View Full Version : Sandpit mod

12-07-2008, 04:09 PM
A couple of weeks ago I started working on sandbox mod for Half-Life. Anyway, here (http://files.filefront.com/sandpit+v10zip/;12585114;/fileinfo.html)'s the result.
You can press q to open the spawn menu and spawn some monsters and it should be possible to play through Half-Life without any problems.

12-07-2008, 04:41 PM
downloading now. Can you add objects instead of just NPC's

12-08-2008, 12:41 AM
No (not yet anyway, I hope).

12-08-2008, 11:15 AM
Sounds cool, downloading. How about the 512 model limit?

12-10-2008, 02:44 PM
I think that limit is defined in the engine so I can't change that, besides which I think the Steam version has double the WON limit.

12-14-2008, 08:12 PM
I've released a new version here: http://files.filefront.com/sandpit+v11zip/;12654924;/fileinfo.html

Main changes are a deathmatch bot, some WON GUI spport and a modified spawn menu.

12-21-2008, 08:13 PM
I've released v1.2: http://files.filefront.com/sandpit+v12zip/;12727044;/fileinfo.html
Mian change is I've added a King of The Hill Deathmatch type gamemode.

12-29-2008, 01:57 PM
Here's version 1.3: http://files.filefront.com/sandpit+v13zip/;12797600;/fileinfo.html
I've added some more things to the spawn menu.

01-08-2009, 03:58 AM
I would highly suggest adding a kb_act

01-10-2009, 10:55 PM
I'll give it a go.

01-12-2009, 01:37 PM
Here's v1.4: http://files.filefront.com/sandpit+v14zip/;12944164;/fileinfo.html
I've rearranged the spawn menu, added some support for Counter-Strike and Blue Shift entities and of course added a kb_act.lst

01-28-2009, 09:47 PM
Here's v2.0: http://files.filefront.com/sandpit+v20zip/;13124522;/fileinfo.html
I rewrote it completely, as well as adding a few entities.

01-30-2009, 07:39 PM
Was that +commandmenu or something else? I made one of those years ago for Counter-Strike. I just realized you can use it in HL. Doesn't work in Source...?

01-30-2009, 09:28 PM
Is what +commandmenu?

01-31-2009, 12:38 PM
I'm not sure if it works with HL by default. Play CS and type the command or make it a bind.

I'd copy the CS one and edit it.

02-01-2009, 07:32 PM
Are you talking about the spawn menu?

02-04-2009, 09:08 PM
I think for some reason, when level changes or you bring the spawn menu up, it resets your config to the default config.

02-05-2009, 06:25 AM
That's what always been bothering me. Every time I bring up the spawn menu, the config is reset to the default one. It's a pity, since I have to get used to the low mouse sensitivity if I want to save my time for this.

02-05-2009, 03:55 PM
I've changed it. The current version should not reset your config.cfg

02-08-2009, 02:48 AM
Here's v2.1: http://files.filefront.com/sandpit+v21zip/;13226032;/fileinfo.html
There's some support for a few new entities.

03-04-2009, 03:25 PM
Here's v2.3: http://files.filefront.com/sandpit+v23zip/;13380269;/fileinfo.html
There are plenty of fixes and some new menus with more functionality.

03-15-2009, 06:54 PM
Here's v2.4: http://files.filefront.com/sandpit+v24zip/;13473633;/fileinfo.html
It includes a much improved tool menu as well as more detail textures.

03-16-2009, 01:25 AM
lol you picking random names or what?

You should make the other menus like +commandmenu, you have it to toggle, the other ones aren't so easy to escape from.

03-16-2009, 11:38 PM
You should make the other menus like +commandmenu, you have it to toggle, the other ones aren't so easy to escape from.

I realise they're hard to exit from, and I'm lookngi into fixing that, but in my opinion the other menus are good as they are.
Anyway, making more than one command menu would be quite a hassle.

03-17-2009, 08:31 AM
I'm not sure, I don't even know how you made the other menus. Anyways, not even one percent of the entire community uses +commandmenu anyways. However, for a mod like this or 1337 Board, +commandmenu more than appears useful. The ability to use more than one would be great. When they made it, they should have made menu2, menu3, etc so it was easier to use. But looking at all Valve games, CS was the biggest one and it didn't even have like five commands. HeII, Valve even removed it from the Source engine (Though there is a commandmenu.res or whatever for CS:S)

03-17-2009, 02:14 PM
Yeah, I didn't even realize Counter-Strike a command menu until I found it in the .gcf file. They really are useful though, especially because no extra programming is needed to get them working.
Anyway, the other menus are defined in the code, much like the Team Fortress Classic menus already defined in the client.dll source.

I <3 Pain Pills
03-20-2009, 08:17 AM
I'll give it a shot.

03-24-2009, 10:29 PM
Thanks. Let me know if there are any bugs or whatever.

04-16-2009, 02:29 PM
Here's v2.5: http://files.filefront.com/sandpit+v25zip/;13607072;/fileinfo.html
I've added more detail textures and I've added monster_alien_controller and monster_human_assassin to the spawn emnu.
Also, I've created a moddb page: http://www.moddb.com/mods/sandpit

04-26-2009, 09:47 PM
Here's v2.6: http://files.filefront.com/sandpit+v26zip/;13665473;/fileinfo.html
I've added a couple more monsters to the spawn menu, more detail textures, some more Opposing Force entities and glowing shells (like the flags in Team Fortress Classic) can be added so spawned models:
http://d1zrcg.blu.livefilestore.com/y1pfnDF5n2u3L_UYwuYe5a0GZhAFQjYHMNyhRMY_ZnfYBkL1rg 59c4QhQg_ymfRrB5dDuqk9z3CWKMFBJmV9Q-Obg/crossfire0000.JPG

04-27-2009, 02:54 AM
I heard of a way to play Half-Life and CStrike, etc maps in Quake (or maybe Quake II). Curious if you've tried anything like that for the GS engine?

04-30-2009, 10:38 PM
I didn't know that could be done. How does it work?
And no, I haven't tried that because I'm pretty sure the map loading stuff is all in the engine.

05-14-2009, 02:35 AM
I've partially implemented weapon_islave from Half-Life Decay. It'll be in the next release.

05-16-2009, 10:48 PM
Sounds like Gmod but freeware ._.

05-17-2009, 03:15 AM
And for Half-Life.

05-21-2009, 02:45 PM
I downloaded v2.6 and really like it. Only issue is that at the start of the Unforseen Consequences chapter theres a glitch and I lose all of my weapons. However, i can still scroll through them in the HUD and the one I'm holding has ammo but won't fire.

05-22-2009, 02:32 AM
I'll look into it. The singleplayer maps are generally buggy in multiplayer though.

06-08-2009, 11:06 PM
Here's v2.7: http://files.filefront.com/sandpit+v27zip/;13874634;/fileinfo.html
Lots of new things; every deathmatch map now has detail textures, I've partially added weapon_islave from Half-Life Decay, there are more models on the model menu, the spawn menu has some new things, the tool menu has been updated, new multiplayer gamemode: Time to Choose and Sandpit will now execute <mapname>.cfg when you load a map.

06-09-2009, 08:05 PM
mapname.cfg? I thought that was always around? Is that a Source only feature or something?

06-09-2009, 08:26 PM
No, it's a feature in Day of Defeat and Team Fortress Classic, but not in normal Half-Life.

07-02-2009, 04:57 PM
Here's v2.8: http://www.filefront.com/13956113/sandpit-v2.8.zip/
The mounting stuff is serverside now, and you can spawn most of the mounted entities (using monster_create command). I've added weapon_eagle and weapon_pipewrench (primary attack only) from Opposing Force as well as updating the spawn menu and tool menu. You will now spawn at the right place in Day of Defeat and Team Fortress Classic maps as well (but some maps have spawn protection). There are a few other changes as well.

07-11-2009, 03:49 AM
sounds nice il give it a try DOWNLOADING IT :D tnx

07-11-2009, 03:40 PM
Just checked this game out. This is awesome and the fact you can play through the Half-Life story makes the possibilities even awesomer. Sweet job guys!

07-12-2009, 11:46 PM
Glad you like it. I made sure I didn't modify anything that would break the game. The only change is that you can pick up more than one HEV suit.

07-14-2009, 01:37 PM
Care to explain the point of being able to pick up more than one?

07-14-2009, 08:30 PM
If you spawn in the hazard course and you already have the HEV suit, you won't be able to pick up the HEV suit in the second room and continue playing.

07-16-2009, 11:15 AM
lol? I remember doing Impulse 101 and it wouldn't let me pass ): Never tried that on the main levels of hl/of/bs

You should make it so depending on your suit, you could be male/female(third person), perhaps change colors of the suite or hud. Etc.

07-17-2009, 03:16 PM
I haven't played your mod in a bit, but I heard you started to add extra weapons? I believe there is a weapon limit. Would you have to mount each game and does it give every weapon via impulse 101?

07-17-2009, 08:02 PM
I did start adding extra weapons, and there is a limit, though I might be able to increase it.
You do have to mount each game to use the weapons (by extracting the content), and impulse 101 doesn't give these weapons, but I will change that in the next version.
As for your first suggestion, I haven't looked into client-server communication so I can't do that at this stage.

07-18-2009, 12:11 PM
And if the person doesn't have the game, wouldn't that cause issues with i101/give? I think it would make more sense to make i102 hl:of, 103 hl:bs, etc... ;)

We want DeathMatch Classic's rocket launcher (:

07-18-2009, 12:13 PM
Also, is this weapon limit based on holding the weapons or just in general?

07-18-2009, 05:43 PM
And if the person doesn't have the game, wouldn't that cause issues with i101/give? I think it would make more sense to make i102 hl:of, 103 hl:bs, etc...

The way it works is that you decide which games you want to mount from and if you've mounted the content impulse 101 will give you the extras. If you haven't, you won't get anything extra.

Also, is this weapon limit based on holding the weapons or just in general?

In the code it says #define MAX_WEAPONS 32
I assume I can change that if I want to.

07-21-2009, 07:49 AM
So what happens when the server mounts the content and you don't?

07-21-2009, 09:11 PM
It's a server side setting, so I think your game will just crash with a could not load some file error. I haven't tried it though so I'm not sure.

07-27-2009, 09:56 PM
On the Source engine, Valve added a command called incrementvar
"incrementvar FoV 0 120 5" "Add +5"

Min, max, what to raise/lower it by. Useful in many areas. Now, I've heard of "toggle", but I've never used the command, myself. I'm bout to try that. I believe it only does 0/1 though.

Anyways, just curious how easy/hard incrementvar would be to get into the Gold Source engine. If you're bored or whatever, you should also add it to your code.

07-31-2009, 08:46 PM
I don't understand. How does it work and what does it do?

07-31-2009, 08:50 PM
incrementvar just adds or subracts values from a variable

incrementvar sv_cheats 0 1 1

Min value is 0, which is off. Max value is 1. We raise the value by one each time the button is pressed. I believe if you go past the amount, it resets back to the min value.

You can also use 0 1 -1 to lower the value each time.

I believe you can only use whole numbers, like 1, 299, -11100023. Not values like 0.002, but that again I didn't really test that.

08-14-2009, 06:11 PM
Here's v2.9: http://www.filefront.com/14244157/sandpit-v2.9.zip/
There are more Opposing Force entities and fixes, and I've added a map and two player models from a content pack for Half-Life that Valve released in 1999 (read about it here: http://www.bluesnews.com/files/half-life/valve/hlmulti1-28-99.shtml).

12-08-2009, 05:41 PM
Here's v3.0: http://www.filefront.com/14977233/sandpit-v3.0.zip/
The main change is that the code has been updated to compile with Visual Studio 2008, but there a few small fixes and improvements as well.

05-09-2010, 01:03 AM
I've released v3.0a to add support for the Steam UI update: http://www.filefront.com/16321931/sandpit-v3.0a.zip/
I've also released v3.0b to fix a crash bug: http://www.filefront.com/16389259/sandpit-v3.0b.zip/

02-10-2017, 11:35 PM
It's been a while but Sandpit still in development. Latest version is v3.5: http://www.moddb.com/mods/sandpit/downloads/sandpit-v35
v3.6 is in progress and will hopefully be out in the first half of this year.