I thought that last one was from the seroius sam the second encounter? Or was that what you meant by serious sam 2?The sentence is spoken in both games.
Muzz: I doubt I could fit a grunt inside a vent, though.If you can't fit a grunt, you can't fit a barney in the vent either.
Wouldn't it only seem as if it shot faster but infact the gun would still use some part of another code to actually shoot. Isn't the change in the qc file just for the animation ?Well, i tried editting numeric values in both the qc file and the turret cpp source file, but none of those values seem to change the ROF ingame.
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 );
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6);
pev->effects = pev->effects | EF_MUZZLEFLASH;
}Muzz is there anything wrong with changing the complex geometry as well to func_illusionaries, instead of func_walls?Well, use func_illusionaries only where:
Try to use texture lights (textures that emit light by themselves)
-strobes in muzza's map: yeah you're right, there is erroneous flickering on the top part of your map, which seem to coincide with the flickering texture lighting i put in the elevator. I rendered the server room invisible, so maybe that change in the map and a recompile will be enough to fix the glitch, but if not, i'll just remove the flickering texture from the elevators.Good. Note that the Only Visible flag on HLFix really does work. So i don't know why your having difficulties with it.
I tested in WON seeing as it wasn't configured for a steam mod. tongue -That does'nt mean it won't run in Steam HL, because it does. I played it in WON HL as well though.