Half-Life Featureful SDK Created 1 year ago2023-06-05 13:54:51 UTC by FreeSlave FreeSlave

Created 1 year ago2023-06-05 13:54:51 UTC by FreeSlave FreeSlave

Posted 4 months ago2024-11-26 02:33:20 UTC Post #349365
The update with important bugfix related to the sound playback https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-11-26
Posted 3 months ago2024-11-29 20:27:45 UTC Post #349369
The Gonome's gut projectile seems to be invisible. Its other effects are visible though.
gameaddict117o7 gameaddict117o7SavebearingBoss
Posted 3 months ago2024-12-01 13:20:37 UTC Post #349375
Thanks for reporting. Will be fixed in the next version.

This is the consequence of switching to Visuals that allow for render parameters customization. I didn't properly define the default Visual for gonome's guts.
Posted 3 months ago2024-12-08 13:31:38 UTC Post #349393
New update https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-12-08

This release introduces the support for the texture material type configuration. The mod developer now can add new material types and customize the parameters of predefined ones. Read wiki for more information.
Posted 3 months ago2024-12-19 16:19:10 UTC Post #349419
New update https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-12-19

Now standard Half-Life weapons can be disabled (e.g. in order to decrease the number of precached resources)
Fixed some opfor NPC models distributed with the sample mod (wrong sound paths in the events, incorrect hitgroups).

Read the release notes on github for the full changelog.

This release also introduces noticeable changes to the codebase so if you're maintaining the fork of Featureful SDK read the changelog (the part about Codebase changes).
Posted 2 months ago2024-12-31 18:41:13 UTC Post #349437
Posted 2 months ago2025-01-07 18:21:41 UTC Post #349454
Posted 2 months ago2025-01-14 18:27:36 UTC Post #349469
New update https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2025-01-14

Major changes:
  • Added corpse_player_collision_fix feature to fight the nasty Half-Life engine bug (described in more details in the changelog).
  • env_dlight now can be attached to entities or dynamic positions to allow dynamic light move along with position updates.
  • In the developer mode (when developer cvar is 1 or higher) the .json configuration files are reloaded automatically on the save-restore or level transition. This allows for easier testing that doesn't require the full game restart.
Posted 2 months ago2025-01-25 20:32:38 UTC Post #349492
Posted 1 month ago2025-01-26 22:49:14 UTC Post #349496
can you fix the problem vanilla half life always had of after trigger_cdaudio triggerd and play the music
if you would cross a trigger_changelevel while the music still plays than the music stops after the level change
in half life unified this was fixed with ambient_music new entity that replaced trigger_cdaudio that was removed
trigger_mp3audio in Featureful do let to select any mp3 file and not just only the half life tracks just like ambient_music from half life unified
but the only problem is if the music still plays it will stop to play when the level change
Posted 1 month ago2025-01-26 23:54:46 UTC Post #349497
I'm aware of this bug, but fixing it requires introducing a custom audio playback. Which is possible, I just haven't got to it yet.
Posted 1 month ago2025-01-27 00:33:09 UTC Post #349498
i would like to give some cool additions ideas that i thought to create:
have a way to use in a map a different v_ view models for weapons so you can use different hands for the weapons in a map like in half life unified
that used json for model replacements in a map
and some ideas for game monsters:
the gargantua:
have a option (by flag in the entity maybe?) to have all its damage immune off so he can be hurt by any weapon and in any way possible
another option by flag: gargantua dies a normal death (no explosion death that it play a small part of its death animation but than explodes)
and to also play when normal die (no explode death and fully play the death animation) to play the unused gargantua death sounds
otis:
give him to also be able to use the 9mmhandgun
barniel and kate:
give them be able to also use 357 magnum (like as barney can use already in the mod)
alien grunt:
option to have him melee only and also in visual in model too by use the submodel for hand without the hivehand for this
female assassin:
give her be able to use crossbow (like as it was meant to be in half life originaly)
and a (flag option?) : let her to have a other melee attack of sometimes to not jump high if stand near her and instead do the
kick attacks of kickshort animation and the longer "kick" animation too (seen in the model) (this is almost like the male assassin that already have 3 kick attacks able)
male assassin:
give him to be able to use shotgun as he already have the animations for the shotgun by gearbox in the model but it was never coded to be used
cleansuit scientist :
a option that he can use a needle to heal just like the normal scientist's
and a small thing to fix:
baby gargantua use the wrong flames sounds of the normal gargantua and not the new ones of the baby gargantua
gar_flameon1 , gar_flameoff1 , gar_flamerun1 sound files from babygarg folder in sound folder have to be used instead
these my ideas
and good luck with the mod development
Posted 1 month ago2025-01-28 09:31:12 UTC Post #349500
Good suggestions for the most part. As far as hand replacements go: That might make only sense when you swap the hands within the mod itself. There's only 1 mod I can recall right now that ever did that and that used to be Azure Sheep.

For the most part we had the Security Hands later on a Blue Security Hev suit. It could be practical for instance to disguise yourself as a soldier while escaping Black Mesa or any other place but other than that simple model weapon hand replacements should usually suffice for any modder out there.

As far as npc weapon customization goes these are not bad suggestions whether it's worth the effort is another thing and Freeslave must decide on that.
At least with the Shotgun for Black Ops I totally agree. The animations are present inside so why not adding the support for it.
Posted 1 month ago2025-01-28 23:35:10 UTC Post #349504
for hand replacements for v_ models for weapons
this if for if you would play the opposing force maps on on half life featureful so you wont be forced to replace the v_ models in the folder
but than this would change it for whatever what map you would play always
so this is as config system per bsp file to change like how it was done in half life unified
in half life unified any blue shift bsps use a config of use the v_ models weapon of blue shift and also in opposing force use soldier hands in all opposing force maps
its a system of json config file per bsp file to use replacements like in half life unified so you wont be forced to replace the models in models folder
but this would change it entirely for any map you would play and force you redo replace the models in models folder
i know there is option to use model replacements already for entities in map editor in featureful like in unified
but there isnt a way to do this for the v view weapon models yet in featureful im very sure after reading all the new additions in github
Posted 1 month ago2025-01-29 16:46:24 UTC Post #349505
Most of these are valid suggestions. The system for npcs to handle a wide variety of weapons is planned, but it's a big task. In normal modding a lot of this stuff is hardcoded taking the specifics of the model into account.

I didn't even pay attention to female assassins having melee animations, but never using them. Nice catch.

If you want cleansuit scientist with needles you would need to change the model anyway (add a body variant with a needle). It's easier to use a regular scientist with a custom model instead.

Dynamic change of the weapon view models is also a must-have feature, I agree. That would allow to create situations when player changes their suit for example (e.g. putting the HEV suit on).
Posted 1 month ago2025-02-08 21:58:41 UTC Post #349528
on cleansuit scientist yes it wont matter totally to not just use on the normal scientist to use custom model of the cleansuit scientist
as he is just pure clone that use a different model and with the official changed behavior gearbox created them that they cannot heal
it would require to decompile the cleansuit scientist model to add to it the needle and you could also add all the half life 1 and opfor blue shift animations to him alongside with the cleansuit ones to have alot of sequences to use but half life unified already have the cleansuit scientist model with all of this so you could just copy use the model from there instead to edit the model to add it

on the alien grunt i remember before years i thought what would happen if i would copy the model decompile it and remove all of the animations of hornet shooting and also to remove the submodel of hivehand so it will use the hand without hive hand and it worked and they became melee only
but since it was in vanilla half life this replaced it for any alien grunt
so i did this again in featureful by use on the alien grunt a custom model that is without the hornet animations and without submodel of hivehand
so it will use the hand without hivehand submodel
and giving it a other new name for the model example : agrunt_meleeonly
and it works exactly like if it was coded to not be able to use hornets or if can but only if coding a new option that make it melee only instead
you could do this on alien slave for example too remove all the animations of the ranged attacks and have the model with a new name different than what the game using and select it as custom model and it will work as melee only for the alien slave entity
its better to have it official supported by coding instead
but still up to than this workaround can be used and it works exactly the same without coding but use a model replacement

also up to when the babygarg is fixed in its code to use the flameon flamerun and flameoff sounds from babygarg sound folder and not the normal garg ones
you can up to than use the soundscript file in sound folder with this code it will be a global fix (always on any babygarg entity in the game with no need to use any some entity properties on it) with this code:
{
"BabyGarg.BeamAttackOn": {
"waves": ["babygarg/gar_flameon1.wav"]
},
"BabyGarg.BeamAttackRun": {
"waves": ["babygarg/gar_flamerun1.wav"]
},
"BabyGarg.BeamAttackOff": {
"waves": ["babygarg/gar_flameoff1.wav"]
}
}

also another Interesting idea i tryed was to make the babygarg to be "become" a normal garg without coding in sort of way
a big garg that like the baby garg can be hurt in any way and have a normal death with no explosion and play death sounds
by make a entity template since first using only model and sound replacement dont let you to do other customization stuff such as select collision box and other options needed to mimic the normal garg as much as possible
so i used instead entity template after reading how to use it with this code to mimic the big garg as much as possible
with the exceptions of what you cannot change without source code coding change like the stomp projectile being faster speed than the normal garg's one
check this code and try it out in game on monster_babygarg on Entity template to try this out:
{
"babygarg_togarg": {
"own_visual": {
"model": "models/garg.mdl"
},
"soundscripts": {
"BabyGarg.Stomp": {
"pitch": 50
}
},
"classify": "Gargantua",
"health": 800,
"collision_box": "monster_garganuta",
"blood": "yellow",
"sound_replacement": {
"babygarg/gar_alert1.wav" : "garg/gar_alert1.wav" ,
"babygarg/gar_alert2.wav" : "garg/gar_alert2.wav" ,
"babygarg/gar_alert3.wav": "garg/gar_alert3.wav" ,
"babygarg/gar_attack1.wav" : "garg/gar_attack1.wav" ,
"babygarg/gar_attack2.wav" : "garg/gar_attack2.wav" ,
"babygarg/gar_attack3.wav" : "garg/gar_attack3.wav" ,
"babygarg/gar_breathe1.wav" : "garg/gar_breathe1.wav" ,
"babygarg/gar_breathe2.wav" : "garg/gar_breathe2.wav" ,
"babygarg/gar_breathe3.wav" : "garg/gar_breathe3.wav" ,
"babygarg/gar_die1.wav" : "garg/gar_die1.wav" ,
"babygarg/gar_die2.wav" : "garg/gar_die2.wav" ,
"babygarg/gar_flameoff1.wav": "garg/gar_flameoff1.wav" ,
"babygarg/gar_flameon1.wav" : "garg/gar_flameon1.wav" ,
"babygarg/gar_flamerun1.wav" : "garg/gar_flamerun1.wav" ,
"babygarg/gar_idle1.wav" : "garg/gar_idle1.wav" ,
"babygarg/gar_idle2.wav" : "garg/gar_idle2.wav" ,
"babygarg/gar_idle3.wav" : "garg/gar_idle3.wav" ,
"babygarg/gar_idle4.wav" : "garg/gar_idle4.wav" ,
"babygarg/gar_idle5.wav" : "garg/gar_idle5.wav" ,
"babygarg/gar_pain1.wav" : "garg/gar_pain1.wav" ,
"babygarg/gar_pain2.wav" : "garg/gar_pain2.wav" ,
"babygarg/gar_pain3.wav" : "garg/gar_pain3.wav" ,
"babygarg/gar_step1.wav" : "garg/gar_step1.wav" ,
"babygarg/gar_step2.wav" : "garg/gar_step2.wav" ,
"babygarg/gar_stomp1.wav" : "garg/gar_stomp1.wav"
},
"visuals": {
"BabyGarg.Eye": {
"model": "sprites/gargeye1.spr",
"color": [255, 255 , 255],
"rendermode": "Glow",
"renderfx": "Constant Glow",
"alpha": 200,
"scale": 1.0
},
"BabyGarg.Stomp": {
"color": [255, 0 , 0],
"rendermode": "additive",
"alpha": 255,
"scale": 1.0
}
}
}
}

a cool idea that shows how so much customization like what featureful let you do to
https://jsonformatter.org/json-parser
site was very useful for checking there is no parse error in the json syntax so a the entity template code will work in the game
Posted 1 month ago2025-02-10 08:58:03 UTC Post #349532
Feature request:
  • trigger_playerclip (monsterclip but for players)
  • trigger_motion and motion_manager controlling the following properties of a target entity:
    • controllers 0 to 4, using locus ratio
    • sequence's frame (0-255) for models, using locus ratio
    • framerate, ditto
    • topcolor, bottomcolor and/or colormap, ditto
    • scale (i think already implemented?)
  • Ability for momentary_rot_button to hold a locus ratio value as its position, and settable with USE_SET and the locus system
    • rework entity pairing (active button rotating others with same target) to use the above instead of directly setting the angles in vanilla (buggy)
Posted 1 month ago2025-02-12 13:17:30 UTC Post #349533
Is there example of working trigger_playerclip for HL1 anywhere?
Such entity would be useful indeed, but it's probably not trivial to implement.

If you want to constantly change the frame or framerate of the entity via the locus ratio of another entity, you can use the trigger_changevalue in combination with trigger_timer with min time and max time set to 0.1. Set Treat source value as to Locus Ratio for trigger_changevalue and set Source value to the name of the entity to take the ratio from.

I thought I made momentary_rot_button to report its rotation as calc ratio, but turned out I did it only for momentary_door. Nice observation.
As for momentary_rot_button linking, I didn't use it in practice and I'm not sure what bugs you're talking about. I think it will be better if you explain it in more details, e.g. on discord.
Posted 1 month ago2025-02-12 17:31:44 UTC Post #349534
Posted 1 month ago2025-02-12 18:54:24 UTC Post #349535
the most important features things needed to be implement that are in half life unified but missing still in featureful:
a option to select a Sentence Replacement file per-monster (just like how we already have this but for sound Replacement)
also a global sentence and global model replacement (global effect the whole map on entites used in the map that use this like in half life unified
so its would be used for blue shift maps to refer player not as gordon by barneys and scientists and also for opposing force)
and also a json system (or in normal text file or in some way configureable with no source code touching)
to have json system so its like in half life unified that have cfg folder with json config files
as you can read here how it works also: https://github.com/twhl-community/halflife-unified-sdk/blob/master/docs/features/replacement-map-system.md
that let you make it to select what a global sentences file also a global model replacement (any model in the map not just a single replace per entity as done in map editor same for sentences global replace them in the map)
and to set in the config file what hud color and Crosshair color and suit light (flashlight or nvg of opfor to use)
as in the console you already can set ingame but have this in a template ready for maps to be auto used in them is more friendly than having to go to console in game and change it for different map sets if you play opposing force or blue shift in featureful)
and in the cfg folder in half life unified there is a maps folder of json files every map in the game have a json file named the same name as the file bsp name with a line that tell it what game config to use
for example from half life unified:
this is the BlueShiftConfig json file in cfg folder:
{
"Includes": [
"cfg/BaseGameConfig.json"
],
"SectionGroups": [
{
"Sections": {
"Sentences": {
"FileNames": ["sound/bs_sentences.json"]
},
"GlobalModelReplacement": {
"FileNames": ["cfg/BlueShiftModelReplacement.json"]
},
"GlobalSentenceReplacement": {
"FileNames": ["cfg/BlueShiftSentenceReplacement.json"]
},
"HudColor": "95 95 255",
"CrosshairColor": "255 160 0",
"SuitLightType": "flashlight"
}
}
]
}

with the json files BlueShiftModelReplacement and BlueShiftSentenceReplacement placed in the cfg folder as well
this is a must have feature so if you play blue shift maps you have every bsp file use the config of using these Global for maps Replacements
so in every blue shift map the Sentence's for barneys and scientists are replaced to use the blue shift refers to the player as a guard and not as gordon
and the model replacement (via the json file in the config) replaces ANY model with a custom model (not per single entitiy selected in map edtior)
so for example if a mod had a different human grunt model it would be used instead in any of the maps a global model replace
will use for the monster_human_grunt the new custom model global model replacement and not a per entity
and also global model replacement json as the way in blue shift maps you replace the v_ view models for weapons with barney hands instead
just like how it is in half life unified every blue shift map use a json file named the same as the bsp files and have line to tell it to use the json config for blue shift

in short a system of a config file per any bsp file to use the global models replace (let to also change what v_ models are used in the maps also
and global sentences replace and hud color and hud color and Crosshair Color
and suit light type flashlight or opfor nvg you want to use so all of this is global replace and used in any of the maps that use the created config
this is must have for if you play opfor or blue shift for example in featureful

and also a other feature that should be quite easy to implement :
have a text or json file to let any player control the relationships (any of them that exsits already) table if want to customize change them
and also a way to create new relationships without any source code coding touching
like how in half life unified have this already in a json file in the cfg folder the file default_entity_classes example from it:
{
"human_passive": {
"Relationships": {
"player": "ally",
"human_passive": "ally",
"human_military": "hate",
"human_blackops": "hate",
"alien_military": "hate",
"alien_monster": "hate",
"alien_prey": "dislike",
"alien_predator": "dislike",
"player_ally": "ally",
"human_military_ally": "dislike",
"race_x": "hate"
}
},
"human_military": {
"Relationships": {
"player": "hate",
"human_passive": "dislike",
"human_blackops": "hate",
"alien_military": "hate",
"alien_passive": "dislike",
"alien_monster": "dislike",
"alien_prey": "dislike",
"alien_predator": "dislike",
"player_ally": "hate",
"human_military_ally": "hate",
"human_military_allyfull": "hate",
"race_x": "hate"
}
}

in half life unified if you would modify this file and add a table of:
"human_passivehostile": {
"Relationships": {
"player": "fear",
"human_passive": "fear",
"human_military": "ally",
"alien_military": "hate",
"alien_monster": "hate",
"alien_prey": "dislike",
"alien_predator": "dislike",
"player_ally": "fear",
"human_military_ally": "fear",
"race_x": "hate"
}
}
}
and set in in the entity monster in the map editor in classification override it works

also on the babygarg to garg template i created turns out you have to not use the normal unmodifed garg model
you have to copy garg model decompile it and also decompile copy of babygarg
than copy the sequences lines of babygarg qc and put them instead of these of garg model qc and compile the garg model (give to the model a new not used name also) than use this model in the entity template instead
without doing this i noticed babygarg as garg wont be able to do the kickcar animation he is coded to do as melee attack to the player
since ACT_MELEE_ATTACK1 is wroted in the model qc into kickcar animation and without it being wroted (if you would just use normal garg model as replacement)
he wont be able to do leg kick attack

when set barney to use Python 357 in a map with model that provided with the 357 weapon hold on his hand as submodel 3 it does not work and he holds pistol but shoot as 357 bullet and doing the 357 fire sound
so this means he need a code change to have the phyton 357 in holster and also when in hand new two submodels for gun

when using monster_rosenberg i noticed it uses the normal scientist model with always slick head
from scientist .cpp in source code the game should look and use scientist_rosenberg.mdl model file in models folder
but its instead uses the normal scientist.mdl and it always select head 4 (silick) as the head
and not using scientist_rosenberg.mdl so this forces the mapper to always must to use a custom model on this on the monster_rosenberg entity
for using the model it should use scientist_rosenberg.mdl (its just like scientist model but with only 1 head of rosenberg and have all half life 1 and also blue shift new animations)

i copied the opposing force and blue shift maps and other stuff needed for them to work
and with the modified sentences file that edited to have barniel kate rosenberg and also the scripted stuff for opfor and blue shift
and for some Reason drill sergeant sentences not working
the sound folder of him is copied provided to the game and the sentences were copied from opposing force but it does not work
and developer 1 not complain about anything missing even
thats really strange this has happened before with kate sentences not working and after retry it than did worked
but not working for drill sergeant after retry and even placing his sentences block lines in a different place
edit: after making copy of sentences.txt i removed almost everything and kept drill sergeant block
and his sentences now working
i googled the sentences.txt limit and by this page in twhl : https://twhl.info/wiki/page/sentences.txt
so this is really was due to sentences limitation
it say :
Limitations
The following limitations apply in the base engine and/or SDK:
Max. 1536 or 2048 sentences since the Half-Life 25th anniversary update (this is the engine limit. The default sentences.txt file has a comment saying the limit is 1023, but it's not true)
Max. 200 sentence groups
Max. 15 ASCII characters for sentence name
Max. 32 words in a sentence
Max. 511 characters in each sentence line

so this means there is a limit as my sentences.txt is 2666 lines
a other reason why a custom audio playback is needed like the one used in half life unified
maybe you can ask Solokiller to use the custom sound playback from half life unified
as the most easy solution
it will fix the bug of mp3 music stops to play if you cross a level change while it still plays
and also some audio things will be unlimited and the sentences wont be unlimited but will be very high to likely to even reach the limit
you can see how they were changed changed in half life unified
https://github.com/twhl-community/halflife-unified-sdk/blob/master/docs/features/sound-system.md
some things became unlimited and sentences limit became 65535 A Completely Significant much more higher than the current vanilla limit 2048

keep up with the great work
its already the most customizable mod ever even now before all the must have stuff will be added
Posted 1 month ago2025-02-20 18:36:54 UTC Post #349537
I know sentence system needs improvements. As well as relationship system needs configurability. This will be implemented someday.

Babygarg not using his kick attack needs investigation, yeah.

Setting monster_barney to have a Python as a weapon doesn't change anything about the model in use. This option is remnant from compatibility with Spirit of Half-Life and it expects a custom barney model to be set for the monster (e.g. like it's done in Echoes).

monster_rosenberg is made in Blue Shift style by default. Which is 4-th head in the scientist model.

Meanwhile, new update has been published https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2025-02-20
Posted 1 month ago2025-02-20 21:02:39 UTC Post #349538
babygarg dont have any issues with his kick attack
i meant if a player wanna use any replacment for babygarg
than the animation of babygarg of "kickcar"
in the babygarg model
must to be edited to be the same as the babygarg vanilla model one:
$sequence "kickcar" "kickcar" fps 22 ACT_MELEE_ATTACK1 1 {
{ event 7 9 }
{ event 1003 9 "kick" }
{ event 1003 9 "stomp" }
{ event 1003 13 "roar1" }
}
its normally in the babygarg model or if you would use a one with reskin recolored textures also
but if you would use the normal big garg as custom model replacement for the monster_babygarg entitiy
than the problem is the normal big garg "kickcar" animation does not have the ACT_MELEE_ATTACK1 code event
this is used in the source code so without ACT_MELEE_ATTACK1 in kickcar animation than he wont be able to do a kick attack
and would only be able to use the hand melee attack
i tryed this on a decompiled big garg model having the qc in this animation edited to add this and it works to do kick atttack as long ACT_MELEE_ATTACK1
is in there in this animation model qc code line

rosenberg case isnt a real issue it just the mapper must select custom model to use instead a model of rosenberg and not the normal scientist
since in blue shift rosenberg entity is coded to use the normal scientist model with always head 4
and slick head does not exsits in there and was replaced with rosenberg head
not a issue but can be changed to prevent a must to use custom model
but really yes this case is optional if you would wanna change game code to look for other model instead of normal scientist model

barney case just need a code change to support to hold a phyton weapon
as "gun" submodel of barney is:
Submodel 1: the pistol is in the pocket
submodel 2: the pocket is empty and the pistol is in hand (After he draw it when see enemy)
and submodel 3: is pocket empty but not pistol is unused as it wont make sense to have barney not able to attack without pistol
(while in half life unifed hes code was changed so you could in map fgd select him without weapon but this isnt a needed feature to add)
so you would have to change the code to add the support for it for barney for example to have him coded in he's model that Submodel 4 is phyton in the holster pocket
(before he draw it when he see enemy for the first time)
than Submodel 5 is after he draw the phyton after he saw enemy for the first time
just providing it in the model as i tryed to will not work since the game code must be changed so barney code look for these 2 new submodels
as he must to be coded in the source code to look for it in the model
for now up to than a player can use a custom barney model that have the phyton instead of the pistol and also to select in fgd to use barney with the phyton weapon so in this way both in correct visual look and also function as phyton bullet type

this mod have more features than half life unified
and also any npc that is normally hostile to the player if you change the monster classification to be friendly to player
their follow is not broken to not follow you anymore once they saw enemy for the first time (this is problem in half life unified its broken and not fixed yet)
in featureful it always working to follow the player

for now featureful lacks the custom audio playback to raise by very much alot the sentences limitation problem and to rise audio limits and bugfixes such as mp3 game level music stops to play if still play while a level change

and adding a relationship configurability to change any of the already existing relationship's and also to add custom new ones
being able to do all of this without any source code change
in a text file in the "features" folder of the mod

and than add the per entity sentences replacement file support
and also a whole map global replacement of sentences for the same entity chosen for the entire map
(so as global type it would be used in all of blue shift maps so this replace the sentences of ANY of the barney and scientists so they speak to the player as how they do as in blue shift and not as gordon in the speeches of hello follow and the rest generic sentences
same case for global custom model support in the entire map so you can replace a entity model to always with a custom one in the whole map that use the config and than to also add in global models replacement for a map the feature to replace the v view weapon models with different hands
(so for blue shift maps it will use instead the barney hands for all the weapons)
after all of this being added it will really have anything that is must have features
thanks for working hard on this mod
Posted 3 weeks ago2025-02-27 03:04:43 UTC Post #349545
Being able to toggle the Gauss jumping ability so it could be used in singleplayer maps would be great.
Posted 3 weeks ago2025-02-28 14:08:22 UTC Post #349552
Published a new version, with some bugfixes and some missing stuff from Sven Co-op and SoHL https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2025-02-28

The locusdemo test map from SoHL should work in Featureful now.
Posted 1 week ago2025-03-12 19:18:27 UTC Post #349570
Hello, does it work with Visual Studio 2019?
Posted 1 week ago2025-03-13 15:54:24 UTC Post #349573
Yes. You can run cmake -G "Visual Studio 16 2019" -A Win32 -B build to generate a project file for Visual Studio 2019. This version is currently used in automated builds via msbuild. See https://github.com/FreeSlave/halflife-featureful/blob/featureful/.github/workflows/build.yml
Posted 1 week ago2025-03-13 22:03:38 UTC Post #349574
@up
Should I enter the command here?
User posted image
Posted 1 week ago2025-03-13 23:53:16 UTC Post #349575
The github page has a README.md file with instructions for building on Windows.
Posted 1 week ago2025-03-15 17:11:34 UTC Post #349579
@up
OK thx :)
but first at all i will try to clone the whole repository with visual studio into empty project
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