Comments

Commented 1 month ago2024-10-19 05:28:16 UTC in journal: Major Pathos update, support for lightstyles, etc Comment #106456
Nice! I love the work you are putting into this!
I feel like, eventually, it'll be something that I can work up the courage to use and modify. :glad:
Commented 5 months ago2024-07-18 07:46:15 UTC in vault item: Techniques (Video Tutorial) Comment #106254
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. :hammer: :hammer: :hammer:
Commented 1 year ago2023-11-29 04:03:09 UTC in wiki page: item_worldmap (Counter-Strike: Deleted Scenes) Comment #105671
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.
Commented 1 year ago2023-11-28 14:04:24 UTC in wiki page: item_worldmap (Counter-Strike: Deleted Scenes) Comment #105668
@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.
Commented 1 year ago2023-11-28 08:50:47 UTC in journal: Moving the information Comment #105665
@Shepard62700FR Thank you for the help, friend.

@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.
Commented 1 year ago2023-07-31 06:18:51 UTC in journal: Whoa, I failed at the most important place Comment #105450
@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.

@Admer, Yeah, I feel that a lot lately.
Commented 2 years ago2022-04-29 05:23:01 UTC in wiki page: Tutorial: Creating healing pools like in Xen Comment #104358
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!.

Other than that, nice job.
Commented 3 years ago2021-07-20 05:29:23 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103617
@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. :)
Commented 3 years ago2021-07-18 13:30:23 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103615
@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.
Commented 3 years ago2021-04-30 14:00:20 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103549
No problem, fellas. It's my pleasure to make this game come back to life!
I've just updated the download with the newest version. Have fun!
Commented 3 years ago2021-02-24 06:28:59 UTC in journal: 0x0013 Comment #103353
Happy Birthday, my dude! :) Gotta grab those test marks homie, good luck!