Forum posts

Posted 4 months ago2023-12-16 23:53:21 UTC
in Can a scripted sequence involve also brushes? Post #348249
What you described doesn't seem to require involvement from actual titular scripted_sequences. You just need multi_managers choreographing the triggering of other things in a precise manner.

But to cover both bases, model sequences do have a specific event that fires triggers, which you can rename entities to match and get triggered with. Refer to https://the303.org/tutorials/gold_qc.htm#A1, specifically at event #1003. This is how Barney at the reception desk of Sector C swivels on his chair back and forth. So to use it in your map, you can review the model's sequence in HLAM and look for event #1003 (or even add one yourself).
Posted 4 months ago2023-12-16 20:36:37 UTC
in Can a scripted sequence involve also brushes? Post #348248
And how do you make a tank broke in a Wall?
Posted 4 months ago2023-12-16 20:33:05 UTC
in Help with effect/particles Post #348247
Is there a way to emit effect/particles like Sparks to make a broken Door?
Posted 4 months ago2023-12-16 13:29:15 UTC
in Christmas Textures for HL1 Post #348246
Thanks!
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-16 13:27:25 UTC
in Christmas Textures for HL1 Post #348245
You'd be hard pressed to find a .wad that specifically caters to Christmas theme unless you download a Christmas mod and use the included textures. Something like Santa's Revenge 1 and 2 or Christmas-Life. You'd have to credit the mod author if you used their textures though.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-15 18:40:54 UTC
in Christmas Textures for HL1 Post #348244
Cool! A Christmas map i Will try
Posted 4 months ago2023-12-15 17:00:43 UTC
in Christmas Textures for HL1 Post #348243
I mean I searched the Internet, couldnt find any, just christmas Maps, and secondly I dont know how to make a wad, and even if I learnt it would take weeks, and I want to get the map out by 23rd, also the map is mostly done now its fine
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-15 15:45:42 UTC
in Christmas Textures for HL1 Post #348242
What about searching on the Internet or, alternatively, downloading pictures and making the WAD yourself? By the way, it seems that this forum thread is dedicated to technical problems with GoldSource...
Posted 4 months ago2023-12-15 15:22:50 UTC
in Christmas Textures for HL1 Post #348241
I want to make a Christmas map as my way of celebrating christmas with you guys, I have been on this site since last year ( made my account this december cause I need some help on the forums) are there any wad files for christmas textures?
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-14 11:06:50 UTC
in Any Room suggestions for a Black Mesa Map? Post #348240
He occasionally posts rambly thoughts on design and mapping on the Youtubuals. I found this one made me pay more attention to the design than I did when I played the map itself.

In terms of knowing where to start, it's often useful to start with realism until you get more comfortable taking creative risks. Go look at some hallways and reference photography. What would a laboratory have in its hallways? What purpose does the hallway serve? Where would the staff take a break? Can all this big heavy equipment get into a room without a loading door? Etc etc.

Once you're more comfortable with the tools, you can get much more creative and make choices without needing the references.
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-12-14 07:26:46 UTC
in Any Room suggestions for a Black Mesa Map? Post #348239
Urba, do you teach level design somewhere? Im trying to learn how to detail walls and stuff but I dont know where to start
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-14 02:11:47 UTC
in weapon_satchel problem Post #348238
Thank you. You're right. That's exactly what I did and almost immediately realized that the problem was only on my map with Parabot enabled. Which, by the way, I already wrote about earlier. Unfortunately, I can’t test it with real players. I don’t have my own server, since access to the network is via NAT. I naively believed that someone had already encountered a similar problem, so I’m asking the question here. Most likely I will have to roll back the work to a working state and start again, maybe this will help. In any case, thanks for your attention.

UPD(12/14/23) For those who may have this problem: Looks like the problem was with Parabot. So far Phineas Bot seems to be working fine)
Posted 4 months ago2023-12-13 20:31:15 UTC
in weapon_satchel problem Post #348237
Okay so, this was not an issue experienced in HLDM, but experienced while running NGHL with Parabot and only when testing a specific custom map?

A little troubleshooting trick, which also helps when asking for help with issues, is to try to isolate away as many variables as possible.
  • If the issue appeared while testing a custom map, test it again on a stock map. If the issue remains, then you've isolated the map from the equation.
  • Are you running any plugins/mods? Disable those any test again. Issue still there? Then it wasn't because of the plugins/mods.
  • ...and so on.
This makes it easier for you to track down where and what the issue is.

Not doing this sort of variable isolation leads to making the wrong conclusions, such as saying the issue here is with HLDM, when you haven't tested without any plugins or mods or custom clients on vanilla maps.
Posted 4 months ago2023-12-13 19:45:06 UTC
in weapon_satchel problem Post #348236
I tried a couple of other clients, the problem is clearly not with them.
And of course I take the serverlist from where I took the client. there are a lot of games and everything works. But the glitch appears OFFLINE when I want to test the map with bots for such surprises. BUT without bots everything works as expected!
UPD: It’s not entirely clear at what point the failure occurred, since I spent some time painting unnecessary surfaces with the NULL texture, and trying to optimize the map, and it led to this...
Posted 4 months ago2023-12-13 19:29:55 UTC
in weapon_satchel problem Post #348235
Only the client that ships with Half-Life itself is compatible with servers running Steam Half-Life. Any other client will have varying levels of compatibility, ranging from crashing on connect to strange bugs due to network protocol changes that causes the client to misinterpret information it receives from the server.

So if you're playing on Steam Half-Life servers, use the Steam Half-Life client only. The same goes for any other game or mod by the way, i've seen people try to mix HL updated dlls with vanilla HL which also doesn't work.
Posted 4 months ago2023-12-13 18:39:19 UTC
in weapon_satchel problem Post #348234
This client works quite well with regular servers. Please advise where to download another version for testing, besides Steam. By the way, I noticed that for some reason it only bugs when I test the map with parabot.

And it often happens, for example, that out of two packages, one explodes and the second does not. This is strange, just like the fact that no one can help (((
Posted 4 months ago2023-12-13 15:29:39 UTC
in weapon_satchel problem Post #348233
It's very hard for anyone using NGHL who may have encountered the problem to notice your thread and help you out, as neither the title or first post mentions NGHL at all.

And yes, it is for speedrunning. So it's possible any HL speedrunning communities might be of more help regarding the client.
Posted 4 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 4 months ago2023-12-13 14:52:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348231
You can edit your most recent post, Combined. No need to double or indeed triple post. :)
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-13 14:36:06 UTC
in weapon_satchel problem Post #348230
Isn't NGHL meant for speedrunning? Is it able to connect to normal HLDM servers anyway?
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-12-13 14:34:24 UTC
in Half-Life Updated (custom SDK) Post #348229
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
Weapon logic runs on both the client and server. Adding a cvar that only works on the client side will cause inconsistencies.

You can do per-player settings by marking the client cvar with FCVAR_USERINFO. This is how the model cvar syncs with the server (see CHalfLifeTeamplay::ClientUserInfoChanged for an example). You can then check the userinfo buffer on the server side and the cvar on the client side to make it behave as desired. But while it will work the user info buffer is pretty small and a long cvar name like cl_satchelanniversary is expensive to put in there.

The simplest way to implement such a setting would be to put it in each player's physics info string just like the long jump module does it, and then checking that on both sides. Of course that would then be a server setting, not a client setting.

The difficulty in having per-player settings in this engine is why changing that was a bad idea to begin with.
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.
Making the crowbar only chainsaw corpses requires the bugged logic to be added back exactly as it was before. The Unified SDK already has this as an option so you can see how it was done there.
Posted 4 months ago2023-12-13 14:12:13 UTC
in weapon_satchel problem Post #348228
But everything was fine before, so I asked in the hope that someone had encountered such a glitch.
Posted 4 months ago2023-12-13 09:58:44 UTC
in Help with scripted sequences Post #348227
Oh Sorry i wasnt knowing this thing
Posted 4 months ago2023-12-13 09:19:22 UTC
in Help with scripted sequences Post #348226
"If using the "Instantaneous" movement type with no "Idle Animation", the script will freeze the monster after it is teleported.
From scripted_sequence page in the Entity Guide.

Try making it a habit to read the Entity Guide page for any entities you're unfamiliar with or struggling with. The Notes section in these pages are very useful and often explain behaviour not obvious from the keyvalues.
Posted 4 months ago2023-12-13 09:07:45 UTC
in weapon_satchel problem Post #348225
The New Gauge client is non-vanilla and is most likely the cause of the issue.
Satchels were tested and confirmed to work in both legacy and anniversary branches of HL.
Posted 4 months ago2023-12-13 07:23:17 UTC
in Help with scripted sequences Post #348224
Help Will be appreciated
Posted 4 months ago2023-12-13 07:23:04 UTC
in Help with scripted sequences Post #348223
Hi, i want to make a scripted sequence. Why After the scripted sequence with "on move instantaneus" the Monster doesnt do anything? I wanted to make fear, so i typed fear1 in action animation, but when i test, he teleports, but doesn't do the action animation
Posted 4 months ago2023-12-13 07:18:18 UTC
in Any Room suggestions for a Black Mesa Map? Post #348222
Posted 4 months ago2023-12-13 03:30:30 UTC
in Override GameRules in Metamod Post #348221
I'd like to tweak certain aspects of multiplayer games and I think by defining my own GameRules I could achieve what I want. However I don't feel it would be feasible to ship an entire new server library, it would be much more sensible to apply my modifications in a Metamod plugin. The problem is that I don't see the necessary bindings/hooks in the Metamod documentation that would allow me to override the GameRules. Is it possible? Am I overlooking?
Posted 4 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 4 months ago2023-12-12 19:06:47 UTC
in weapon_satchel problem Post #348219
I'm using the non-steam version of NGHL. This is HLDM, there are no plugins. I tried to record a demo file to clearly demonstrate what I was talking about, but unfortunately, the unexploded satchels are not visible on the recording...
here it is https://drive.google.com/file/d/1aXfZgSwzSLG9kI1I3FZIOz_WIAeJYTK-/view?usp=sharing
Posted 4 months ago2023-12-12 16:51:45 UTC
in Half-Life Updated (custom SDK) Post #348218
You can probably sidestep the problem altogether by making it configurable. You can add cvars to the Multiplayer Advanced dialog, a simple list setting a resolution index should do the trick.
Posted 4 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 4 months ago2023-12-12 13:30:28 UTC
in Half-Life Updated (custom SDK) Post #348216
Sounds like maybe ScreenWidth is a larger value than expected? This is why it's better to wait for the SDK update, the anniversary update is essentially an open alpha test at this point. Without that updated code it's a guessing game.
Posted 4 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 4 months ago2023-12-12 12:21:02 UTC
in Half-Life Updated (custom SDK) Post #348214
You'll need updated config files in the sprites directory as well, and there are probably other code changes required to account for the increased sprite size.

You're probably better off waiting for them to release the updated SDK. Stick with steam_legacy until then.
Ok thanks i will try
Posted 4 months ago2023-12-12 10:56:29 UTC
in Any Room suggestions for a Black Mesa Map? Post #348212
Well the forum post is kinda old, also I wont be at my pc for a while, so even if I do it, dont expect it within the next week
Tarek TarekA literal dumbass who uses Hammer++
As I suggested in the other thread, have the scripted_sequence target its own targetname.
Posted 4 months ago2023-12-12 10:18:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348208
I Will like to see a toxic waste room, where there are grey Barrels, some leaking green toxic fluido, where the player Needs to Jump to get past the next room. And next to the toxic area, make some magazine room, full of containers, where the player Needs to climb them using ladders and reach the top, where there Is a sorte of trapdoor that wont open, and the player Needs to break

Do you like my suggestioni?

Can you do It and share me the map?

Squashed three posts into one - Urby
I am doing a scripted sequence, where Barney plays three times the action animation "flash light". The problem is when i play the scripted sequence, Barney plays the animation "flash light" only once.
Pls help and thanks to everyone Who replied here
Posted 4 months ago2023-12-12 08:32:04 UTC
in weapon_satchel problem Post #348206
Just tested that satchels work fine in HLDM running on the anniversary edition.

So first thing first: Are you pressing alternate fire (right-click by default) to detonate the satchels? The behaviour was changed in the anniversary edition to do this.

If not that, then you'll need to provide the details you left out of your post:
  • Is this running the anniversary edition or the legacy branch?
  • Is this HLDM or multiplayer in a mod?
  • Are you using any plugins?
This is a jank workaround, but you can use https://mfaizsyahmi.github.io/sentences.101/ to prototype, listen, and most relevant to the question, download rendered sentences, where you can then look at the audio length to pretty accurately* estimate the sentence length.

*because implementations vary between goldsrc and this site it won't be 100% but close enough.
Posted 4 months ago2023-12-12 04:03:24 UTC
in weapon_satchel problem Post #348203
Hi all. In a death match, the satchel does not work in only one place on the map, that is, I throw it away, a button press animation occurs, and that’s it, it remains a dead weight. In other places everything works. BUT! everything works in single player mode everywhere. Thank you!
Posted 4 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.
Better to guess high in that case. Check the sentence in sentences.txt and try to imagine the words being spoken in-game. For instance, sounding out the following line while watching the clock, I'd guess around three and a half seconds, rounded up to four.

HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik

One thing to remember at the end of the day, it's never going to be perfect (nor does it need to be) because different localisations use totally different formats. While the grunts and VOX system use single words in the English version, strung together in sentences.txt, other languages have standard lines. See the linked video below.

Check the VOX examples here.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-11 20:29:04 UTC
in How do you find the sentence time of hgrunt sentences? Post #348200
I was going to use a hgrunt sentence for a scripted_sentence, but I don't know what to put for the sentence time since the hgrunt sentences aren't singular voicelines.

Any help would be appreciated.
Posted 4 months ago2023-12-11 19:40:02 UTC
in HELP WITH HL1 scfripted sequences Post #348199
I NEED TO SAY ONE THING: thanks a lot averyone who replied here, because helped me a lot about learning hammer, jackhammer.
Posted 4 months ago2023-12-11 18:35:20 UTC
in Map Showcase "Offices of Black Mesa" Post #348198
Just did an Update to it, now its a steam mod and not just a normal Map anymore! Updated Link
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-11 17:16:40 UTC
in Map Showcase "Offices of Black Mesa" Post #348197
Thanks for all the Feedback, im still quite new to mapping (only my 3rd map after my ruins of black mesa maps, check out my lambdagen for those) Thank you for the tips of not including the wads, someone on lambdagen didnt have those so I needed to include them, next time I probably wont just to save some file size, for the light sources, I just placed some random lights in the level, since I dont have any prefabs availibile, and im too overwhelmed by trying to make my own lights, I will update the map soon, I already have a better ending planned, so dont worry bout that
Tarek TarekA literal dumbass who uses Hammer++