Forum posts

Hmm, I renamed my custom audio file into one used in Half-Life, and now it works properly. Thanks.
Hello everyone,

I have no clue what I should do, I have tried everything. I tried placing an ambient_generic that uses the same sound of the scripted_sequence, nothing, total silence.

I made a scripted_sequence that uses a custom voice, I made a trigger_once linked to a scripted_sentence that makes the scientist talk my custom line, but when I trigger the trigger_once I get an error in the console saying "Sv_StartSound !0 not precached (0)"

So in my sentences.txt file, I added this in the top of the file.
`// CUSTOM SENTENCE LIST
M7COMPL scientist/map7cmplt

I added the custom sound inside the scientist folder correctly, with the right name and all. And I made it as a .wav, too.

I really have no idea, why the game complaints about this? Why?

I have uploaded my map file, if you could check it out for me it would be amazing, thanks.
https://drive.google.com/open?id=11yRXlr_0GviP5rJWhxcg5RWGd4pjbQbf
Thanks, I will check it out.
Posted 4 years ago2019-08-22 10:48:53 UTC
in Fate of Gunman Chronicles Post #343066
I think Gunman is now abandonware, since only a few people owns the original disc (I do), and now you can just download the game from moddb, also because the original dev. team behind it got dissolved as said above.

I don't think it will hurt Valve's profits AT ALL (they never added it to the Steam store), since they didn't even published it back in the day. Sierra did it, and it has gone bust too.

I think it's safe to port it officially to Sven or to whatever else.
Oh, right! Sorry for the 2 week bump, but yes, that would be amazing! Thank you.
Hi, I'm looking for a version of Spirit of Half-Life that has Opforce monsters and weapons. Does it exist anywhere?

So far I have found this github link, but the download for it is dead. Anyone have a copy of it?
https://github.com/Hammermaps-DEV/SOHL-V1.9-Opposing-Force-Edition

Thanks!
Posted 4 years ago2019-07-28 16:36:45 UTC
in The "Video Game Screenshots" Thread Post #342932
Yep, quite impressive for a game from 2004!
Posted 4 years ago2019-07-28 16:07:55 UTC
in The "Video Game Screenshots" Thread Post #342930
San Andreas with PS2 ambience mod. I have made tons of screenshots!
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Posted 4 years ago2019-07-27 20:16:58 UTC
in Post your screenshots! WIP thread Post #342917
Levels for my personal Half-Life mod. It's based on the early artstyle of Half-Life 2, around 1999 to 2001.
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Posted 4 years ago2019-07-25 19:56:16 UTC
in I need some assistance in my train sequence. Post #342914
Don't worry, I managed to get around the problem by adding multiple env_shakes. Thanks for all of your assistance!
Posted 4 years ago2019-07-25 08:32:43 UTC
in I need some assistance in my train sequence. Post #342909
Alright, thanks for the help!

EDIT: Got the env_shake working, a question though, why it lasts only for two seconds? I have set the duration of 60 seconds but it refuses to work.
Posted 4 years ago2019-07-24 20:58:11 UTC
in I need some assistance in my train sequence. Post #342907
Hi everyone!

Right now I have mapped a train for my mod, it doesn't have any windows so I don't require to build a moving scenery around it.
To make it feel it's moving, I have placed a env_shake and an ambient_generic looping the train noise.

I got the ambient_generic to work, but the env_shake doesn't want to work!
Now here's my questions, I have never did such stuff on GoldSRC as I mostly mapped for Source.

1 - I want to add some random noises like train horns or level crossing bells sounds.

2 - I want to add the screen text that appears on the HUD, like the intro of Half-Life.

3 - After some time, the env_shake and the ambient_generic loop stops, and the train brakes are heard.

4 - Automatic changelevel to the next map.

If someone can pinpoint me to the correct guide so I can add these things, I'd appreciate it.

Thanks for reading,
Tecnost.

EDIT: Just for posterity, I have added a screenshot of my map. (I have deleted some brushes to see the inside.)
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