Stuck in TWHL Tower Created 2 weeks ago2023-01-25 00:00:30 UTC by MegaBrutal MegaBrutal

Created 2 weeks ago2023-01-25 00:00:30 UTC by MegaBrutal MegaBrutal

Posted 2 weeks ago2023-01-25 00:00:30 UTC Post #347254
Hey, I'm new on the forum! I'm playing TWHL Tower and I'm blatantly stuck where I'd need to do a gauss jump. So I have a question. Gauss jumps seem significantly easier in multiplayer mode, and I'm starting to doubt whether it's supposed to be THIS hard to make that jump. „In Multiplayer, you can boost yourself both horizontally and vertically, while in Singleplayer you can only get horizontal boosts.” (Source: SourceRuns) Now I know TWHL Tower utilizes the Spirit of Half-Life game libraries, but I'm wondering, does TWHL Tower apply a modification to unlock multiplayer gauss jumps in singleplayer mode? If so, that might be my problem, because yeah, I'm using the vanilla Spirit of Half-Life game libraries... But it's also possible that I'm really just that lame that I can't make that jump in an hour of trying.
Posted 2 weeks ago2023-01-25 00:12:38 UTC Post #347255
I've heard of people having issues with this before, but in the version of the mod which was released and played through Half-Life on Steam, it's just a case of looking down, jumping and then Gauss jumping. I'm not aware that Jessie made any changes to the map properties to allow Gauss jumping to behave any differently to normal.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 weeks ago2023-01-25 03:28:25 UTC Post #347256
Spirit has a setting to enable single-player gauss jumping for a map, which that level uses. But SOHL can also be a bit bad at times, so it might be glitched or something in your save game. I didn't have any issues with the jump when I played it, but if it's not working right you can always just noclip through.
Penguinboy PenguinboyHaha, I died again!
Posted 2 weeks ago2023-01-25 09:28:04 UTC Post #347257
I'm using the vanilla Spirit of Half-Life game libraries
Why?
Posted 2 weeks ago2023-01-25 21:00:00 UTC Post #347258
I didn't have any issues with the jump when I played it, but if it's not working right you can always just noclip through.
Yeah, I wanted to verify whether it's really glitched, or the different game library, or I'm just clumsy enough that I legitimately can't make that jump before cheating my way through.
I'm using the vanilla Spirit of Half-Life game libraries
Why?
Good question! Well, the TWHL Tower download from RunThinkShootLive didn't include a Linux .so file to allow me play. But I saw it's Spirit, so I just downloaded the release version of Spirit and used spirit.so from that package. It worked so far... at least, until this point. That's why I'm curious whether TWHLT utilizes a vanilla build of Spirit or has custom code that I'm obviously missing.
Posted 1 week ago2023-01-26 00:42:22 UTC Post #347259
Tower 1 uses spirit 1.8, maybe you downloaded the wrong version? I have a Linux version of SOHL 1.8 with bug fixes here, but note that I do not test these builds on Linux.

For Tower 2, it uses a slightly customised version of SOHL 1.8, the changes are pretty minor so the same thing might work for that, otherwise you can compile it yourself from this branch.

It might be easiest to just use WINE/Proton though.
Penguinboy PenguinboyHaha, I died again!
Posted 1 day ago2023-02-07 20:30:45 UTC Post #347308
Tower 1 uses spirit 1.8, maybe you downloaded the wrong version? I have a Linux version of SOHL 1.8 with bug fixes here, but note that I do not test these builds on Linux.
At first it didn't seem to work, then I reverted to the other libraries I had and gave up, so I noclipped through the barrier and finished the game. But then I thought to give it another try, because it occurred to me that save files might not be compatible between different SOHL versions and I was right. When I loaded the map directly, I could gauss over the barrier with ease! So yeah, it wasn't supposed to be hard.
For Tower 2, it uses a slightly customised version of SOHL 1.8, the changes are pretty minor so the same thing might work for that, otherwise you can compile it yourself from this branch.
I've built the libraries but for some reason it keeps crashing randomly. Wish I knew why. It looks so random that I can't even provide useful error messages beyond "Segmentation fault". I can start the game and play for some time, but loading a saved game always leads to a crash (the save in question was made with the same libraries). Here is some output from the terminal:

`ILocalize::AddFile() failed to load file "resource/twhltower2_english.txt".
Platform config directory: platform/config
0:Initializing platform...
Server module initialized.

World module initialized.

## CHud::Init

Fatal Error: FMOD library couldn't be loaded!

STEAM Auth Server

AppActive: active
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0)
AppActive: active
Loading game from SAVE/Half-Life-002.sav...

Loading game from SAVE/tower2_jamaican.HL1...

ERROR: ld.so: object '/home/megabrutal/.steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
crash_20230207210803_3.dmp[3169804]: Uploading dump (out-of-process)
/tmp/dumps/crash_20230207210803_3.dmp
home/megabrutal.steam/steam/steamapps/common/Half-Life/hl.sh: line 43: 3169726 Segmentation fault (core dumped) ${DEBUGGER} "${GAMEROOT}"/${GAMEEXE} $@
crash_20230207210803_3.dmp[3169804]: Finished uploading minidump (out-of-process): success = yes
crash_20230207210803_3.dmp[3169804]: response: CrashID=bp-af299b77-5d78-436b-a611-2a16b2230207
crash_20230207210803_3.dmp[3169804]: file ''/tmp/dumps/crash_20230207210803_3.dmp'', upload yes: ''CrashID=bp-af299b77-5d78-436b-a611-2a16b2230207''
pid 3169804 != 3169803, skipping destruction (fork without exec?)
Game process removed: AppID 70 "/home/megabrutal/.steam/ubuntu12_32/reaper SteamLaunch AppId=70 -- home/megabrutal.steam/ubuntu12_32/steam-launch-wrapper -- '/home/megabrutal/.steam/steam/steamapps/common/Half-Life/hl.sh' -steam -game twhltower2 ", ProcID 3169726
`

I'm thinking maybe the lack of FMOD might be the problem, but it seems to keep running after that point. (I don't see why it needs FMOD for MP3 playback in the first place because Steam build of HL already has built-in support for MP3.) And the message about gameoverlayrenderer.so keeps repeating anyway, even for vanilla Half-Life, so I don't think that's the problem either. So yeah, I don't know, maybe I'll just use the other libraries those worked with TWHLT1, but it would be interesting to know why this one fails.
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