Forum posts

Posted 4 months ago2023-12-24 23:31:23 UTC
in How write sprite path?!?!?!?!? Post #348355
Yes of course, I asked a stupid question, sorry
Posted 4 months ago2023-12-23 15:40:14 UTC
in How write sprite path?!?!?!?!? Post #348339
2 years ago, I made a very advanced, most accurate, up-to-date
Thank you, I’ll definitely take a look. I noticed this on gamebanana. don’t be upset, I’m sure if your work is appreciated by at least a couple of people, it’s worth a lot! You are well done.!
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
The fact of the matter is that for some reason they are not visible in JAСK, probably it’s some kind of glitch, but they are displayed on other people’s maps...
Posted 4 months ago2023-12-23 04:25:18 UTC
in How write sprite path?!?!?!?!? Post #348332
You also need an FGD written for JACK. The functions are there but unless the FGD makes use of it it'd be just the same as Hammer.
Where can I find the latest actual FGD?
I don’t have a trigger-gravity and an info_compile_parameters...
Posted 4 months ago2023-12-20 22:59:58 UTC
in Water plop sound Post #348288
Please tell me why I don’t have an info_compile_parameters, where can I get the current, newest FGD file?

By the way, none of the methods helped with clipping the sky; shells are still hitting it like a wall..
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 ago2023-12-14 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 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 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 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 ago2023-12-12 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 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 5 months ago2023-11-30 17:27:32 UTC
in Better bots than Zbot Post #348126
What bots do you know that can use buttons and doors?
Posted 5 months ago2023-11-14 16:59:07 UTC
in Water plop sound Post #348040
To be honest, I’m wondering how to fix this, I can’t even imagine what it is and where to start?
Posted 5 months ago2023-11-14 12:36:20 UTC
in Water plop sound Post #348037
I understand that this is another topic, but what kind of error is this, how critical is it, for wpoly for example?
Posted 5 months ago2023-11-14 10:09:44 UTC
in Water plop sound Post #348032
Could this have any effect or what does this mean? The coordinates are different, but they all lead to worldspawn when you go to the coordinates through a search, and if you find it yourself, then there is usually emptiness. Could it be another problem with the clip brushes?

Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-579,132,-86)-(-576,139,118) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Posted 5 months ago2023-11-12 14:00:09 UTC
in Water plop sound Post #348025
Apparently only the second method is possible, the commands did not help. let it stay there because it’s a chore to redo a lot of brushes and then look for leaks(
but thanks anyway.
Posted 5 months ago2023-11-12 10:15:30 UTC
in Water plop sound Post #348022
In general, everything is the same. What settings are you talking about? I only enter -wadinclude in compile menu. and that’s it.
Posted 5 months ago2023-11-10 13:09:37 UTC
in Water plop sound Post #348016
Thanks for the answer, I use 64-bit zhlt compilers from 2015, are they old?
Posted 5 months ago2023-11-08 11:16:01 UTC
in Water plop sound Post #348000
Hello. Question is: Why sometimes the satchel and grenades make the sound of water when falling. how to deal with these? It’s also not clear why sometimes projectiles pass through the skybox, and sometimes explode on it (without or with an explosion animation)
Thank you.
Posted 1 year ago2023-05-02 15:20:38 UTC
in Ambient_generic Post #347494
Thanks, nice to hear from a professional!
Posted 1 year ago2023-04-21 19:45:16 UTC
in Ambient_generic Post #347466
In general, everything is ready, I posted it on the Gamebanana. if you're interested, here it is: https://gamebanana.com/mods/440098
Posted 1 year ago2023-04-17 20:35:45 UTC
in Ambient_generic Post #347459
Thank you for taking the time to answer, you help me a lot!!!
Posted 1 year ago2023-04-17 19:02:35 UTC
in Ambient_generic Post #347457
And how about light_surface ? it creates many entities depending on the area of ​​the face, or counts as one. while compiling with it, the amount of direct light increased from 300 to 2000. is there a console command to view number of entities in the game? Thank you.
Posted 1 year ago2023-04-15 20:36:03 UTC
in Ambient_generic Post #347455
Thank you very much for the detailed answer, you gave me hope:) I wanted to get rid of some ideas, in particular the monster maker. Is it correct to assume that each snark is a separate entity on the server side?
Posted 1 year ago2023-04-15 14:28:14 UTC
in Ambient_generic Post #347453
Understand. Thanks to you and the keyword "edicts", I found a thread, and specifically this comment: https://twhl.info/thread/locate-post/338260
about the fact that an unnamed light is not taken in count. but now I doubt.
If we also count the temporary entities that are created during the game (decals, sparks, shells), then the limit for me is even less. It's a pity
Posted 1 year ago2023-04-15 12:04:00 UTC
in Ambient_generic Post #347451
Thank you, if I understand correctly this is a command for the server (Steam or non-Steam??), and for my map more than 900 cannot be exceeded?
Posted 1 year ago2023-04-14 10:49:37 UTC
in Ambient_generic Post #347448
Another question, I read that the maximum number of point entities is 512, but somewhere I saw 587 and everything worked fine, so where is the truth?
Posted 1 year ago2023-04-13 23:23:53 UTC
in Ambient_generic Post #347447
It was in older version of VHE or WorldCraft, i guess...
Posted 1 year ago2023-04-13 17:29:14 UTC
in Ambient_generic Post #347445
I didn't realize how easy it was to solve this problem. What do u mean exactly, about things labelled? :)
Posted 1 year ago2023-04-13 12:43:52 UTC
in Editing Particle Lifetime? Post #347443
alternatively you can force the models to spawn with a large multi manager time delay. the only problem is that if the battle was inactive or it was not there at all, they will still appear.
Posted 1 year ago2023-04-13 12:35:46 UTC
in Ambient_generic Post #347442
Thanks!, this seems to be working. I apologize about the textures, sorry for the inconvenience. I just forgot to sew them into the BSP using wadinclude command, so that they could be taken from the map.
I will include you in map credits!
Posted 1 year ago2023-04-12 12:34:17 UTC
in Ambient_generic Post #347435
As i said "start silent" flag make desync of doors and sound
Posted 1 year ago2023-04-12 11:58:52 UTC
in Ambient_generic Post #347434
I mailed to you.
Posted 1 year ago2023-04-09 20:06:48 UTC
in Ambient_generic Post #347431
Hello. Question is: When the map is loaded, the door sound is activated briefly. Although no trigger calls them (you need to use the door for this) Door is made in the form of a func_train. there are three generics, namely for opening, closing, and triggering a button. they all fire at the same time after loading map and can be heard on the whole map even though the flags are set to medium radius. there is also a completely the same door but there are no problems with it. not that this is a critical problem, but annoying.

I tried to remove them (generics) one by one, then others worked .. I tried to change the switching flags. if you set the start silence flag, then there was a fierce desynchronization of sounds and doors. change volume, pitch. copied the entire normal door. put in another place and most importantly! even removing the multi-managers that control these sounds, the effect is zero. Basically, I don't know what else to do. and this is the second time. the first time it somehow disappeared by itself, but now it does not want to .. Im working in JACK and Use VHLT compilers.

P.S. Sorry. If this question has already been asked, please provide a link to the post. Thanks for the help!