ValveSoftware / halflife

Half-Life 1 engine based games
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[HL1, OP4] Credits do not exit to menu #1250

Open ghost opened 11 years ago

ghost commented 11 years ago

In HL1 and OP4, the credits sit at a black screen until the player disconnects. I added trigger_endsections that are fired when the music ends (they use the brushes that the music used - the music is now point entities, target_cdaudio).

Also included are changes for the Hazard Course. Some messages are still fired directly from the trigger_once's message keyvalue, instead of using titles.txt. They don't even match the text style of all the other messages. I just removed these since they were just redundant. I also changed the game to use (the previously unused) t0a0b which is identical to t0a0b1 and t0a0b2, except that it is in a single continuous level instead of being split across two maps.

https://drive.google.com/file/d/0B8l-2_JREU9IRFBDbUwtOEJLX1E/edit?usp=sharing

ghost commented 11 years ago

It's pretty nice idea to synchronize disconnect with the end of credits music. On the other hand, Hazard Course changes are partially dupe of https://github.com/ValveSoftware/halflife/issues/964. Also, the level transition change is actually needless because this (as well as map inconsistency -- new/deleted entities, etc) will probably make old savegames incompatible with the new game version.

ghost commented 11 years ago

@FrenchMan Yeah, I can break saves, but considering this is a tutorial designed to be played in one sitting, not very many people are going to have that problem. There's been many times an update has broken saves and this is very minor in comparison. I wouldn't say it's needless, I mean, it cuts out a loading screen, so why not? The other maps aren't updated - but why bother if they aren't going to be used anyway?

The hardcoded messages were probably just placeholders that weren't ever removed, and the ones that weren't converted are unnecessary - the game just explained how to use the crowbar, players should already know how to crouch, and it's even written on the floor! And the game really doesn't need to tell the player to swim up to the surface - the previous message already states that resurfacing for air is necessary, and the hologram tells you to do so, too. Plus it's just easier to just disable the triggers instead of having to modify the localization files for each language.

I don't know how you managed to edit Blue Shift's BSPs - they are supposed to be using a special version meant for the Dreamcast that ripent can't open. Chances are you are either using BShift Unlocked's converted versions or a version of ripent that's compatible with it (most likely the former).

ghost commented 11 years ago

@pepper314 That is the state the game was released far away in 1998, and what we're doing is called 'customization', so not many fans would agree. ;-) You're right, hardcoded messages are partially placeholders, but that's not the reason to remove them completely. As for Blue Shift, it's BSP format is just a 'lazy modification' of original because Gearbox guys just mixed content of the BSP header (http://forums.bots-united.com/showthread.php?t=2437), so you can simply HEX edit map as noted before and after applying ripent.

Edit: Checked now, saves from last WON version (1.1.1.0) are still compatible with beta version on Steam (1.1.2.2).

ghost commented 11 years ago

Well, I guess you're right... I merged your changes with my fixes - barring Blue Shift. I couldn't get the maps to work - it just kept complaining about lump sizes. Knowing me, I probably overlooked something obvious, but I just didn't feel like messing with it any longer.

ghost commented 11 years ago

@pepper314 Well done, but you could change messages in old entities directly without adding new ones like AIRTEXT, GRATETEXT etc, so savegames would be fully forward and backward compatible. Also note that your env_message on t0a0b map has wrong token HZSWIMAIR, the right token name is HZSWIMUP. ;-)

ghost commented 11 years ago

@FrenchMan I added new entities just for consistency. Old saves will be unaffected by this, and would still be using the hardcoded messages. The only thing that breaks saves are the changed level transitions, and even then that only affects hazard course - the main campaign will still work correctly.

Also, thanks! I didn't notice the incorrect token when I put it into the map. Blue Shift is now in the main patch with titles.txt - it should display everything correctly.

vfjpl commented 8 years ago

Still present.