Forum posts

Posted 7 years ago2017-04-16 22:53:33 UTC
in Post Your Photos Post #334424
Wow!!, Archie, you´re an artist... seriously. :gak:
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This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-14 22:46:13 UTC
in Killing all monsters Post #334371
trigger_killall would be a more appropriate name
+1 vote :crowbar:
Posted 7 years ago2017-04-14 21:26:37 UTC
in Killing all monsters Post #334369
Is da-entity!!, imagine it, you can remove any undesired monster as if they never existed. You can code a neutronic bomb weapon with that... :walter:

Oh. I used the trigger_hurt entity finally. Works fine now, but I will study how to use the env_killer entity in the map. ;)
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Posted 7 years ago2017-04-14 12:17:41 UTC
in Killing all monsters Post #334357
O_o Wow, and, WOW!!!, that should be included in EHL too!,I will use it for sure, I will also see how can I make it remove a given monster (something like a remove monster flag). And I discover why The trigger hurt screwed the compiling process. You are right,i did use a normal texture instead of the AAAtrigger texture.
Posted 7 years ago2017-04-14 08:40:43 UTC
in Killing all monsters Post #334352
The map is HUGE, and whan I mean huge I mean that it occupies the 85% of all the available space to build in the editor, and the trigger hurt occupies the whole map in the inside, so every monster dies. But I think that it is not a problem that all the monsters dissapear, because when the moment comes, you will be blinded by a blast and env_fade. Try that then!.

BTW: as it is a brush entity it DOES alter HLRAD:

With trigger_hurt: 84000 patches
Without trigger_hurt: 51000 patches

unless I am doing something wrong... :/
Posted 7 years ago2017-04-13 22:41:53 UTC
in Killing all monsters Post #334347
Hi. I want to know if it´s possible to kill all monsters in a map through the use of entities. Tried a trigger_hurt that covers the whole map but it makes HLRAD needs skyrocket making the map being impossible to compile :(

Edit: could it be done through killtarget->netname?
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This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-10 14:03:23 UTC
in Spotlight color, could it be changed? Post #334303
Well, I must wait until I can test the map on my true PC, this little pup cannot throw more than 3 fps!, it could take me ages to arrive to the moment when the effects happen. I will wait and then post a video next friday, sorry for the delay!!
Posted 7 years ago2017-04-10 11:46:50 UTC
in Spotlight color, could it be changed? Post #334301
I will check it as soon as the netbook on which I am now compiling the map will finish, you Know, two or more hours :crowbar: Btw: I am using VHLT and Quark to compile/make the map.

another thing I noticed is that the generic monster entity is always posed , when ingame, several units above the place I set on the map editor, it is a pain in the ass because I have had to re order those entities, overall because when the scripted sequences start, they suddenly "fall" some units below its actual location. it looks a bit weird but because those scripted sequences happen at the end of the round I hope they does not look excessively weird... any ideas of what is causing this? : :\

Oh, and the mod is running under Xash3D engine, I don't know if it will be the cause of this extrange behaviour...
Posted 7 years ago2017-04-09 18:39:12 UTC
in Spotlight color, could it be changed? Post #334295
I thought that first, but it looks that there must be another way... I select the color and it appears in properties of the entity, but once compiled the map the light projected over the brush is still white; it is not that it looks bad, but I wanted it to have the colour I defined. ;)
Posted 7 years ago2017-04-09 15:55:55 UTC
in Spotlight color, could it be changed? Post #334293
Hi. I am using some spotlights to complete some flame effects, but Its colour is always white. Is there a way to change this.
Posted 7 years ago2017-04-06 21:33:42 UTC
in Post your screenshots! WIP thread Post #334257
User posted image
O-o-o-o-oooh. That place deserves one (or two) Shamblers... or a Spawn pit!! XD
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Posted 7 years ago2017-04-06 13:14:24 UTC
in Post your screenshots! WIP thread Post #334246
No, I am surenow that there's one of those boxes in the first level of the first episode.As you enter the level follow the hall, take the lift on the left, enter the yard, cross the bridge and when you open the door you can dee and destroy the first exploding crate. The rotating stuff is on scourge of armagon, yes, you're right, but I have the impression of having seen some of that in Quake 1... will take a looksy. ;)
Posted 7 years ago2017-04-06 11:53:15 UTC
in Post your screenshots! WIP thread Post #334244
That's right, no func_breakable
Wrong. There are breakable boxes that also explode. I can´t remember where exactly they are. but I think It´s the second or first level of the second episode. I am sure that there´s one in the first level of the first episode, and also scattered around in other levels.

There are rotating stuff, but I´m not sure that they are useable doors. :/

BTW: nice level Admer!!, I am now playing Quake Scourge of Armagon and I love to see that Quake´s still alive.(I play Quake1, Quake2, and their expansions once every springtime along with the first Unreal :) )
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-01 13:46:00 UTC
in Can I recreate an old game in the Source Post #334187
I am also curious about that too. How to set view for a 0,25 sized player?, overall when is crouched...
Posted 7 years ago2017-03-31 11:57:05 UTC
in Islave Lightning attack pushes npcs away Post #334171
Will do that!!. Thank you Solokiller and Shepard!! (updating credits ;) )
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Posted 7 years ago2017-03-31 11:49:39 UTC
in Can I recreate an old game in the Source Post #334169
What the..?, it´s a "One Man Team"?. First of all: you got balls of steel. Second: you´re quite right. It will take a lot of effort and time to be developed. Third: you´re lucky. If all those resources are available, you can use free programs like Blender and Milkshape for the models, I think Glodwave works with .ogg files and for the maps I think Quark map editor works with most of the available engines of the market, at least It works with all id software engines along with valve´s ones (if Mercury is based on them, you´re double lucky!!).
Posted 7 years ago2017-03-31 08:03:23 UTC
in Can I recreate an old game in the Source Post #334165
That´s one big thing!!,coding is a nightmare, but if you know C++ well it´ll be easy.

But, if you want a "clone" of the game, there´s the fact that you must do all models, textures, sounds, sprites, etc. so that they are accurate, or almost exact, as shown in the original game. :aghast: , some material could be ripped from the original game (I don´t know what engine it uses or if it uses .pak files or .wad files), but most probably you will be forced to create all from scratch. :(

That´ll be for sure a BIG thing. Unless you are a team of five or six people, then it could be possible :crowbar:
Posted 7 years ago2017-03-31 07:57:33 UTC
in Islave Lightning attack pushes npcs away Post #334164
Eeeeemmmm... wouldn´t it override the movement of the npc?, I mean, there are various movetype, like MOVETYPE_FLY, MOVETYPE_WALK, no? , I say this because the npc walks... (I didn´t studied much of entvars). :\

But I will do it. Your advices always saved me from trouble. :glad:

More things to add to the credits, my friend. :crowbar:
Posted 7 years ago2017-03-30 19:36:28 UTC
in Islave Lightning attack pushes npcs away Post #334160
Hi again. I´m quite busy this days and I found myself unable to work more often on the mod as I wanted. Anyway, I found a strange thing happening with the monster_trolley of my mod. If they are hit by the infantry gunners (they shot the lightning attack of the Islave) the npc is pushed away as long is the lightning itself. Although it´s quite funny, it turns into a problem because there only can be one of them alive each time it´s spawned via monstermakers, which left the player unable to obtain more ammo, and so ruining the gameplay.

In the spawn function there´s one line of code I think could be the culprit:

Ver I:
pev->solid= SOLID_BBOX;
Ver II:
pev->solid= SOLID_SLIDEBOX;
I tried both two versions but with no luck. It is not that it happen always, but when it does is quite annoying. Any ideas?
Posted 7 years ago2017-03-23 22:01:39 UTC
in I need help compiling a .MDL player mode Post #334116
Haha!!, wow, cool!!, triple yuck!!
Posted 7 years ago2017-03-23 21:53:22 UTC
in Post your screenshots! WIP thread Post #334115
I am sure that what many modders are asking for is to increase engine limits, just that, nothing about fancy graphics.

In my personal case I am just more than happy if the game don't crash because of the max edicts issue, or the max entities in visible packet list. Probably Xash has its issues, but with it my mod did never crash because of those problems.

I am ager to see what Solokiller will do now that, as I think I read, he will start to study how to improve the engine (if not, it will be like a bucket of ice thrown on we all modder's back!, hahaha :crowbar: ).
Posted 7 years ago2017-03-23 04:49:27 UTC
in Post your screenshots! WIP thread Post #334099
Amen.
Posted 7 years ago2017-03-22 22:09:00 UTC
in Post your screenshots! WIP thread Post #334097
Plus, you have a problem moding for GS?, you have a zillion tutorials and threads on forums after 20 years of testing and fixing problems for modders. :P I am sure there are plenty less of that support for HL2 and Source modding. Maybe that's why there are so few total conversions for HL2, apart from map packs in the shape of a mod :/
Posted 7 years ago2017-03-22 21:03:36 UTC
in Post your screenshots! WIP thread Post #334093
I don't think laziness is a word that describes more than 10% of the Goldsource modders
Haha, no, i was only describing myself!! ;)
Posted 7 years ago2017-03-22 18:44:56 UTC
in Post your screenshots! WIP thread Post #334090
I think it's great that people can still be passionate about a great game, and more specifically it's engine, but there is a point that you have to push past the nostalgia and accept that obsolescence is in fact real.
Well. I think that it is not nostalgia, it is laziness. In my case, I don't want to spent more time learning HL2 coding, modelling (I think it is far different from HL1 because of physics, etc) and probably mapping ;) I did struggle with GS coding, so you can imagine what will happen with me tryng to understand HL2 source, hahaha!, :walter:

And for Xash3D, we just need to develop mods under Xash3D publish them as to be used under GS but advising to use it under Xash3D or whatever engine. Advising to use something is not illegal... :crowbar: Oh, wait!, could it be something like encouraging to use pirated software?, unless there's some legal notification or someone condemned... could a clone engine be recommended of being used?
Posted 7 years ago2017-03-22 18:01:03 UTC
in Post your screenshots! WIP thread Post #334088
If you want Source features, use Source - otherwise, you're better using an ?entirely open-source engine like Unity.
Wrong. Most of us don't care about fancy graphic bump and specular thingy, we want those stupid 1997 limits overriden, just that. :)
Posted 7 years ago2017-03-22 10:43:55 UTC
in Post your screenshots! WIP thread Post #334082
I think that what´s the last thing in their priorities for people like Sookiller is to earn money with what they do with Gold Source. ;)
Posted 7 years ago2017-03-21 21:32:56 UTC
in Post your screenshots! WIP thread Post #334077
Yes!, at least with me Valve is winning!! :D

But I never said that I don´t like GS, ;) I say that Valve policy about independant developers is not very clear or helpful, and in the case of Xash3D, unexplainabily harsh; afaik, Xash3D people is not earning money for its engine, or are they? :( Maybe I must read more and investigate more. :/
Also, Xash IMO is lego-work that crumbles if you touch it, I appreciate the effort that the developers put in, I just don't like the end-result.
It works fine, except for sprites, it does extrange things (bad colors or sizes, or sometimes they even show up), but I think UnkleMike is working on that, at least I hope so. ;)
Posted 7 years ago2017-03-21 20:28:14 UTC
in Post your screenshots! WIP thread Post #334073
I don't like Xash3D too
I like it because it overrides most of the limits of GS engine. :(

I did read a lot about Xash3D, and I am still wondering what did the Xash3D "steal" from Valve to make that company so angry. If we believe Valve, the HL code is 99% Quake source with less than 200 lines of new code, so, are those 200 lines of code what Xash3D team "steal"?. Well, I am simplifying it too much, sorry.

But, and this is other question, could the parts that are supposed to be "steal" code be developed through other ways apart of simply stealing the code?, is it proven that Xash3D guys did steal that code?. I am so confused, overall with the Quake part. I can not understad why an engine done with free software, as the Quake source is, is taken in a so low consideration if it´s done with code available for anyone who wants to put their hands on it.

Of course I understad that for many of you any kind of piracy-reverse engineering is like killing a dolphin with a spiked club or so, I don´t like this kind of things, don´t get me wrong, but I am not sure where to put Xash3D developers in that list of undesired persons.

Apart of this, there´s the fact that Valve don´t care a s***T about developers, and they don´t care about what they´re doing with GS (look how they ignore Solokiller´s E-Mails)... :/

I hope Solokiller release some day the PowerSource SDK along with the Powersource engine with VERY extended limits that will depend on actual hardware specs that are 100 times higher than in 1997.
Posted 7 years ago2017-03-20 09:23:04 UTC
in I need help compiling a .MDL player mode Post #334059
Once you make "pop" there´s no stop...
Posted 7 years ago2017-03-20 04:50:51 UTC
in I need help compiling a .MDL player mode Post #334057
Omg. yuck again!, :crowbar:
Posted 7 years ago2017-03-18 19:12:53 UTC
in I need help compiling a .MDL player mode Post #334040
yuck!
Posted 7 years ago2017-03-18 14:35:07 UTC
in I need help compiling a .MDL player mode Post #334038
I'm really good at modeling and texturing if you ever need a model just pm me
Thanks!, the same I say. ;)

For ghost models try additive for the main body's texture. I did made semi transparent parts of some of my models checking that flag on HLMViewer.
Posted 7 years ago2017-03-17 21:31:17 UTC
in I need help compiling a .MDL player mode Post #334026
and if you generate QC instead that ruins your model's animation data?
No. Open your model and then you must generate a new qc file with your model's name, this way the qc file will include the path for all its textures, then copy-paste all the animation lines, don't use the origin and textures of the model of which you took the skeleton.

If you assign the vertexes of your model to the right bone, once you compile it it will perform all the animations as if they were done for it. The process is like this.

1.Import reference.smd of the decompiled HL model. Delete all faces and vertex.
2.Import your reference.smd, it only need a single bone. Once imported, delete that bone if you import the mesh along with the bone.
3.Assign vertex and test when finished. Use another copy of the original HL model and check where its vertexes are assigned in case of doubt. Now it is time to generate the qc file.
4.Once done export your reference model into the very folder from where you took the HL's reference smd, replace it if necessary, but warning!! it sometimes has another name, like your "ZOM_template_Biped1", if so change the name into the qc file.
5.Compile normally. It must work.
6.If textures are misaligned, use the texture alignment tool inside milkshape.

If all that does not work, well... Oh, c'mon!, It must work!! :crowbar:
Posted 7 years ago2017-03-17 04:54:27 UTC
in I need help compiling a .MDL player mode Post #334000
Once vertices are properly assigned the model should be fully animable. and, what's the error you receive?
Posted 7 years ago2017-03-16 20:24:02 UTC
in Post your screenshots! WIP thread Post #333996
Wow!, instead of ZHLT there will be PSCT!! (Power Source Compiling Tools). :D
Posted 7 years ago2017-03-16 20:20:05 UTC
in I need help compiling a .MDL player mode Post #333995
[/quote]if youre the admin you can make yourself invisible[quote]

But, the locked chasecam option in the observer menu will unmask him, right?
Posted 7 years ago2017-03-16 11:01:21 UTC
in Post your screenshots! WIP thread Post #333982
I remember that one of my old CS maps (de_caceres) took 39 hours to compile on a P4 3.2 Ghz laptop with 1 GB Ram 400 mhz. :crowbar: The poor bitch was almost fried because of it!!
Posted 7 years ago2017-03-16 10:57:22 UTC
in I need help compiling a .MDL player mode Post #333981
Try this:

1.Open Milkshape
2.Import the reference.smd from which the skeleton will be used .
3.Delete the mesh and create/import yours, this time uncheck all options that pop up except the triangles part. Your model just only have to have one bone, the mistake is to create a whole skeleton for it and then try to mimpor it for being a replacement for an existing model of HL with its animations, as I said, MISTAKE!!!.
4.Delete the bone you use to create your reference.smd and assign vertices as normal.
5.Test the model in animation mode (try to pose it a bit to see if all verts are properly assigned).
6.Compile it WITHIN milkshape, this way you can see what is happening into the Viewport Caption (Activate it on the VIEW menu on the toolbar). If some error exist will be displayed there.

I´m sure your model will be compiled this way. This is the method I use to create new versions of my models. :)