Can't Test Blue Shift Mod Maps Created 5 years ago2019-03-03 02:47:19 UTC by TranshumanShephard TranshumanShephard

Created 5 years ago2019-03-03 02:47:19 UTC by TranshumanShephard TranshumanShephard

Posted 5 years ago2019-03-03 02:47:19 UTC Post #342119
The title of this forum topic is self-explanatory. After finding an FGD for Half-Life: Blue Shift and using J.A.C.K., I create a map for a mod that I am making for Half-Life: Blue Shift. Unfortunately, the game will not let me test run any maps that are of Blue Shift format. I am doing everything right, and yet I can't get the map to work. It just doesn't load the map once I start new game, and the game just shuts down.
Posted 5 years ago2019-03-03 03:07:39 UTC Post #342120
Blue Shift uses a different BSP format compared to all other Goldsource games, so they won't work by default. I did a quick search and it looks like there's a tool called bspfix that will convert a normal HL map to a BS map. You could probably hook it up to the advanced compile / batch compile so you didn't need to manually convert it every time. (I haven't tested this so I don't know if it'll actually work or not)
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2019-03-03 03:24:09 UTC Post #342121
Well, I tested it just now, and my map now works. Thank you for your help.

UPDATE:
Another problem. I can't get the map to work in my custom mod directory. The fixer worked, but the map will work only in the Blue Shift directory.

UPDATE:
I came up with a trick by creating a .bat file and placing it in my mod directory. Inside the file is the following text:

@echo off

cls

cd..

start hl.exe -game mod_name

exit

My custom Blue Shift map now works in the mod directory, but now the mouse input is stuck and the player character can only turn 90 degrees left and right. I know of the raw mouse input settings. I tried those already, yet nothing seems to work.
Posted 5 years ago2019-03-03 06:12:52 UTC Post #342123
I don't think you can make a standalone mod for BS because it itself is a mod already. If you want to do that I think you'll need to make a regular HL mod, and copy the BS content you need into your mod. Apparently Valve doesn't care if you release copies of their files as long as they're only being used for non-commercial HL mods.

Hopefully you can just add the DLL files from BS and hook them up with your liblist.gam file. Otherwise if that doesn't work you'll have to add custom code for the BS entities, but you can probably just compile malortie's bshift branch: https://github.com/malortie/halflife/tree/branch-malortie-bshift

(Again I can't confirm that any of this will work, not many people try modding for Blue Shift because of these issues. I don't know if you'll need the regular BSP format or the BS one if you do this, so try both)
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2019-03-03 12:08:10 UTC Post #342124
You shouldn't copy the content, just add this to liblist.gam:
fallback_dir "bshift"

This will let you use Blue Shift content in your mod.

The mouse input issues are a known bug in the SDK code. There is a fix available as a pull request but Valve never merged it.
Posted 5 years ago2019-03-03 13:48:22 UTC Post #342127
' fallback_dir "bshift" ' does not work. I just tested it. Also, I'm not using an SDK, but the DLL files from Blue Shift. I don't care if that counts as copying, I just want to see if it works. I'll try Malorite's SDK; but if it turns out to be incomplete like his Opposing Force SDK, then forget it.

UPDATE:
Actually, wait. There might be another way. I heard about a mod called Blue Shift: Unlocked. Someone from another forum on this site said that he used it to make his Blue Shift formatted maps to work in his mod directory. Of course you'll need the latest version of Unlocked, because the old version will keep asking for Blue Shift's GCF file, which I understand does not exist anymore. I am going to give it a try.

UPDATE:
Success!
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