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Comment History  (0 - 30 of 194)
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

The game wasn't overly glitchy until an update in 2013 so if you played it before that you wouldn't have encountered any major issues. As for the marines doing more damage than in the original, its something I plan to address in the next version but the way Source handles bullet types makes it more complicated than you would think so it hasn't been done just yet.

Good karma+2 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Brief update on mod development

Yes, the next version will re-enable ragdoll pinning.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Brief update on mod development

I wouldn't quite say that it is incompatible. While their are a few issues caused by the engine itself, most of the bugs in the game exist because the game wasn't properly updated to match the newer version of the engine.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Brief update on mod development

The glowshell effect is something that was included in the original Half-Life and though it was never used in the base game, many map makers and modders did use the effect in their content so I decided to create a new version of the it so other people could use it in HLS.

Even though HLS was delisted it doesn't change the fact that many people own and enjoy HLS and would still love to see further improvements to it.

Before HLS was delisted I was considering trying to get this mod posted on Steam so it was easier for others to install and for me to update. But now that HLS was delisted I don't think that is going to happen so I am planning on creating a repository once I am finished with this next update. I can't create a repository for it right now because it simply isn't ready in its current state.

Good karma+4 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Brief update on mod development

Yes, the next version will include the proper Gearbox HD models.

Good karma+2 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Brief update on mod development

This will work with any existing material or model. The way it works is that when you apply the glowshell to a model, it creates a new model that overlaps the first one, replaces the material with a glowshell material I created, then continuously applies the first model's animation and current frame to the second model, granting the appearance that the first model is glowing. So you don't need to worry about having to modify any materials or models to be compatible, and the glowshell can be applied to any entity that has a model.

Good karma+3 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed Patch 2.1

I can look into that, but I can't make any promises yet.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

You can just make a map for normal HLS and then run it in the mod.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

It isn't currently possible to install mods in the custom folder due to a bug. To fix it you need to open up the gameinfo.txt file then find the line that says "game+mod |gameinfo_path|./custom*" and change it to "game+mod |gameinfo_path|./custom/*" Then you can just install your mods into the custom folder like usual.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

I do plan on releasing at least one more update for this mod, but the amount of time I spend working on it is less than I used to, so I don't know when it will be ready.

Good karma+3 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Do you have the 2.1 patch installed?

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Unfortunately, the only way for you to re-add them would be to modify and recompile the code yourself. In order to do that, you would need to open up the basecombatweapon_shared.cpp in either the server or client project, go down to line 1464 where you should see this:

#if !defined(HL1_DLL) && !defined(HL1_CLIENT_DLL) // HL:S
SendWeaponAnim(ACT_VM_HOLSTER);
#endif

You will need to remove the #if and #endif lines, leaving only the SendWeaponAnim(ACT_VM_HOLSTER);

You will then need to compile both the server and client dlls.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Because they were causing the glitch where some weapons would remain visible after the player loses all of their weapons and I haven't found a workaround that fixes the glitch while keeping the holster animations.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

I'll have to look into the possibility. For now you can enter "mat_filtertexture 0" into the autoexec.cfg file.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Thanks for letting me know.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed v2.0

You can place the hls_fix/ directory straight into the Half-Life 2/ directory, then create a shortcut to hl2.exe and add the launch parameters "-game hls_fix". Then you simply run the executable outside of steam and it should work.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

I replaced the default client-side ragdolls with server-side ragdolls to allow them to collide with moving surfaces. I then modified them further to allow them to be gibbed when the ragdoll gibbing option is enabled.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Not entirely sure, it is mostly finished, but I've been too busy to work on it much lately.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

It is not currently possible to restore bolts pinning bodies, however in the next version of the mod it will be possible to pin bodies even with the new ragdolls. As for the gibbing, it only effects ragdolls.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed Patch 2.1 Source Code

This contains only the code files which were modified for the 2.1 patch. In order to use them you need to download the version 2.0 source code first, then install this one on top of it and allow it to override any required files.

Good karma+3 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed Patch 2.1

To clarify, do you have to be looking straight up or down to avoid damage, or do the turrets simply do no damage at all?

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

What method did you use to install the mod? Did you put in the sourcemods/ directory, put it in the Half-Life 2/ directory, or did you have it overwrite the files within the hl1/ directory?

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

I haven't run into this issue in this particular spot, but occasionally I see something similar in other areas. One thing you could try is to move up close to the level change and then wait a few seconds before crossing it.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Hello, can you explain to me what exactly you mean by having it hacked? Thank you.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Unfortunately, this mod doesn't work with gmod. I may consider making a gmod version in the future, but I can't promise it.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Sorry for the late reply, I've been trying to figure out what the problem is but I haven't been able to recreate the issue on my computer. Sorry.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

Unfortunately not. However, the only differences between the ragdolls is that the ones in this mod don't fall through moving surfaces but can't get pinned by the crossbow. I have been working on another update to this mod, though I'm not spending as much time on it as the previous update, and in the next version the new ragdolls will be able to be pinned by the crossbow.

Good karma+1 vote
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed

You can actually switch back to the old reflections by modifying the gameinfo.txt file. Find the line that reads "// Comment out the next line to revert back to original chrome materials." and then comment out the line after it.

Good karma+2 votes
BloodyMuffin
BloodyMuffin - - 194 comments @ Half-Life: Source Fixed Patch 2.1

To clarify, you are just trying to start up a new game or load a save correct?

Good karma+1 vote