hqtrilogy log nr. 6


Sunrise maps look fine for now with the old compile tools, so I moved on to the HQ1 maps!

If I get all the maps in, I can start honing in on the details.

This will be a little challenge in its own, since I made HQ1 with Worldcraft and old FGD files AND old(er) compile tools. It compiled fine, but a few issues arose, such as:

1) The intro camera didn't follow its path and didn't target the player.

2) Some rendering error with the glass (the cages of the first few headcrabs).

3) The player didn't show (!)

I can remake the camera pretty quickly, that's no issue. I don't use a camera that often anyways, but it probably means that the jump and run section could be a bit tricky. We'll see after all maps have been recompiled and are in the same mod directory!

The glass could just be a render fx setting that is not really compatible with SoHL. I remember a similar issue while making HQS and different settings solved it back then.

The biggest issue is that the player model is not visible right now in camera view. I tried several things to find a solution:

* I added a camera to my new test map and let it follow the player. The model was not shown, but at least the camera worked as it should (for the "jump and run" part) and followed my invisible player.

* I looked at various forums and documentations, no settings for trigger_camera to turn off the player model, so that's probably not it. info_player_start or map settings also don't have an option like that.

* I looked at which player.mdl file I was using, it should be the same one as in HQ1, and to make sure I even copied it from the old mod folder - no luck.

* I downloaded the Spirit of Half-Life 1.8 source code and loaded it into Visual Studio 2017 (the Unity community edition), but in a comment Laurie actually said that it should be visible.

* I looked at the official source code, comparing it to the one I have of SoHL 1.8, to try and find some differences, but due to not actually knowing what caused the issue, I wasn't really finding anything useful.

I have more options that I'll be going through tomorrow:

* Try to set type in liblist.gam to something with single and multiplayer, maybe that way it shows the model again.

* Try the original model by removing the custom player.mdl.

* Try to compile the source code of Spirit of Half-Life and see if it was just a bug in the dlls I was using.

* Try to use SoHL 1.9, but that might result in some errors in HQS.

* Try to ask Laurie. :D

* Test if it even works with the old mod folder in Steam, maybe it doesn't work at all anymore.

If that all doesn't result in anything good, some parts will need a creative solution, mostly the cameras in HQ1 where the model should be visible.

For now, I'm happy that the maps themselves are in there with the right textures and the correct lighting. I've successfully compiled all HQ1 maps and will continue to try to fix the camera issues tomorrow. When that's all said and done, I will try to compile maps of HQA!