Forum posts

Posted 1 hour ago2024-04-19 11:45:20 UTC
in Change blood decals color and gibs Post #348726
So, I use updated SDK and I changed the blood color of the HGrunt to black (when hit they have black particles) but I tested adding new decals and modifying the code to do the same with blood decals and it crashes when you shoot at the HGrunts or it use an orange spray decal. I don't know how to do this or even know if it's possible, same for adding new type of gibs. (Sorry for my bad english)
Hi all!

Ive been messing around with the updated HLSDK by solokiller and it worked great. However after the 25th update, the SDK does work but it crashes when opening the options menu ingame and some visual bugs are there too. I was wondering if any other forks of the HLSDK have been updated for the 25th anniversary update?
(ie, the unified hlsdk,etc)
Posted 1 day ago2024-04-18 09:31:06 UTC
in lighting on entities? Post #348724
already solved on discord. _minlight should be 0.
Posted 1 day ago2024-04-18 08:29:35 UTC
in lighting on entities? Post #348723
What are the Render properties of the func_rotating? Render Mode/RenderFX etc? Those being set incorrectly usually results in them being lit up when they shouldn't be.
monster_urby monster_urbyGoldsourcerer
Posted 1 day ago2024-04-17 18:31:19 UTC
in Game crashes when using impulse 101 Post #348722
Or remove the line that gives the MP5 grenades to the player.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 day ago2024-04-17 14:37:55 UTC
in lighting on entities? Post #348721
Hello! I've got a rotating ceiling fan in my map, connected to a light switch. However, when the lights are switched off, the fan appears unaffected by the darkness, and its glowing. Is there a way to fix this? I've used the source map editor before, but i'm pretty new to goldsrc hammer
pics:
User posted image
User posted image
Fixed images - Urby
Posted 2 days ago2024-04-16 15:44:37 UTC
in func_door_rotating problem Post #348719
Ah, I see. Thanks for the update, Solokiller!
Posted 2 days ago2024-04-16 14:37:30 UTC
in func_door_rotating problem Post #348718
This problem was solved in the Discord server. The cause was the entity was outside the maximum map bounds (±4096 units from origin) so the entity's position as sent over the network was thrown out of whack.
Posted 2 days ago2024-04-16 14:29:51 UTC
in func_door_rotating problem Post #348717
Did you accidentally forget to create an origin brush as part of the door?
No, the point to be made here is to leave the whole thing up, from start to finish, so that it becomes a resource for the next person experiencing the same problem.
Posted 3 days ago2024-04-16 09:36:00 UTC
in Game crashes when using impulse 101 Post #348715
You removed the grenades so the game cant give you them so you crash, in really simple terms

Solution: Enable them again
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 days ago2024-04-15 09:46:47 UTC
in Train Randomly getting stick? Post #348714
In all my experience, target and fire on close are separate trigger states. The target should fire when the door fully opens, and fire on close should fire when the door fully closes. The fact that the target is being triggered on close here seems like an error, since fire on close was specifically left blank. Perhaps I'm not in the habit of triggering things with doors, but I am fairly certain I've never encountered this before.
monster_urby monster_urbyGoldsourcerer
Posted 4 days ago2024-04-15 07:03:40 UTC
in func_door_rotating problem Post #348712
Could you take a screenshot of your door's keyvalues with SmartEdit disabled?
Posted 5 days ago2024-04-14 09:48:32 UTC
in func_door_rotating problem Post #348711
Basically I encountered this problem accidentally when I created a func_door_rotating with sounds and when I compiled a map...door was invisible and had no sounds, but it still had functions. anybody know how to fix it?
Posted 5 days ago2024-04-14 03:35:32 UTC
in Game crashes when using impulse 101 Post #348710
I've been using this SDK https://www.moddb.com/downloads/half-life-sdk-v23-for-visual-studio-2008
to make a Half-Life Mod. So far, all i've done is add a new weapon, ammo type, and remove the MP5 grenades.

It all works fine, except that the game crashes without an error whenever I use impulse 101
in the console.
And yes, I do have sv_cheats set to 1.

Help would be appreciated. :hecu:
idk how to delete it im sorry :zonked:
Posted 6 days ago2024-04-13 09:11:33 UTC
in Train Randomly getting stick? Post #348708
Nothing unusual is happening. monster_urby, why do you consider it a bug? The glass door triggers the multi_manager when it opens, and then the glass door triggers the multi_manager again, when it closes. The train gets disabled one second after the glass door closes, before the train can reach it's final destination, which is how it should be, since the multi_manager is timed to trigger the train after oner second. The glass door triggers the multi_manager with the Target attribute, which fires when the door either opens or closes. There is also the attribute "Fire on Close", but RoboRufus7 did not use it. I would solve this by setting the door's attribute "delay before close" to -1, and close the door manually with the multi_manager.

Use "developer 2" in the console, then you will see what each entity is doing.

Edit: I wrote a stupid thing, if I did that, then the door would keep opening and closing forever. You need to trigger the multi_manager with the path_corner, and open and close the door with the multi_manager. And the door needs the "Toggle" Flag marked so it can be triggered more than once.
Posted 1 week ago2024-04-12 00:04:31 UTC
in Train Randomly getting stick? Post #348707
ohh ok.

what i did was have the path open door further back and the train just doesent stop moving. it goes through the doors then they close automaticly.

Thanks for all the help, realy appreciate it
Posted 1 week ago2024-04-11 22:43:10 UTC
in Train Randomly getting stick? Post #348706
Ignore me, I get the two mixed up. You're using path_corner, keep doing that.

path_track is for func_tracktrain, like the intro tram or drivable trains.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-11 21:18:21 UTC
in Train Randomly getting stick? Post #348705
Hello,

Thank you VERY much for getting back to me so soon. I will try this and share if it works or not.

Thank you for the advice aswell,
RoboRufus7

Edit: Ive been using path corners. Should i switch to path track? what is the difference?
Posted 1 week ago2024-04-11 17:45:46 UTC
in Train Randomly getting stick? Post #348704
So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.

Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...

In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.

Also, you didn't ask about this, but a little more advice:
  • Your grates and railings should be using the Solid Render Mode, not Texture. Texture makes them glow in the dark and show glass decals when shot.
  • Try to avoid using the Fit button when texturing. It stretches and squashes textures and can lead to compiling issues further down the line.
monster_urby monster_urbyGoldsourcerer
Well, since you appear to have overwritten the initial post, nobody has any idea what you're talking about...
monster_urby monster_urbyGoldsourcerer
this also happens in regular half life, guess im doing a bugfix lol
(OK NEVERMIND I GOT SOME HELP WITH IT, CARRY ON)
Posted 1 week ago2024-04-10 09:46:36 UTC
in Train Randomly getting stick? Post #348699
Heh, this was uploaded at 00:41 for me. If nobody else picks this up I will try take a look tonight after work. If you're happy to join the Discord, somebody in #mapping-help might be able to get to this sooner. :)
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-10 00:41:49 UTC
in Train Randomly getting stick? Post #348698
Ok, Here is the link to the map: https://twhl.info/vault/view/6895 if you run it, walk into the birg room, get in the lift and press the yellow button. I am using JACK if that helps.

Thank you again.
Posted 1 week ago2024-04-09 13:47:43 UTC
in help me with this please Post #348697
For want of a better response from the OP, here is a tutorial which covers the basics of triggering NPC dialogue: Scripted Sentences
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-09 13:37:41 UTC
in Train Randomly getting stick? Post #348696
Hard to judge based on the description alone. Perhaps you could upload the compiled map with the source files to the vault under the Problems category?
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-09 00:56:36 UTC
in Train Randomly getting stick? Post #348695
Hello,

My train gets randomly stuck for no reason. nothing is blocking the path, and the path doesn't end for a while. the train stops moving, but it keeps making the moving sound. How do I fix this?

Thank you
Posted 1 week ago2024-04-08 12:35:32 UTC
in Half-Life Asset Manager Post #348694

Half-Life Asset Manager V3.0.0 Beta 1 Released

Half-Life Asset Manager V3.0.0 Beta 1 has been released. For more information and a download link see this page: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V3.0.0-beta001
Posted 1 week ago2024-04-08 02:48:26 UTC
in making an npc healthbar for half life 2 Post #348693
im making a hl2 mod, the healthbar isnt necessary to have but it would be useful, im really new to source engine modding at all so im not going to know most things, i can compile client and server dlls fine though. could someone show me some ways to start? i dont need numbers, just a green bar above an npcs head.
Posted 1 week ago2024-04-07 12:53:18 UTC
in custom model animation isues Post #348692
I am making a beta mod and took the mp5k and for some reason the animations are apsolutely broken. They dont work propper. Once you start the firing the first shot animation plays but then it switches to a defualt static mp5k firing. Any fix or suggestions?
User posted image
Posted 1 week ago2024-04-06 13:48:12 UTC
in help me with this please Post #348691
Please post your solution, so that others that stumble upon this thread may learn from it. 🙂
Posted 1 week ago2024-04-06 05:51:59 UTC
in help me with this please Post #348690
is it possible to make it so when you walk into a trigger a scientist says a certain voiceline?
I've tried to do this but i suck at using hammer so if someone could help me that would be great

edit: nvm i just found it out
Posted 1 week ago2024-04-05 13:22:10 UTC
in Gmod saves not loading Post #348689
let me give an example: if i want to load a save of gm_construct while im on gm_construct, it doesn't work. but if im on gm_flatgrass and load the same save of gm_construct it works. but if i try to load a save of gm_flatgrass while on gm_flatgrass it doesn't work. its not just on construct and flatgrass, its on every map.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 2 weeks ago2024-04-05 07:21:11 UTC
in Gmod saves not loading Post #348688
I haven't messed around with GMod in quite some years, but could you give some more details?

When loading fails, is that only happening on a particular map?
And when you say loading works from a different map, is that any other map, or a specific map?
Alright Then, I'll try that for opening the HL SDK .max Files. Will let the users here know when I've gotten it set up later Today.
Posted 2 weeks ago2024-04-02 18:50:23 UTC
in Gmod saves not loading Post #348686
everytime i want to load a save the game says that there's a lua problem

this is the error:

gamemodes/sandbox/gamemode/save_load.lua:78: attempt to call global 'Player' (a string value)
1. LoadGModSave - gamemodes/sandbox/gamemode/save_load.lua:78
2. v - gamemodes/sandbox/gamemode/save_load.lua:94
3. unknown - lua/includes/modules/hook.lua:96

if you have any idea please help! :)

Edit: the saves only work if i load them from a diffrent map
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
First, some copied info from the .nfo file from the above link .iso :
This package is an "hybrid install", witch means that I used a modified install procedure from ET's CD-ROM Ver.1.0, put the 1.2 engines from WarezArt in it and completed it with Maps & Textures from ET's CD-ROM Ver.1.1.
That's why my version shows 1.1 in the screenshot, but who knows what version is this "hybrid" : 1.0, 1.1, 1.2...

There are many cracks and updates in the .iso with no clear instructions what to do (complete mess), so after some tries and errors, I find myself this to be working :
1. Install from CD:\SETUP.EXE.
2. During the install procedure, select the "Custom" type of setup.
3. Uncheck the "Tutorials" and the "Rainbow Sentinel Lock Driver".
4. Copy CD:\UPDATE\MAXCRK1\3DSMAX.EXE to the main install dir and overwrite.
5. Right click 3DSMAX.EXE and set compatibility mode to Windows 98/ME.
6. When you run the program you will still get the error (you can close the error), but the application doesn't terminate.
7. Have fun :)
Use this :
https://archive.org/details/3dsmax12_201907
Would the Sentinel Drivers still need to be installed first or are those only necessary on Windows 98?
I will post install instructions later, as this install is more tricky.
UPDATE NO:2 So I've just settled up a Windows XP 32bit Virtual Machine using a 2001 Iso that i'll try to install 3Ds Max v1.2 on, Would the Sentinel Drivers still need to be installed first or are those only necessary on Windows 98?.
Posted 2 weeks ago2024-03-30 00:14:26 UTC
in Half-Life Featureful SDK Post #348678
Thanks for the bug report regarding boids. It will be fixed in the next version.

There're reasons why some FI specific features are not ported yet:
  • They're not implemented in a manner which is generelized enough to be used in other mods.
  • I just want FI to have some things unique to the mod.
I'll port FI features over time when I figure out how to implement them in a more generalized way.
You can use a multisource as a logic AND gate (i.e. all inputs must be ON at the same time).

Make sure it's only your two trigger_multiple entities that are targetting the multisource.
Hi,

is there a way to trigger a multi_manager in GoldSrc only when two seperate trigger_multiple's are being touched at the same time?

The idea is to have the mm activate when two seperate players touch two specific triggers in a DM map.

Thanks
A general note : You should use these old programs only to convert/export the old model source files to a new suitable format for use/edit with modern 3D editing software and compilers.
I have ... and :
3D Studio Max 1.2 was able to run only in XP for now
3D Studio Max 2.5 was able to run only in 98 for now
3D Studio Max 4 was able to run only in 98 for now
3D Studio Max 9 was able to run only in XP for now
Putting files inside and out of Win 98 virtual machine can be tricky, but it's doable. For easy file transfer in and out of the VM you can use ver.1.2 as you can see from above, as it's mega easy to transfer files to a XP VM ,cos Guest Additions Add-On WILL work. I can help you to install v1.2. Just use shared folder on host as a network share in the guest, it will work all the times compared to drag and drop.
I wonder what Keys do i use?
The one from the .NFO.
Pressing space or enter INSIDE the crack dos program before closing is MANDATORY.
I'm familiar only with working with "modern" models, can't help you with compiling the 0.52 Alpha models.
Oh okay, I still have my Windows 98SE Virtual Machine on my Laptop, I used NT 4.0 as I'm unable to use the Guest Additions Add-On on Windows 98 (That I hope would allow me to Drag the SDK inside the Virtual Machine) but even though i did install it, i still couldn't drag the SDK inside the Virtual Machine (Even though I had bidirectional enabled [Which I read's meant to allow one to Drag between the Host and Guest Machine)

As for the 3Ds Max software itself, I didn't know I had to install the Sentinel Drivers BEFORE 3ds Max, The .nfo said to install them afterward but your suggestion implies the .NFO file is Wrong when it comes to setting up the Program so I'll have to Start Over, I wonder what Keys do i use?

I also never knew I had to press the space button as the .nfo Instructions made no mention it of using it for the crack but I'll try that when I go try to set it up Again.

As for Compiling models, I'm still unable to Compile models as are, but while I was fiddling with the Development Drive for Cobalt-57's Absolute Zero Mod - https://www.moddb.com/mods/half-life-absolute-zero/downloads/half-life-absolute-zero-development-drive I accidentally ran a .batch file that Recompiled their Recreation of the E3 1998 MP5 so I ended up copying that plus the E3 Pistol (Although I didn't recompile that along with the Ted Barney and E3 Scientist Recreations which I just copied the Pre Compiled Models) into my Own Mod's Directory intill I can figure out how to Compile my own Models for it.
Posted 3 weeks ago2024-03-29 04:37:54 UTC
in Half-Life Featureful SDK Post #348673
Thanks for letting me know about that. I just tinkered around with your various config files and also read your github guide. This project is truly stunning. I've finally switched from Fi 1.6 to featureful.

Still missing all the fancy Field Intensity monsters though, but all in the good time, eh? :)

The fact that you won't re-add your story, thought and radio features saddens me immensely. Besides your mod and Todesangst2, Point of View I can't recall any other SP mod that ever did something similar. Would be a massive boost to any story driven mod to get that included in featureful even if it was just experimental.
Any chance on getting the Squad disband and recruitment feature into Featureful? Might be useful for all sorts of Npcs later on.

Bug report: monster_flyer_flock won't accept my custom models. It launches by default with the Boid model. But what I'd like for my XEN map is the real flock.mdl model. The model animations are present and accounted for.

So far I'm very happy and very grateful to you and your ambitious project..
For you: http://sndup.net/t8hd
Even better - here is ver 1.1 (hybrid) running perfectly in Virtualbox 5 on Win XP SP3 x86 :
proofproof
https://archive.org/details/3dsmax2.5 works fine for me in Win 98 SE virtual machine (Virtualbox 5 and Microsoft Virtual PC 2009).
In Win 98 first install SENTINEL/WIN_95/SENTW95.EXE, then install the 3D S Max with keys, and then apply CRACK/3DSCRACK.COM to the main installed dir and run it, inside it press space.
Other possible reason for not working is maybe what you used: Windows NT 4.0...
Getting a D3D or OpenGL accel. in Virtualbox 5 or Microsoft Virtual PC 2009 for Win 98 however is a long talk... Very long...
Posted 3 weeks ago2024-03-27 09:14:08 UTC
in Sky textures not downloading to client. Post #348670
Only .bsp and .wav are automatically downloaded, other files need to be specified in a .res file. Sky .tga files should be downloaded just fine, make sure you specified them correctly. Enable developer mode by entering developer 1 into console and see what is happening when you try to connect to the server in question. If you are using a dedicated server, enable developer mode in it's console as well, or use the command line argument -dev when starting it, forgot which one it is.