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Posted 2 months ago2024-02-03 21:59:12 UTC
in How do you add sounds/models into the mod in steam? Post #348543
recommended viewing
Archie ArchieGoodbye Moonmen
I figured it out. dont put the models and soud folder inside the valve folder. just put it in your mod folder.
User posted image
Posted 2 months ago2024-02-03 20:40:49 UTC
in Issue with modding particular sequences Post #348541
No, I've done all of the voicelines at 22 kHz, and they lip sync fine. It's just those two scripted sequences where I'm running into trouble.
Posted 2 months ago2024-02-03 20:29:32 UTC
in Issue with modding particular sequences Post #348540
If I recall correctly, voicelines should be up to 11 kHz, mono, unsigned 8-bit PCM, so that the engine can perform crude lip sync.
Other sounds (ambience, gunshots etc.) can be up to 22 kHz, mono, unsigned 16-bit PCM.

Oh by the way, for future reference, technical questions go here:
https://twhl.info/forum/view/goldsource
The "Maps and Mods" category is more for showing off map/mod projects... not that it has been enforced much lately x3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 months ago2024-02-03 20:16:55 UTC
in Issue with modding particular sequences Post #348539
So I've run into a particular issue while modding voicelines. There's 2 particular sequences where replacing the voiceline, even while following the proper software requirements for them (22k Hz, .WAV, Mono, 8-bit PCM). It's the scientist on the catwalk after "Unforeseen Consequences" (c1a0_sci_stayback, c1a0_sci_catscream), and the two scientists at the beginning of "Blast Pit" (c1a4_sci_rocket, c1a4_sci_tent). Instead of playing the .WAV I assigned them, nothing plays at all; instead, their model just moves while being completely silent.

I haven't had any issues with other lines. However, despite what I have tried, it seems like these sequences are irreplaceable via normal methods. Any solutions? Thanks.
Hello,

I followed this tutorial: https://www.youtube.com/watch?v=ZcKyLVHOdkY&list=PL58AL7OYUjPHwV_mRqygim3y36vcks4TW and the guy explains how to set up the folders and such. Ive been trying to add custom sounds and models using the mod i made in steam. I want to only modify the mod that i made, and not the original Half Life. I want to do it kinda like CRACK-LIFE and other mods like that. But, the mod wont load the models or sounds.

idk if this helps or not but this is how the folders are set up
User posted image
User posted image
User posted image
Thank you.
So for some reason whenever I set the line-of-sight trigger_multiple's Delay, it fires the Output to the logic_relay no matter what, even when the wall trigger has detected the info_target before the line-of-sight fires. Though, could the issue be in using OnStartTouch and OnEndTouch on the wall trigger to Toggle the logic_relay? I tried Enable/Disable but both options don't seem to work.
Posted 2 months ago2024-02-03 11:54:09 UTC
in Forum dead? Post #348536
Sadly, Discord took off forums after its release.
Thank you for your response!

Just to clarify - by player trigger do you mean the one parented to the hostile NPC? And if I rename the player, would the line-of-sight trigger stop working when they pass through it?

I will test what you suggested as soon as possible and report back.
Posted 2 months ago2024-02-02 22:42:25 UTC
in Forum dead? Post #348534
Yeah, it was around late 2010s, Discord really took off soon after its release.

Though he decline of forums have been going on for longer, alongside the growing popularity of social media platforms such as FB and Twitter. Unlike forums, these platforms are designed to bring tons of personalised content directly at the users.
Between the two, it's kind of like the choice between having a bag of candy handed to you or going to the kitchen and cook a healthy dinner. The latter has higher quality, but the former gets you instant gratification for no effort. It's no surprise which one is more popular, despite the downsides.
Posted 2 months ago2024-02-02 20:41:24 UTC
in Forum dead? Post #348533
I'm too young to feel this old, but when did this pivot to Discord happen? I feel like Discord was new five years ago and at some point suddenly everything was on Discord and now the web is full of defunct Discord links where there used to be forums. And yeah, the forum does feel pretty inactive.

(TWHL, never disappear, please)
I've been out of Source mapping for a while, so this might be all wrong, but here's my idea.

Make a second trigger (I will call this the "wall trigger"), identical to the first (the "player trigger"), and make both into trigger_multiple. Set up a filter_activator_name to make the wall trigger react only to your wall info_target. Create a logic_relay.

Set up your player trigger to trigger the logic_relay when it detects the player, and set this up with a small delay – say, 0.1 seconds. Then set up your wall trigger to disable the logic_relay when it detects the wall, without any delay. Lastly, set up the logic_relay to perform whatever actions should be performed when the player is detected, and to disable or delete both triggers.

What's happening is this: the logic_relay does nothing but forward the "player detected" impulse from the player trigger. Think of it as a road or water pipe, stuff just gets funnelled through it. The wall trigger detects if the soldier is looking at a wall and disables the relay if so, meaning if the soldier "sees" the player "through" a wall, the pipe that passes that information on is closed and no alarm is triggered / hostile action initiated / whatever you have planned. And since the player trigger has a slight delay before it fires at the logic_relay, the wall trigger can disable it before that happens. Due to the two trigger nature, your trigger_once has to become a trigger_multiple, as it will repeatedly "see" the player through walls, and the "only once" nature is instead taken over by the logic_relay's "deleted or disable both triggers once the player is detected" output.

A simpler version of this would be to skip the relay and just make the wall trigger disable the player trigger, but I'm not sure how that could be made to work, since both could detect the player and wall simultaneously and the "player detected" output might be fired before it's disabled.

Again, I haven't done any Source mapping for years until recently, so this might be completely wrong, but that's how I would try it. If anyone has a better idea, forget I said anything.
Posted 2 months ago2024-02-02 20:19:22 UTC
in Hammer++ Compiling issue Post #348531
It finally compiled properly! Thank you so much!
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 2 months ago2024-02-02 20:10:27 UTC
in Hammer++ Compiling issue Post #348530
Your map has a leak, but due to how the compiler works it's not reporting this.

Your map needs at least one solid brush not tied to any entities to properly compile. You tied all sky brushes to func_water_analog which causes the compiler to skip trying to build brushes, so it also skips over the usual leak detection.

Sky brushes must never be tied to an entity. Brushes used to seal the map must never be tied to an entity either. Once you've changed the sky brushes back to regular brushes it should compile properly.
Posted 2 months ago2024-02-02 20:05:13 UTC
in Hammer++ Compiling issue Post #348529
I'm not sure where i can find the compile settings.

As for the vmf file: https://drive.google.com/file/d/1qkGUmlKR188nfP_GPjtoTTv1-3DmceuU/view?usp=drive_link
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 2 months ago2024-02-02 20:00:32 UTC
in Hammer++ Compiling issue Post #348528
You didn't show your compile settings.

Also, can you provide the vmf file you're trying to compile?
Posted 2 months ago2024-02-02 19:15:26 UTC
in Hammer++ Compiling issue Post #348527
I have sent the whole compile log.

Here is my Hammer++ configuration:
User posted image
User posted image
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 2 months ago2024-02-02 16:29:48 UTC
in Forum dead? Post #348526
Sledge is an open source level editor for Goldsrc.
Unfortunately not being developed anymore, and the Tools and Resources page says "Unfinished and rather unstable - use with caution"
Posted 2 months ago2024-02-02 16:09:11 UTC
in Forum dead? Post #348525
what is Sledge?
Posted 2 months ago2024-02-02 16:06:22 UTC
in Hammer++ Compiling issue Post #348524
I doubt that has anything to do with BSP files not being created. Looking at the source code that error only relates to the use of func_instance entities and is not a fatal error.

Is the compile log you provided the entire log? Can you show your Hammer configuration (build programs and all that) and the compile settings?
Posted 2 months ago2024-02-02 14:18:02 UTC
in Hammer++ Compiling issue Post #348523
I've looked online about the 'GameData' key, and tried some solutions but none of them worked.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 2 months ago2024-02-02 13:56:08 UTC
in Forum dead? Post #348522
It gets worse everytime, oh well, anyway im learning Sledge now, which is quite similar to hammer which I like
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-02 13:32:07 UTC
in Forum dead? Post #348521
Upload to the TWHL Vault and then everybody can rip it apart!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 months ago2024-02-02 12:13:22 UTC
in Forum dead? Post #348520
🤣🤣
SolidBSP [hull 0] 232 (0.01 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ (-460, 878, 101)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak Alarm⚠️⚠️⚠️⚠️⚠️⚠️
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-02 10:27:19 UTC
in Hammer++ Compiling issue Post #348518
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Theres your problem
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-02 06:54:02 UTC
in Forum dead? Post #348517
Oh no not again 😬
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-01 21:01:45 UTC
in Forum dead? Post #348516
Hi Urby, after im done with an HL1 map i am doing, can you please rip it apart like you did with Tarek?
Lol im seriously when im done can you please rate it, so i can get better?
Posted 2 months ago2024-01-31 17:51:09 UTC
in Hammer++ Compiling issue Post #348514
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin"

Running command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\island.vmf"
Valve Software - vbsp.exe (Nov 17 2022)
8 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\island.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/island/nature/blendsandgrass008a_wvt_patch
fixing up env_cubemap materials on brush sides...
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finished. Press a key to close.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 2 months ago2024-01-31 15:21:29 UTC
in Forum dead? Post #348513
Saw your tweet lol look on twitter my man, its toally fine that you ripped apart my maps xD
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-01-31 13:59:41 UTC
in Forum dead? Post #348512
I just aint active cause im cooking up some stuff related to goldsrc mapping although im gonna be ripped apart by urby if I post it lol
I'm a kitten. I rip things apart because I love them.
monster_urby monster_urbyGoldsourcerer
I am curently working on a stealth mechanic, but I'm unsure about something very important. I've set up a Neutral ai_relationship for the patroling NPC, and have parented a trigger_once to an npc_combine_s (the NPC) that acts as its Line-of-sight, and when the player "touches" it, the Relationship gets set to Hate. Also I've added trigger_multiple's as Safe zones, scattered in dark spots around the level, and had them Disable the NPC's Line-of-sight when the player is in them, and Enable it when the player exits them, but do you know if I can have the engine detect if the player is behind a wall, out of line-of-sight? As the title suggests - can I have the NPC's Line-of-sight, the parented trigger_once, check if it "touches" an info_target that's parented to the player AND another info_target that would be behind a wall, and if so, Disable itself? Or is that totally not the way to go about that... i'm having a brain fog moment on this issue. Any suggestions would be helpful!
Posted 2 months ago2024-01-31 08:06:46 UTC
in Forum dead? Post #348510
I just aint active cause im cooking up some stuff related to goldsrc mapping although im gonna be ripped apart by urby if I post it lol
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-01-30 20:01:17 UTC
in Hammer++ Compiling issue Post #348506
What does the compile log say?
Dr. Orange Dr. OrangeSource good.
Posted 2 months ago2024-01-30 18:59:37 UTC
in Hammer++ Compiling issue Post #348505
I've recently installed Hammer++ and set it up for Half-Life 2, But every time i compile the map, the bsp file doesn't show up and the game doesn't run. I've tried changing all of the directories to the Half-Life 2 files instead of the Source SDK 2013 Singeplayer ones and reinstalling Hammer++, but nothing.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 3 months ago2024-01-30 11:57:14 UTC
in Forum dead? Post #348504
TWHL is one of the oldest Half-Life modding communities and in recent times it certainly has been quieter around the main site and forums. The site itself is not as active as it once was, but remains a useful resource with the wiki, map vault and competition dashboard.

However, as the others have said, the vast majority of discussion these days happens on the Discord server. It's far more active, responses are far faster and it's easier to quickly share links or screenshots in order to get immediate feedback on your work/guidance with your issues.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-01-30 04:36:39 UTC
in Forum dead? Post #348503
Most of the people here use the Discord server for help and questions due to the fact that is quite faster. However, i believe some people post here when they have a seriously difficult problem.
Posted 3 months ago2024-01-29 23:31:19 UTC
in Forum dead? Post #348502
It's very much not dead.

Just because it's not a spammy memedump, or has as much activity as a chat platform, it doesn't mean it's dead. It's just quiet and that tends to be the case for forums in this age where forums are not as popular as they used to be (which is a shame). People are still around and reading and posting, just might take some hours or days between posts.
Posted 3 months ago2024-01-29 21:04:53 UTC
in Forum dead? Post #348501
Why no One Is Active in the forum?
Posted 3 months ago2024-01-29 18:40:44 UTC
in Uneven lighting in my map. Post #348500
The issue persists with both normal and fast VIS/RAD, even with the -final parameter activated. In the image the lightmap looks blurry because I compiled the map with fast RAD.
Posted 3 months ago2024-01-29 14:44:05 UTC
in Uneven lighting in my map. Post #348499
Is this compiled with Fast RAD or fast VIS?
The lightmap resolution also looks extremely low, but that might just be because i haven't looked at Source 2006 assets for a while
Archie ArchieGoodbye Moonmen
Posted 3 months ago2024-01-28 17:45:22 UTC
in Uneven lighting in my map. Post #348498
Hi everyone,

I'm having this weird lighting bug where flat brush faces are being lit differently under the same light_environment. By playing around with Hammer++'s texture UV settings I've found out that faces are lit evenly if their UV coordinates are all kept the same. However, I'm not interested in having the same UVs for every face, as I want to have rotated textures. Additionally, if I set mat_bumpmap in Garry's Mod's console to 0, the issue is resolved, but then my map looks bleached. Here's a picture of the issue in case my explanation sucks:
User posted image
Any help is much appreciated.

image embed fixed. Make sure image links end with a file extension (e.g. jpeg) - mod
Posted 3 months ago2024-01-27 19:07:21 UTC
in Half-Life Updated (custom SDK) Post #348497
So, from now on it's up to TWHL to keep updating the projects, right? Do they have plans to implement the fixes to the updated SDK that Valve is supposed to release some day?
I created issues to track this work:
https://github.com/twhl-community/halflife-updated/issues/233
https://github.com/twhl-community/halflife-unified-sdk/issues/543

If and when Valve releases the update anyone can integrate the changes and make a pull request to merge the changes.
Will you contribute further, or have you become tired of developing this project? (I guess I would, it's a lot of work what you did).
I've more than accomplished my goals with the work i've done, it's time to let others manage things. There are other SDKs that also offer improvements and features, so there's no shortage of people to make something like this.

The problem in CMake preventing the project from extracting vcpkg dependencies has been fixed. Version 3.28.2 will work properly and should release in a week or two.

I've updated the documentation to warn about the affected versions, and i've also made it clearer that the project requires certain knowledge to get started: https://github.com/twhl-community/halflife-unified-sdk#half-life-unified-sdk
I've got a skeleton here (prop_ragdoll, /models/skeleton/skeleton_whole.mdl/, and I'd like to hang it up by its head. I've tried a phys_ballsocket and a phys_ragdollconstraint; the first led to the thing glitching around weirdly, the second mostly worked but just hung it by its pelvis.

I've tried using attachments as target names, i.e. "skeleton1_prop,eyes" (also tried "head"), but that didn't seem to work.

If anyone can help me here, that would be much appreciated.

P.S: while I'm at it, this isn't worth making a new thread for: I'd love to get npc_citizen to stop referring to the player as Doctor Freeman, setting "Gordon pre-criminal" didn't do much to get the Point Insertion treatment, any ideas? All of this is in EP2 btw.
Posted 3 months ago2024-01-25 15:42:49 UTC
in Half-Life Updated (custom SDK) Post #348492
So, from now on it's up to TWHL to keep updating the projects, right? Do they have plans to implement the fixes to the updated SDK that Valve is supposed to release some day?

Will you contribute further, or have you become tired of developing this project? (I guess I would, it's a lot of work what you did).
Could I use the SDK to make my maps? or would that be unnecesarry
You don't need the SDK to map for HL. Only if you want to develop new functionality that goes beyond the current HL code. Some mods do this, but not all, most stuff I can think of can be done in Hammer with proper use of entities.
Posted 3 months ago2024-01-23 19:35:03 UTC
in Half-Life Updated (custom SDK) Post #348491
You can make maps for it just like you can for any Half-Life mod. You'll want to make a copy of the mod directory with a name for your own mod to do that though since the default isn't really meant to be used for such a purpose. That will allow you to make changes to game assets as needed.

I looked into the problem where CMake 3.28 (latest version at this time) can't generate project files. It appeared to be a problem with vcpkg at first but it turns out to be a problem with CMake itself. I've reported the problem and i'm working with them to get this fixed ASAP.
Posted 3 months ago2024-01-22 15:05:05 UTC
in Half-Life Updated (custom SDK) Post #348490
Could I use the SDK to make my maps? or would that be unnecesarry
Tarek TarekA literal dumbass who uses Hammer++
Posted 3 months ago2024-01-21 19:49:00 UTC
in Half-Life Updated (custom SDK) Post #348489
So essentially the USDK bundles the fixes of the base game plus the expansions in one solution in case someone wants to make a mod that uses e.g. stuff from vanilla HL and Opposing Force at the same time, right? Plus CMake support.
Yes, but it also adds a couple new features like a new sound system with increased limits. It's basically an expert SDK for when you want to go beyond some of the engine's limits but it'll require a good understanding of C++ to deal with any potential problems.

For most people i'd expect it to be a toolbox they can take things from for their own needs.
Posted 3 months ago2024-01-21 16:10:16 UTC
in Half-Life Updated (custom SDK) Post #348488
Well, of course the first thing I did was to read that, but I still couldn't understand it, that's why I asked... :roll:

So essentially the USDK bundles the fixes of the base game plus the expansions in one solution in case someone wants to make a mod that uses e.g. stuff from vanilla HL and Opposing Force at the same time, right? Plus CMake support.

I guess I just couldn't think of a use case example for it.

Anyway thanks for your work, I'm using HL:U currently, at least until Valve release their updated SDK.