Forum posts

Posted 11 months ago2023-12-13 14:56:52 UTC
in Half-Life Updated (custom SDK) Post #348232
Thanks a lot for this info, I am still learning all of this and you've been a great help. I will look into this.
Posted 11 months ago2023-12-12 23:02:02 UTC
in Half-Life Updated (custom SDK) Post #348220
Might be an interesting way to allow players who want smaller hud (or bigger).

I've been attempting to add an alternate function to the satchel to mimic the way it works in the latest patch as a toggle-able feature (cl_satchelanniversary)
It works quite well BUT it seems to only work in a multiplayer session. Where would one make weapon function differently independently of multiplayer or not? The files are satchel.cpp

I'm trying to re-introduce the chainsaw crowbar bug as a toggle-able feature as well (sv_turbobar)
Though when turned on it's chainsawing EVERYTHING, not just corpses as I want it to do. But it's pretty damn funny.

Otherwise everything else is working super. I really like this SDK
Posted 11 months ago2023-12-12 15:57:39 UTC
in Half-Life Updated (custom SDK) Post #348217
I fixed it with
else if (ScreenWidth < 2560) to else if (ScreenWidth <= 2560)
User posted image
Posted 11 months ago2023-12-12 12:27:07 UTC
in Half-Life Updated (custom SDK) Post #348215
The config files have been updated too. And it does scale up and down but for 1440p it's using the 4k HUD when it's supposed to use the 1280 sprites.
Posted 11 months ago2023-12-11 23:35:41 UTC
in Half-Life Updated (custom SDK) Post #348202
Is there a way to utilize the HUD changes Valve did for the 25th anniversary update? What I mean is have the compiled .dlls be able to read hud.txt and realizing the difference in resolution (currently I seem to only be able to use 640 sprites and below)

Or is it best to wait for whenever Valve decides to update the HLSDK?
User posted image
I have not coded in over 10 years and I certainly never touched C++ at that. You think this is going to be fine? This is in the hud.ccp for example.
User posted image
Tried this one, and it seems to work. But the HUD doesn't update consistently when going to lower resolutions. At least most of the time. Like I can go to the lowest possible resolution and everything is very large, but at the same time I go to something like 1080p or 720p it'll update, but only specific resolutions.
Posted 11 months ago2023-12-11 14:47:33 UTC
in Where to edit files controlling the logo movement? Post #348182
I am adding WON stuff to old mods after the 25th anniversary, but I don't want every logo to act the same as HL1. Since some mods did things differently in their WON-versions. So I am wondering where one could find out where to edit this behavior?

Example:
WON test
I also ask this because I want to add the original Opposing Force logo title to the main menu
WON logo
I am still here, trying to follow what 2much said but I still have a persistent green hud. I don't mind the flashlight problem that much but the HUD is quite frustrating.
What should the sprite folder look like for this to work?
I'm not making a op4 mod, rather a hl1 mod. I slapped on op4 dlls to have the weapons and npcs but the consequences are green hud and nightvision instead of flashlight and crossbow/sniper zoom having weird mouse input.
I am mostly interested in the enemies and weapons from the op4, but I want to keep the whole H.E.V stuff like the orange HUD as well as flashlight.
I just slammed the op4 dlls over and while it works I get green hud and zooming in with sniper or crossbow makes mouse act weirdly.
Posted 7 years ago2017-09-19 13:51:45 UTC
in How do I stop npcs from persisting in ne Post #337444
I have no leaks and am compiling with full VIS, but I never used trigger_transition, I will try that. Thanks!

Edit : This works!!! Thanks for suggesting trigger_transition, it now works!

I think this tutorial http://twhl.info/tutorial.php?id=62 should give info on trigger_transition for people who are making level changes via elevators and the like
Posted 7 years ago2017-09-18 23:07:41 UTC
in How do I stop npcs from persisting in ne Post #337439
Hl1, I just said that whenever I try to find a solution of this problem via google I keep getting unrelated stuff. I'm pulling my hair out from this problem and it's ruining my mapping experience
Posted 7 years ago2017-09-18 22:37:51 UTC
in How do I stop npcs from persisting in ne Post #337437
For example, I have map1 which has npcs everywhere. Map1 ends with an elevator which takes you to map2. Map2 is filled with npcs from map1, that are now either completely idle, floating or stuck in walls. Is there a way to delete npcs from previous levels on new map load?

Here's what I have :
trigger_changelevel
info_landmark

in map properties : new level unit has been put on different options and no different results.

Sorry if there's already a solution somewhere, I've tried googling a lot but all I get are basic hl2 or black mesa source stuff that aren't even hammer related