Forum posts

Posted 4 years 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 4 years ago2019-07-28 22:06:36 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342933
I have now submitted my entry.
User posted image
User posted image
User posted image
I wish the best of luck to everyone! :)
Dr. Orange Dr. OrangeSource good.
Posted 4 years ago2019-07-24 17:02:45 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342903
A few development screenshots from my map:
User posted image
User posted image
User posted image
User posted image
User posted image
It's a bit dark, so I'm thinking about adding a few more lights.
Dr. Orange Dr. OrangeSource good.
Posted 4 years 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 4 years 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 4 years 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 4 years 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 4 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!
Dr. Orange Dr. OrangeSource good.
User posted image
User posted image
Still very unfinished. Nor sure if it will be finished finished before the deadline.
Dr. Orange Dr. OrangeSource good.
Posted 5 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 5 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 5 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 5 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.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 5 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 5 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 5 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 5 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.
User posted image
User posted image
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 5 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 5 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?
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-08-04 21:00:15 UTC
in The wonders of lighting Post #340422
Have you tried using a light_spot instead of a regular light entity or light_surface? They can be a bit tricky to look right in GoldSource, but it would probably work better in the situation you're describing.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-28 10:48:31 UTC
in Cubemaps Refuse to Function Properly Post #340024
Tetsu0 said:I compiled and added water to check reflections.
Keep in mind that water uses real-time reflections and might not reflect what cubemaps will look like.

As for the cubemap problem, you might be doing something wrong in the process. Just to be sure, follow these instructions and see if you get the right results.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-20 17:14:16 UTC
in Changing HL2's Pistol Reload Post #339977
The folder structure of your custom addon should be the same as the game structure. However, as I said, the mod needs it's own folder/vpk within the custom folder, so the full search path of your custom reload sound would be "Half-Life 2\hl2\custom\<name of your mod here>\sound\weapons\pistol\pistol_reload1.wav". It's the mod folder itself ("<name of your mod here>") that you would want to convert to a vpk for easier distribution.

You do not need to add a GameInfo.txt and the mod will not show up in the Steam library list. Custom mods are basicly add-ons for the game they are installed to and will work automaticly when the game is launched. The way it works behind the scenes is that the game searches the "custom" folder for any file directories before it searches the game's own files which means they override any files from the base game.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-19 11:29:52 UTC
in Changing HL2's Pistol Reload Post #339958
Another thing I would like to add after reading your shoutbox messages: if you are only making a small change such as changing a single sound file, you might want to make your mod into a ”custom” mod rather than a full SourceMod.

”Custom” mods are installed into the game’s ”custom” folder, which for Half-Life 2 would be ”Half-Life 2\hl2\custom\”. This sort of mod needs to be in it’s own folder in the custom folder, so the full search path should be ”Half-Life 2\hl2\custom\<name of your mod>\”.

The benefit of this kind of mods is that they are a lot smaller and work more like add-ons rather than full total conversion mods. You can also convert it into a VPK (Valve Pak File) for easier distribution usin the vpk.exe program found in ”Half-Life 2\bin\”.

I hope you found this useful, and best of luck!
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-18 21:20:36 UTC
in Changing HL2's Pistol Reload Post #339951
Changing the reload sound shouldn't need any code changes. If you only want to change the sound itself, and don't care about volume, pitch, attenuation or those sorts of things, just replacing the sound file itself should work just fine. If you want to do more advanced changes, you can edit the soundscript files. The file that has all of the weapon sounds in Half-Life 2 is "scripts/game_sounds_weapons.txt", and the entry for the pistol reload sound is "Weapon_Pistol.Reload".

To test the sound, you need a map. If your mod is using the Source SDK Base, then you probably don't have any of the stock Half-Life 2 maps and need to create your own. This is actually very easy, and there are plenty of tutorials on this site to get you started. If you're an absolute beginner, you should check out some of the beginner tutorials.

I hope this helps.
Dr. Orange Dr. OrangeSource good.
I usually use the cycler_sprite entity for placing models in the map. Despite being intended to be used with sprites, it works just as well with models and have no collision box. You'll probably have to edit the fgd slightly so that the cycler_sprite entity uses studiomodels instead of sprites in the editor, otherwise the editor may crash when selecting a model to use.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-04 13:17:20 UTC
in TWHL4 Discussion / Bug Reports Post #339808
I just found out that clicking on a profile picture in the shoutbox (not the name, but the actual picture itself) leads to this 404 page: https://twhl.info/%7B%7Buser.url%7D%7D
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-02 14:40:31 UTC
in TWHL4 Discussion / Bug Reports Post #339772
Got a few other nitpicks about the shoutbox. You can't see exact date and times on shoutbox messages like you can with everything else. Also, when the shoutbox updates and it's open, it automaticly scrolls down to the latest message, which can be a bit annoying when reading through previous messages.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-06-02 08:14:08 UTC
in TWHL4 Discussion / Bug Reports Post #339756
Wow! Good to finally see the new site being properly deployed. Good job!

There are still a few bugs, though. If you click on the "Some time ago" text on journals on the main page, you will still be taken to the journal, even though the date shows up.

Also, teeny tiny nitpick, but...
User posted image
...there is still a one pixel overlap on the text at the top of the shoutbox.

Keep up the good work, and I hope your arm gets better!
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-05-28 17:29:17 UTC
in Post your screenshots! WIP thread Post #339713
User posted image
User posted image
User posted image
User posted image
User posted image
Half-Life map.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-04-09 18:05:36 UTC
in Best Half-Life Chapter Tournament Post #339267
Lambda Core. It sends one last handfull of assassins at you, you get to choose which pump to activate first, and you get a death laser that vaporizes anything you point it at.
Dr. Orange Dr. OrangeSource good.
Posted 5 years ago2018-04-03 20:14:56 UTC
in Best Half-Life Chapter Tournament Post #339169
Power Up, becuase you can trigger the scripted stuff at your own pace. Then again, Endgame had boids...
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2018-03-24 18:58:07 UTC
in Make a killabe gman/kingpin... in HL1 Post #339100
To make the brush invisible even without using the NULL texture, you can set the render mode to "texture" and the render amount to 0.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2018-03-02 16:09:26 UTC
in Post your screenshots! WIP thread Post #338926
Ah yes. Is there a way to set this as the default in a mod? I know the console commands but... I assume the only way to set that is using the config file, but including that in a mod release means you go straight to Hell when you die...
valve.rc or autoexec.cfg maybe?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-11-10 22:24:13 UTC
in Start HL in Deathmatch Mode Post #338019
Add +deathmatch 1 to the command line options.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-08-27 07:36:17 UTC
in Why is it green? (lighting problem) Post #337088
Saturated colors like strong oranges are unfortunately often clipped due to how the light engine works. I believe VHLT will scale down lighting by default to preserve colors, but I guess that isn't always possible.
You could try lower the brightness of the light (the fourth value in the brightness key) to prevent overbrightening and, by extension, wrong colors.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-08-23 17:39:05 UTC
in Post your screenshots! WIP thread Post #337004
Windawz: So Quake doesn't have texlights... Great
But then again, it doesn't have colored or bounced lights either.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-08-07 17:44:21 UTC
in TWHL Pockets Post #336778
Urby:
User posted image
User posted image
Lit.

Anyway, I'm pretty much done with my map now. Might polish it up a little more, but other than that, I'm happy with where it is. Should I submit it by sending a PM with a Dropbox link to the map source and WAD?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-30 20:24:28 UTC
in TWHL Pockets Post #336587
Well, my map is now in a state where it's playable from start to finish, so I guess this is a good time to upload some more screenshots!

I updated the appartement to look less silly:
User posted image
I actually had this appartment done, but I forgot to screenshot it last time:
User posted image
I have now added scenery around the map, so I hope you aren't afraid of heights!
User posted image
A fancy lobby with the best type of dance floor:
User posted image
The room where they store all those propaganda plaques:
User posted image
And, of course, a helicopter boss fight:
User posted image
I can't wait to see what everyone else comes up with. What I've seen so far have all looked good!
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-29 22:05:41 UTC
in TWHL Pockets Post #336570
Urby: I didn't mean downscale it necessarily.
Perhaps not, but it still looks better than having non-power-of-2 dimensions. Thank you for making me aware of this... limitation :)
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-29 21:49:05 UTC
in TWHL Pockets Post #336565
So, I tried rescaling the sign textures from 96*128 to 128*128 and then downscale it in editor, and...

Before:
User posted image
After:
User posted image
I can kind of notice a difference, but is's a bit subtle. It does seem to look sharper, though.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-29 21:13:18 UTC
in TWHL Pockets Post #336562
Urby: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.

Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128.
Huh, I did not know that. I'll look into it, thanks!
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-29 15:59:48 UTC
in TWHL Pockets Post #336544
I guess I'm finally at the stage where I have some work in progress screenshots to share. Have some dystopian future dimension pictures!
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-28 09:31:27 UTC
in TWHL Pockets Post #336502
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-25 20:06:06 UTC
in TWHL Pockets Post #336370
Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.
Well, I'm more asking, if the top of the highest brush is at the 1024 unit height mark, and the ceiling above is a skybox, is the player still allowed to walk on top of it?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-25 18:55:10 UTC
in TWHL Pockets Post #336368
Question: is the 1024 height limit the highest reachable floor of the level, or is it the max allowed height of the ceiling?
Dr. Orange Dr. OrangeSource good.