago2018-03-08 10:22:28 UTC
in Little Half Life 1 mod... Post #338965
The clip size are constants in https://github.com/ValveSoftware/halflife/blob/master/dlls/weapons.h
You'll need to change them and then compile with Visual Studio.

You won't need to make and changes to the .fgd if you're just changing clip sizes.
Posted 6 years ago2018-03-07 09:27:29 UTC
in Post your screenshots! WIP thread Post #338961
Nice. Looks like Natural Selection.
Posted 6 years ago2018-03-06 11:16:54 UTC
in Post your screenshots! WIP thread Post #338951
Oh thanks!
There have certainly been some quiet patches but it will be 10 years in December - hopefully v4.0 will be ready to go by then.

I've been basing it off https://github.com/tschumann/basis to try and open-source bits and pieces of it.
Posted 6 years ago2018-03-06 11:08:41 UTC
in Half-Life Tools Backup Post #338950
Nice work.
Good to have all the SDKs there easily accessible.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-03-06 11:06:15 UTC
in New material sounds Post #338948
I think Condition Zero Deleted Scenes had a scripting approach to make it less difficult to change (check out half-life/czeror/materials).
This post was made on a thread that has been deleted.
Posted 6 years ago2018-03-04 09:26:24 UTC
in Post your screenshots! WIP thread Post #338933
User posted image
Progress on my model poser VGUI menu for my sandbox mod Sandpit.
The bars are for bone controllers and the buttons are for changing the origin.
Posted 6 years ago2018-03-02 21:02:48 UTC
in Creating Textures Post #338929
http://www.the303.org/tutorials/gold_texture.htm
Nice.

I think the last 32 colours of a water texture might get illuminated too? Or maybe that's only when not used as water?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-02-28 11:02:53 UTC
in Creating Textures Post #338885
The old Half-Life SDK installer came with a document on texture creation (which might be mirrored or superceded) but it's worth a read.
Posted 6 years ago2018-02-17 21:59:14 UTC
in Some help on programming for sdk 2013 Post #338849
If you get a crash then look in Steam/dumps for .mdmp file - you can open these files in Visual Studio to see where the crash is.
Posted 6 years ago2018-02-17 01:18:14 UTC
in Some help on programming for sdk 2013 Post #338844
You'll need to make sure that the team_control_point code is getting included by the .vpc files to generate the Visual Studio project files for the entity to appear.
You'll probably need to create new game rules that make use of the new entity (but if it's already in the Source SDK maybe there are existing game rules).

Have you done much programming before?
Posted 6 years ago2018-02-15 10:39:12 UTC
in Some help on programming for sdk 2013 Post #338830
What did you try?
Posted 6 years ago2018-02-09 21:39:43 UTC
in Aquarium solution Post #338810
Have you made one?

There's a fish-tank in Vampire The Masquerade Bloodlines which ran on a pretty old version of Source - possibly it was just a very complex model though.
Posted 6 years ago2018-02-06 10:51:39 UTC
in gssmt - goldsource and source multitool Post #338787
What tools will it include?, just curious.
The latest stuff I've been working on is mostly related to Half-Life PlayStation 2 formats.
PS: Why do we need extractor for Model, eh? This is not extractor just embedding bmp from model. Use model decompiler or HLMV by SoloKiller!
I know there are other tools but I wanted one tool that could everything that I needed (though obviously it's still a long way from that).
You should make a tool that takes existing .bsp map files and puts the wad textures inside them. instead of needing to do it during compile.
Yeah that might be possible. The .bsp stuff is all a bit of a mess and needs some tidying up first.
Posted 6 years ago2018-02-06 10:48:51 UTC
in Overview makes crash my cs Post #338786
Are there any errors in the console after following the tutorial (set developer to 2 before checking).
Posted 6 years ago2018-02-03 20:53:33 UTC
in Overview makes crash my cs Post #338771
What sort of .bmp is it? Maybe check that it matches the ones that come with Counter-Strike by default. Most of the other ones in the game are 24-bit/256 colour.
Posted 6 years ago2018-02-03 02:44:28 UTC
in gssmt - goldsource and source multitool Post #338767
Looks like it should be gssmt mapname.bsp -x bmp
There's a bunch of half-tested and undocumented stuff that it does and that's one of them.
Posted 6 years ago2018-02-03 02:41:56 UTC
in Overview makes crash my cs Post #338766
Is the map crashing with and without the overview files?
Posted 6 years ago2018-02-03 00:41:29 UTC
in gssmt - goldsource and source multitool Post #338763
I've been working on a multitool for the GoldSource and Source engines to try and eliminate (for me at least) the need to have a bunch of different tools that all do one thing each.
Currently it mostly supports extraction of stuff but slowly and surely I'm adding more it.

You can download it at http://www.teamsandpit.com/#gssmt
Posted 6 years ago2018-02-03 00:33:30 UTC
in Overview makes crash my cs Post #338762
Does it load without the overview files?

If you load the game with -condebug and set developer to 2 what do you see in steamapps/common/half-life/console.log?
Posted 6 years ago2018-01-31 11:31:41 UTC
in editing 256 colour .bmp files Post #338740
hl texture tools
Alright I might look into this too (open source so nice!).
Also tschumann, if you havent seen it before I made a very extensive map texture tutorial with a lot of BMP/WAD info:
http://www.the303.org/tutorials/gold_textur
e.htm
Thanks looks like a good reference.
Posted 6 years ago2018-01-31 10:32:44 UTC
in ../half-life/hunger/custom: permision de Post #338738
Is there a custom file or directory in half-life/hunger/?
Posted 6 years ago2018-01-22 10:07:39 UTC
in editing 256 colour .bmp files Post #338712
Alright looks like Wally might be the easiest option - thanks.
Posted 6 years ago2018-01-22 10:04:48 UTC
in playing with model_t Post #338711
Yeah I thought so - too bad, I was wondering if it was possible to modify texture data from game code, but I guess it isn't.
Posted 6 years ago2018-01-21 04:17:46 UTC
in playing with model_t Post #338699
Okay so I've played around a bit and it looks like the textures field in model_t is only populated for mod_brush models (nothing for mod_studio, mod_sprite or mod_alias).

Basically I was trying to access raw texture data for arbitrary model types but it doesn't look like it is exposed at all.
It's possible to get a .mdl file's studiohdr_t with engine_studio_api_t.Mod_Extradata (I assume server_studio_api_t.Mod_Extradata does the same thing) but I got garbage data when trying to access mstudiotexture_t *pTextures = (mstudiotexture_t *)((void *)pHdr) + pHdr->textureindex;
Mod_Extradata doesn't seem to work on non-mod_studio models either.
Posted 6 years ago2018-01-21 04:01:54 UTC
in editing 256 colour .bmp files Post #338698
paint.net
Do you know where? Everything I can find seems to suggest the palette is generated on save.
Posted 6 years ago2018-01-21 02:17:09 UTC
in playing with model_t Post #338695
Anyone played much with the model_t data structure in client.dll? I'm looking at it wondering if I can access raw texture data for a model/sprite/whatever. The texture_t struct has an offets array and a paloffset attribute (not sure what they index into) but no obvious raw pixel data.
Posted 6 years ago2018-01-21 02:13:56 UTC
in editing 256 colour .bmp files Post #338694
What is a good program that allows editing of the palette of a 256 colour .bmp file?
Posted 6 years ago2018-01-20 21:45:11 UTC
in New Studiomdl.exe (UV shift fixed) Post #338693
So I just noticed that all of the texture render modes this supports seem to be available in default Half-Life (see https://github.com/ValveSoftware/halflife/blob/master/engine/studio.h). I know that STUDIO_NF_CHROME was always supported by Half-Life and that STUDIO_NF_ADDITIVE and STUDIO_NF_MASKED got added by Day of Defeat but I guess the other ones were just undocumented until now.
Anyone tried the others and have any screenshots?
Posted 6 years ago2018-01-19 21:04:52 UTC
in Old HL1 mapping tutorial sites? Post #338680
Ooh nice - that's a good one.
Posted 6 years ago2018-01-19 12:06:49 UTC
in RMF Importer now in Wall Worm Post #338677
What's your GoldSource project?
Posted 6 years ago2018-01-19 12:04:01 UTC
in Old HL1 mapping tutorial sites? Post #338676
http://articles.thewavelength.net/ still has good stuff (pretty good VGUI tutorial there too from memory).
Posted 6 years ago2018-01-19 12:00:33 UTC
in zeno clash multiplayer Post #338675
For anyone who's got Zeno Clash I managed to get multiplayer working a little while ago. See http://www.moddb.com/mods/zeno-clash-multiplayer
It allows all players to enter combat mode and use weapons, though respawning doesn't work (more digging required). Still very much a work in progress but it's more functional than what the base game provides.
User posted image
User posted image
User posted image
Posted 6 years ago2018-01-19 11:47:11 UTC
in NPC voice acting in 2018 Post #338674
I've never tried it myself (seems like it was broken for a long time) but possibly the newer SAPI versions give better results than 10 years ago (though the newer SAPI versions probably don't work with what Valve shipped anyway).
Seems like Valve used a proprietary tool which is why theirs are pretty good.
Posted 6 years ago2018-01-19 10:58:02 UTC
in Plan-Shape (Mesh Generator and Texturize Post #338673
Nice work - I don't do a whole lot of mapping myself but I know that automating something like this is a whole lot less painful than trying to do it all manually.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-11-05 09:56:48 UTC
in debugging in Linux Post #337968
Just trying to keep things simple.

It was a little effort to get breakpad to compile (I've made some notes at https://github.com/tschumann/sandbot/blob/v0.4.1.1/notes.txt - wasn't too easy to search for) - just need to figure out how to get it into gdb now. The minidump is for hl_linux and from the small amount of fiddling I did I couldn't get symbols to load.
Posted 6 years ago2017-11-04 21:06:24 UTC
in debugging in Linux Post #337963
I guess that's similar to converting the minidump to a core dump so I'd have to build breakpad to do that.
Is there not a way to get Half-Life to generate a core dump?
Posted 6 years ago2017-11-04 07:36:37 UTC
in debugging in Linux Post #337955
Anyone worked out to how to debug crashes for a mod in Linux? It looks like Steam uses google-breakpad so won't generate gdb core dumps (though it used to maybe: http://steamcommunity.com/app/221410/discussions/0/540743757387624740/).
The problem then is that gdb doesn't load minidumps. There is a minidump-2-core utility in google-breakpad but as far as I can see there is no Ubuntu mirror for it, so I'd have to clone and build myself (which I'd like to avoid).
Posted 6 years ago2017-11-04 07:34:10 UTC
in How to toggle func_conveyor Post #337954
The conveyor's scroll speed is stored in an entity's render color, so you could cheat and use env_render to change the color to 0 0 0 to make it stop.
Sounds like a terrible hack...
Posted 6 years ago2017-11-04 07:27:58 UTC
in New Studiomdl.exe (UV shift fixed) Post #337953
Is it hard to add support for that? Possibly just need to increase some constants. Not sure whether Xash changed the .mdl format.