Forum posts

Posted 8 years ago2016-03-05 22:38:13 UTC
in NEED TUTORIAL URGENTLY Post #329217
Cool!!, more free C++ lessons!! ^^
Posted 8 years ago2016-03-05 22:35:56 UTC
in Cs sdk? Post #329216
Yes, we Goldsource Modders are dinosaurs!!, but HLSDK and HL is, for those who want to make a videogame, like those books you have to read in school just to have a taste and an indepth of what literature is. ^^

The Gunman code would be SOOOOOOOO cool to have because it has the code for vehicles!!, Ooooh, I can imagine my own Mod, you go on foot to the APU and then jump on it and start the ride!! (dreaming is free ;) ).
Posted 8 years ago2016-03-05 22:06:27 UTC
in Cs sdk? Post #329212
Oh, I posted that because he wants something related to plugins, yes it is a pity that Valve doesen't release the sdk from games like CS, Gunman, etc. :(
Posted 8 years ago2016-03-05 20:26:36 UTC
in Cs sdk? Post #329209
Posted 8 years ago2016-03-05 20:19:58 UTC
in NEED TUTORIAL URGENTLY Post #329207
It's very difficult to call something a useful lesson when it's objectively wrong though...
At least is valid for begginers, like me for example ;)
The ? : operator is used to switch between two expressions based on the value of the first expression. If you wanted to express that all of the variables are different, you would simply write the not equals operator, not a conditional.
My english is not veery good, but I undestandd that EACH of them are different between themselves, not ALL DIFFERENT from someone... :crowbar:
The mod is called "Half-Rats: Parasomnia". Don't be a pedant.
I was mistaken too!!, I thought they are different mods too!!, I´m too a pedant without knowing it!!, ahem!!, Charles!!, pass me the 5 ´o clock tea, just a cloud of milk, a bit of sugar. :biggrin: :glad: ;)
Posted 8 years ago2016-03-05 16:29:12 UTC
in NEED TUTORIAL URGENTLY Post #329199
Hey!! lt's a mini C++ lesson, don't be like that!! ;)
Posted 8 years ago2016-03-04 17:02:36 UTC
in Now Gaming: ... Post #329185
Reminds me that I have to buy a new PC (playing on a laptop without a dedicated GPU isn't fun).
Anyway a laptop that can run DOOM3 it´s not a bad laptop...

Actually I´m playing:

Painkiller
F.E.A.R
Clive Barker´s Jericho
Starship Troopers
COD4 Multiplayer with PeZBot

They run at full on the little oldie I bought: a P4 1.5GB RAM DDR 400 with a GeForce NV200 1GB!! The best payed 30€ of all times!! XD
Posted 8 years ago2016-03-04 00:44:06 UTC
in NEED TUTORIAL URGENTLY Post #329179
They are bleeding easily because :
A) I have teachers at university that doesn't write French properly, and you learn at kindergarten how to not make them.
B) The indentation of their code is totally horrible, I waste 15 minutes every lesson of "playing the code maid" to be able to read it properly (and especially for my classmate).
C) "The IT team at the university keep the software up to date at all times", so why the fuck I see "Debian 6 Squeeze" when I do a "cat /etc/debian_version" instead of a "Debian 8 Jessie" ?
I can only say I'm sorry for that :( , you've got a saint's patience...
I don't dis-encourage the OP, I'm just telling that without the proper tools and knowledge he won't be able to achieve what he want to accomplish. Today, people (not all) think they can model/texture/animate/code a weapon in 2 minutes which is IMPOSSIBLE. They want to create a CS replica with more weapons/maps/skins in 30 seconds which is IMPOSSIBLE. Like I said on my ModDB guide for newcomers to GoldSource programming : "Patience and perseverance will allow you to achieve your goals" and "don't expect your shiny weapon to work within the next 5 minutes of having written the first line of code for it".
People who think that modding is so easy it's called ignorant, the rest are poor newbies like me!!, hehe :P
I agree on the fact that ARRANGEMENT != Counter-Life != The Core != Half-Rats : A Fever Dream != Half-Rats : Parasomnia != PARANOIA != Sven-Coop != <Insert Any GoldSource Mod Here>.
;), good lesson of C++ in an only line!! :)

And FIND IN FILES is god!!, XD

Well, I think the first questions thast someone who wants to make a Mod should have clear in his\her mind are:

Is multiplayer or singleplayer?
Is it Cooperative?
Would there be Teams with different classes?
Is it based up on a movie, novel, comic, etc?
What are the monsters you want to make?
Will the weapons be conventional, or will they be futuristic, or even medieval?
Will it be an open range\world mod or a doom like environment?
Will it be realistic or all conceptual design was made from scratch?
Will there be vehicles?
Will the mod exceed HL's engine limitations?

and many more that surely will come to all of us sooner or later.

But, one and the most important thing that you must do before all is PLAY HL (or the game you want to Mod) as much as you can, study every monster, weapon, effect you want for your Mod, take the name of it and the name of the map where it appears (use console), and then start making those questions and their possible answers.

It happened to me that I wanted to do the trolley guys of matrix reload my APU when I was out of ammo, and doesen't know how to code this behaviour.

I have searched everywhere but, after...EIGHT YEARS!!, I realized that I have only have to make a monster that acts like a friend if my ammo was over 100 and as an enemy if my ammo was under that amount, then, instead of damage, its PRIMARY attack will give me ammo.

Do you know something?, all code was there, it was invented except some minor changes!!, Find In files, I repeat...IS GOD!!!, worship it, it talks ENGLISH, btw, if you ask him for ammo it'll show you hundred of examples in the SDK. ;)
Posted 8 years ago2016-03-03 14:20:49 UTC
in NEED TUTORIAL URGENTLY Post #329166
In the other hand, we have acted rashly. First we MUST know what he want to do and then give him the information; it's not the same doing a Mod like Arrangement than doing a Mod like Counter-Life in terms of coding, mapping and modelling, right?
Posted 8 years ago2016-03-03 09:13:44 UTC
in NEED TUTORIAL URGENTLY Post #329149
Don't worry Shepard, I don't feel bad about your words because you are right.
BTW: take care of your eyes, they bleed so easily!! :p. XD

Aniway, he said that he wants to make a mod, and that he can, more or less, do maps with VHE. He doesen't want to do a complex thing afaik.

Of course you must know C++ in, at least, some degree, but (and I speak of me) you can do little things without a deep knowledge of the language, of course the code will look like crap and it'll wont work 3 of 4 times, but thanks to that you'll learn bit by bit how to search the right exasmples within the code.
Some of the tutorials there are good, some aren't, some are working, some aren't. Avoid the tutorials whose content is "copy/paste code", "click here and here", because I don't call that a tutorial, I call that a "brain-washing idiot trap" because you have no explanations about what the code does and/or why are you clicking here.
Yes, I've used them all times!! (zombie me) but some of them are well explained and can give you little lessons on how the code works, then you can try and start making things on your own. Of course, it's imperative to learn WELL C++, but if you don't want to do the work of your life, just having fun and try what making a video game is I think it's fine. :)

And for the Bots, if you just want to do a skirmish mod the Bot#10 worth the try and doesen't require a lot of modifications to work in a Mod... :\
And in the future I expect people to be like : "Hello, I want to implement NVIDIA PhysX, FleX and SpeedTree within GoldSource and I have no programming experience, can you help me ?"
If you disencourage someone to make a Mod without knowing the basics of C++, I don't want to be in the shoes of the guy who, without knowing programming, asks you to do such thing!!, haha ;)

Anyway, Shepard is 100% right, take your time and learn C++, take some modelling books to learn how to make npcs props and items, and continue mapping for some time before starting your Mod, if you want to do a serious work it's better to wait some months before you try to make the Mod, so you'll spent less time with the essay-error method ;)

But if you just want to goof a bit...
Posted 8 years ago2016-03-02 18:20:42 UTC
in NEED TUTORIAL URGENTLY Post #329137
First of all, read the SDK, even if you're an absolute ignorant of C++ you can figure out how some little things are done; don't re invent the wheel!!, if you want to make monsters there are plenty of examples in the code, also for weaponry unless you want to make very conplex weapons, even though I cannot think of a weapot that's not already done in the SDK.

Some of the best coding tuts I know:

http://articles.thewavelength.net/index.php?site=catlist&id=2

There are tutorials that covers from the thirdperson camera, passing through the making of a weapon and even a particle system!!

Here's the code if you want to add bots to your game:

http://hpb-bot.bots-united.com/bot10.html

Also, I can give you some very old tuts with which you can put a radar and things like that, but I can say that with the info on those sites and the one which's here at TWHL you can do any mod you want.
Posted 8 years ago2016-02-28 17:47:33 UTC
in Post your screenshots! WIP thread Post #329045
aircraft design, propulsors? are you a NASA men or what? O_o
Posted 8 years ago2016-02-27 11:51:35 UTC
in Lighting prop models? Post #329039
Ok, ok, I'm whinning too much. But I'm not talking about fancy things like bumpmapping, specular, advanced physics, etc. I' whinning about the problem with model's limitations, edicts, etc. Also, in my personal case, I am struggling with the normal SDK every day, I will surely turn crazy with something different or more advanced!!, XD
Posted 8 years ago2016-02-27 11:50:38 UTC
in Lighting prop models? Post #329038
Ok, ok, I'm whinning too much. But I'm not talking about fancy things like bumpmapping, specular, advanced physics, etc. I' whinning about the problem with model's limitations, edicts, etc. Also, in my personal case, I am struggling with the normal SDK every day, I will surely turn crazy with something different or more advanced!!, XD
Posted 8 years ago2016-02-26 15:01:24 UTC
in Lighting prop models? Post #329026
Mmmm, probably you're right. Yes, who cares of the Modding community!!, Valve released Source!!, so if you want more capacity start forgiving all stuff you're mastering for years and start all from scratch. I think that it cost nothing to release a better exe, they have released a lot of updated shls, why not an updated exe then?
Posted 8 years ago2016-02-25 20:55:11 UTC
in Lighting prop models? Post #329022
isnt this just for MP? btw didnt they fix it??
Sadly no. :(, those settings are just for SOURCE engine, I cannot understand why Valve doesen´t release an upgraded HL.exe. Times have changed and also computers!!, HL1 was designed to run on a P133 with 32 MB of RAM at 100 Hz and a 3DFx VooDoo of... 1MB!!!, now we have 3.2 GHz running on 5 simultaneous core with Videocards with more than 2 GB of memory and all under configurations that vary from 4 GB to 64 GB of RAM DDR4 at 3000 MHz!!!

Valve, please, release that HL.exe, for MOD´s sake ^^ ;)
Posted 8 years ago2016-02-25 17:27:54 UTC
in Lighting prop models? Post #329019
It's a good way to do it, but keep in mind the max edicts limit of the hl engine if you are modding for Goldsource: 1 model= 1 light + 1 target + 1 light origin target + the model itself and the light... 6 edicts for each model, if I'm not wrong...
Posted 8 years ago2016-02-24 17:46:30 UTC
in Want to post WIP images, instead I post Post #328998
Oh, ok, -1000 karma points to me for being SUCH A MO**N!! :plastered: ;)
Posted 8 years ago2016-02-24 11:05:25 UTC
in Shock Team Recruitment Post #329005
Mmmm, I think you should post more info.

Read this:

http://twhl.info/tutorial.php?id=130

;)
Posted 8 years ago2016-02-23 15:08:34 UTC
in Want to post WIP images, instead I post Post #328995
Mod edit: this is the correct syntax:
User posted image
I used the BB code options, mmmm, it's wrong in there!! :o

[/img][/simg]

there's an "s" surplus. ;)
Posted 8 years ago2016-02-23 13:42:44 UTC
in Want to post WIP images, instead I post Post #328994
Yes!!, in fact the reloading crew is working, the npc is done yet and the code works fine, also their guard, the guys with the lighting guns, is ready and full working.

The Mod is full coop, with the aid of npc APUs ( that are WIP now) and other players, of course, and, if you want, you can play the v1.0 which has harcoded bots (they won't be in the v2.0, because there will be the npc APUs).

Oh, and, thanks!! :)
Posted 8 years ago2016-02-23 12:50:13 UTC
in Hi and Help :D Post #328993
Yes, the old good Percy... always nice with newbies xD
Posted 8 years ago2016-02-23 00:16:48 UTC
in Want to post WIP images, instead I post Post #328989
User posted image
User posted image
Mod edit: this is the correct syntax:
[img]..url..[/img]
Posted 8 years ago2016-02-22 00:58:03 UTC
in Half-Life Vodka: Putin's Revenge Post #328975
And its secondary fire "chorizo"
[img]http://www.vegajardin.es/456-thickbox/chorizo-sarta.jpg[simg]
Posted 8 years ago2016-02-18 14:18:43 UTC
in looking for half-life 1 SDK... (2016) Post #328934
This topic should be on tutorials, please.
Posted 8 years ago2016-02-17 21:41:01 UTC
in looking for half-life 1 SDK... (2016) Post #328929
PLEASE!!!!! :crowbar:
Posted 8 years ago2016-02-17 15:46:50 UTC
in Playing music in Half-Life Post #328920
with the play cd command you can make a setlist of songs suitable for each level of the game, bind a key for play-fwd-prev song and start enjoying music in your mod. =p
Posted 8 years ago2016-02-17 15:42:47 UTC
in looking for half-life 1 SDK... (2016) Post #328919
TL;DR

1) Download Microsoft Visual Studio 2010 Express here : http://www.pcadvisor.co.uk/download/develop
er-programming/microsoft-visual-studio-20
10-express-iso-216/
2) Mount the ISO with Daemon Tools, PowerShell or any other utility of the same kind.
OR
Extract the ISO with your favorite archive program (it's like a ZIP).
3) Run "Setup.exe".
4) Install the software as your like.
5) Download the Service Pack 1 update here : https://www.microsoft.com/en-US/download/de
tails.aspx?id=23691 Please note that if you don't like online installers, you can use an offline ISO (see "Additional Information" on the link I sent you)
6) Install the Service Pack 1 using the same methods as you did with VS 2010.
7) If you have Git installed and you are familiar with it, type in a Git Bash (or shell that is linked to Git) : git clone https://www.github.com/ValveSoftware/halfli
fe.git
OR
Visit the Half-Life 1 GitHub repository here : https://github.com/ValveSoftware/halflife and click the "Download ZIP" button and extract the archive.
8) Open the "projects/vs2010/projects.sln" file with Visual Studio 2010.
9) Start coding !
10) PROFIT !
This must be added to TUTORIALS with some images...
Posted 8 years ago2016-02-17 10:39:12 UTC
in looking for half-life 1 SDK... (2016) Post #328914
I think you should take a look here.

http://twhl.info/forums.php?thread=18871

There are links to the SDK and also the compilers!! ;)
Posted 8 years ago2016-02-15 14:50:05 UTC
in Set maximum Hz for better quality sounds Post #328895
Yes, Alles, you´re right, but as a base for comparisons it´s a good start ;)
Posted 8 years ago2016-02-15 08:20:04 UTC
in Set maximum Hz for better quality sounds Post #328885
Ok, ok, I know that there are source mods out there, I have only heard that!! ;)
Anyway, I think that GS mods are far much more than Source mods, but I must check the numbers to be 100% sure. :roll:

Edit: you're right, what you hear's not always the best info!. 691 GS mods vs 960 Source mods ( moddb, 15-2_2016 ). :)
Posted 8 years ago2016-02-14 22:20:03 UTC
in Set maximum Hz for better quality sounds Post #328882
I´ve heard that there are very crazy things in its code that make very difficult to make a Mod. :/
Posted 8 years ago2016-02-14 18:07:44 UTC
in Set maximum Hz for better quality sounds Post #328880
Keep it up. Sheppard is 100% right in all he have said. Stick with goldsource, there are tutorials on how to use FMOD and also 22050 Hz is still a good bitrate for a sound...
Posted 8 years ago2016-02-13 15:22:51 UTC
in Model Animation Problem "help requi Post #328857
Glad to hear that!! :crowbar:
Posted 8 years ago2016-02-13 13:32:25 UTC
in Want to post WIP images, instead I post Post #328854
R_Speeds data

0 fps 28 ms 2454 wpoly 192654 epoly

Game details

1920x1080 resolution.

More than 200 sentinels on screen (cpu has to deal with more than 200 independant flight routes and attack routines!!).

Fraps benchmark

35-42 FPS

System

Intel Core i5 2400S at 2.5 Ghz
2.23 GB RAM
AMD Radeon HD 6750 M

I don´t know what will be the sensation on an old computer, but I cannot feel any slowdown even when the screen is almost black because of the sentinels present at the same time!!
Posted 8 years ago2016-02-13 12:33:23 UTC
in Want to post WIP images, instead I post Post #328850
Dumb me... it's quite obvious &#128514;
Posted 8 years ago2016-02-13 10:03:07 UTC
in Want to post WIP images, instead I post Post #328847
No!, it's only a test session, just to see if the model and code works right.
The accuracy is like that because, if not, it was so easy to kill the sentinels and the game result to be less interesting.
I didn't checked r_speeds, how can I do so?, I can't remember what command was even when I used it before (I have to write those things more often...) :\
Posted 8 years ago2016-02-13 09:57:33 UTC
in Model Animation Problem "help requi Post #328832
so LUM is great to re adjust the uv map so when you make it in PS or Gimp, or any other program, the coordinates aren't affected like when you decompile the model and that seam lines won't appear.

Also... are vertices properly welded?, and, did you check if the vertices in that gap in the face are snapped togheter with their adjacent vertex?.
Posted 8 years ago2016-02-13 00:59:41 UTC
in Want to post WIP images, instead I post Post #328842
https://www.youtube.com/watch?v=l-0bpC0JFvg

It looks a bit darker than it is, and lacks of smokes and light dots, that are right now WIP. Hope you like it!! ^^
Posted 8 years ago2016-02-12 18:36:30 UTC
in Model Animation Problem "help requi Post #328828
http://www.geeks3d.com/download/34

UV map problems will be solved with this free program, LithUnwrap, is what I use since 2004 and never failed me. ;), import any decompiled smd into milkshape3D format, save it asms3D, open it with LUM, adjust and create the new uv map then save it again dierctly in ms3D format or LUM and then with ms3D export the new reference.smd, and re compile the model. I can assure that seam lines will dissappear, and because the uv map is already done you'll only need to do minor adjustments.
Posted 8 years ago2016-02-11 08:52:47 UTC
in Now Playing: ... Post #328810
Yesh!!!, Finntroll also is good

https://www.youtube.com/watch?v=CJhi43RntJk

XD \m/ \m/
Posted 8 years ago2016-02-10 00:04:02 UTC
in Thanks!! Post #328794
User posted image
It´s a hard work to make a Mod, but it´s better to do it with good people´s advices. :)

PS: tell me if I forgot someone!!
Posted 8 years ago2016-02-09 09:44:15 UTC
in Data Management on Client Post #328789
Ok, I'm finishing adding the send messages code. ;)
Posted 8 years ago2016-02-09 00:17:15 UTC
in Data Management on Client Post #328782
I was coding this afternoon, and seeing all the messages I have to make the HL engine shows on screen (or in console), something come to my mind: could all the problems be caused because I test the maps via console?, could all that update messages/data be transmitted over and over because there´s no clients to receive all that information, and so the mod crashes? could all the data transmitted and not received be saved on client part making the sz_getspace warning?. :(
Posted 8 years ago2016-02-08 14:35:28 UTC
in Alien Shock Post #328776
I like the look of abbandoned facility, It's what I like the most of the Half-Life saga. Good luck!! :)
Posted 8 years ago2016-02-08 00:06:41 UTC
in Data Management on Client Post #328760
Thanks Sheppard!!, this is making me going crazy!!, I've seen that this also happened to other Modders and makes me feel less dumb. I have done a long journey to arrive to this part of the code, and I feel like if I have to start all from scratch it'll be too much for me, but if it must to be that way I'll do it. The solution of making the suspicious parts send messages seems to be affordable to my poor skills on coding matters, I'll try this first, and if all fails... scratch time!! =(
Posted 8 years ago2016-02-07 18:41:53 UTC
in Data Management on Client Post #328757
Well, I come to you again to ask for the sz_getspace:overflow on client datagram problem.

I guess that there´ll be some kind of problem in the code of the ZWC mod that is causing the client emit or receive (this is one of my doubts) an extra large amount of data.

I suspect that the problem is caused by three elements of the MOD´s sourcecode: the sentinel monster´s code, the Femp weapon and the monstermakers. I suspect of them because those three elements are the only active in game when the sz_getspace problem happens.

Also I´ve read in HLCoders that it could be caused by the player sending information about health/armor values too many often, but, as I´ve said, I don´t know how to know if this is what´s happening.

The problems I´ve found with the appearing of the sz_getspace error are as follows:

-Player would be kicked from server.
-Game crashes sometimes.
-Some entities start disappearing (the FEMP shockwave effect is the first at dissapearing).
-Execessive lag? (still I didn´t play with the new maps and models to verify this part, but I´m sure Lag will appear sooner or later)

I´ve checked the sentinel´s code to make sure that the death of the monster is sended to the monstermaker.

Also the monstermaker cannot make a stack of monsters because I left untouched that part of the code. But for an extrange reason the monstermaker, if I use the femp and kill all the monsters created by (i.e) the monstermakers number 1,2,3 and 4, all of them start pouring all the monsters set to be created with no rest even when the maxlivechildren flag is set to 1!!.

The FEMP countermeasure uses a MESSAGE_BEGIN and MESSAGE_END in the emitting of the Shockwave effect, I double checked that also.

The sentinels only have three sounds to precache and fades after death so there won´t be present neither gibs nor corpses.

What I want to know if it´s there a way to know exactly who is sending or receiving data at a rate able to cause that problem.

I hope someone could, FINALLY!!, give me an answer or point me to an answer to solve this because I´m stuck on it and It´s slowing the release of the Mod dramatically...

:(

Thanks for reading!!
Posted 8 years ago2016-01-31 21:36:18 UTC
in Ignore "Bad surface Extents"? Post #328598
All I know is that this problem will ALWAYS make the compiler crash, at least this is what happened with some of my maps. Why don't you post where in the compile process appeared the error?, it'll help. Also, if the map compiled completely, did the map lags, crash or show extrange behaviour in certain areas?, also have in mind that this is not a aesthetic problem like the HALL of mirrors problem, it's related with the consistency of the very world structure... :( I hope you can find the solution!! ;)
Posted 8 years ago2016-01-31 17:49:29 UTC
in Ignore "Bad surface Extents"? Post #328583
Too much vertex manipulation I guess... try to find tiny brushes and force to grid the most evident problematic brushes, also tie to entity those which aren't part of the world wall's brushes.
Posted 8 years ago2016-01-28 11:24:34 UTC
in Lighting prop models? Post #328516
Yes!, TWL has very good tutorials as TWHL has ;)

Edit: I mean. TWL (The Wavelenght )