Trigger_counter is a thing in HL1 and CZDS, point entity AFAIK. Just use game_counter point entity, works better and is less prone to failure according to Solokiller.
@Admer Thanks, Its taken awhile to get to there! considering how broke CZDZ is in some regards. But its something
Again, I love all the stuff you've worked on with your mod base! It looks so neat! The renderer is certainly a massive discovery! you should be super proud! I cant wait until the next update!
Another snip from a level. c1m1, a missile base on the coast (?). Features a basic intro to stealth and distractions. A rather short level in a mission, but I hope it gets the point across when people play it.
So, back at it again in the OG texture work. But I've stumbled across a strange bug.
Bonus points if you know what game the base textures are sampled from
The black line is present in both gl_texturemodes. When I switch to a normal texture (Like tiled ground or something) the glitch isn't present. Anyone have an idea whats causing this?
If you're using blender you need to add a "solidify" modifier to the selected planes. this should create outward facing planes and fix your problem. Remember to check the direction of the plane normals though.
@Truck Stop Santa Claus: Thank you my dude! Its part of the hub, more specifically its part of the prep phase. I was going for a rundown vibe, but with warmish safe lights. Goldsource is a wonderful engine!
All the guns on the wall and such (marked by the square, of course) can be taken and used. The section that's not shown is the ammo and shooting range.
@Admer I'm really looking forward to all of the stealth additions (Rocks, AI distraction, etc), physics, map extensions, time cycle entities, Fmod and vehicles. as well as the func_novis (which is actually a thing in CZDS, Func_stealth).
Cool thing about the mission 'map' area, It works almost identically (I think, from what I've seen) to the NewGameDialog.res file in HL.
Not gonna lie though, it is pretty whack to try and add a mission. I'm not sure if its a hard coded reference or if its just controlled by .RES files. In my mod, I've disabled it for now. The main menu works like HL with training and what not.
Oh and yeah, only a small population has made maps or mods for it. the most significant one I can think of is Little Dong, one of the contributors to the .FGD file.
I have a decently compiled .FGD (mind you, its not perfect, but it's all feature complete) and I personally use it to make my mods and such. Its a derivative of the one on the Valve developer site combined with the superior version of the more up-to-date version of Dongs (who made some cool maps for the game). It also adds all the guns and other things such as cut content (that part is commented out though due to not having SDK access).
It would also help the Entity Wiki if we have more hands on the CS single player wild ride!
Currently I'm modding CSCZ: Deleted Scenes and I'm up to changing the colors of the menu texts. (New game, Load game, etc...)
The clientscheme.res file isn't reflecting the changes, I'm not entirely sure if its possible to do so. It might possibly be hard coded (unfortunate, CSCZ: DS SDK when?).