How to get rid of the yellow pollen effect when an NPC is inside a wall Created 4 years ago2020-03-27 15:57:44 UTC by Niborius2 Niborius2

Created 4 years ago2020-03-27 15:57:44 UTC by Niborius2 Niborius2

Posted 4 years ago2020-03-27 15:57:44 UTC Post #343961
There's this sprite effect that you get when an NPC is (partly) inside a solid object, basically the NPC gets surrounded by yellow flying dots. I know why it's there, I'm just wondering if you can get rid of it somehow. It's for some edits I made to the single-player of Half-Life 1, and repositioning the monsters isn't the solution in my case (long story).

Thanks! :)

Edit: I learned Spirit Half-Life has the spawnflag "No yellow blobs", but that raises my next question, can I play the whole HL1 campaign in Spirit: Half-Life or will I see a lot of changes?
Posted 4 years ago2020-03-27 16:57:27 UTC Post #343964
Spirit of Half-Life has a lot of issues depending on the version that you use. I've not tried it recently, but if I recall it is not possible to play through the whole of the HL1 campaign using the Spirit engine. A lot of features can glitch out and certain entities don't behave the way they should.

Spirit is best used for full mods where you have control over the entities/entity setups and can adapt to the quirks that go with it.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2020-03-27 17:06:44 UTC Post #343965
I think you can actually remove the effect from the code, if you're going to do that.
// Raise monster off the floor one unit, then drop to floor
if ( pev->movetype != MOVETYPE_FLY && !FBitSet( pev->spawnflags, SF_MONSTER_FALL_TO_GROUND ) )
{
    pev->origin.z += 1;
    DROP_TO_FLOOR ( ENT(pev) );
    // Try to move the monster to make sure it's not stuck in a brush.
    if (!WALK_MOVE ( ENT(pev), 0, 0, WALKMOVE_NORMAL ) )
    {
        ALERT(at_error, "Monster %s stuck in wall--level design error", STRING(pev->classname));
        pev->effects = EF_BRIGHTFIELD;
    }
}
Around line 2085, in monsters.cpp

Remove the line with pev->effects = EF_BRIGHTFIELD; and you should get rid of the yellow aura.

Also, if you can, please try to avoid using Spirit of Half-Life. Lots of things don't work, lots of things don't, and depending on the version of it, chances are, it might break the HL campaign.
"using the Spirit engine"
...
"engine"
URBY!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2020-03-27 17:44:18 UTC Post #343966
Thanks for the quick response and the advice about Spirit. It was new for me so I had no idea how well it worked.

Yea I should be able to do that with the code. Uhm, can I be a bit rude and ask if you could actually do that for me, and sent me the new client.dll (or is it hl.dll?)

Sorry for being so straightforward, but I currently don't have the source code of the game but also I remember a long time ago I wasn't really able to compile the code for whatever reason.

Sure I can give it a try, but if it's not too much to ask it'd be a great help if you could do that for me. If not, no worries man, you've already helped me a lot.
Posted 4 years ago2020-03-27 21:10:31 UTC Post #343968
No problem, lol. Just contact me on Discord or something and I'll try to send it tomorrow, I don't think I can do it tonight. I'm too lazy to upload to MEGA and whatever. <w<

As for the source code, in case you want it:
https://github.com/Solokiller/halflife-updated
Then get Visual Studio 2019 Community and compile that thing. It's more straightforward nowadays compared to several years ago. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2020-03-27 21:12:45 UTC Post #343970
That's really nice of you man, thanks a lot. I'll send you a PM with my discord info.

And thanks for the information, I'll definitely play around with it.
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