Forum posts

Posted 15 years ago2009-03-09 01:21:17 UTC
in The Free Texture Thread! Post #263988
150?

Poor pengy, i couldn't imagine living with a limit of 150 kbs :(

Or just for downloads?

Anyways, this is getting really off-topic, lets say we steer back on, AMIRITE?
Posted 15 years ago2009-03-08 22:51:37 UTC
in The Free Texture Thread! Post #263983
Tldr?

And again, unless you have a premium or whatever the hell type of account, it will be deleted after a x amount of downloads\time without downloads.

EDIT: just to note, I'm not trying to be a troll here, I'm just saying there are plenty of free hosting sites that suck ass, but still they ARE free, therefor no limits and ppl tend to like them better then stuff like rapidshare or megaupload.
Posted 15 years ago2009-03-08 19:43:07 UTC
in download youtube\flash video Post #263977
Yeah the javascript works fine for firefox, it's just quite hard to notice the link pop up when you click it, it seems like it did nothing. >_>
Posted 15 years ago2009-03-08 18:57:47 UTC
in The Free Texture Thread! Post #263973
NO! Rapidshit is the devil, use somthing like megaupload -_-
Posted 15 years ago2009-03-08 18:47:49 UTC
in gmax question... Post #263971
Yeah, but honestly you'd have to be pretty stupid to stick 50 fy71's in the same level, like you said urb, it's nice for one model, but don't go overboard.
Posted 15 years ago2009-03-08 17:59:25 UTC
in a mod done by young ones... Post #263966
PLEASE ENTER UR PASSWRD OR I WLL CLSE UR ACNT!
Posted 15 years ago2009-03-08 17:32:22 UTC
in download youtube\flash video Post #263962
keepvid doesn't do much for high quality videos.
Posted 15 years ago2009-03-08 16:43:46 UTC
in download youtube\flash video Post #263958
Or you can select it all, and drag it onto the bar above, where the quick links are, eg "getting started" "most visited" and then just click on it whenever you want to download something.

EDIT: shiternet explorer only, thanks.

How did i not notice the link popping up? -_-
Posted 15 years ago2009-03-08 16:32:17 UTC
in download youtube\flash video Post #263956
Control+u, search for .swf in it, and then open the link in a new tab.
Posted 15 years ago2009-03-08 16:18:24 UTC
in download youtube\flash video Post #263954
I open the swf file itself and then save it to my hdd
Posted 15 years ago2009-03-08 16:17:57 UTC
in Compiling Problem... Post #263953
Damn, I'm stumped then, the portal part of the compiling is just vis's way of optimizing the map.

EDIT: remake of flatgrass?

If it's a huge ass map, then rad or vis getting stuck is normal, it takes about 2 mins to compile my map.
Posted 15 years ago2009-03-08 14:33:03 UTC
in gmax question... Post #263950
Hey, who gives a shit about half-lifes limits, i can fully compile the full fy71 from crysis into half life without error.

The only thing about that is that crysis textures are hard to get, but that doesn't matter, the point at hand is basically getting a tough model into hl.
Posted 15 years ago2009-03-08 02:56:19 UTC
in Compiling Problem... Post #263942
Have you tried without vis?
Posted 15 years ago2009-03-06 20:04:21 UTC
in Getting hl2 to compile Post #263907
Now i am getting a linking error, ARRRGH

...Why does coding hate me so much?

EDIT:

[quote]Generating Code...
Linking...
tier2.lib(tier2.obj) : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library Release HL2/client.lib and object Release HL2/client.exp
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library
in_mouse.obj : error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ)
Release HL2/client.dll : fatal error LNK1120: 1 unresolved externals
Creating browse information file...
Microsoft Browse Information Maintenance Utility Version 8.00.50727
Copyright (C) Microsoft Corporation. All rights reserved.
Build log was saved at "file://c:\interest mod\src\cl_dll\Release HL2\BuildLog.htm"
client_hl2 - 2 error(s), 4 warning(s)
Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========[/quote]
Posted 15 years ago2009-03-06 19:48:04 UTC
in Getting hl2 to compile Post #263905
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EDIT: [quote]---- Build started: Project: client_hl2, Configuration: Release HL2 Win32 ----
Linking...
LINK : fatal error LNK1181: cannot open input file 'winmm.lib'
Build log was saved at "file://c:\interest mod\src\cl_dll\Release HL2\BuildLog.htm"
client_hl2 - 1 error(s), 0 warning(s)
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========[/quote]
Posted 15 years ago2009-03-06 18:49:44 UTC
in gmax question... Post #263903
You have a link to that? Google gives me al kinds of results...
I was referring to gmax as a lite version of 3ds max :tired:
Posted 15 years ago2009-03-06 18:30:06 UTC
in Getting hl2 to compile Post #263901
Well, I'm sure at least some of you have heard about my new mod "interest mod", i just randomly decided to use the source engine for it, however, i can't get the damned thing to compile, first i was using 2008, so i moved to visual c++ 2005 express edition, i open up the "Game_HL2-2005.sln" it should work, i run compile, and get this.
---- Build started: Project: client_hl2, Configuration: Debug HL2 Win32 ----
Compiling...
stdafx.cpp
Compiling...
episodic_screenspaceeffects.cpp
c_weapon_hopwire.cpp
c_prop_coreball.cpp
vguitextwindow.cpp
teammenu.cpp
SpectatorGUI.cpp
NavProgress.cpp
MapOverview.cpp
commandmenu.cpp
ClientScoreBoardDialog.cpp
smoke_fog_overlay.cpp
particlesphererenderer.cpp
fx_sparks.cpp
fx_line.cpp
fx_envelope.cpp
fx_discreetline.cpp
fx.cpp
c_tracer.cpp
c_testtraceline.cpp
c_te_worlddecal.cpp
Generating Code...
Compiling...
c_te_spritespray.cpp
c_te_sprite.cpp
c_te_sparks.cpp
c_te_smoke.cpp
c_te_showline.cpp
c_te_projecteddecal.cpp
c_te_playerdecal.cpp
c_te_physicsprop.cpp
c_te_particlesystem.cpp
c_te_muzzleflash.cpp
c_te_legacytempents.cpp
c_te_largefunnel.cpp
c_te_killplayerattachments.cpp
c_te_impact.cpp
c_te_glowsprite.cpp
c_te_glassshatter.cpp
c_te_footprint.cpp
c_te_fizz.cpp
c_te_explosion.cpp
c_te_energysplash.cpp
Generating Code...
Compiling...
c_te_effect_dispatch.cpp
c_te_dynamiclight.cpp
c_te_decal.cpp
c_te_bubbletrail.cpp
c_te_bubbles.cpp
c_te_bspdecal.cpp
c_te_breakmodel.cpp
c_te_bloodstream.cpp
c_te_bloodsprite.cpp
c_te_beamspline.cpp
c_te_beamringpoint.cpp
c_te_beamring.cpp
c_te_beampoints.cpp
c_te_beamlaser.cpp
c_te_beaments.cpp
c_te_beamentpoint.cpp
c_te_basebeam.cpp
c_te_armorricochet.cpp
c_te.cpp
c_stickybolt.cpp
Generating Code...
Compiling...
c_steamjet.cpp
c_smokestack.cpp
c_smoke_trail.cpp
c_recipientfilter.cpp
c_prop_vehicle.cpp
c_particle_smokegrenade.cpp
c_particle_fire.cpp
c_movie_explosion.cpp
c_impact_effects.cpp
c_effects.cpp
c_basetempentity.cpp
vgui_rootpanel_hl2.cpp
shieldproxy.cpp
hud_zoom.cpp
hud_weaponselection.cpp
hud_suitpower.cpp
hud_squadstatus.cpp
hud_quickinfo.cpp
hud_poisondamageindicator.cpp
hud_health.cpp
Generating Code...
Compiling...
hud_hdrdemo.cpp
hud_flashlight.cpp
hud_damageindicator.cpp
hud_credits.cpp
hud_blood.cpp
hud_battery.cpp
hud_autoaim.cpp
c:\interest mod\src\cl_dll\hl2_hud\hud_autoaim.cpp(202) : warning C4189: 'dist' : local variable is initialized but not referenced
hud_ammo.cpp
hl_prediction.cpp
hl_in_main.cpp
hl_gamemovement.cpp
hl2_usermessages.cpp
hl2_gamerules.cpp
hl2_clientmode.cpp
fx_hl2_tracers.cpp
fx_hl2_impacts.cpp
fx_bugbait.cpp
fx_antlion.cpp
env_headcrabcanister_shared.cpp
death.cpp
Generating Code...
Compiling...
clientmode_hlnormal.cpp
c_weapon_stunstick.cpp
c_weapon_physcannon.cpp
c_weapon_crossbow.cpp
c_weapon__stubs_hl2.cpp
c_waterbullet.cpp
c_vehicle_prisoner_pod.cpp
c_vehicle_crane.cpp
c_vehicle_cannon.cpp
c_vehicle_airboat.cpp
c_thumper_dust.cpp
c_te_flare.cpp
c_te_concussiveexplosion.cpp
c_strider.cpp
c_script_intro.cpp
c_rotorwash.cpp
c_prop_combine_ball.cpp
c_plasma_beam_node.cpp
c_npc_rollermine.cpp
c_npc_manhack.cpp
Generating Code...
Compiling...
c_npc_combinegunship.cpp
c_info_teleporter_countdown.cpp
c_hl2_playerlocaldata.cpp
c_func_tankmortar.cpp
c_extinguisher.cpp
c_env_starfield.cpp
c_env_headcrabcanister.cpp
c_env_alyxtemp.cpp
c_corpse.cpp
c_citadel_effects.cpp
c_basehlplayer.cpp
c_basehlcombatweapon.cpp
c_basehelicopter.cpp
c_barney.cpp
c_barnacle.cpp
c_ar2_explosion.cpp
c_antlion_dust.cpp
basehlcombatweapon_shared.cpp
WorldDimsProxy.cpp
weapons_resource.cpp
Generating Code...
Compiling...
weapon_selection.cpp
weapon_parse_default.cpp
weapon_parse.cpp
WaterLODMaterialProxy.cpp
warp_overlay.cpp
voice_status.cpp
voice_banmgr.cpp
ViewConeImage.cpp
view_scene.cpp
view_effects.cpp
view_beams.cpp
view.cpp
vgui_textmessagepanel.cpp
vgui_netgraphpanel.cpp
vgui_messagechars.cpp
vgui_loadingdiscpanel.cpp
vgui_int.cpp
vgui_grid.cpp
vgui_game_viewport.cpp
vgui_fpspanel.cpp
Generating Code...
Compiling...
vgui_debugoverlaypanel.cpp
vgui_consolepanel.cpp
vgui_centerstringpanel.cpp
vgui_bitmappanel.cpp
vgui_bitmapimage.cpp
vgui_bitmapbutton.cpp
vgui_basepanel.cpp
util_shared.cpp
usermessages.cpp
usercmd.cpp
train.cpp
toolframework_client.cpp
toggletextureproxy.cpp
timematerialproxy.cpp
texturescrollmaterialproxy.cpp
text_message.cpp
test_ehandle.cpp
takedamageinfo.cpp
survival_gamerules.cpp
studio_shared.cpp
Generating Code...
Compiling...
SpriteTrail.cpp
spritemodel.cpp
Sprite.cpp
splinepatch.cpp
SoundParametersInternal.cpp
soundenvelope.cpp
SoundEmitterSystem.cpp
singleplay_gamerules.cpp
simple_keys.cpp
sequence_Transitioner.cpp
ScreenSpaceEffects.cpp
sceneentity_shared.cpp
saverestore.cpp
rope_helpers.cpp
recvproxy.cpp
ragdoll_shared.cpp
ragdoll.cpp
proxypupil.cpp
proxyplayer.cpp
ProxyHealth.cpp
Generating Code...
Compiling...
proxyentity.cpp
props_shared.cpp
predictioncopy.cpp
prediction.cpp
predictableid.cpp
precache_register.cpp
playerandobjectenumerator.cpp
physpropclientside.cpp
physics_shared.cpp
physics_saverestore.cpp
physics_main_shared.cpp
physics_main_client.cpp
physics.cpp
perfvisualbenchmark.cpp
particles_simple.cpp
particles_localspace.cpp
particles_ez.cpp
particles_attractor.cpp
particlemgr.cpp
particle_simple3d.cpp
Generating Code...
Compiling...
particle_proxies.cpp
particle_litsmokeemitter.cpp
particle_collision.cpp
panelmetaclassmgr.cpp
obstacle_pushaway.cpp
multiplay_gamerules.cpp
mp3player.cpp
movevars_shared.cpp
movehelper_client.cpp
message.cpp
menu.cpp
matrixproxy.cpp
mathproxy.cpp
mapentities_shared.cpp
lamphaloproxy.cpp
lampbeamproxy.cpp
interpolatedvar.cpp
initializer.cpp
in_main.cpp
in_camera.cpp
Generating Code...
Compiling...
igamesystem.cpp
hud_weapon.cpp
hud_vehicle.cpp
hud_redraw.cpp
hud_pdump.cpp
hud_numericdisplay.cpp
hud_msg.cpp
hud_hintdisplay.cpp
hud_element_helper.cpp
hud_crosshair.cpp
hud_closecaption.cpp
hud_chat.cpp
hud_bitmapnumericdisplay.cpp
hud_basetimer.cpp
hud_basechat.cpp
hud_animationinfo.cpp
hud.cpp
hltvcamera.cpp
history_resource.cpp
glow_overlay.cpp
Generating Code...
Compiling...
geiger.cpp
gamevars_shared.cpp
gametrace_client.cpp
gamestringpool.cpp
gamerules_register.cpp
gamerules.cpp
gamemovement.cpp
fx_water.cpp
fx_trail.cpp
fx_tracer.cpp
fx_staticline.cpp
fx_shelleject.cpp
fx_quad.cpp
fx_interpvalue.cpp
fx_impact.cpp
fx_fleck.cpp
fx_explosion.cpp
fx_cube.cpp
fx_blood.cpp
functionproxy.cpp
Generating Code...
Compiling...
func_ladder.cpp
flashlighteffect.cpp
eventlist.cpp
env_wind_shared.cpp
env_detail_controller.cpp
EntityParticleTrail_Shared.cpp
entitylist_base.cpp
entity_client_tools.cpp
ehandle.cpp
EffectsClient.cpp
effect_dispatch_data.cpp
dummyproxy.cpp
detailobjectsystem.cpp
decals.cpp
death_pose.cpp
collisionproperty.cpp
clientsideeffects_test.cpp
clientsideeffects.cpp
clientshadowmgr.cpp
clientmode_shared.cpp
Generating Code...
Compiling...
clientleafsystem.cpp
cliententitylist.cpp
clienteffectprecachesystem.cpp
client_thinklist.cpp
client_factorylist.cpp
classmap.cpp
cl_mat_stub.cpp
cdll_util.cpp
cdll_client_int.cpp
camomaterialproxy.cpp
c_world.cpp
C_WaterLODControl.cpp
c_vguiscreen.cpp
c_vehicle_jeep.cpp
c_vehicle_choreo_generic.cpp
c_user_message_register.cpp
c_test_proxytoggle.cpp
c_tesla.cpp
c_team.cpp
c_te_beamfollow.cpp
Generating Code...
Compiling...
c_sun.cpp
c_sprite.cpp
c_spotlight_end.cpp
c_soundscape.cpp
c_shadowcontrol.cpp
c_sceneentity.cpp
c_rumble.cpp
c_rope.cpp
c_ragdoll_manager.cpp
c_props.cpp
c_point_commentary_node.cpp
c_point_camera.cpp
c_playerresource.cpp
c_plasma.cpp
c_pixel_visibility.cpp
c_physmagnet.cpp
c_physicsprop.cpp
c_physbox.cpp
C_MaterialModifyControl.cpp
c_lightglow.cpp
Generating Code...
Compiling...
c_hairball.cpp
c_gib.cpp
c_func_tracktrain.cpp
c_func_smokevolume.cpp
c_func_occluder.cpp
C_Func_Monitor.cpp
c_func_lod.cpp
c_func_dust.cpp
c_func_conveyor.cpp
c_func_breakablesurf.cpp
c_func_areaportalwindow.cpp
c_fish.cpp
c_fire_smoke.cpp
c_env_screenoverlay.cpp
c_env_particlescript.cpp
c_entityparticletrail.cpp
c_entitydissolve.cpp
c_dynamiclight.cpp
c_breakableprop.cpp
c_baseviewmodel.cpp
Generating Code...
Compiling...
c_baseplayer.cpp
c_baseflex.cpp
c_baseentity.cpp
c_basedoor.cpp
c_basecombatweapon.cpp
c_basecombatcharacter.cpp
c_baseanimatingoverlay.cpp
c_baseanimating.cpp
c_ai_basenpc.cpp
c_ai_basehumanoid.cpp
bonelist.cpp
bone_merge_cache.cpp
bone_accessor.cpp
beamdraw.cpp
beam_shared.cpp
baseviewport.cpp
baseviewmodel_shared.cpp
baseplayer_shared.cpp
baseparticleentity.cpp
basegrenade_shared.cpp
Generating Code...
Compiling...
baseentity_shared.cpp
basecombatweapon_shared.cpp
basecombatcharacter_shared.cpp
baseanimatedtextureproxy.cpp
base_playeranimstate.cpp
animation.cpp
animatedtextureproxy.cpp
animatedoffsettextureproxy.cpp
animatedentitytextureproxy.cpp
ammodef.cpp
alphamaterialproxy.cpp
activitylist.cpp
Generating Code...
Compiling...
vmatrix.cpp
vallocator.cpp
studio.cpp
stringregistry.cpp
simple_physics.cpp
sheetsimulator.cpp
sentence.cpp
ScratchPadUtils.cpp
scratchpad3d.cpp
rope_physics.cpp
rendertexture.cpp
randoverride.cpp
networkvar.cpp
memoverride.cpp
c:\interest mod\src\public\tier0\memoverride.cpp(16) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
interval.cpp
interpolatortypes.cpp
in_mouse.cpp
c:\interest mod\src\cl_dll\in_mouse.cpp(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
in_joystick.cpp
c:\interest mod\src\cl_dll\in_joystick.cpp(10) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
IceKey.cpp
filesystem_helpers.cpp
Generating Code...
Compiling...
dt_utlvector_recv.cpp
dt_utlvector_common.cpp
dt_recv.cpp
crtmemdebug.cpp
collisionutils.cpp
client_class.cpp
choreoscene.cpp
c:\interest mod\src\game_shared\choreoscene.cpp(11) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
choreoevent.cpp
choreochannel.cpp
choreoactor.cpp
bone_setup.cpp
Generating Code...
Creating browse information file...
Microsoft Browse Information Maintenance Utility Version 8.00.50727
Copyright (C) Microsoft Corporation. All rights reserved.
BSCMAKE: error BK1506 : cannot open file '.\debug hl2\choreoscene.sbr': No such file or directory
Build log was saved at "file://c:\interest mod\src\cl_dll\Debug HL2\BuildLog.htm"
client_hl2 - 5 error(s), 1 warning(s)
ARHG
Posted 15 years ago2009-03-06 17:32:36 UTC
in gmax question... Post #263894
Lite version of 3ds max, or milkshape 3d...

I'd go with lite 3ds max, it's free.
Posted 15 years ago2009-03-05 13:31:27 UTC
in SSbump Generator Post #263816
Woah, wait a minute, shouldn't this be in source section?
Posted 15 years ago2009-03-05 13:29:07 UTC
in Looking for a coder Post #263815
Caution: May Contain Nuts
Just a flesh wound!
...Where do i get one of those, god i hate looking at my posts and i am identical to everybody else, baring the "member" status Dx

On-topic: I'm sorry, but we can't help you, tell the mod leader that he has to join a forum to get coders, not just send out random people and then hope for them to come back with a handful of coders.
Posted 15 years ago2009-03-04 22:34:34 UTC
in Looking for a coder Post #263772
Get the leader to join twhl and post it sheez.
Posted 15 years ago2009-03-04 00:12:54 UTC
in gmax question... Post #263715
Off to the general section with all your non half-life related questions!

Scat!
Posted 15 years ago2009-03-02 18:30:41 UTC
in a mod done by young ones... Post #263608
Check the console for any kinds of loading errors or the likes.
Posted 15 years ago2009-03-02 16:43:01 UTC
in a mod done by young ones... Post #263604
Yeah, got to be careful about that, even i got c# instead of ++ at first >_>
Posted 15 years ago2009-02-27 19:49:34 UTC
in Free models! :D Post #263429
I'd give it a shot, but i'm really no good at futuristic weapons >_>
Posted 15 years ago2009-02-27 19:38:29 UTC
in Free models! :D Post #263426
Make whatever the hell you want, just be sure to post at least a thumbnail and i'll get the link up.
Posted 15 years ago2009-02-27 17:15:30 UTC
in Free models! :D Post #263419
Aigh, to the admin putting it in the original post, this is the new url:

[ url=http://www.urbanebula.kkore.net/dpgames/urb_pan_ebula.rar][img ]http://www.urbanebula.kkore.net/dpgames/pan1.jpg[/img ][/url ]

Remove the spaces
Posted 15 years ago2009-02-27 16:02:31 UTC
in Free models! :D Post #263417
Thanks for the contribution urby, could a mod add it to the main post and credit urby in the main post.

EDIT: Dl link urby?
Posted 15 years ago2009-02-26 22:20:12 UTC
in Free models! :D Post #263383
Aw, you blocked my edit Dx

What i was going to say anyways, was that the damned thing is actually cell shaded now, neat.
Posted 15 years ago2009-02-26 22:18:11 UTC
in Free models! :D Post #263381
It looked so much better in milkshape Dx
User posted image
Posted 15 years ago2009-02-26 22:15:52 UTC
in Free models! :D Post #263379
User posted image


Wtf?

EDIT: And if you complain about the texturing, i will slaughter you, i am a modeler, not a texture'ler -.-
Posted 15 years ago2009-02-26 21:28:18 UTC
in Free models! :D Post #263362
It's a wip -.-
Posted 15 years ago2009-02-26 19:22:35 UTC
in Free models! :D Post #263356
That looks familiar...
Yeah, i used you're blue texture rim, i even told you in the other thread, you didn't seem to care. :plastered:

EDIT:
ClickNot
Man, that guy has a lot of stolen models, doesn't he?
User posted image
Posted 15 years ago2009-02-26 13:47:18 UTC
in Free models! :D Post #263333
Model constructed, just need to texture.
Posted 15 years ago2009-02-26 13:36:16 UTC
in Free models! :D Post #263331
Aigh, couple bottles coming up i guess.

EDIT: Is it going to be just a part of the background that you probably will never get close to, or should i go ahead and bevel\chamfer it out a little?
Posted 15 years ago2009-02-26 13:34:43 UTC
in a mod done by young ones... Post #263330
Yeah, i got bored of those damned thumbnails and i just so happened to notice the "direct link to image" box, and used that ever since.
Posted 15 years ago2009-02-26 13:32:25 UTC
in a mod done by young ones... Post #263328
Posted 15 years ago2009-02-26 01:24:47 UTC
in Free models! :D Post #258791
You know what, why don't you guys just request models in here, i still havn't made anything yet :|
Posted 15 years ago2009-02-23 13:45:12 UTC
in Vista and Compiling Post #263163
I got the free beta, no money taken from me.

EDIT: Also, daub, since nobody has given you a 123 process here it is: take harddrive and throw out window, grab vista cd and case and throw out window, buy new hdd and install anything else, 7, xp, anything.

THERE YOU GO :D
Posted 15 years ago2009-02-23 13:35:14 UTC
in gameinfo.txt? Post #263162
Is that the real urb there, or some kind of imposter using a shorter version of his name.

Or did he just have his username changed by a admin?
Posted 15 years ago2009-02-05 16:48:59 UTC
in Desktops of February Post #262353
cl_drawweapon 0
Posted 15 years ago2009-02-03 18:36:13 UTC
in Coding a simple scientist Post #262307
Well, it doesn't do anything, it's the first code that i copied off of the scientist without having conflict while linking because they have the same code.

EDIT: In other words, It's just a model, you can't shoot it, kill it or enytheng, pretty much a test.
Posted 15 years ago2009-02-03 17:20:31 UTC
in Coding a simple scientist Post #262300
Thanks pengy, I'll test in a bit.

I'm rather new to this >_>

EDIT: Damn that coding tut, why didn't it tell me about ANYTHING being case sensitive :tired:

EDIT: got it, just copied some code from scientist, it compiled without error, and it linked without conflict.

My new code, i hope it works:
[quote]#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "animation.h"
#include "soundent.h"

class CLab : public CBaseMonster
{
public:
void spawn( void );
void Precache( void );
static	TYPEDESCRIPTION m_SaveData[];
};

LINK_ENTITY_TO_CLASS( monster_scientist2, CLab );

void CLab :: spawn( void )
{
SET_MODEL(ENT(pev), "models/scientist.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.scientistHealth;
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
pev->skin = 0;
MonsterInit();
}

void CLab :: Precache( void )
{
PRECACHE_MODEL("models/scientist.mdl");
}[/quote]

By the way, the mod's name is interest mod x3
Posted 15 years ago2009-02-02 23:42:30 UTC
in Desktops of February Post #262284
Posted 15 years ago2009-02-02 22:50:19 UTC
in Coding a simple scientist Post #262281
It probably wouldn't even be able to move if i actually got it working!

[quote]#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "animation.h"
#include "soundent.h"

class CLab : public CBaseMonster
{
public:
[blue]void[/blue] Spawn( [blue]void[/blue] );
[blue]int[/blue]  Classify ( [blue]void[/blue] );
void CLab :: spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/scientist.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid			= SOLID_SLIDEBOX;
pev->movetype		= MOVETYPE_STEP;
m_bloodColor		= BLOOD_COLOR_RED;
pev->health			= gSkillData.scientistHealth;
pev->view_ofs		= Vector ( 0, 0, 50 );[green]// position of the eyes relative to monster's origin.[/green]
m_flFieldOfView		= VIEW_FIELD_WIDE; [green]// NOTE: we need a wide field of view so scientists will notice player and say hello[/green]
m_MonsterState		= MONSTERSTATE_NONE;
pev->skin = 0;
MonsterInit();
}

void CLab :: Precache( void )
{
PRECACHE_MODEL("models/scientist.mdl");
}[/quote]

The error:
-------------------Configuration: hl - Win32 Profile-------------------
Compiling...
blaster.cpp
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(39) : fatal error C1004: unexpected end of file found
Error executing cl.exe.

blaster.obj - 1 error(s), 0 warning(s)
Now, it's pretty obvious i didn't have the correct brackets here: [quote]{
public:
void Spawn( void );
int  Classify ( void );
void CLab :: spawn( void )[/quote]

But it i add the closing bracket there, this will happen.

[quote]-------------------Configuration: hl - Win32 Profile-------------------
Compiling...
blaster.cpp
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(19) : error C2628: 'CLab' followed by 'void' is illegal (did you forget a ';'?)
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(19) : error C2039: 'spawn' : is not a member of 'CLab'
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(13) : see declaration of 'CLab'
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(21) : error C2065: 'Precache' : undeclared identifier
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(22) : error C2065: 'pev' : undeclared identifier
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(24) : error C2227: left of '->solid' must point to class/struct/union
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(25) : error C2227: left of '->movetype' must point to class/struct/union
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(26) : error C2065: 'm_bloodColor' : undeclared identifier
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(27) : error C2227: left of '->health' must point to class/struct/union
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(28) : error C2227: left of '->view_ofs' must point to class/struct/union
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(29) : error C2065: 'm_flFieldOfView' : undeclared identifier
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(30) : error C2065: 'm_MonsterState' : undeclared identifier
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(31) : error C2227: left of '->skin' must point to class/struct/union
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(32) : error C2065: 'MonsterInit' : undeclared identifier
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(36) : error C2509: 'Precache' : member function not declared in 'CLab'
C:\Sierra\Half-Life\SDK\Single-Player Source\dlls\blaster.cpp(13) : see declaration of 'CLab'
Error executing cl.exe.

blaster.obj - 14 error(s), 0 warning(s)[/quote]
Posted 15 years ago2009-02-02 16:45:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #262273
Any news at all?

By the way, if you need a modeler i can hel... Wait, What the hell am i doing?

Nevermind that last sentence :tired:
Posted 15 years ago2009-02-02 16:36:43 UTC
in Just turened 20 today! Post #262272
Posted 15 years ago2009-02-02 00:55:09 UTC
in Desert Eagle Replacement Model: Try it o Post #262241
Alright, so far is a working beta model, it has placeholder textures, such as the barrel being chrome while the slide black, but it has custom animations, because i had to create an extra bone for the slide because on a deagle the slide will kick back.

Will upload asap.

EDIT: http://www.adrive.com/public/86bba578dab6c5f3809bb0fc4b3a95a0207106b0f0155238ae6be8e91d3e1a42.html

EDIT: Remember, it's only a beta, it works, but it's the first time i got it to work properly.
Posted 15 years ago2009-02-01 23:07:47 UTC
in Desert Eagle Replacement Model: Try it o Post #262238
I used the front page to read the thread, I did'nt see it was for source from there, and I did'nt notice that it was in the source forums. I don't pay attention. unsure - :\ I may consider using the hl1 deagle in my mod, provided I have your permission and it looks close enough to the one on the HD Otis model I'm using.
Well, i don't give a crap about you using it, seeing as you are the one that got me making it x3

And also, the textures made the deagle crap, and the smoothing made it look quite bad, eg, the barrel hole no longer looks like a hole, it only looks like a little inward bump.
User posted image
The texture problem isn't that big of a problem, but i have no idea how to fix the smoothing yet.
Posted 15 years ago2009-02-01 19:18:47 UTC
in Desert Eagle Replacement Model: Try it o Post #262232
Aww... I has hoping it was for HL1
In a source forum? LOL.

Aaanyway, this model, and you're post jeff, has inspired me to make a deagle replacement myself, for hl1.

WIP:
User posted image
/Hijack

EDIT: Added full res (HD) jpeg.

EDIT2: Made both edits bold.