Forum posts

Posted 9 years ago2014-11-27 04:11:29 UTC
in Modding - Steam or non-Steam? Post #322496
I haven't tried all of them (and won't) but all of the versions that I've tried besides 1.8a1 give a dll error upon launching the game. 1.8a1 loads fine, the maps can be played, etc. The FGD for this one, though, has errors. Except it doesn't now because I fixed them.

But, ah! Everything is working, no errors!
Thank you for the help, everyone. I appreciate all of it. Hopefully I just don't run into any more problems. Or am speaking too soon.
Posted 9 years ago2014-11-27 02:25:10 UTC
in Modding - Steam or non-Steam? Post #322494
It works with Hammer without problems as well, actually.

I downloaded 1.4 from ModDB and it's broken as well.
And with both fgds, none of the entities or custom settings or anything that comes with Spirit (such as changing a monster's model) does not work despite Hammer/Sledge giving the options to use them. I assume that this is because it needs Spirit's dll, but telling my mod to use Spirit's dlls and all that stuff for testing gives an error.
So basically every version of Spirit from ModDB is broken and should not be used. That's frustrating. :\
Posted 9 years ago2014-11-27 02:02:00 UTC
in Modding - Steam or non-Steam? Post #322492
Eehhh yeah I think I'd prefer to use one without errors. :s
But this one does seem to work fine in Sledge. Hammer only gives an error but that doesn't stop it from working.
What's weird about this, to me, is that this fgd is directly from ModDB. I tried two different versions and both gave errors.

edit
I get no errors in Sledge about the fgd now.
I'm using v. 0.1.0.28.
Posted 9 years ago2014-11-27 01:29:08 UTC
in Modding - Steam or non-Steam? Post #322490
http://pastebin.com/XQkkkjHi

No, that's not the problem. Even when loading the fgd into the game configuration by itself with no other fgds, it still gives an error.

edit
Hammer 3.5.3 gives more info about what is wrong with the fgd than Sledge does. It told me which lines in the fgd have problems. So I fixed two of the issues, but can't fix the last one. On line 6034 item_camera, "targetname" is multiply defined with different types. I don't know how to fix that.

Here's a pastebin of the fgd with my fixes if you want to see it:
http://pastebin.com/jMGEkwCx
Posted 9 years ago2014-11-26 23:27:40 UTC
in Modding - Steam or non-Steam? Post #322487
Thanks for all the information about the differences between the two versions. I'll definitely stick with the Steam version.

Captain Terror, the fgd still brings up errors. Spirit just doesn't seem to want to work. :s
Posted 9 years ago2014-11-26 00:59:07 UTC
in Modding - Steam or non-Steam? Post #322477
Alright, thanks.

I have another question.. I'll ask it here instead of making another thread.
I'm interested in trying Spirit Of Half-Life. It doesn't seem to work though.
I've downloaded it from ModDB, put everything in c:/Half-Life/ and so on, but the .fgd for Spirit brings up errors in Hammer. (I'm using VHE 3.5.3).
Hammer gives me error messages when loading the .fgd that tells of unexpected stuff in lines, and things being multiply defined with different types.
What does this mean? Is it just Hammer?
Posted 9 years ago2014-11-26 00:04:10 UTC
in Modding - Steam or non-Steam? Post #322475
I'm beginning a mod, and I'm wondering... Would it be better to use the Steam version of Half-Life or a non-steam Half-Life? Which one are people more likely to play, and which is generally better? If there's any difference at all.
Posted 10 years ago2014-02-18 08:47:52 UTC
in Goldsource group Post #318004
Posted 10 years ago2014-02-17 23:24:40 UTC
in Adding new entities to FGD? Post #317998
This is what it says:
1>BSCMAKE: error BK1506 : cannot open file '.Debugmenu.sbr': No such file or directory
1>Build log was saved at "file://c:sierraHalf-LifeSDKSingle-Player Sourcecl_dllDebugBuildLog.htm"
1>cl_dll - 274 error(s), 258 warning(s)
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
Posted 10 years ago2014-02-17 15:23:39 UTC
in Adding new entities to FGD? Post #317996
Ah! There it is.
Thank you. Again. Hopefully the rest will go swimmingly.
Scratch that, there's something else I'm not understanding.
The tutorial also says to replace the CL_DLL in the Valve folder after building the project. I've built the project (although it's saying "0 succeeded, 1 errors" or something but it seems to work anyway) But there is no file actually called CL_DLL that I can replace as far as I know. Only a "client" and "hl". Which do I replace with what file? :u
Posted 10 years ago2014-02-17 13:20:49 UTC
in Adding new entities to FGD? Post #317993
I don't see any folder with that name nor would I know where to look.
Posted 10 years ago2014-02-17 12:59:37 UTC
in Adding new entities to FGD? Post #317991
I must be the single stupidest individual on the planet because clearly I'm missing something that's right in front of my face.
I just installed and registered Visual Studio Express 2008 and I'm in CL_DLL, and I still have no idea where CL_UTIL.H is. I tried adding a new .h file with the same name in the "headers" folder and it said that file with that name already exists, but I don't see it.

wat do
Posted 10 years ago2014-02-17 11:52:27 UTC
in Adding new entities to FGD? Post #317989
Thanks for the links, CF. Those will help!
However in the HUD coloring tutorial you linked, I'm stuck on something. The tutorial says "Now, open up the header file, cl_util.h.". I'm not sure what he means by "header". I know what a header is, but does he mean for me to open a folder titled "header"? And I can't seem to find anything titled "cl_util".
Forgive my noobness.

Ninja Defuse, there's a thread already going on about creating fog here: http://twhl.info/forums.php?thread=18523
Posted 10 years ago2014-02-17 11:48:15 UTC
in Fog Post #317988
I don't have examples such as maps or images to post, but I can say this:
If you're using env_sprites as fog, then make them an additive and keep their render amount low, like 20 or 30. Also keep their color dark/grey-ish and make it blend in with the surrounding area. Also make the sprite very large (scale 8 or lower would work) and place more sprites in one area to make the fog dense, and less as the fog dissapears. But don't overdo it. I've had too many of them crash a map beyond repair.
Posted 10 years ago2014-02-17 06:19:31 UTC
in Adding new entities to FGD? Post #317984
I managed to find an equivalent (or so It's been called) to Visual Studio called Code::Blocks. I also have the Half-Life SDK installed, and i looked at the C++ files and whatnot and got the basic idea of how these things are supposed to work.

After looking around online for hours for tutorials on basic coding, I can't find anything at all. I don't know why. Is there anything I can be linked to to learn how to make even the most basic edits, like changing the color of the HUD?
Posted 10 years ago2014-02-17 06:13:12 UTC
in Fog Post #317983
I've always made fog by using env_sprites.
I just use the generic glowy sprite that is used for env_sprite by default upon placing one into the map, and I set its colors to be very grey-ish and match its surroundings.
Unfortunately it can be a pain in the arse working in a map with a bunch of massive sprites in the way. But some maps that I've made looked fantastic with sprites as fog, like rooms on fire filled with smoke.
Posted 10 years ago2014-02-02 02:20:53 UTC
in Adding new entities to FGD? Post #317717
Woah. There's a lot more to it than I thought.
I'll still give it a try though. At least I know where to start.

C++, though.. Which version of that am I going to need? Or does it not matter? Because somebody said to me a long time ago that I would need version 6 or something for this but that doesn't work on Windows 7.
Posted 10 years ago2014-02-01 22:45:56 UTC
in Adding new entities to FGD? Post #317714
I wanted to find a way to add the Barney Zombie enemy and
Soldier Zombie enemy into my mod without having to just use the Opposing
Force FGD. So I made a copy of my HL FGD and after looking through both it
and the other, I found that adding the following lines made it work:

@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/zombie_barney.mdl") = monster_zombie_barney : "Barney Zombie" []

@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/zombie_soldier.mdl") = monster_zombie_soldier : "Soldier Zombie" []

@PointClass base(RenderFields,Appearflags, Angles) size(-16 -16 0, 16 16 72) studio("models/zombie_soldier.mdl") = monster_zombie_soldier_dead : "Dead Soldier Zombie"
[
pose(Choices) : "Pose" : 0 =
[
    0 : "On back"
    1 : "On stomach"
]
]
I also added the .mdls and sound files into my mod's directory. Sound files
because I also tried to put Otis into my mod as well.

With these in the FGD, I can now place these monsters into my map and can
view their models in Hammer, too. They seem to work fine. I can edit their
properties and everything. But obviously there's some other step that I'm
missing because they do not show up at all when I play the map. They're
there in Hammer, but they seem to just dissapear in-game.

Am I getting ahead of myself? I don't yet know how to completely edit
.mdl's (if that's necassary) or FGD's. But it seems like what I'm doing
is working as far as actually getting things to show up in Hammer.
Posted 10 years ago2014-01-21 20:36:01 UTC
in Creating a custom animation for an exist Post #317583
Alright. I'm sure that won't be a problem.
Thanks for the help, once again.
Posted 10 years ago2014-01-21 20:03:44 UTC
in Creating a custom animation for an exist Post #317581
Okay, I decompiled the model and now I have a bunch of files that can be loaded into MS. Is it normal to only be able to edit the skeleton instead of the actual model though?
Posted 10 years ago2014-01-20 02:12:59 UTC
in Creating a custom animation for an exist Post #317556
Hello again.
I was wondering if it's possible to take an existing model from Half-Life like Barney and create a new animation for him for my mod? I would have to decompile the model, right? How would I do that?
Posted 10 years ago2014-01-15 00:57:20 UTC
in Sounds for NPC's do not move their mouth Post #317520
"Welcome to TWHL, by the way. Enjoy your stay!"
Aw, thank you!

It worked!
Thanks for the help. Now Barney's mouth moves. :D
Posted 10 years ago2014-01-14 23:08:52 UTC
in Sounds for NPC's do not move their mouth Post #317518
Hello.
I've been making a few sounds for my mod, mainly for Barney to use, but when he speaks (triggered via a scripted_sentence) he does not move his mouth, but the sound still plays.
I mainly use Audacity to make and edit these sounds, and I also use Goldwave but I don't have a whole lot of experience with it.. What do I need to do in order to get his mouth to move when he speaks?