Here's what I did today:
* I merged all sound files into the trilogy folder. I expected a lot more conflicts, but thankfully in each mod I worked with "unique" folders, like sound/hq, sound/hq2 and sound/hq3, and very mod-specific things like sound/patience and sound/violence. I can add additional sounds later (button/door/elevator/footstep sounds from HQA); they will require special handling anyways. But for now, all custom sounds (speeches, music) are in.
* I added my SoHL source code to my github project. I'm not sure if I want to touch the source code, but if I do, I can have commits now as well. I probably don't want to meddle too much with the source, since I don't even know if it's the source code to the SoHL 1.8 I'm using. I think I'm actually using SoHL 1.8b or something. Yeah, it's a mess out there with all the different SoHL codebase swamps. :D
* I added the complete hqtrilogy folder to the github project. That way, all changes can be committed individually. The limit is 1GB on github, and I'm still below 500MB or something, so everything's fine.
* I tested HQA again for a bit and updated sentences.txt, which is required to make NPCs speak a certain wav file.
* One HQA map has lighting problems, but probably just needs a light source. Most HQA maps didn't actually need a light source, and the compiler always complains about it, saying something like "you probably don't want a pitch dark map" :D
* A funny thing I already noticed a few years ago - some camera scenes in HQ and HQA are framed for 4:3 resolutions. I might need to adjust those just a little bit by moving the camera back. For example, in the diary sequences in HQA the text now appears way too late and the camera shuts off when the text's already long gone off-screen.
I also brainstormed for the map that connects all three mods. There are "global variables" in HL, i.e. if you press a button in map 1, it triggers something in map 2. I may want to change the "hub map" depending on where you are in each mod. That's a nice-to-have, but I still want to do some experimenting with this when I can.
To be continued... (<