Forum posts

Posted 1 week ago2021-04-28 15:40:59 UTC
in Post your screenshots! WIP thread Post #345568
I've finally finished the first beta version of my new map, Canyon 2, the sequel to my first ever Goldsource map, Canyon. The map is far from complete, but it's already come pretty far.
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Dr. Orange Dr. OrangeSource good.
Posted 1 month ago2021-04-05 20:06:07 UTC
in Help me, Lords of coding!! Post #345514
Well, you'd have to also store the time when the player got the powerup, and then remove the powerup state adter 15 seconds has passed. I'm not sure exactly what's the best way to do that, but as Bruce said, look at some damage over time stuff. Maybe there's a think function for the player you could use.
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Posted 1 month ago2021-04-05 15:01:42 UTC
in Help me, Lords of coding!! Post #345509
Well, it's probably a bit tricky since the Half-Life SDK code isn't the most well-structured. You would have to find every place where damage is done by the player and make it take into account whether or not the player has the double damage effect and scale the damage accordingly. For bullet weapons it should be fairly simple, since they all call the FireBulletsPlayer function, which you can modify to scale damage, but for other weapons it might take a bit more work.
Dr. Orange Dr. OrangeSource good.
Posted 3 months ago2021-01-24 15:58:18 UTC
in What Specs would be good for Half-Life Alyx? Post #345267
According to the Steam page, the minimum system requirements is a 64-bit Core i5-7500 / Ryzen 5 1600 processor, a GTX 1060 / RX 580 - 6GB vram graphics card, and at least 12 GB system ram.

If you look around the internet at various shopping sites, I'm sure you can find these for at least a somewhat reasonable price, but PC parts do tend to be a bit pricey either way.
Dr. Orange Dr. OrangeSource good.
Posted 3 months ago2021-01-20 19:06:12 UTC
in Response Context not working for Citizens Post #345260
People tend to be more active on the Discord than the forums nowaday. Maybe try asking there?
Dr. Orange Dr. OrangeSource good.
I think you can right click on it and choose a custom image. There is no way for mod authors to distribute a custom library cover in such a way it gets picked automatically that I’m aware of, but you could distribute it with your mod and instruct people on how to set it manually.
Dr. Orange Dr. OrangeSource good.
Posted 4 months ago2020-12-10 14:35:27 UTC
in G-Man sounds in Half-Life 2 Post #345052
Lipsync data is stored in the wave file itself. You'll have to generate it with Faceposer, though I think the process is a bit complicated nowadays to due to missing APIs and the automatic phoneme generation usually needs some touching up anyway.
Dr. Orange Dr. OrangeSource good.
I'm pretty sure it's the "map description" setting in world properties that sets this for Half-Life 1 maps.
Dr. Orange Dr. OrangeSource good.
I'd like to suggest adding Black Mesa and Half-Life: Alyx to the list of available games when uploading a map to the map vault.

There are a couple of maps for Black Mesa currently in the vault, and it's also available on Steam, which is why I think it should be added.

While there are no maps for Half-Life: Alyx that I have seen, it is an official Half-Life game, and there might be maps added for it in the future, so it should be added for those reasons. Also, Half-Life: Blue Shift is currently listed, and it has 0 maps made for it on this site :|

There are a couple other Valve or Valve related games that have been released since Counter-Strike: Global Offensive that might also be considered for being added to the map vault, but these are the ones I think have the most reasons to be added right now, especially since they're both related to the Half-Life series.
Dr. Orange Dr. OrangeSource good.
Posted 5 months ago2020-12-02 07:21:33 UTC
in Announcer help needed Post #345000
The speaker entity plays lines from a sentence group randomly. What you're looking for is an ambient_generic to play the sentence you want. Just use an ambient_generic as you normally would, except instead of giving it a sound file to play, you give it the sentence you want it to play. Just remember that you need to add an exclamation mark (!) in before the specified sentence name in the ambient_generic. So the sound file value of the ambient_generic would be "!SENTENCE_NAME_HERE".
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Posted 9 months ago2020-07-20 14:31:23 UTC
in Dumb Question, But..... Post #344554
I always thought it was a reference to The Simpsons (sector 7-G).
Dr. Orange Dr. OrangeSource good.
Posted 10 months ago2020-06-15 19:20:36 UTC
in Player hands. Post #344406
They always have the default HEV hands.
Dr. Orange Dr. OrangeSource good.
NPC health and names showing up on the HUD is not a feature in vanilla Half-Life. It was added by Sven Co-op. I definitely think it's possible to add it to Half-Life, though you are going to have to do it in code. You should set up the Half-Life SDK and study some of the other HUD code to figure out how to do it.
Dr. Orange Dr. OrangeSource good.
Posted 11 months ago2020-05-10 18:40:13 UTC
in Post your screenshots! WIP thread Post #344197
Here's something I've been working on on and off for a couple of months now.
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Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2020-04-16 18:41:48 UTC
in Some items disappear when i test my map Post #344122
It has to be at least 16 units away from any walls on the x and y axes I think? The crossbow ammo might have a bigger bounding box, though I'm not sure. Just place it somewhere else is the only fix I can think of.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2020-04-16 18:15:13 UTC
in Some items disappear when i test my map Post #344120
Items have this thing where if their bounding boxes intersect with any world geometry, they will just fall through the map :/

Try placing the crossbow ammo a bit further away from the neighbouring crate.
Dr. Orange Dr. OrangeSource good.
Google "bogus definition"

In this case it basicly means that a value was not what they expected it to be.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2020-02-17 21:11:38 UTC
in punctuation matters after all Post #343756
The engine uses "!" as a special control character for various purposes. "!" in front of sounds means it's a sentence defined in sentences.txt and not a direct sound file. All sentences need to have an exclamation mark in front of them when specified in an ambient_generic or scripted sentence. "!" in front of a texture name means it's a water texture and will automaticly be turned into a water volume by the compiler. It doesn't really have anything to do with proper punctuation, it's a control character.
Dr. Orange Dr. OrangeSource good.
Quake's software rendering is actually quite interesting when it comes to lighting. The original software renderer could only render 256 colors in total. That's not 256 colors per texture, or 256 colors * lightmap, that's 256 colors in total on screen. These 256 colors were defined in a single palette that was also used for every texture in the game. Since only 256 colors could be used, they used a precalculated lightmap where each palette index were remapped to another palette index based on its light level. Fullbrights were implemented in a really simple way really; the remapped palette indexes for the last 32 colors of the palette would simply remap to its original palette index no matter the light level. This is why the later released OpenGL renderer doesn't have fullbrights. It doesn't use this remapping since they could just straight up multiply the lightmap with the textures without having to stay to the original 256 color palette.
Dr. Orange Dr. OrangeSource good.
In Quake, the last 32 colors in the palette would always be rendered as fullbright, but only in the software renderer. I guess Valve were originally going to carry this over, but decided not to since the game has hardware rendering support, and surfaces are lit through lights.rad anyway. Interestingly enough, it seems as though some of the textures prefixed with ~ has their colors in the last 32 slots of the color palette, similar to were the fullbrights were in Quake.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2020-01-09 15:27:06 UTC
in TWHL Tower 2 Post #343577
It would be beneficial to have an additional month to work with.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-12-21 13:03:50 UTC
in Shoot-Through Railings Post #343498
If you're using an alpha-tested texture (file name starts with "~" and it typically have blue areas in it), just tie the visible brush to a func_illusionary with the "Solid" render mode and add a clip brush in the same place. Clip brushes are not included in decompiled maps because they are technically not part of the compiled map.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-11-08 15:58:03 UTC
in Post your screenshots! WIP thread Post #343326
Tower WIPs!
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Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-11-02 22:40:00 UTC
in TWHL Tower 2 Post #343292
A while ago I made a HD pack for TWHL tower by retexturing Blue Shift's HD models and recreating the changes made for TWHL Tower (yellow crowbar, duotone pistol). Would it be possible to include this as a HD addon at launch with TWHL Tower 2?
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Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-10-31 21:04:12 UTC
in TWHL Tower 2 Post #343271
I'd be interested.
Dr. Orange Dr. OrangeSource good.
MOCOLONI said:I also took a look at an exemplary FGD and noticed that some of them also have 'Sequence' for studios with models - are those for models with animations?
It's used for previewing model animations in Hammer. You put in the number of the sequence (as defined in the model, you'll have to use a model viewer or decompile to model to find a list of all animations for a model) and the entity will play that animation in the 3D viewport.
MOCOLONI said:I'm no expert, but it makes me wonder if 3.5 is actually a Valve product as it can't be found anywhere 'officially'.
It is made by Valve, but it isn't officially supported as it was only released as a beta. I believe it was only ever released on the old VERC website, which has been defunct for years, which is why it can't be found "officially" anywhere anymore.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-08-18 20:08:21 UTC
in About " hud_color " Command Post #343046
I'm not too familiar with Half-Life programming, but I think you have to set something specific to make console commands get saved to the user config file? "hud_color" probably doesn't have this set and thus is reset every time the game is started. You should either hardcode or change the default value for hud_color in the code, or make sure it has the thing set so it gets archived.
Dr. Orange Dr. OrangeSource good.
abbadon said:Because of its size I need to remove three of the 6 fingers of the "hand" to reduce e-poly count once the sequence is finished, letting only 3 of the "fingers" play their role and attack the players.
Then you should probably make the two sets of three fingers separate entities, with separate models for each finger set. Then you use a trigger_relay to kill the finger group that no longer needs to exist.
Dr. Orange Dr. OrangeSource good.
Is there a trigger_changelevel linking back to the first map in the second map?
Dr. Orange Dr. OrangeSource good.
Could you be more specific? What is the actual problem? Does the map not transition at all when you pass through the trigger_changelevel? Or does the map change but you end up somewhere completely different?
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-07-28 22:06:36 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342933
I have now submitted my entry.
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I wish the best of luck to everyone! :)
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-07-24 17:02:45 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342903
A few development screenshots from my map:
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It's a bit dark, so I'm thinking about adding a few more lights.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-07-01 15:53:16 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342824
A quick question about the rule that says that custom assets are not allowed to override vanilla content. Does this also apply to scripts or the scenes.image file for sourcemods?
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-06-26 12:27:18 UTC
in Black Mesa Xen Post #342807
Striker said:Do you guys feel like they diverged from the overall theme style of the original Xen? I know it's a modern interpretation, but that's what I sense. I haven't played a in a long time but I remember more purplish surfaces.
From their devlogs, as I have understood, it looks like they're completely reinventing Xen from the ground up rather than re-imagening Valve's Xen. Still, I can't wait for Xen to finally be released. Gonna have to play through the whole game from start to finish when that happens.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-06-19 20:32:23 UTC
in my compo idea making (tl dr included) Post #342760
Stojke said:Why not try to make an structural and operationally correct black mesa laboratory section? With thought on foundation, structural support, installations, ventilation, drainage, climate/atmosphere equipment, special structural enhancements for special equipment, emergency devices/passes/etc, placement of things... Would be nice to see.
Make it in space even.

Make it named the "TWHL Safety Inspection" compo.

-Edit

Would be nice to see Sector C test labs from an eyes of an safety inspector
Or even the complete opposite: make a work environment that is so obviously dangerous and unsafe it's a complete miracle that it still works.
Dr. Orange Dr. OrangeSource good.
Posted 1 year ago2019-05-28 11:56:44 UTC
in Faceposer Configuration Nightmare... Post #342661
You need to rebuild scenes.image before any newly created scene will appear in game. The engine does not load loose .vcd files.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2019-04-06 07:19:17 UTC
in Playing voice lines Post #342417
NPC speech is added through the logic_choreographed_scene entity, which can be used to play .vcd files previously created in Face Poser.
If you need to use custom voice lines, then you’ll have to create your own scenes in Face Poser, and you have to make your map into a sourcemod to include them.

Fortunately, it’s really simple to make a sourcemod, and making a scene with just a sound clip and no animations is not too complicated.

Edit: thick fingers, small mobile screen, hit submit instead of preview
If you just need to use existing voice clips, you can look through the existing .vcds to see if they’re right for you. The stock scene files are not included in Half-Life 2 since they’re compiled into a single scenes.image file. However, they’re all included with Source SDK 2013, which you can find on Valve’s Github page.

You can also look through decompiled maps to see how which scenes are used for a particular piece of dialogue, and how else they need to be set up in order to work.

I hope you find this helpful!
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Still very unfinished. Nor sure if it will be finished finished before the deadline.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-11-26 14:22:15 UTC
in Using black mesa or half life 2? Post #341329
Both Black Mesa and Half-Life 2 run on the Source engine.

Which one you should choose depends entirely on what your goals for your project are. Black Mesa's version of Source is heavily updated from Half-Life 2, but the development tools (Hammer, Model viewer, Faceposer etc.) are largely unchanged. If you're just making an extension to the Half-Life universe taking place in Black Mesa using the same weapons and enemies, I'd say Black Mesa is an excellent game to base your mod for.

If you want to make a full total conversion mod with new weapons, NPCs and functionalities, you're probably better off starting from scratch with Half-Life 2, or rather Source SDK 2013. However, from your description, this sounds a little higher level than what you're looking for, so I'd say use Black Mesa.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-11-21 18:31:52 UTC
in Competition 35: Vanilla Half-Life Post #341294
Just a question. Are we allowed to update and publish our entries publically before the judging period is over? Obviously not update the submitted entry, but still release an updated version on TWHL, or other sites?
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-10-30 16:32:28 UTC
in Half Life skies without cliffs? Post #341096
Half-Life Blue Shift has a skybox called sky_blu which is the default desert sky without the cliffs.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-10-13 16:14:33 UTC
in Competition 35: Vanilla Half-Life Post #341031
I just started working on the final map of my entry, so I decided to post some more screenshots.
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Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-10-09 17:28:22 UTC
in Turret help Post #341016
Yeah. It should face positive in the x-axis.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-10-09 15:23:45 UTC
in Turret help Post #341014
The gun must face 0 degrees (east) in Hammer in order to work. To make the gun face a specific direction in-game, you have to set the angles value to the angle it should face in-game.
Dr. Orange Dr. OrangeSource good.
hfc said:wad files are in the same folder with bsp file. but i cant manage hlrad to see wads.
That's what the -waddir command is for. I haven't used it myself, but I'm guessing you simply add "-waddir <path>" to your command line options when running hlrad.exe, with <path> being the directory path to the directory where your WADs are.
Dr. Orange Dr. OrangeSource good.
hfc said:Howto Fix: Make sure the file '<mapname>.wa_' exists. This is a file generated by hlcsg and you should not delete it. If you have to run hlrad without this file, use '-waddir' to specify folders where hlrad can find all the wad files.
Maybe this part is of interest?
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-09-04 19:16:57 UTC
in Restore HL1 moving camera from WON Post #340793
Not sure wether or not it works, but this site have an archived tutorial on implementing view roll: https://twhl.info/wiki/page/VERC%3A_View_Roll_When_Strafing_%28like_DMC%29
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-08-30 17:25:59 UTC
in Competition 35: Vanilla Half-Life Post #340743
I guess I could post some Work in Progress screenshots of some of my less Work in Progress areas here.
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Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-08-29 14:41:50 UTC
in Competition 35: Vanilla Half-Life Post #340735
Urby said:I'm also getting increasingly frustrated with glass and water rendering in darkened rooms... Limitation of then engine I know, but it's quite distracting in places. Gonna have to figure out a way to make it look natural.
VHLT has an "embed lightmap" feature that bakes the lightmap into the texture for transparent objects. It instead looks a bit wonky when the player shines the flashlight on it, but it's a calculated tradeoff you have to do.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2018-08-13 12:55:43 UTC
in Competition 35: Vanilla Half-Life Post #340516
Your entry (map files or mod name)
By this I'm guessing we are allowed to submit our entries in mod format. If so, are we allowed to include custom main menu background images?
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