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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_hydroelectric
by
Jessie
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Category: Programming > Tutorials
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Subcategories
Goldsource Tutorials
(39)
Beginner Tutorials
(3)
Archived Articles
(51)
RUST Archive
(3)
Advanced Tutorials
(8)
Intermediate Tutorials
(3)
VERC Archive
(48)
VERC - Half-Life
(34)
VERC - coding
(45)
VERC - Half-Life 2
(1)
Examples Required
(1)
Images Required
(5)
VERC - general
(12)
VERC - Tools
(1)
Format Specifications
(1)
VERC - sound
(1)
Pages in this category
Bot Programming - Getting Started
Entity Programming - Handling Player Input
Entity Programming - Inheritance VS Duplication (Creating Simple Variants of Existing Entities)
Entity Programming - Introduction to Entities with Animated Models
Entity Programming - Overview
Entity Programming - Player Interaction
Entity Programming - Save/restore
Entity Programming - Temporary Entity Effects
Entity Programming - Timer Entity
Entity Programming - Writing New Entities
Half-Life Programming - Debugging
Half-Life Programming - Getting Started
Monsters Programming - "Core loop", senses and enemy acquisition
Monsters Programming - Classifications and Relationships
Monsters Programming - Node graph system (part 1)
Monsters Programming - Schedules and Tasks
Monsters Programming - Sounds, smells and the system behind them
Monsters Programming - Standard and Squad Monsters
Monsters Programming - Talkative Monsters (part 1)
Monsters Programming - Talkative Monsters (part 2)
Monsters Programming - The Concepts of Half-Life's AI
Programming: Implementing Discord rich-presence into your mod
RUST: Making New Buttons for Your MOD
RUST: Sentry continued: adding Sentry-parts box and hud-icon
RUST: Sentry Tutorial
Tutorial: Add a new simple weapon (straightforward way)
Tutorial: Adding hack-free Stencil Shadows to Half-Life
Tutorial: Change hud_fastswitch to behave like Half-Life Source
Tutorial: Client sided dynamic lights (muzzle flash, flashlight...)
Tutorial: Coding Fog
Tutorial: Coding NPCs in GoldSrc
Tutorial: Customising the HUD colour
Tutorial: Going beyond 8192 units: Part 1
Tutorial: Going beyond 8192 units: Part 2
Tutorial: Harnessing ELights
Tutorial: Improved entering and exiting for Observer/Spectator mode
Tutorial: Separate Player and Monster Hivehand damages
Tutorial: View bobbing: Part 1
Tutorial: View bobbing: Part 2
VERC: .MAP to .DXF Conversion
VERC: Adding muzzle flashes that also light up world brushes
VERC: Adding new monster factions
VERC: Adding New skill.cfg Entries
VERC: Adding Single-Player Weapons to Half-Life 2
VERC: Adding User Variables to Half-Life
VERC: Another Way To Make Those Cute Lil Houndeyes Not So Cute
VERC: Basing one monster class off another
VERC: Beheading Zombies
VERC: Bump Mapping in Half-Life
VERC: Coded Fabrics
VERC: Coding Style
VERC: Creating a Sniper Rifle in the 2.2 SDK
VERC: Creating a Vampire gamestyle
VERC: Creating New Weapons in the 2.2 SDK
VERC: Dynamic Lighting
VERC: Dynamically Resizing Models
VERC: Event System in SDK 2.2
VERC: FatBoy Mode
VERC: Function Overloading
VERC: Half-Life AI, Schedules and Tasks
VERC: Half-Life Server Protocol
VERC: Half-Life's In-Game Visibility Determination
VERC: Hash Tables
VERC: Hiding in Shadow
VERC: Hitboxes and Code
VERC: How to Align a Model Against the Floor
VERC: How To Enable HLTV In Your Mod
VERC: How To Setup A Cvar
VERC: Making A Player Fly
VERC: Making A Semi-Automatic Handgun
VERC: MAP File Format Specification
VERC: MP3 playing entity with Steam
VERC: Painlessly Drawing TriAPI In Orthogonal Mode
VERC: Particle Systems: The Theory
VERC: Random Terrain Generation
VERC: Real-Time "TRON 2.0" Glow For Low-Spec Hardware
VERC: Real-Time "TRON 2.0" Glow in Half-Life
VERC: Simulating Randomness
VERC: Static Water Simulation
VERC: The Power of CVARs!
VERC: The Think, Touch, and Use functions.
VERC: TriAPI based team overlays
VERC: User Input Processing System
VERC: Vectors: An Introduction
VERC: View Roll When Strafing (like DMC)
VERC: View Turrets through Barrel
VERC: Voice API in SDK 2.2
Weapons Programming - Custom Ammo Types
Weapons Programming - High-Level Overview
Weapons Programming - Standard Weapons