Half Life 1 mod: maps needed Created 13 years ago2010-11-30 04:59:10 UTC by 2muchvideogames 2muchvideogames

Created 13 years ago2010-11-30 04:59:10 UTC by 2muchvideogames 2muchvideogames

Posted 13 years ago2010-11-30 04:59:10 UTC Post #287490
Okay mark today on your calendar: it is the birthday of yet another nameless HL1 mod in development.

So this is the case: With alot of help, the HL1 codebase on both client and server sides are compilable. But I do not have much time for mapping (between compo and finishing a 85% finished dm map..) and I foresee even less available time for mapping in the near future. If you have old singleplayer maps for HL1, or you want to do a single player map using some new code, then feel free to join this project. After adding some impulse commands, and a readme chocked full of credits, the general mod structure will be done. This code will still be added to so take your time. (This project will die if you take too much time though.)

After a designated date, I will attempt to link all maps together and scrounge up a generic but cool-sounding story to somehow link it all together. But story will be better told by the maps themselves (advice: use scripted sequences/sentences in your maps)

Well, that is all.
Posted 13 years ago2010-12-03 09:27:38 UTC Post #287588
Interesting. If you have the time, code in the Hassault for me.

Then, I can make that Quiver-induced map.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-05 17:50:00 UTC Post #287701
I finished with the hassault (partially fixed the previous problem)
he doesn't spinup/spindown the gun though I don't think it's a big deal.

(monster_human_assault)
Posted 13 years ago2010-12-05 20:37:20 UTC Post #287706
What's it about and whats the storyline to map?
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2010-12-05 20:41:41 UTC Post #287707
There are no maps; I am hoping that people will contribute maps using the stuff I coded (like new monsters, weapons, etc.) and afterward I can come up with a fun story we can all agree on, based on the maps.
Posted 13 years ago2010-12-05 22:08:56 UTC Post #287709
Hmm, so it's like Project Quantum Leap.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-05 22:33:30 UTC Post #287710
Mmm, and Issues.
AJ AJGlorious Overlord
Posted 13 years ago2010-12-05 23:11:36 UTC Post #287712
Mmmmmmm... Issues...
It's too bad Issues: Source died. (Or so I assume, they never got back to recruiting)
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-12-05 23:22:32 UTC Post #287713
User posted image
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2010-12-05 23:34:54 UTC Post #287714
uh. what?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-05 23:59:08 UTC Post #287715
it isn't like pql and issues because there is new code. Issues used spirit which didn't allow new monsters (only new models using old monster's code)
Posted 13 years ago2010-12-06 04:05:09 UTC Post #287717
But it is a bit like PQL and Issues in that it's supposed to be a compilation of unrelated maps (with the story being an afterthought).
Strider StriderTuned to a dead channel.
Posted 13 years ago2010-12-06 09:09:49 UTC Post #287718
havent mapped for a mod before i think i can help u with mapping what do u need exactly?? i enjoy mapping outside areas with black mesa textures
Posted 13 years ago2010-12-06 18:06:21 UTC Post #287736
any maps you have are fine, though you are encouraged to use scripted sequences/sentences and the newly coded entities.

monster_human_assault (90%)
monster_brother (90%)
monster_gonome (75%)
monster_cleansuit_scientist (100%)

and 3 weapons in the works, one of which is trying to get the 'add silencer' to work on the glock. two tutorials have already failed.
Posted 13 years ago2010-12-06 18:32:52 UTC Post #287737
uh, what is the "monster_brother"?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-06 19:33:23 UTC Post #287738
it's a terrorist hgrunt model I found digging in the condition zero deleted scenes gcf's. They have some fun animations, it will be cool
Posted 13 years ago2010-12-08 00:46:45 UTC Post #287757
Hmm, give me the model name so I can check it out.

Anyway, is it a possibility to have barney coded to reload after firing 17 shots? (or perhaps six, as my barney has a .357 revolver, rather than a glock.)
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-08 04:57:16 UTC Post #287763
If 2muchvideogames will code it I can't answer, but it's definitely possible. The human grunts reload after firing thirty-something shots.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-12-08 07:12:44 UTC Post #287764
i'll get the model up sometime later.

Coding a reload schedule for the barney should be easy. Reload schedules for the grunts are indeed available; I think i can do it; I know the mighty atom had done it in his uplink mod
Posted 13 years ago2010-12-08 07:36:00 UTC Post #287765
Wish i could map something for you, but for now i won't be able to, since i'm working in my compo map and in some mods, so good luck!

By the way, if i get some unused maps i can send them for you, i'm not sure but i'll check it out.
Posted 13 years ago2010-12-08 13:29:14 UTC Post #287768
I know the mighty atom had done it in his uplink mod
True, it was done by another HL mapper, but don't ask me to do it. C++ makes no sense to me.

I do want that fixed non-healing scientist code...
And the desert eagle from Opposing Force...
And the Pitdrone...
The Gonome...
The Voltigore...
The Shocktrooper...
The Shock Rifle...
The Displacer...
The...

Basically, the Opposing Force enemies and two weapons.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-12-08 14:23:10 UTC Post #287769
It's too bad Issues: Source died. (Or so I assume, they never got back to recruiting)
They were recruiting on chatbear this spring\summer, and I know I joined too and started to do something. Never continued though and from what I know, chatbear is dead too. I'm not interested anymore in that project anyway.
C++ makes no sense to me.
C++ was designed keeping in mind that people who will use it know what they do.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2010-12-08 16:04:40 UTC Post #287770
muzz, I had a forum post saying that I got the cleansuit scientist working sometime earlier.

And then I was provided with raven city source code which I think has majority of the opposing force entities. I haven't gotten around to implementing it though
Posted 13 years ago2010-12-08 17:05:10 UTC Post #287772
muzz, I had a forum post saying that I got the cleansuit scientist working sometime earlier.
Yeah i saw it. However, im not mapping anything so right now, this is a low priority.

But i still want those OpFor entities in my mod.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-12-08 21:34:41 UTC Post #287773
Ah, Chatbear. <3
AJ AJGlorious Overlord
Posted 13 years ago2010-12-09 23:10:28 UTC Post #287787
you all know why else this is better than spirit? I just put in like 5 new weapons, and it's really fun using them. But I should really be working on my other maps. Crap.
Posted 13 years ago2010-12-09 23:45:18 UTC Post #287788
what weapons would these be?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-10 00:25:37 UTC Post #287789
Well, for now I got a M4, a beretta, the TFC shotgun, and the pipewrench and sniper from op4. gonna add in a silenced handgun if I give up on coding the glock silencer (very likely)
Posted 13 years ago2010-12-10 08:20:45 UTC Post #287794
You did make the m4 more accurate now, right?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-10 12:34:40 UTC Post #287796
Make sure you add comments to your code so it can be easily found and transferred to my own HL code project.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-12-13 04:19:51 UTC Post #287869
You did make the m4 more accurate now, right?
my cousin badgered me saying just that. Ahaha everyone likes their m4's accurate.

Anyway, I just did that. You literally had to change a single number from 3 to 2.
Posted 13 years ago2010-12-30 03:16:02 UTC Post #288344
Status report on the mod?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-30 06:56:38 UTC Post #288348
trying to code/create a sixth weapon category to accomodate op4 weapons, gonna take a while. Help would be appreciated
Posted 13 years ago2010-12-30 13:00:29 UTC Post #288353
I should start learning C-+... It makes no sense to me to :/ at least I know how to learn a bit since I studied batch a while, I should get the idea...
Posted 13 years ago2010-12-30 13:36:48 UTC Post #288354
you're gonna need to make 7 categories for it to actually work really good
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-30 21:54:14 UTC Post #288415
Do you just want to change the number of weapon categories that show on the HUD?
Posted 13 years ago2010-12-30 22:49:34 UTC Post #288417
pretty much, like on how op4 had 7
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-31 02:29:48 UTC Post #288444
Changing MAX_WEAPON_SLOTS in dlls\cdll_dll.h to 7 should do that (although I think you'll need to made or precache some sprites because I recall 6 showing up as the infectious substances symbol when I tried it).
Posted 13 years ago2010-12-31 03:13:42 UTC Post #288445
Shouldn't be too hard for us...

Also, WIP screens for my entry in this project:
User posted image
User posted image
[EDIT]: There's supposed to be a fallen Black Ops osprey in the second pic, but, I haven't added it in yet.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-12-31 16:40:51 UTC Post #288448
dam that looks crazy.

I changed max weapon slots but that doesn't seem to make the weapons in that bucket work yet. I might have to recompile both sides, and in the worst possibility it would still not work

I think it might have to change hud.txt too, maybe.

EDIT: Fixed hud.txt, no luck. Looks like I'll have to recompile and do some digging.

If there is absolutely no solution I'll have to cram the op4 weapons into category 3 and 4 which will look extremely awkward. Let's hope that doesn't happen.
Posted 13 years ago2011-01-04 00:00:22 UTC Post #288633
User posted image
Another pic.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-01-04 01:44:54 UTC Post #288635
Looking good, but don't let those massive containers just sit in the sand like that. It looks like they've fallen into quicksand or something.
Give some definition to the sand around the containers. If something like that was driven into the ground, you can be sure it'd leave a few bumps or something in the terrain.
Posted 13 years ago2011-01-04 08:18:04 UTC Post #288643
Yeah, this is just the base, going to really go into detail later on
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-01-06 07:37:36 UTC Post #288720
I changed max weapon slots but that doesn't seem to make the weapons in that bucket work yet.
Are they falling through the floor?
Posted 13 years ago2011-01-06 17:39:21 UTC Post #288744
?? I didn't touch fallinit, the problem is more like that the weapons themselves dont work. This happens when the weapon is placed in an inappropriate HUD position or has the same position as another weapon. (they work when placed in an appropriate position like, say category 1 position 1(right below crowbar). Main problem is I haven't got category six to work legitimately yet.

@ Joe, dam that crash site looks crazy, with all the sprites it looks even better than the opfor crash site (which just had eletric beams and sparks)
Posted 13 years ago2011-01-07 00:30:47 UTC Post #288758
thanks
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-01-07 11:38:31 UTC Post #288767
Who's willing to code the Desert Eagle from Opposing Force for me? If i remember correctly, it was already coded by someone. Is that someone willing to share his Deagle code with me so i can add it to Uplink Extended?

That, and these.

I also heard that it is possible to upgrade the HL SDK project code so that it can be opened and compiled under Visual Studio 2010. How?
It would be nice to see my Uplink Extended code in VS.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-01-07 17:19:27 UTC Post #288772
muzz, I had gotten raven city source code which includes nearly every op4 entity. You can incorporate their cpp files into your project for sure.

I use 2008 which was already a pain to make sdk work with, and I can only guess 2010 is harder to sync with. I personally would love it if you would extend uplink extended
Posted 13 years ago2011-01-07 18:59:43 UTC Post #288777
You can incorporate their cpp files into your project for sure.
Is the Raven City SDK based on Spirit? Cuz if it is, there's no way in hell im gonna be able to add bits of the Raven City code into my SDK project. I need someone to do it for me instead.

Please don't let it be Spirit based.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-01-07 21:17:45 UTC Post #288781
I would guess it isn't, since I already incorporated working pipewrench and sniper rifle from them. Though the pipewrench had a little problem with it (hitmiss doesn't have cooldown) I think they did a decent job
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