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TheMaster974
United Kingdom
Приєднався 15 тра 2007
You'll find Source tutorials, let's plays and other videos here!
Valve Source Code 2013 Tutorial (Episode 16.5): Fixing SLAM Satchel Charges & Floating Tripmines
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this episode, I followup on the SLAM tutorial, outlining how to fix satchel charge behaviour, floating tripmines (hopefully for real this time!) and some additional functionality you may want the satchel charges/tripmines to have. Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
blacklist.h file: www.dropbox.com/scl/fi/0cpwj9l7mpa9pu15p9pfu/blacklist.h?rlkey=lwattj9z99krmgmsvh9x67qo0&st=0vdet0d9&dl=0
Timestamps
00:00 Introduction
01:36 Fixing Satchel Charges
12:40 Fixing Floating Tripmines
18:53 Additional Functionality (Use & OnPhysGunPickup)
► You can buy me a coffee to support the effort of creating videos on my new channel! -- www.buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer -- ua-cam.com/channels/36qEnApR9ua9eDjaRLYcbA.html
► Episode 16 (Prerequisite) -- ua-cam.com/video/PlR0PIuues0/v-deo.html
blacklist.h file: www.dropbox.com/scl/fi/0cpwj9l7mpa9pu15p9pfu/blacklist.h?rlkey=lwattj9z99krmgmsvh9x67qo0&st=0vdet0d9&dl=0
Timestamps
00:00 Introduction
01:36 Fixing Satchel Charges
12:40 Fixing Floating Tripmines
18:53 Additional Functionality (Use & OnPhysGunPickup)
► You can buy me a coffee to support the effort of creating videos on my new channel! -- www.buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer -- ua-cam.com/channels/36qEnApR9ua9eDjaRLYcbA.html
► Episode 16 (Prerequisite) -- ua-cam.com/video/PlR0PIuues0/v-deo.html
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Відео
Gareth Plays: Aperture Tag Part 4 (The WORST Test Chamber EVER!?)
Переглядів 3014 днів тому
Hello everyone and welcome to a playthrough of a game I got recently, the game in question being Aperture Tag: The Paint Gun Testing Initiative, which I will be shortening down to just Aperture Tag. This is a Portal 2 mod where we get to use the cut paint gun weapon! In this final part, we conclude testing with perhaps one of the worst test chambers I have ever played (no joke), then beat the g...
Gareth Plays: Aperture Tag Part 3 (Testing In The Fake Outdoors!)
Переглядів 4414 днів тому
Hello everyone and welcome to a playthrough of a game I got recently, the game in question being Aperture Tag: The Paint Gun Testing Initiative, which I will be shortening down to just Aperture Tag. This is a Portal 2 mod where we get to use the cut paint gun weapon! In this part, we continue testing, but this time, in a series of tests that are set in the fake outdoors. Hopefully you enjoy the...
Gareth Plays: Aperture Tag Part 2 (Dealing With An ALSSER & An Epic Escape Sequence?)
Переглядів 6314 днів тому
Hello everyone and welcome to a playthrough of a game I got recently, the game in question being Aperture Tag: The Paint Gun Testing Initiative, which I will be shortening down to just Aperture Tag. This is a Portal 2 mod where we get to use the cut paint gun weapon! In this part, we begin testing with the Propulsion Gel and deal with an Aperture Science contraption, which results in a cool esc...
Gareth Plays: Aperture Tag Part 1 (Now I'm Thinking With Paint!)
Переглядів 4021 день тому
Hello everyone and welcome to a playthrough of a game I got recently, the game in question being Aperture Tag: The Paint Gun Testing Initiative, which I will be shortening down to just Aperture Tag. This is a Portal 2 mod where we get to use the cut paint gun weapon! In this introductory part, we get awakened from stasis and solve the first few tests using the Repulsion Gel, with some fails int...
August 2024 Update (Upcoming Playthrough and Channel Monetization Goal)
Переглядів 9321 день тому
It's been a while since I've shown myself around these parts and I'm looking a little worse for wear, but I'm feeling good (and I've wanted to do this update for a while now) so here's an update video! I talk about getting back into Destiny 2 and having a playthrough ready to upload (there's one game that I could do a recorded playthrough of, let me know what you think!). In addition, I announc...
Source Shorts #7 - Fixing Jeep/Magnet Game Crash (Mapbase)
Переглядів 246Місяць тому
Welcome to yet another Source Short video! Today, I am looking into an issue with the Mapbase code where the Half-Life 2 jeep and a phys_magnet entity interaction can cause a game crash, specifically when playing on the map d2_coast_01 and if the Episodic server/client is used. I outline the reasoning as to why this happens and how to resolve this issue. Hopefully you find the video helpful, pl...
Source Shorts #6 - Fixing Breakable Props When Launched By The Gravity Gun
Переглядів 315Місяць тому
I'm doing something different for a change, as I am doing a video about an issue that wasn't even highlighted to me via the UA-cam comments or private messages! Today, I am looking into an issue where breakable props (like explosive barrels and item crates) break when they touch the ground after they are punted then subsequently picked up by the gravity gun before they hit the ground. I am unaw...
Source Shorts #5 - Main Menu and Pause Menu Music (Source 2013 SP)
Переглядів 266Місяць тому
This is a little longer than I was anticipating, but I go over everything I wanted to talk about! In this video, I go over ways of playing music for a mod's main menu (with or without a background map) and also how to add pause music. With this implementation, I was only able to get this to work for Source 2013 Singleplayer mods. If you have any ideas about how this could work in Source 2013 Mu...
Valve Source Code 2013 Tutorial (Episode 26): Adding a Full Holster Sequence Feature
Переглядів 5792 місяці тому
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this episode, I outline how to add a full holster sequence feature, where a player holsters the currently equipped weapon before deploying the next weapon they want to use (seeing it in the video makes more sense!)...
Source Shorts #4 - Restoring Autojumping
Переглядів 2882 місяці тому
I don't know how to thumbnail this! Regardless, welcome to another Source Short video where I outline how to restore the ability to automatically jump. The game audio didn't record properly, hopefully that will be resolved for the next video. As always, please let me know what you think in the comments and I'll see you for the next video! Thanks for watching. ► You can buy me a coffee to suppor...
Source Shorts #3 - Fixing The Disappearing Sun Glitch (& Linux Issue?)
Переглядів 2512 місяці тому
Hello everyone and welcome to another Source Short! Today, I am providing a solution to a glitch that can occur when a player looks at the Sun, which causes the Sun to disappear (if the map has a 3D skybox). I also outline an issue that exists with the env_sun entities on Linux. If you have any ideas about how the Linux issue could be resolved then leave a comment! Please let me know what you t...
Source Shorts #2 - Fixing a Shotgun Reload Glitch (Source 2013 MP)
Переглядів 2,3 тис.2 місяці тому
Hopefully this qualifies as a 'short' video this time around! Anyway, here is another Source related video where I outline how to resolve an issue regarding the shotgun in Source 2013 Multiplayer, where a weird reload bug can occur when using the phys_swap command (where a player can switch to the Gravity Gun and back). This glitch does not happen in Source 2013 Singleplayer (as far as I can te...
Source Shorts #1 - Restoring Friendly Fire (Sort Of?)
Переглядів 4883 місяці тому
I know this might not qualify as a 'short', there's a lot I wanted to say about this! Hopefully future videos won't be as long as this. Anyway, welcome to the first episode of a new series of videos I thought I could do! This is Source Shorts, where I cover different topics related to Source engine modding, and in this video, I outline how to add friendly fire and how to make friendly AI turn a...
Valve Source Code 2013 Tutorial (Episode 25): Adding 3 Half-Life 2 Beta Weapons!
Переглядів 1,4 тис.4 місяці тому
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this celebratory episode, I outline how to add 3 Half-Life 2 Beta weapons into a Source 2013 Singleplayer mod, with those weapons being the combine guard gun, the immolator and the fire extinguisher. Thank you all ...
Valve Source Code 2013 Tutorial (Episode 24): Shader Authoring Part 4 [Adding a Dynamic Sky Effect]
Переглядів 1,1 тис.5 місяців тому
Valve Source Code 2013 Tutorial (Episode 24): Shader Authoring Part 4 [Adding a Dynamic Sky Effect]
Valve Source Code 2013 Tutorial (Episode 6 Alt): Shader Authoring Part 1.5 [Using SCell555s Version]
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Valve Source Code 2013 Tutorial (Episode 6 Alt): Shader Authoring Part 1.5 [Using SCell555s Version]
Valve Source Code 2013 Tutorial (Episode 23): Fixing Viewmodel Bobbing Issues
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Valve Source Code 2013 Tutorial (Episode 23): Fixing Viewmodel Bobbing Issues
Gareth Plays: Portal: Revolution Part 7 (It's Time To Finish This!)
Переглядів 636 місяців тому
Gareth Plays: Portal: Revolution Part 7 (It's Time To Finish This!)
Gareth Plays: Portal: Revolution Part 6 (Pneumatic Diversity Vent Testing!)
Переглядів 337 місяців тому
Gareth Plays: Portal: Revolution Part 6 (Pneumatic Diversity Vent Testing!)
Gareth Plays: Portal: Revolution Part 5 (Rock Bottom...)
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Gareth Plays: Portal: Revolution Part 5 (Rock Bottom...)
Gareth Plays: Portal: Revolution Part 4 (Reaching The Spire!)
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Gareth Plays: Portal: Revolution Part 4 (Reaching The Spire!)
Gareth Plays: Portal: Revolution Part 3 (Surface Testing!)
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Gareth Plays: Portal: Revolution Part 3 (Surface Testing!)
Gareth Plays: Portal: Revolution Part 2 (Bombing a Test Chamber!?)
Переглядів 977 місяців тому
Gareth Plays: Portal: Revolution Part 2 (Bombing a Test Chamber!?)
Gareth Plays: Portal 64 (Playing a Cancelled Demake?)
Переглядів 2057 місяців тому
Gareth Plays: Portal 64 (Playing a Cancelled Demake?)
Gareth Plays: Portal: Revolution Part 1 (Joining The Human Emergency Response Team!)
Переглядів 747 місяців тому
Gareth Plays: Portal: Revolution Part 1 (Joining The Human Emergency Response Team!)
Hammer Tutorial 19.5 - How To Import Half-Life 2 Beta Viewmodels Into Retail Half-Life 2
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Hammer Tutorial 19.5 - How To Import Half-Life 2 Beta Viewmodels Into Retail Half-Life 2
Valve Source Code 2013 Tutorial (Episode 0 Alt): Downloading and Compiling the Code [Linux Edition!]
Переглядів 2,9 тис.8 місяців тому
Valve Source Code 2013 Tutorial (Episode 0 Alt): Downloading and Compiling the Code [Linux Edition!]
Valve Source Code 2013 Tutorial (Episode 22): Adding Dynamic Render-to-Texture (RTT) Shadows
Переглядів 1,6 тис.9 місяців тому
Valve Source Code 2013 Tutorial (Episode 22): Adding Dynamic Render-to-Texture (RTT) Shadows
Gareth Plays: Turbo Overkill Part 12 (It's Time To Finish This Once And For All!)
Переглядів 309 місяців тому
Gareth Plays: Turbo Overkill Part 12 (It's Time To Finish This Once And For All!)
Hey, nice tutorial as always. Could you consider covering AI of the combine in the future? Like he usage of sentences, modifying their behavior and so on.
So i want to point out there is a article about this in the website to compile under vs2022 developer.valvesoftware.com/wiki/Compiling_under_VS2022
Thanks for those additional fixes and features. Some I already had, but added the ability to pick up planted and thrown mines again and ggun punt damage to my code now. If you have a minute or two, could you see how to make the SMG grenade pass through a func_breakable_surf by having the SMG grenade break the window where it hits but still continue on its trajectory? By default, the SMG grenade blows up when it hits basically anything. I only had partial results where the window would break, but the SMG grenade just bounces back. I was hoping you would have a way to get this working. Cheers!
Thanks for the comment, I think I may have found a way to get what you want working on my end, I'll probably do a Source Short about it in the coming days, after some more testing.
Thank you so much! Nice video! Well, I have a question though. What components should I install for VS Studio 2022? Also, It's giving the error "Based on your solution, you might need to install extra components for a full development experience", so, that's why I asked! Thanks!
Thanks for the comment, I don't remember what the options were but I would select the option that has C++ in it.
@@TheMaster974 Thank you so much for replying! I know now!
Thank you, great video, very informative as always. I have a question about weapon_slam in hl2mp. In hl2mp, to detonate the satchel, you need to wait for animation ends, which leads to a huge delay after throwing the satchel. Do you know how to do it, if it is possible on the server side, so that you can detonate the satchel immediately after throwing, like it work in Black Mesa?
Thanks for the comment, to answer your question, the best way I found to achieve this is to go to weapon_slam.cpp and inside of the StartSatchelDetonate function, remove the GetActivity and return lines at the very beginning of the function. This will make it so the detonator can be used if there are satchel charges in play and it doesn't matter what animation the SLAM is currently in. However, in Source 2013 Multiplayer mods, this change will be made to both the Client and Server. Hopefully this helps!
will there be a tutorial for finalizing (like making it open source or publishing it)?
I could look into that at some point, would this be to make the code available on GitHub (or somewhere else) when the programming side of things is complete?
yeeeees finally a new videooo
I know this could be in another tutorial but I'm wandering how I can implement the source code itself into my mod
Thanks for the comment, however I don't understand what you mean, so I'm going to assume you're talking about using the client.dll and server.dll files that comes from compiling the code. Those files need to go into your mod's bin folder to use any custom code you have written and these files would exist in a place like sp/game/mod_hl2/bin, relative to your Source 2013 code directory. If this is not what you mean, please let me know!
Nice vid. Do you have any plans to play ez1 and or 2 (if you havnt played it) or other half life 2 mods. I heard half life 2 alone mod is a pretty cool mod
Thanks for the comment, I have played both Entropy : Zero games already, my playthroughs can be found here: ua-cam.com/video/5mLMIXHNeWQ/v-deo.html and here: ua-cam.com/video/d4oJr-IYXoA/v-deo.html As for playing other Half-Life mods, there's nothing on my radar at the moment, but I might take a look at the alone mod you mentioned and see if it interests me.
Yo I made that mod. If you play it maybe wait abit for the next release it adds a ton of new stuff
Oh ok, that's awesome! I'll check it out when the next update releases.
@@WadDeIz oh hey. Love ur mod bro
@@hahajxjd9289 thanks bro
Thanks for watching this followup video, I apologize for taking so long to get around to making this! Also, I'm sorry if the audio doesn't sound the best at times. One thing I forgot to mention in the video is the problem that was created as a result of following the comment I left on the original video (shown at around 01:19 in this video). Basically, the problem was that the Tripmines would, under certain conditions, instantly explode as soon as they finished deploying, which is obviously an unintentional bug. As it turns out, the reason for this issue was because I said to add || m_pAttachedObject->m_iHealth == 0 to the BeamBreakThink if statement that checks to see if the attached object moved at all (seen at around 14:33 in this video). Certain entities in-game are set to have 0 health and as it so happens, worldspawn is one of those entities, therefore any entities that were attached to static geometry, prop_static or func_detail entities would cause the Tripmines to explode prematurely. Anyway, I hope you find the video helpful and let me know if there are any further issues!
The only modern UA-camr to make the most SPECIFIC tutorials that I just so happen to need. Thank you
Thanks for the comment!
Ever thought of getting good?
all of these are so hard
"unable to start source sdk 2013 access is denied" - what i do?
From the research I have done into this issue, this seems to happen if the Command/Command Arguments sections are not correct for your situation i.e. using the C:\My_Mod\... path, when your mod folder exists elsewhere. Try changing the mod path to the place where your source code is located and see if that resolves the issue.
-allowdebug -dev -sw -condebug -console -toconsole -game "C:\My_Mod\source-sdk-2013\sp\game\mod_hl2" +map my_map FOUND OMG
-allowdebug -deaf ?
no its -allowdebug -dev
OMG I DOWNLOADED IDK WHAT
bro. ur all tutorials what to do in there are soooo indistinct but you making useful things but i dont understand what to click
7:51 how to select solutions
What solution choose?
What?
WARNING: No shaders found in stdshader_dx9_30.txt .WARNING: No shaders found in stdshader_dx9_30.txt
why i need to use vs 2022?
You don't have to, however Visual Studio 2013 Community no longer works, so any version of Visual Studio released after that version needs to be used.
swag
One thing, Microsoft Still Provides the Build Tools. (i mean i just searched "Visual Studio Buildtools v120_xp") and it gave me an installer that still works from microsoft's website so) Installing Visual Studio 2013 Community Isn't fully nessesary
I've tried compiling the 2013 code without using Visual Studio 2013 Community and using the Build Tools you have mentioned, but the code doesn't compile for me. I think the Build Tools are not the same thing as the Platform Toolset that is required for the code to compile properly. I know there are other repositories that try to remove the need to use Visual Studio 2013 Community altogether, however I have experienced mixed results when using those. For now, I would still advise people to install Visual Studio 2013 Community because that works.
Github page was deleted, please repost the source code pls pls pls 😢
I don't have the project anymore sadly, but even if I did, I have reservations about distributing or pointing people towards leaked source code. You can probably find the Counter-Strike: Source code somewhere by searching for it.
I dont know english, but cool video
Thanks for the comment!
@@TheMaster974 No problems
A AB ABR ABRA ABRAC ABRACA ABRACAD ABRACADA ABRACADAB ABRACADABR ABRACADABRA ABRACADABR ABRACADAB ABRACADA ABRACAD ABRACA ABRAC ABRA ABR AB A
will we ever get those lasers?
Maybe one day...
do you know any way to make an elevator that will slow down when arriving at the location? so like the initial velocity is like 0 - 100 velocity
I would set the Change Velocity value to Ease in/ease out and maybe have a couple of extra path_track entities near the start/end points that changes the elevator's speed as it passes through them. That's what I would start with at least.
@@TheMaster974 I just realized how to do it, that method didn’t work for me BUT what did work is I measured the time of the movelinear, and set it so that its initial speed was something like 5, then 10, then 15, then the max speed of 25. But thanks for trying to help!
My bad, I didn't even realize you were talking about using a func_movelinear, what you suggested seems like the best thing to do.
@@TheMaster974 oh haha 😅
yo could you send me the files? cause i don't have the motivation to code the laser gun in its entirety
I plan on making a GitHub page with most of the code from these tutorials available soon.
There’s an alternate ending to this mod, it can be somewhat difficult to find, but there is one. It would be nice if you could find it. You don’t have to though if you don’t want to, it’s up to you. Just saying.
Thanks for the comment, I have looked into it so I know what happens, however I don't think I'll be going back to this game to record that.
@@TheMaster974 Alright fair enough 👍
I like this mod but there are some problems that sometimes ruin this mod. Also have you played thinking with time machine?
Thanks for the comment, I know of that game but I haven't had any thoughts about playing it.
Nice
Thanks for the comment!
Unable to start program 'C:\Users\Owner\Downloads\source-sdk-2013-master\source-s dk-2013-master\mp\src\game\client\.\Debug_mod_hl2mp\client.dll' wha?
It looks like you haven't set up the ability to debug properly, I've done a video about it here: ua-cam.com/video/MfvRB1aT15M/v-deo.html
hey where is the physgun.txt file because I can not find it
You can acquire the weapon_physgun.txt file from the Half-Life 2 Beta, however the file also exists in the Source 2013 Singleplayer(or Multiplayer)/hl2/scripts directory.
@@TheMaster974 thanks it worked
is there a simpler way to do this after 4:17 everything starts falling apart and not making even a tiny bit of sense
the cmd file does not work when i try to run the command it says that shortfilepath is not an internal or external commadn
You can use SCell555's version of the shadercompile.exe application, there are limitations with using this though. You can watch a video I did about it here: ua-cam.com/video/ng7pF8JOB-4/v-deo.html
Error 1 error C2600: 'C_WeaponStunStick::C_WeaponStunStick' : cannot define a compiler-generated special member function (must be declared in the class first) f:\mod\src\game\client\hl2\c_weapon_stunstick.cpp 123 1 Client (HL2) C_WeaponStunStick::C_WeaponStunStick() { m_bSwungLastFrame = false; m_flFadeTime = FADE_DURATION; } I can't understand what I did wrong
fixed. I'm just add 'C_WeaponStunStick()' to 'public:' in 'class C_WeaponStunStick : public C_BaseHLBludgeonWeapon'
I also removed the code for removing the club when killing a player/npc, but is there any method to turn on/off the glow of the club in the hands of the NPC?
fixed.
Nice playthrough 👍. 15:06 haha lol
Thanks for the comment!
you also forgot to tell that in the modern versions you have to edit the vpc file (for client its client_hl2.vpc and for server its server_hl2.vpc) to include the physgun files in client and server. then in src/devtools/bin do vpc +<server or client> /hl2
2:56 Rip momentos
hey, nice tutorial you have i love it! by the way, another suggestion i have is to make a medkit weapon, like the one in gmod. i thought itd be interesting to learn. anyways, love the source shorts series man, keep it up!
Thanks for the comment, you can take a look at this guide (even though it might not be the most useful) to add the medkit weapon: developer.valvesoftware.com/wiki/Making_a_weapon_that_heal_players
always here, also its me the rmod official
Thanks for the comment!
When I try to install the vs minimalist version the installer freezes at updating to version 5 or something any help?
I think other viewers have downloaded the minimalist version and had no issues using it, please be aware that the installation process takes a long time, so it was probably installing that update and took its time doing it. All I can really advise is to retry the installation and see if the problem occurs again.
🙂
Tried it again with the complete version it worked it's coding time
Hey! so im running into an issue with another mod im working on. The issue is that if i look around and hit one of the skybox corner it would look like if it was a nodraw texture, any way to fix this?
Thanks for the comment, I am aware of this issue and I believe it is caused by the engine code, so it's not easy to fix this. The only thing I can recommend as a solution is the attached GitHub link (which I couldn't get working): github.com/sapphonie/sdk13-gigalib/tree/main
@@TheMaster974 Thanks the help but i don't think i can use that
Hi, I was wondering if it would be possible to add a new feature that would allow me to unload a weapon? Something like reload, but the opposite? Also, regarding the previous code you sent me to make my weapon's shots accurate but with accuracy decreasing after a few shots, it still doesn't work. Even though I added "return cone;". Do you know where this could be fixed?
Oh, and I also wanted to ask how to fix NPCs in Half-Life 2 Deathmatch?
Oh, and do you know how to fix animations in multiplayer when using cl_first_person_uses_world_model 1?
Unloading a weapon so it has zero bullets left in the magazine would be possible to implement, but I feel like it would be a little too complicated to go over in a UA-cam comment. The essential stuff would be to create a new button bit, define the button commands and test to see if the player is pressing the button that corresponds to the unload function, then actually handle the unloading feature. The weapon accuracy thing depends on the way in which the weapon fires bullets, it needs to have the GetBulletSpread function (or a variable that calls that function) in there somewhere, otherwise it won't be used. As for the multiplayer stuff, I'm not sure about how to resolve those issues, I don't really test Multiplayer stuff so I really don't know where to start.
Ayy wazzup my men
Thanks for the comment!
Happy 2nd/1st of august
Thanks for the comment!
i love you man, all support!
Thank you for the comment!
Hello, I have an issue. Whenever I debug my mod and run the map and the mod, the menu title to the mod are just abunch of hl2 symbols, no letters. I've gone into the gameinfo file. And the title and game names are normal letters and dont include anything weird. I have also tried to add maps to each chapter to play. But the mod wont boot the maps up even tho I have them in the map folder in my mod, and have configurated them to run on each chapter in the mod. It feels like my updates to the mod arn't applying. Please help me.
The reason why the menu title looks weird in-game is because of the font that the title uses, which is a font that contains the weapon/ammo icons seen in Half-Life 2. One thing you could do to resolve this issue is to change the menu title font, which can be achieved by modifying the ClientTitleFont section in your mod's resource/clientscheme.res file. As for the maps issue, all I can really advise is that you make sure the maps are contained in the mod's maps folder and you are using the correct spelling of the maps in the chapter number .cfg files, which should be in your mod's cfg folder. This goes without saying, make sure the chapter number .cfg files are actually saved as .cfg files, otherwise the custom chapter map loading won't work!
Thank you, you fixed my issues. I only have one little problem tho. My game title when I'm in the game, isn't fully working. Some letters in the title you can see, and some you can't. Like some letters in the game title are just invisble. I Have changed fonts, but I really do not know what to do. Do you know what the issue is?
I'm not sure, it could be the font you are using, but if that is not the issue, the only other thing I can recommend is to look into the clientscheme.res file again and look at the Main.Title1 and Main.Title2 stuff, there's options for position and colour which might need to be adjusted. If you let me know about the font and title, I could look into this and see if I can replicate this issue if my suggestions still don't fix the problem.