This is actually a really cool video/example map. some of the stuff in here I didn't really know you could do. Would recommend you keep posting stuff like this.
Yeah, I agree. The true function of "Junk" is not really exposed to us yet. Always good to have it there if someone figures it out.
The 32-bit limit was a surprise to me as well. I even tried using an empty entry called "Sniper" (cut map) that was on the list, but not on the actual world map. It didn't work as I thought it would and remained locked. I think you are right about the Custom missions dir thing though.
@kimilil I appreciate the redo of the page.
In regards to the "junk" KV, not sure how it functions as of yet. The decompile of the DLL is here for reference. I doubt it will give us any clues tho.
void __cdecl CWorldMap::KeyValue(CWorldMap *const this, KeyValueData *pkvd)
{
bool v2; // zf@1
signed int v3; // ecx@1
int v4; // edi@1
char *v5; // esi@1
v2 = 0;
v3 = 5;
v4 = (int)"junk";
v5 = pkvd->szKeyName;
do
{
if ( !v3 )
break;
v2 = *v5++ == *(_BYTE *)v4++;
--v3;
}
while ( v2 );
if ( v2 )
pkvd->fHandled = 1;
else
CBaseToggle::KeyValue(&this->baseclass_0, pkvd);
}
Also should have mentioned, custom mission are not a thing one can make appear or function on the world map. This is due to the way that missions are unlocked within the game progression (complete X, unlock Y). This can be attributed to a 32 bit int or something of the sense.
A workaround for this is for mods to make the world map button in the menu, load into a different a hub-world type map.
@Erty, No problem. A summery of all the whacky stuff that was happening at that time. On the topic of JD and NightDive, I wish I could have closed the deal faster, but you are right.
Good job on the tutorial. Unfortunately, I think that this section "Render Mode, Glow its selected" needs to be changed to "Render Mode, Texture is selected. Then change the FX amount to 100". As the console will spit out this error: Non-sprite set to glow!.
@Little-Bot No problem! I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end.
@Little-Bot Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites
The regular Hammer sprites will work if you manually edit them in. Specifically, You'd have to change this area: @PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light to this: @PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light to get the OG one back (provided you have it in the right directory, which should be here sprites/Hammer/lightbulb.spr).
This comment was made on an article that has been deleted.
I feel like, eventually, it'll be something that I can work up the courage to use and modify.
The 32-bit limit was a surprise to me as well. I even tried using an empty entry called "Sniper" (cut map) that was on the list, but not on the actual world map. It didn't work as I thought it would and remained locked. I think you are right about the Custom missions dir thing though.
In regards to the "junk" KV, not sure how it functions as of yet. The decompile of the DLL is here for reference. I doubt it will give us any clues tho. Also should have mentioned, custom mission are not a thing one can make appear or function on the world map. This is due to the way that missions are unlocked within the game progression (complete X, unlock Y). This can be attributed to a 32 bit int or something of the sense.
A workaround for this is for mods to make the world map button in the menu, load into a different a hub-world type map.
@jamie yeah, I like checking the recent changes page and seeing a lot of edits. Makes me more curious to check out stuff I don't normally use.
@Admer, Yeah, I feel that a lot lately.
Unfortunately, I think that this section "Render Mode, Glow its selected" needs to be changed to "Render Mode, Texture is selected. Then change the FX amount to 100".
As the console will spit out this error:
Non-sprite set to glow!
.Other than that, nice job.
No problem!
I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end.
Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites
The regular Hammer sprites will work if you manually edit them in.
Specifically, You'd have to change this area:
@PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light
to this:
@PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light
to get the OG one back (provided you have it in the right directory, which should be heresprites/Hammer/lightbulb.spr
).I've just updated the download with the newest version. Have fun!