Forum posts

Posted 6 years ago2017-09-23 06:12:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #337487
Might have to give this a try (only just noticed it here). Nice work on doing it from scratch too - I got the impression other Hammer clones were based off existing work.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-09-23 06:10:20 UTC
in New Studiomdl.exe (UV shift fixed) Post #337485
Nice - does it support the Day of Defeat texrendermodes too?
Posted 6 years ago2017-09-07 09:29:15 UTC
in Support different languages - how? Post #337341
Possibly it uses the language you've set in Steam - not sure, and off the top of my head I'm not sure if you can choose a language for a mod through Steam.
Posted 6 years ago2017-09-01 20:05:42 UTC
in valve backlash Post #337222
this is nothing new. (Can't think of an example right now, but I'm sure I've seen it.)
Grand Theft Auto V was the last one I think.
Posted 6 years ago2017-08-26 00:36:06 UTC
in HL2: Episode 3 Post #337060
The fact that it came from Laidlaw is the dead giveaway. He's a writer, and this isn't outside his realm of expertise. His departure from Valve was far too parachuted for him to be barred by a severance contract NDA. He is still perfectly within his right to do exactly what he did. His retirement from Valve isn't even two years old yet, and by the time he departed, his job could've easily been concluded with Ep3.

I think we'll see a release at some point this fall.
As much as I'd like to believe it, I believe it less and less. It feels like everything Marc Laidlaw has had to say recently has been full of thinly veiled resentment (Epistle 3 being no exception).
Or maybe on October 10th 2017 the three games that Valve is working on will get released in some sort of sequel to The Orange Box, which will include a new Half-Life game. Actually the more I think about, maybe this was an intentional leak because Marc didn't like what the next Half-Life has become, and he knows it's due soon.
I guess we'll see wash-up in the coming weeks and months.

Anyway, the story itself seemed just fine to me - it has some finality to it.
Posted 6 years ago2017-07-22 04:26:41 UTC
in Now Gaming: ... Post #336220
Started playing Titanfall 2's singleplayer. Fun so far, and it looks gorgeous.
Posted 6 years ago2017-07-22 04:25:15 UTC
in MDL color remap(Player/Sven NPC&MDL) Post #336219
Nice - I've never really understood how that colour remapping works and I can see it's not so simple.
Posted 6 years ago2017-07-15 10:28:39 UTC
in MDL QC Compile command list Post #336058
Yeah it's a model with no bones or meshes or whatever. I guess I'll try something more substantial.
The engine doesn't complain when it loads it but JHLMV gives an error.
Posted 6 years ago2017-07-15 02:44:16 UTC
in MDL QC Compile command list Post #336046
So the engine requires the model to be in motion for $flags to take effect - what does in motion actually mean? I've set pev->velocity on my entity and still don't see any effects (the model itself is an empty model i.e. it has no body or whatever).
Posted 6 years ago2017-07-08 06:08:45 UTC
in What is player's estatus?, how to make a Post #335943
Yeah doing this kind of thing is pretty hard if you're not a strong C/C++ programmer.
Good luck anyway, and take advantage of the tutorials and free code out there.
Posted 6 years ago2017-07-06 09:21:06 UTC
in What is player's estatus?, how to make a Post #335916
In the server code in the ClientCommand function is where you'd do the first bit.
The second bit you'd probably need to detect what monsters the player is attacking in some function that gets run every frame - probably StartFrame - and then do something with that in the monster AI, but I've never really played with monster AI so I'm not sure where you'd do that.
From memory Botman's Bot Number 10 has following but I've never used it.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-30 10:39:13 UTC
in What is player's estatus?, how to make a Post #335824
The ClientCommand callback has the command that was called and I think which player - from that you should be able to get the player's position.
It's not so easy to get the monster that the player is attacking - at best you could probably get any monster in the player's field of view or a subset of the field of view.
I think one of Botman's bots has code to follow the player but I've never checked it out.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-24 10:44:46 UTC
in Bots, NPC Taunts and precached sounds Post #335721
HPB Bot does the precaching in DispatchSpawn (it only precaches if the entity whose spawn it is dispatching is worldspawn).
Half-Life itself does global precaching in CWorld::Precache in world.cpp which is probably more performant as there's no check each time DispatchSpawn is called.
Posted 6 years ago2017-06-24 10:38:46 UTC
in MDL QC Compile command list Post #335720
Nice - I didn't realise that most of the $flags variables from Quake still worked - I'll have to try them out some time.
Posted 7 years ago2017-02-18 08:41:04 UTC
in Half-Life Model Viewer 2.0 Post #333588
Have you got any further with PS2 .dol support? I asked Jed many years ago how the format differed and it's apparently the same as Half-Life except the textures are swizzled (see http://ps2linux.no-ip.info/playstation2-linux.com/download/ezswizzle/TextureSwizzling.pdf).
Any chance of Dreamcast .mdl support too? I suspect that all Dreamcast .mdl files use only two of the twelve or so different .pvr formats.
Posted 8 years ago2016-02-06 09:27:52 UTC
in Models not visible after load from save Post #328697
Any errors in the console? Programming is required to add save-restore support for entities but looking at the cycler_sprite code it appears to have it (though perhaps an important field isn't saved).

edit: monster_ entities would have extra overhead but these days it would be pretty inconsequential.
Posted 8 years ago2016-02-06 09:24:39 UTC
in Disabling the Training Room in Mods Post #328695
If you want to get rid of the Training Room checkbox altogether try deleting the "Training" section in resource/NewGameDialog.res (make a copy of Half-Life's).
Posted 11 years ago2012-08-25 05:41:58 UTC
in lights.rad Post #309367
They come with the games, so deleting steamapps/<user>/game and re-running the game should re-extract it.
Which game is this for?
Posted 11 years ago2012-08-24 06:35:06 UTC
in Lost Coast Models Post #309313
I think you can get Half-Life 2 Lost Coast to show up in the Source SDK by adding an entry for it to steamapps/<user>/sourcesdk/bin/ep1/bin/GameConfig.txt
Posted 11 years ago2012-08-03 23:52:56 UTC
in Coding hl.dll Problems Post #308759
Maybe try changing the bit in player.h from void CBasePlayer::TabulateAmmo( void ); to void TabulateAmmo( void ); (assuming it's around or at line 314: I think I'm using Spirit of Half-Life's code to check this).
Not sure why CBasePlayer:: is even there seeing as it's in the class definition (and I'm a little surprised it isn't an error in Visual C++).

edit: I think you'd be better off trying a free version of Visual C++ anyway because I think there's an issue with the client.dll project where you can't link the VGUI library without Visual C++.
Posted 11 years ago2012-07-22 03:12:26 UTC
in making npc walk around Post #308240
I tried that and it still didn't work.
Posted 11 years ago2012-07-21 21:52:23 UTC
in Slow Internets are slow Post #308215
Having said that, there are also the Australian members who we can laugh at to balance things out.
It's not that bad.

I got 9.97Mbps download and 0.49Mbps upload.
Posted 11 years ago2012-07-19 22:10:37 UTC
in making npc walk around Post #308116
No I didn't. The Valve Developer wiki said that info_node entities weren't necessary. I'll give it a go anyway.
Posted 11 years ago2012-07-19 09:33:48 UTC
in making npc walk around Post #308093
Yeah, I've set the next target to another path_corner, and there's a yellow line being drawn between them so it looks like they're connected logically too.
Posted 11 years ago2012-07-19 02:23:36 UTC
in making npc walk around Post #308068
Okay I tried that and the npc walks to the first path_corner but doesn't go any further. Any ideas?
Posted 11 years ago2012-07-19 01:16:46 UTC
in making npc walk around Post #308066
Thanks, I'll give it a go.
Posted 11 years ago2012-07-18 08:23:29 UTC
in making npc walk around Post #308003
I'm trying to make an npc walk around a building continuously (I'm doing this in Zeno Clash).
I looked at one of the example Half-Life 2 maps in the Source SDK and it used path_corner entities chained together.
Anyway, I've got an npc and I've set its Target Path Corner to the name of a nearby path_corner (384 units), and it points to another path_corner and so on.
The npc doesn't move though. Is there something I' missing? The Valve Developer wiki mentions being able to use an aiscripted_schedule or scripted_sequence as well but it doesn't say how.
Posted 11 years ago2012-07-18 08:18:00 UTC
in setsize vs setobjectcollisionbox Post #308002
I want it to be a model though. Something to do with the lighting being affected by a brush-based door.
Posted 11 years ago2012-07-17 23:26:34 UTC
in setsize vs setobjectcollisionbox Post #307987
Okay, I've sort of got this working now.
I'm rotating the bounding/collision box so that it aligns with the model, but the problem is that if the door is oriented at an angle either >90 and <180 degrees or >270 and <360 degrees the bounding box is invalid (and the map won't load) because one of the components of mins will be greater than one of the components of maxs.
Anyone know any way around this?
Posted 11 years ago2012-07-08 04:04:18 UTC
in setsize vs setobjectcollisionbox Post #307682
I want to make rotating door once I've done the sliding door, so I don't know if that will work.
Anyway, it looks like SetObjectCollisionBox is responsible for collisions (as long as the entity has a touch function and the right solid flag set (I think)). I still don't know what UTIL_SetSize is for though.
Posted 11 years ago2012-07-06 23:06:07 UTC
in setsize vs setobjectcollisionbox Post #307663
Just to prefix this, I'm trying to make a model-based door in a mod I'm working on, so if anyone know of any open source mods with a model-based door entity, let me know.

Anyway, does anyone know the difference between UTIL_SetSize and SetObjectCollisionBox (what each one should be used for and which ones affect collision and so on)? I've tinkered with both of them and haven't reached any conclusions. The examples in the default code don't make things any clearer either.
Posted 12 years ago2011-06-16 22:04:07 UTC
in custom weapons (ms3d) Post #295619
The HUD images are in 640hud0*.spr I think.
Or you could make a completely new sprite and change weapon_crowbar.txt
Posted 12 years ago2011-06-12 05:58:38 UTC
in code help needed! again. Post #295500
Enabling this option in your project options should solve all of Half-Life's loop variable problems.
Posted 12 years ago2011-04-21 21:03:45 UTC
in GoldSource Big Map Toolkit Post #293785
To add to this, I believe there's a function in the server .dll called IsInWorld or something like that which checks if an entity's location is within a 4096x4096x4096 area so if you're doing this in a mod I think you can change that to stop some problems.
Also, I think if you want a model to render outside the 4096x4096x4096 area part of it needs to be within those bounds.
Posted 12 years ago2011-04-21 04:37:07 UTC
in Half life - the decompile mania Post #293760
I thought that all those Source protection methods were now kind of defunct because of BSPSource.
I don't know that you can decompile-protect Half-Life maps though (at least I don't recall reading of a way to in the readmes of the decompilers I've used).
Posted 12 years ago2011-04-20 05:34:20 UTC
in Half life - the decompile mania Post #293740
I'm not entirely sure, but I think that the compile tools can compile it because they know what they're doing, but decompilers can't always decompile because it's more of a guessing game (trying to generate some valid shapes from whatever is in the .bsp).
The problem shouldn't be an entity (point entity anyway).
Posted 12 years ago2011-04-19 00:48:05 UTC
in Half life - the decompile mania Post #293672
I think the protection is just some piece of geometry that the decompilers choke on, but I don't know of any specific things that will make decompilation fail.
Posted 13 years ago2011-03-25 22:56:56 UTC
in gameinfo.txt doesn't exist Post #292416
The paths are defined in %sourcesdk%/bin/<engine version>/bin/GameConfig.txt
Posted 13 years ago2011-03-19 23:02:15 UTC
in NeNew CSS map include content (noob) Post #291976
Look into bspzip/pakrat for embedding content in a .bsp file.
I'm not entirely familiar with the entities used in Counter-Strike Source and Half-Life 2 Deathmatch, but I wouldn't be surprised if some entities work slightly differently.
Posted 13 years ago2011-03-16 02:01:49 UTC
in Strafe like in DMC Post #291778
Do you have a compiler, like Visual Studio installed?
Posted 13 years ago2011-02-24 20:17:58 UTC
in import gmod vehicles as prop_static (noo Post #290749
No problem.
As for the cycler issue, can you make them a prop override entity or something like that?
Posted 13 years ago2011-02-23 20:15:11 UTC
in import gmod vehicles as prop_static (noo Post #290709
Did you put the the model and materials in the same file paths as in Garry's Mod?
Posted 13 years ago2011-02-22 20:26:23 UTC
in Half Life 1 mod: maps needed Post #290660
Where is this tutorial?
Posted 13 years ago2011-02-20 23:50:25 UTC
in Portal Mapping Post #290562
No, you'd need to edit your GameConfig.txt to get Portal to show up in a different engine in the Source SDK.
Posted 13 years ago2011-02-10 23:02:58 UTC
in Post your screenshots! WIP thread Post #290266
Also, is there ZHLT or something for source? If so is it any better?
There were (called CST), but they were Source 2004 only and the author never updated the tools.
Posted 13 years ago2011-02-06 23:47:17 UTC
in Half Life 1 mod: maps needed Post #290134
I think it's in ammo.cpp, around HOOK_COMMAND("slot1", Slot1);
Posted 13 years ago2011-02-05 19:24:07 UTC
in Models from 3Ds max to hl1 Post #290098
If you're using the WON version, have you installed any updates?