Forum posts

Posted 3 months ago2019-07-21 18:40:59 UTC
in SharpLife - Dot Net Core based modding p Post #342884
Thanks for the update!
Posted 4 months ago2019-07-19 18:22:30 UTC
in SharpLife - Dot Net Core based modding p Post #342879
How are things coming along solokiller?
Posted 4 months ago2019-06-28 13:17:03 UTC
in Black Mesa Xen Post #342812
That is beautiful. Looks resource intensive. How did it run?
Posted 5 months ago2019-05-22 17:23:00 UTC
in Half-Life Model Viewer 2.2 beta update Post #342643
This is awesome! Thanks SoloKiller
Posted 11 months ago2018-12-02 20:49:17 UTC
in VHLT source code cleaned up Post #341378
Woo Hoo!
Posted 1 year ago2018-09-14 02:30:52 UTC
in SharpLife - Dot Net Core based modding p Post #340873
Incredible work!
Posted 1 year ago2018-05-07 02:18:29 UTC
in SharpLife - Dot Net Core based modding p Post #339512
Yeah, very cool!
Posted 1 year ago2018-04-27 17:41:24 UTC
in How to get XYZ coordinates Post #339448
Thanks again!
Posted 1 year ago2018-04-25 23:47:06 UTC
in How to get XYZ coordinates Post #339440
Thanks! Apparently I had the status bar disabled in view settings. In game I used the teleport menu for amxmodx to get x y z as well.
Posted 1 year ago2018-04-25 14:39:07 UTC
in How to get XYZ coordinates Post #339434
I am curious, how do you get XYZ coordinates while in the game? Also, does JACK have a way to show XYZ coordinates for entities or brushes?

Thank you!
Posted 1 year ago2018-03-17 13:27:33 UTC
in Opposing Forces CTF Tutorials Post #339043
Thanks, yes, I will use hairball.
Posted 1 year ago2018-03-15 23:18:36 UTC
in Opposing Forces CTF Tutorials Post #339033
Thanks, I will just throw it all in there as best I can and see how it plays out. I do have an FGD that seems recent.
Posted 1 year ago2018-03-15 10:58:17 UTC
in Opposing Forces CTF Tutorials Post #339023
I don't have a lot of experience with Opposing Forces and the CTF gametype. I did a decompile of a few maps and noticed there are a lot of entities scattered around and I'm not sure what all of them do. Are there any turorials posted online anywhere? I couldn't find anything. I am willing to do the trial and error approach but wanted to check here first to see if there is a resource I overlooked.

Thanks
Posted 1 year ago2018-03-12 22:29:19 UTC
in Op4 lights.rad Post #339010
Thanks!
Posted 1 year ago2018-03-12 20:21:06 UTC
in Op4 lights.rad Post #339007
I'm compiling from JACK and I have my lights.rad in the gearbox folder. Is that the appropriate setup? Seems as though my compile isn't finding my lights.rad file.i usually have it in the mod folder. Not a fan of using info_textlights. I will try putting it in the tools folder where the compile tools are?
Posted 1 year ago2018-03-05 22:38:40 UTC
in Half-Life engine access Post #338945
Maybe not but it is worth a shot.
Posted 1 year ago2018-03-04 04:33:50 UTC
in Half-Life engine access Post #338932
@tschumann
Maybe Gearbox will open source the Nightfire engine.
Has anyone ever asked?
Posted 1 year ago2018-03-02 02:48:49 UTC
in Half-Life engine access Post #338917
Solokiller, what is the closest thing to Goldsrc that its engine is opensource? I apologize for my ignorance. Are you still working on HL Enhanced? What is your outlook on the future of GoldSrc or do you have plans for another engine?
Posted 1 year ago2018-03-01 16:01:20 UTC
in Half-Life engine access Post #338911
So unfortunate. For me, maybe this is the signal to move on from Goldsrc. PVP hacks for SC aren't really cutting it. Xash3d/XT is fun to play with.... Yup, I will mess with the new version of that whenever it comes out or if it comes out.
Posted 1 year ago2018-03-01 02:07:44 UTC
in Half-Life engine access Post #338903
What is SourceSkyBoxer saying?

Also, does this mean that valve will not allow anyone else access to the source code? So, we are stuck with only a coop enhanced version of goldsrc and nothing else?
Posted 1 year ago2018-02-07 13:05:03 UTC
in Post your screenshots! WIP thread Post #338797
Posted 1 year ago2018-02-04 20:25:13 UTC
in Half-Life Enhanced Post #338657
What exactly don't you like about Sven Co-op? It's always good to know so i can avoid any problems or mistakes.
It is a good game. I love the enhancements to the GoldSrc engine but I'm frustrated that I can't play deathmatch or even team deathmatch without adding a butt load of entities to force the map to make it happen. Honestly, my family I have been using Xash3d/XashXT to play Lan games on some of my maps that vanilla half-life won't run.

I just want to play deathmatch and make maps for a version of Half-life with an enhanced goldsrc engine. Increased limits for mappers. And I'm not asking for HL2, HL:Source, or Black Mesa Source either. There is too much taboo around sven coop and the idea of allowing deathmatch as a gametype out of the box.

looking forward to HL Enhanced, angelscript that is utilized to its fullest, and would be nice if servers ran nice as well :)
Posted 1 year ago2018-01-21 13:27:03 UTC
in editing 256 colour .bmp files Post #338704
Everything I can find seems to suggest the palette is generated on save.
Ugh, yeah, unfortunately, I believe you are right. And I didn't realize Gimp didn't save 8-bit.
Posted 1 year ago2018-01-21 03:53:24 UTC
in editing 256 colour .bmp files Post #338697
paint.net, gimp, photoshop
Posted 1 year ago2018-01-12 22:43:02 UTC
in Half-Life Enhanced Post #338630
I'm not a big fan of sven-coop. I would love to see all of those enhancements that Solokiller sent to valve, available in half-life multi-player. Would be amazing! I have maps just waiting to be made, and some ready to go.
Posted 1 year ago2017-12-05 01:54:13 UTC
in using a door as a button Post #338312
Try adding "zhlt_noclip 1" keyvalue to your func_button. This will make it passable with an excuse that the button will still block bullets and projectiles.
This works with any kind of brush-based entities.
Boom! Works like a charm! Love it. Would love it even more if it didn't have projectile and tripmine collisions
Posted 1 year ago2017-12-04 21:14:23 UTC
in using a door as a button Post #338309
I was looking for an option to make my func_buttons (used mainly for doors) to be passable and couldn't find a way to make that happen while still utilizing textures of my choice. So... I tried out a func_door as a button, enabled the "passable" flag, and set the lip to +1 so the func_door (button) didn't move. It is 1 grid point in width.

The only issue I saw was that animated textures didn't work on a func_door. This means my func_door (used as a button) won't appear on/off /enabled/disabled like normal buttons do when they have a +0_ texture applied that has a +A_ with the same name.

Is there a way to make a func_door switch texture when clicked, like func_buttons?
Posted 1 year ago2017-12-01 05:47:30 UTC
in Questions surrounding entity limit Post #338259
It is most handy to do -chart with HLRAD and HLVIS at the end of the compiles
Posted 2 years ago2017-11-16 17:16:03 UTC
in What editor do you use? Post #338073
I use Jackhammer
Posted 2 years ago2017-11-16 15:12:11 UTC
in Ungroup after tied to entity Post #338066
If you use Jackhammer, use Ctrl+shift+W and then you can select individually. Do ctrl+shift+w again and you will select groups and multiple brushes of an entity again.
Posted 2 years ago2017-10-28 10:38:43 UTC
in Post your screenshots! WIP thread Post #337852
Krita looks cool but can it work well with and save as .bmp for use in GoldSrc?
Posted 2 years ago2017-10-25 07:38:42 UTC
in Scaling sprites Post #337836
Never mind. It is working fine. Not sure what the heck I did.
Posted 2 years ago2017-10-25 00:50:15 UTC
in Scaling sprites Post #337834
Is there a trick to scaling an env_sprite? I change the scale in the editor, compile, but it is always full size in game.
Posted 2 years ago2017-04-12 19:44:58 UTC
in Post your screenshots! WIP thread Post #334336
Also, how did you make thos FADE textures look red? I wanna try to make something like that:
Make a red fade texture
Posted 2 years ago2017-03-11 12:22:11 UTC
in Competition 34: HL Re-Imagined Post #333914
The damn "Ordinance" sign is killing me as always.
That has always bugged me too! It's ORDNANCE!!
Posted 2 years ago2017-03-02 11:02:05 UTC
in XDM 3.0.3.8 Official Release Post #333824
Loving this mod. Ton of fun and great new toy to play with
Posted 2 years ago2017-02-23 20:38:34 UTC
in Competition 34: HL Re-Imagined Post #333714
Nice work DoCRock!
Posted 2 years ago2017-01-24 05:03:45 UTC
in Need help. How to click things in order Post #333159
What is the best way to setup three or four different things you have to click on (in order) to make something open? (like a door opening) And if you click on something out of order, everything resets or a penalty/trap happens.
Posted 2 years ago2017-01-20 20:14:56 UTC
in Prevent tripmines from blocking doors fr Post #333133
I tried conveyor and push but those cause weird problems that aren't worth it. Maybe I will mess with it again to see if I can make the results better.

I tried making a brush with trigger texture and making it a func_monsterclip but in deathmatch there is no effect on tripmines and satchels. Maybe I missed a step?
Posted 2 years ago2017-01-20 04:20:28 UTC
in Prevent tripmines from blocking doors fr Post #333117
Like a clip brush blocks players, I wish there was a brush that blocked satchels and tripmines. Like the grenade clip in CSGO
Posted 2 years ago2017-01-17 01:00:15 UTC
in lights.rad Post #333081
or just put all of your tex lights in an info_texlights. Sounds like the compile process isn't finding your lights.rad or it is using a different one.
Posted 2 years ago2017-01-16 03:49:30 UTC
in Prevent tripmines from blocking doors fr Post #333072
Yeah amxmodx plugin is probably the best option
Posted 2 years ago2017-01-15 05:50:48 UTC
in Prevent tripmines from blocking doors fr Post #333066
I guess I should have been more specific. In multiplayer, players keep using tripmines to block doors from closing and sometime satchels can be stacked to block as well. It is incredibly annoying. Is it possible to prevent this from happing when making maps for multiplayer?
Posted 2 years ago2017-01-11 23:55:12 UTC
in Floating Weapons - Is it Possible? Post #333034
Vulcan's idea worked but map crashes when you try and pick up the weapon. Looks awesome... wish it worked
Posted 2 years ago2017-01-08 15:36:43 UTC
in Floating Weapons - Is it Possible? Post #332987
Thx guys. Yeah, not a mod, just vanilla HLDM. There are amxmodx server plugins that do what I need but I can't pack that up with a map release.
Posted 2 years ago2017-01-07 23:17:12 UTC
in Floating Weapons - Is it Possible? Post #332983
NVM, I think I figured it out. func_wall_toggle and a trigger. Wish there was an easier way though.

But can you make a model spin/rotate constant?
Posted 2 years ago2017-01-07 22:50:08 UTC
in Floating Weapons - Is it Possible? Post #332982
Is there a way to make weapon entities float or even spin?
Posted 2 years ago2016-12-26 17:36:19 UTC
in Prevent tripmines from blocking doors fr Post #332859
Thanks!
Posted 2 years ago2016-12-25 22:32:27 UTC
in Prevent tripmines from blocking doors fr Post #332854
Is there a simple way to Pprevent tripmines from blocking doors from closing?
Posted 2 years ago2016-12-25 21:48:16 UTC
in game_player_equip Post #332852
Setting the flag "USE only" in the equip entity worked perfectly