Forum posts

Posted 7 years ago2016-05-22 04:08:05 UTC
in Any way to have moving laser pointers? Post #330193
The problem with having a beam following the player is that the sniper rifle doesn't move as fast as the player, which is how you dodge it. So if the laser is always pointing towards the player, it's wrong.

Seeing Half-Rats's suggestion, I asked badsniper365 (the coder for the team I'm on) to try and add the RPG dot to func_tank, and he said it was already in there, but commented out. He uncommented it and apparently it's working perfectly. We're using SoHL 1.8 for our code base, by the way.
Posted 7 years ago2016-05-21 01:09:11 UTC
in Any way to have moving laser pointers? Post #330164
In HL2, there were blue dots which would show you where the snipers in the map were aiming. In HL1, this is not the case, but it would be extremely useful for my map. Does anybody know if this is possible in GoldSRC, and if so, how?
Posted 8 years ago2015-12-06 00:35:09 UTC
in Help getting Spirit of Half-Life working Post #327674
Well, yes, but that doesn't mean it shouldn't be able to compile out of the box. This isn't even an OS-specific thing! I can't understand why it doesn't know all these variables.
Posted 8 years ago2015-12-04 08:26:11 UTC
in Help getting Spirit of Half-Life working Post #327663
I'm trying to compile SoHL 1.8 for Linux, using modified Makefiles from the GitHub repository for Half-Life. When I try to compile the server library, I get a few error messages:
[quote]
../dlls/weapon_generic.cpp:44:54: error: no 'void CBasePlayerWeapon::KeyValue(KeyValueData*)' member function declared in class 'CBasePlayerWeapon'
void CBasePlayerWeapon::KeyValue( KeyValueData *pkvd )//this sets for custom fields of weapon_generic. G-Cont.
^
In file included from ../dlls/weapon_generic.cpp:20:0:
../dlls/weapon_generic.cpp: In member function 'virtual void CWpnGeneric::Spawn()':
../dlls/weapon_generic.cpp:76:30: error: 'w_model' was not declared in this scope
SET_MODEL( ENT(pev), STRING(w_model) );
^
../dlls/util.h:33:70: note: in definition of macro 'STRING'
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
^
../dlls/weapon_generic.cpp: In member function 'virtual void CWpnGeneric::Precache()':
../dlls/weapon_generic.cpp:95:20: error: 'v_model' was not declared in this scope
if (!FStringNull (v_model) )//Shut down first call, from "UTIL_PrecacheOtherWeapon"
^
In file included from ../dlls/weapon_generic.cpp:20:0:
../dlls/weapon_generic.cpp:98:47: error: 'p_model' was not declared in this scope
ALERT (at_debug, "p_model is %s \n",STRING( p_model));
^
../dlls/util.h:33:70: note: in definition of macro 'STRING'
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
^
../dlls/weapon_generic.cpp:99:47: error: 'w_model' was not declared in this scope
ALERT (at_debug, "w_model is %s \n",STRING( w_model));
^
../dlls/util.h:33:70: note: in definition of macro 'STRING'
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
^
../dlls/weapon_generic.cpp:103:20: error: 'v_model' was not declared in this scope
if (!FStringNull (v_model) )
^
In file included from ../dlls/weapon_generic.cpp:20:0:
../dlls/weapon_generic.cpp:106:34: error: 'p_model' was not declared in this scope
PRECACHE_MODEL( (char *)STRING(p_model) );//right adding into HUD.ammo registry. don't worry about
^
../dlls/util.h:33:70: note: in definition of macro 'STRING'
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
^
../dlls/weapon_generic.cpp:107:34: error: 'w_model' was not declared in this scope
PRECACHE_MODEL( (char *)STRING(w_model) );//this ;) G-Cont.
^
../dlls/util.h:33:70: note: in definition of macro 'STRING'
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
^
../dlls/weapon_generic.cpp:116:45: error: 'UTIL_PrecacheOtherWeapon' was not declared in this scope
UTIL_PrecacheOtherWeapon ("weapon_generic");
^
../dlls/weapon_generic.cpp: In member function 'virtual BOOL CWpnGeneric::Deploy()':
../dlls/weapon_generic.cpp:142:30: error: 'v_model' was not declared in this scope
m_pPlayer->pev->viewmodel = v_model;
^
../dlls/weapon_generic.cpp:143:32: error: 'p_model' was not declared in this scope
m_pPlayer->pev->weaponmodel = p_model;
^
make[1]: *** [release/obj/hldll/weapon_generic.o] Error 1
make[1]: Leaving directory `/home/declan/infinitysdk/Infinity SDK 1.6/Search for David/SpiritSource18/linux'
make: *** [hl] Error 2
[/quote]
Okay, more than a few. I removed weapon_generic.cpp from the Makefile (temporarily! I'm not stupid enough to use that as a permanent solution, but I don't know how to deal with the error messages) and the compile succeeded, but when I tried to start a game using this server library, I got this:
LoadLibrary failed on home/declan.local/share/Steam/steamapps/common/Half-Life/TestMod/dlls/spirit.so:
home/declan.local/share/Steam/steamapps/common/Half-Life/TestMod/dlls/spirit.so: undefined symbol: _Z16HaveCamerasInPVSP7edict_s
Host Error: Couldn't get DLL API from home/declan.local/share/Steam/steamapps/common/Half-Life/TestMod/dlls/spirit.so!
I have a reasonable amount of experience with Linux, but the Half-Life source code is mystifying to me, probably because it's poorly documented and out of date. It seems there are a few people out there who are really good at this sort of thing, so I decided to come here to see if anyone knew what my problem is.
Posted 9 years ago2015-03-24 07:08:58 UTC
in SoHL func_water and sparks at world orig Post #324971
Well, I did exactly what you said and the sparks didn't stop, yet the barrels no longer moved with the water. Based on these two pieces of information, I am at this point fairly certain that the barrels are unrelated to the sparks. I'll keep fiddling as usual.
Posted 9 years ago2015-03-23 07:47:22 UTC
in SoHL func_water and sparks at world orig Post #324947
I haven't tried that yet - I'll get back to you once I do, but I have a feeling it won't work as the valve is just a rotating button, not a momentary.
Posted 9 years ago2015-03-20 08:32:04 UTC
in SoHL func_water and sparks at world orig Post #324800
I tried that. There's a bullsquid in my map, and its projectiles pushed the barrels away, making the map impossible in a very short space of time. (I probably should have mentioned that the barrels were meant to be used as platforms.) I noclipped to the valve and the sparks still appeared, so this doesn't fix the problem. :(
Posted 9 years ago2015-03-19 07:03:53 UTC
in SoHL func_water and sparks at world orig Post #324784
Thanks for your responses. If sparks are a problem indicator in SoHL (just like real life, I guess), then great, but I would prefer if there was some form of console message telling me what the problem actually is :P

Anyway, the problem is still there - I didn't test it very thoroughly, but I have now and it now only sparks when I lower the liquid then raise it again. I don't want to stop the player from being able to raise the liquid, as even though it is completely useless for the player's purposes, without this ability, the room would have made no sense before the Black Mesa Incident. I shall carry on fixing and improving random, unrelated things in the map until the problem decides to disappear entirely, or get worse.
Posted 9 years ago2015-03-18 08:36:38 UTC
in SoHL func_water and sparks at world orig Post #324760
I decided to finish the rest of the map and ignore the problem, and it went away just as mysteriously as it arrived. I'm afraid I can't provide a solution, but there is no longer a problem for me.
Posted 9 years ago2015-03-18 07:48:25 UTC
in SoHL func_water and sparks at world orig Post #324759
I'm making a Half-Life mod using SoHL and I've set up a valve that drains some toxic goo which, obviously, needs a func_water. There are barrels floating in the goo, which are set to MoveWith it. When I turn the valve, the goo drains as expected and the barrels go along with it, but the world origin suddenly starts emitting sparks, complete with sound effects. Turning the valve again makes the water rise back up along with the barrels, but does not stop the sparks. I am very confused, and Googling yields nothing. How can I stop the sparks?!