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octavio
12-07-2008, 03:09 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.

Juggalo
12-07-2008, 03:41 PM
downloading now. Can you add objects instead of just NPC's

octavio
12-07-2008, 11:41 PM
No (not yet anyway, I hope).

ozku
12-08-2008, 10:15 AM
Sounds cool, downloading. How about the 512 model limit?

octavio
12-10-2008, 01:44 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.

octavio
12-14-2008, 07:12 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.

octavio
12-21-2008, 07:13 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.

octavio
12-29-2008, 12:57 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.

IceIYIaN
01-08-2009, 02:58 AM
I would highly suggest adding a kb_act

octavio
01-10-2009, 09:55 PM
I'll give it a go.

octavio
01-12-2009, 12:37 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

octavio
01-28-2009, 08:47 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.

IceIYIaN
01-30-2009, 06:39 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...?

octavio
01-30-2009, 08:28 PM
Is what +commandmenu?

IceIYIaN
01-31-2009, 11:38 AM
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.

octavio
02-01-2009, 06:32 PM
Are you talking about the spawn menu?

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

Kustin
02-05-2009, 05:25 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.

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

octavio
02-08-2009, 01:48 AM
Here's v2.1: http://files.filefront.com/sandpit+v21zip/;13226032;/fileinfo.html
There's some support for a few new entities.

octavio
03-04-2009, 02:25 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.

tschumann
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.

IceIYIaN
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.

tschumann
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.

IceIYIaN
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)

tschumann
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.

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

tschumann
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

tschumann
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

IceIYIaN
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?

tschumann
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.

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

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

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

the_chubbs
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.

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

tschumann
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.

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

tschumann
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.

tschumann
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.

galgals1
07-11-2009, 03:49 AM
sounds nice il give it a try DOWNLOADING IT :D tnx

ititj
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!

tschumann
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.

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

tschumann
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.

IceIYIaN
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.

IceIYIaN
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?

tschumann
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.

IceIYIaN
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 (:

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

tschumann
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.

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

tschumann
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.

IceIYIaN
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.

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

IceIYIaN
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.

tschumann
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).

tschumann
12-08-2009, 04:41 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.

tschumann
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/