Where are t0a0 and shlwork.bsp ?
Which bsp is the starting map ?
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Haven't played the original mod but its defiantly interesting and good fun.
Replacing the custom monsters with normal ones seems a bit out of place in some places but still quite enjoyable.
Just a side note, I'm note sure if we missed something but we couldn't find how to finish shlwork.
About the custom monsters i agree with you but so far this is the best i can do.
in shlwork when you find the garage you have to get close to a car and after a cinematic the map ends but this is hard to figure out, Maybe too hard. I will do something about it.
I may be interested in helping with the custom monsters and weapons. I have only played with scripting a bit but I think it would a nice challenge to try it out.
I will probably download the original mod to see how the monsters behave.
Overall and taking into account that custom npcs are not present, everything works fine. But…
shl6:
a slight detail that can be easily fixed is that some maps don't have invisible walls at the beginning. Meaning you can walk back to where the previous map was and see things that are not supposed to be seen like a dead end or broken textures because in the place of the changelevel entity that takes you to the previous map there should be a func_wall or something to prevent players from seeing that. Instead I believe it is deleted and so players can walk right through and go where they are not supposed to. Haven't tested it completelly, but perhaps in some maps this can lead to some exploits or people falling out of the map.
shl9b:
the torture room has some random teleports that make no sense. Plus there is a one way invisible wall so once you drop from the platform to the "catwalk" floor below you cannot jump back again (unless you drop to the part that has ladders).
Also, the garg after that fight spawns inside the floor and can't move.
shl10:
at the beginning, the door can be opened too fast by just blowing up stuff, and players can get into the little room with the npcs and get trapped there. The little room there has nothing inside so it doesnt make sense for the player to see it before the door opens.
The big momma boss also doesnt play the animation properly or misses the paths getting stuck between the rocks and the fence.
The explosion event at the end never triggers properly.
shl15:
the cutscene at the end with the music would make more sense if players didnt respawn and the barney wasnt there. It can be made so the players are teleported around to where the barney is and stand still during the cutscene unable to do anything.
Gman and gordon seen at the end (gordon should have the head submodel changed to gordon, not helmet)
shl16:
the same as the cutscene from shl15, players should respawn at the top of the traincar and stand still instead of it being a helmet npc.
PD: Most sweet half life npcs (including the alien greys) can be found in the map series portalhouse (not found here, i think its on gamebanana). Most probably they are made with scripts that can be used to get the custom models in this one.
Other than this, the maps play fine and everything is ok. These are just not game breaking things. So very good job at least we have Sweet HL coop now :)!
shl6 (rather a general thing): good idea, i will fix this in the future.
shl9b: when you approach the barney in the torture room, the spawning point is changed and everyone are forced to respawn around there. This is needed because you all are supposed to be stuck in that room until the soldiers event ends. At first glance you may not notice it but all the "pits" have ladders leading back to the platform. That garg bug was fixed in v1.1. Only remains fixing the door that should keep itself locked until the apache falls.
shl10: about the door and small room thing, ok, it will be fixed. I thought that the big momma bug was fixed but last test showed that still was not, i will have a talk with the bigmmoma about its rebel behavior :). In my tests the explosion event was working fine but i will check.
shl15: about that cutscene that is not a bad idea i may do it. I will later check again a shl Walkthrough video for Gman and gordon thing (and other missing stuff)
shl16: same as shl15.
about the PD: that is some nice info! i will check what i can do with these custom models.
You probably could ask for help on the official discord. There probably is enough interested people that can help by recreating the npcs and weapons using angelscript (new ingame script system).
i will think about the discord thing, anyway if there is a selfless soul who want contribute his time and effort with the custom weapons or npc i will receive them with open arms. I have too few knowledge about models or angelscript so i dont expect to it myself at least not in short term.
Generating res file for shl2…
Missing file: sound/ambience/quail1).wav
Missing file: sound/barney/stop3.wav
Missing file: sound/fvox/innsufficient_medical.wav
Missing file: sound/scientist/c1a0_sci_desk.wav
Missing file: sound/scientist/c1a0_sci_lock9a.wav
Missing file: sound/scientist/c1a1_sci_scanrpt.wav
Missing file: sound/shl/scientist/scream06.wav
Missing file: sound/vox/units.wav
Generating res file for shl3…
Missing file: sound/shl/scientist/scream07.wav
Missing file: sound/shl/scientist/scream11.wav
Missing file: sound/shl/scientist/scream21.wav
Missing file: sound/shl/scientist/scream5.wav
Generating res file for shl4…
Missing file: sound/shl/hevbarney/dbarrel1.wav
Missing file: sound/shl/scientist/c1a4_sci_tent.wav
Missing file: sound/shl/scientist/sci_fear5.wav
Missing file: sound/shl/scientist/scream08.wav
Missing file: sound/shl/scientist/scream20.wav
Missing file: sound/shl/scientist/scream21.wav
Missing file: sound/shl/scientist/scream23.wav
Missing file: sound/shl/scientist/scream24.wav
Missing file: sound/shl/scientist/scream4.wav
Generating res file for shl6…
Missing file: sound/ambience/quail1).wav
Missing file: sound/barney/stop3.wav
Missing file: sound/fvox/innsufficient_medical.wav
Missing file: sound/scientist/c1a0_sci_desk.wav
all link (Missing file)
http://scmapdb.com/local--files/map:sweet-half-life-conversion-for-sven-coop/missing_file_shl1-4.txt
These are most sound files paths mistakes. Added dbarrel1.wav. The missing shl_sentences sound files are not used in the maps. shl_se3.wav and shl_se4.wav are missing in the original mod. So updated with fixes. Thanks for sharing this.
Players did not firing or shooting while alien grunts spawned still fall off and death will be skipped but only 1 missed fall off down to be shot, after destroyed 1 eye elevator getting too fast but mostly it cause health damaged through the trigger with func_door celling. this func_door really slow when the health damaged to picking up heal crystal before proceed the eye room.
I can imagine that 3 zombies spotted on hevsci or rather helmet that unable to scare and to death will not be survived why not should fix the infinite health for another weeks if there was a one problem to be bugged
That hev scientist tend to make stupid moves while tries to get away from the zombies. Sometimes he gets cornered and if the players dont offer support then the zombies defeat him. I could do something about that, i will add this to my to do list.
find file materials.txt & not add in map or file config *.cfg
Custom materials can now be transported to players:
Materials file defined by materials_file either in the map properties or configuration file.
Standard relative path is /sound/<bspname>/<filename>.
Custom material definitions will replace default material definitions.
Discarding: shl/gfx/env/spacelf.tga
Earth in image
rename file "spacelf.tga" to "space_earth_lf.tga"
Updated the link sound to file "sound/shl/shl_sentences.txt"
all link (Missing file)
http://scmapdb.com/local--files/map:sweet-half-life-conversion-for-sven-coop/missing_file_shl1-7.txt
FIXED shl1.bsp Found non-whitespace between key and value.
"fadein" "1.5 (missing)
"fadein" "1.5"
remove fadein is duplicate
FIXED shl10.bsp Found non-whitespace between key and value.
"origin "0 0 0"(missing)
"origin" "0 0 0"
Please, not copy file folder shl in *.zip
Added the materials file. Fixed the spacelf.tga problem. About the missing files i fixed the shl_ship4 ones, i forgot to do it before. shl_se3.wav and shl_se4.wav are missing in the original mod. The other missing files are not used in the mod.
The other missing files are not used in the mod.
Missing file "sound/ambience/quail1).wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> WILD8
Missing file "sound/barney/stop3.wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> BA_STOP2
Missing file "sound/fvox/innsufficient_medical.wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> HEV_MED0
Missing file "sound/scientist/c1a0_sci_desk.wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> SC_NOTTHAT
Missing file "sound/scientist/c1a0_sci_lock9a.wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> SC_LOCK9A
Missing file "sound/scientist/c1a1_sci_scanrpt.wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> SC_CONSOLERPT
Missing file "sound/vox/units.wav" referenced in: shl2.cfg —> sound/shl/shl_sentences.txt —> C3A1_6
Missing file "sound/shl2/sound/shl/shl_materials.txt" referenced in: shl2.cfg
Missing file "sound/shl/shl_se3.wav" referenced in: shl_2001.bsp —> "seoto3" (ambient_generic)
Missing file "sound/shl/shl_se4.wav" referenced in: shl_2001.bsp —> "se_4" (ambient_generic)
For the shl sentences.txt file the original author copied the half-life sentences file and added a few custom sentences.
So, the first seven files are files that are linked to default half life sentences, there is no entity calling the them so i gave that no importance. Still, even if they were used there are issues: quail1).wav and innsufficient_medical.wav are just typos imported from half life sentences file. I will clean that for order sake. But stop3.wav, c1a0_sci_desk.wav, c1a0_sci_lock9a.wav, c1a1_sci_scanrpt.wav and c1a1_sci_scanrpt.wav are missing files that cant be found even in half life folders.
about shl_se3.wav and shl_se4.wav these are supposed to be used in shl_2001 but as i said before the files are missing in the original mod folders and could not find them.
and about the materials.txt i am sorry i did that in a rush and could not test it. I will fix that soon.
im afraid that garg just survived during the cinematic. but it tried to destroy cannon and it won't defeated and it floated away.
EDIT:looks like garg inside the launcher while it hit to the cannon while destroyed and attempted firing.
but there has such moves for garg
see watch https://www.youtube.com/watch?v=b0C2aBQRIqI in 3:20-4:16 that garg sure is ability move when it destroy cannon. so that's it.
shl6:the frame picture might error texture "WARNING: texture lump "highp1" not found" that ever seen that moving walkway surely seeing picture [http://scmapdb.com/local--files/map:sweet-half-life-conversion-for-sven-coop/shl6%20wad%20problem.rar]
shl15:i think cinematic minor bugged after kill 2 alien grunt and 2 alien slave watch [https://www.youtube.com/watch?v=b0C2aBQRIqI] 12:48-14:22 before fixed
it is clear for an answer about cinematic, but there is still problem after cinematic. someone else to attack with players from 2 slaves. but I think should be kill it.
Edit:second attack from slave after first attack
The "t0a0" map name conflicts with the HL Hazard course. No ripenting is required to fix that since it's the first map. I renamed it to "shl_t0a0" and uploaded shl_v1.11.zip which you can link to if that name is ok.