Forum posts

Posted 18 years ago2006-02-10 19:11:19 UTC
in Muzz's HLDM Server Post #162544
Sorry Hunter, thats just how dedicated servers work...
Posted 18 years ago2006-02-10 14:01:15 UTC
in How do I include sounds in a map? Post #162480
Cumbersome? Is that a word? :/
Posted 18 years ago2006-02-10 11:12:11 UTC
in How do I include sounds in a map? Post #162442
Thats right, you can't include custom sounds in a bsp, you will to distribute them with your bsp as seperate files, and tell other people where to put the files.
Posted 18 years ago2006-02-10 11:01:20 UTC
in How do I include sounds in a map? Post #162438
Wrong forum. Read before you post.

Is this for HL or Source games?
Posted 18 years ago2006-02-10 10:56:50 UTC
in Guess the line! Post #162435
Tsk tsk.

"The Thing", boy. But you're right. That was way too easy. Your turn. :)
Posted 18 years ago2006-02-10 10:54:04 UTC
in Competition 19 Post #162433
Oh boy, im going to get busy at the end of this month. :nervous: :nuts:
Posted 18 years ago2006-02-10 10:48:45 UTC
in Hit a wierd mapping problem, need help Post #162431
  • Did you carve?
  • Did you clipped?
  • Did you used vertex manipulation? (most likely cause for glitches like that)
Posted 18 years ago2006-02-10 10:45:48 UTC
in Guess the line! Post #162430
K.

I don't know what the hell's in there, but it's weird and pissed off, whatever it is.
Posted 18 years ago2006-02-10 10:07:45 UTC
in Moving in two directions... Post #162416
The door is just another func_train. :)
The probably used env_render to render the door that moves with the train invisible, and another env_render to make the actual moving door visible.
Posted 18 years ago2006-02-10 07:33:33 UTC
in UNB's Mod in the making. Post #162403
Oops, i forgot about that. :)
Posted 18 years ago2006-02-10 06:46:09 UTC
in Muzz's HLDM Server Post #162400
Pepper, i removed all official maps from the server, except Crossfire and Bootcamp.
And only the server admin can use the changelevel "levelname" command. Unless adminmod priveges has been provided.
Posted 18 years ago2006-02-10 06:16:11 UTC
in UNB's Mod in the making. Post #162399
I found this at the beginning of barney.cpp:

//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW ( 2 )
#define BARNEY_AE_SHOOT ( 3 )
#define BARNEY_AE_HOLSTER ( 4 )
#define BARNEY_AE_RELOAD ( 5 )

#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2

And the HandleAnimEvent funtion:

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CBarney :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BARNEY_AE_SHOOT:
	BarneyFirePistol();
	break;
case BARNEY_AE_DRAW:
	// barney's bodygroup switches here so he can pull gun from holster
	pev->body = BARNEY_BODY_GUNDRAWN;
	m_fGunDrawn = TRUE;
	break;
case BARNEY_AE_HOLSTER:
	// change bodygroup to replace gun in holster
	pev->body = BARNEY_BODY_GUNHOLSTERED;
	m_fGunDrawn = FALSE;
	break;
			case BARNEY_AE_RELOAD:
		EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
		m_cAmmoLoaded = m_cClipSize;
		ClearConditions(bits_COND_NO_AMMO_LOADED);
		break;
default:
	CTalkMonster::HandleAnimEvent( pEvent );
}
}

What i did with Otis, i made a copy of barney.cpp, renamed it to otis.cpp, and changed every reference of CBarney to COtis and Barney to Otis. But thats not eough, you need to make additions to other files before your new npc really works, as you allready noticed. :)
Posted 18 years ago2006-02-10 06:10:38 UTC
in Guess the line! Post #162396
House of the Dead?
Posted 18 years ago2006-02-09 17:28:01 UTC
in Muzz's HLDM Server Post #162317
Ok.

I also added a new mod. To try it, type this in the console:

eye playername

or:

eye part_of_playername

Type eye_back to switch back.

This only works for admins.
Posted 18 years ago2006-02-09 17:24:44 UTC
in UNB's Mod in the making. Post #162313
Take a look the original barney code, copy that code bit, and modify it for your new barney.

Maybe sk_gina_health is allready defined elsewehere.
Posted 18 years ago2006-02-09 14:39:00 UTC
in UNB's Mod in the making. Post #162265
Let me know if it did the trick. :)
Posted 18 years ago2006-02-09 14:08:44 UTC
in UNB's Mod in the making. Post #162260
To make sure you got it all set up correctly, check out:

Did you add:
#define CLASS_your_new_barney 14 // your_new_barney

to cbase.h, line 101?

Did you add:
cvar_t sk_your_new_barney_health1 = {"sk_your_new_barney_health1","0"};
cvar_t sk_your_new_barney_health2 = {"sk_your_new_barney_health2","0"};
cvar_t sk_your_new_barney_health3 = {"sk_your_new_barney_health3","0"};

to game.cpp, line 51?

and:
CVAR_REGISTER ( &sk_your_new_barney_health1 );// {"sk_your_new_barney_health1","0"};
CVAR_REGISTER ( &sk_your_new_barney_health2 );// {"sk_your_new_barney_health2","0"};
CVAR_REGISTER ( &sk_your_new_barney_health3 );// {"sk_your_new_barney_health3","0"};
in line 493

Did you add:
gSkillData.your_new_barneyHealth = GetSkillCvar( "sk_your_new_barney_health");

to gamerules.cpp, line 134

Did you place:
static int iEnemy[16][16] =
{			 //   NONE	 MACH	 PLYR	 HPASS	 HMIL	 AMIL	 APASS	 AMONST	APREY	 APRED	 INSECT	PLRALY	PBWPN	ABWPN	OPFOROT
/*NONE*/		{ R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	},
/*MACHINE*/		{ R_NO	,R_NO	,R_DL	,R_DL	,R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_DL,	R_DL,	R_DL	,R_DL,	},
/*PLAYER*/		{ R_NO	,R_DL	,R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO,	R_DL,	R_DL	,R_NO,	},
/*HUMANPASSIVE*/{ R_NO	,R_NO	,R_AL	,R_AL	,R_HT	,R_FR	,R_NO	,R_HT	,R_DL	,R_FR	,R_NO	,R_AL,	R_NO,	R_NO	,R_AL,	},
/*HUMANMILITAR*/{ R_NO	,R_NO	,R_HT	,R_DL	,R_NO	,R_HT	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_HT,	R_NO,	R_NO	,R_HT,	},
/*ALIENMILITAR*/{ R_NO	,R_DL	,R_HT	,R_DL	,R_HT	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*ALIENPASSIVE*/{ R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	},
/*ALIENMONSTER*/{ R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*ALIENPREY   */{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO	,R_NO	,R_NO	,R_FR	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*ALIENPREDATO*/{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO	,R_NO	,R_HT	,R_DL	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*INSECT*/		{ R_FR	,R_FR	,R_FR	,R_FR	,R_FR	,R_NO	,R_FR	,R_FR	,R_FR	,R_FR	,R_NO	,R_FR,	R_NO,	R_NO	,R_FR,	},
/*PLAYERALLY*/	{ R_NO	,R_DL	,R_AL	,R_AL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	},
/*PBIOWEAPON*/	{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_DL,	R_NO,	R_DL	,R_DL,	},
/*ABIOWEAPON*/	{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_AL	,R_NO	,R_DL	,R_DL	,R_NO	,R_NO	,R_DL,	R_DL,	R_NO	,R_DL,	},
/*your_new_barney*/		{ R_NO	,R_DL	,R_AL	,R_AL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	}
};
return iEnemy[ Classify() ][ pTarget->Classify() ];
in the CBaseMonster::IRelationship function in monsters.cpp, line 2199?

Those are most important. There are some other files you can edit to have your_new_barney talk randomly with other friendly npc etc. Ill tell you about that if you want. :)
Posted 18 years ago2006-02-09 13:43:07 UTC
in UNB's Mod in the making. Post #162257
I will look intro it, Unb, ill let you know. :)
Posted 18 years ago2006-02-09 13:03:40 UTC
in UNB's Mod in the making. Post #162244
^^

Unb, do you get any errors during the compile?
Did you made a new entry for your new barney in the fgd?
Give me some details and ill check it out. :)
Posted 18 years ago2006-02-09 06:13:18 UTC
in HL2 Models to HL1 Models Post #162196
I did it once.

I took the gravity gun files from the gcf files and decompiled them using Cannonfodders modeldecompiler. Then i loaded the reference smd file into Milkshape, reapplied the texture (no need to reallign) And then export and compile it as a normal HL model.

The only downdraft is that the gravity gun animations are loast during decompile.
Posted 18 years ago2006-02-08 10:24:37 UTC
in Skins, sven coop, grunts. Post #162067
Ask in the Sven-Coop forums? Or email the author of that map?

Or you could decompile the model and see how its done. If only.
Posted 18 years ago2006-02-08 05:54:18 UTC
in Half-Life: Hostage Situation Post #162050
MuzzleFlash took chapter one near the start in Febuary 2005. He later became lead coder for the mod and brought us many great things like customizable HUD colour.
So i geuss what you're saying is that im teh l33t coder? Geez, im total n00b with C++. Ain't that right, CP!? :P
Posted 18 years ago2006-02-07 17:20:07 UTC
in Muzz's HLDM Server Post #161980
Wtf?

"You have been disconnected from the server. Reason: Error verifying STEAM UserID ticket (server was unable to contact the authantication server)"

Im getting that too. :/
Posted 18 years ago2006-02-07 17:08:55 UTC
in Muzz's HLDM Server Post #161977
May I request this instead?: http://www.twhl.co.za/mapvault_map.php?i
d=663
Pfff. Old shitte! :cry:
Posted 18 years ago2006-02-07 15:11:41 UTC
in Muzz's HLDM Server Post #161956
And FresheD, i think ZombieLoffe is the only one who admin abuses
Really? Bad boy you are, ZL. %)
Posted 18 years ago2006-02-07 14:56:22 UTC
in Muzz's HLDM Server Post #161950
Yep. I might lower the priveledges to voting only.
Posted 18 years ago2006-02-07 14:40:56 UTC
in Muzz's HLDM Server Post #161946
Keep in mind that abusing the given admin priveledges will result in loosing your admin priveledge. Use with caution!
Posted 18 years ago2006-02-07 14:34:09 UTC
in Muzz's HLDM Server Post #161944
Oh, its very limited. :)
Posted 18 years ago2006-02-07 14:21:42 UTC
in Muzz's HLDM Server Post #161940
Sorry for reviving this thread, but i feel kinda lame to open a whole new thread about this.

deeoo deeoo, attention all regular TWHL visitors of the server, please put your Steam ID in this thread, so that Muzz can give adminmod rights to them,, you can also pm them,, thank you
Posted 18 years ago2006-02-07 13:45:38 UTC
in Follow Freeman... Literally Post #161934
So you want a (security) camera following you? It is in fact very easy to do.

First, make your camera out of world brushes.
Tie the whole thing to... a func_tank. A func_tank allways follows the player. But in this case you don't the func_tank to shoot the player. So disable that in its properties. Done. You know have a working security camera.

Edit: Don't forget to attach an Origin brush to the func_tank! ;)
Posted 18 years ago2006-02-07 10:09:59 UTC
in Classical games that you wanna play. Post #161876
@ Tycel: C&C and Red Alert 1 can be played on modern machine with Windows XP running on them. All you need to do is to install a special patch.
Posted 18 years ago2006-02-07 06:55:44 UTC
in Classical games that you wanna play. Post #161840
Half life 2 ( I know but It feels old when its sitting at your house un used for as long as its been out )
Excuse me, but HAAAAAAAAHAHAHAHAH ROFL!
Posted 18 years ago2006-02-07 06:38:36 UTC
in Classical games that you wanna play. Post #161832
Muzz still playes:

Tyrian 2000
Arcade space shooter with a cartoon-ish flavor. Really addictive.

Commander Keen Trilogy
Best Dos based run-jump-shoot game ever!

Megaman Classic series (NES, emulated)
Teh shit! ^^

Kirby's Adventure (NES, emulated)
Kirby's so cute. ^^

Supermario series(NES, emulated)
Still fun. :) Pwning Koopa Troopah's. ^^
Posted 18 years ago2006-02-06 14:50:39 UTC
in happy 17th! (NOT work-friendly) Post #161716
That cake was delicious, hand me another one, Rim. :)
Posted 18 years ago2006-02-06 07:30:18 UTC
in Cool competition idea, High fps! Post #161683
Thats right, Trapt. One word: Boooooooooooooooring. :nervous:
Posted 18 years ago2006-02-06 06:00:59 UTC
in env_beam Post #161679
Posted 18 years ago2006-02-06 05:57:03 UTC
in GoldSource Mapping Tips Post #161678
If the center x of your hammer window
What center x? I don't see center x. Or perhaps you mean the x in the middle of each brush/brush-entity?
Posted 18 years ago2006-02-06 05:50:41 UTC
in Reissues Post #161676
Neat! ^^

I think im gonna participate. I always wanted to participate in projects like this. :)
Posted 18 years ago2006-02-03 09:56:34 UTC
in Virus making, why? Post #161271
There's a difference between "hackers" and "virus creators".
Posted 18 years ago2006-02-03 05:44:32 UTC
in Half-Life: Hostage Situation Post #161241
Looks like one of those area's from the Citadel in HL2. You know, with all those containers on the side. :)
Posted 18 years ago2006-02-02 19:15:11 UTC
in Half-Life: Hostage Situation Post #161209
Posted 18 years ago2006-02-02 18:46:23 UTC
in Half-Life: Hostage Situation Post #161202
R_speeds? :P
Posted 18 years ago2006-02-02 11:22:30 UTC
in Dynamic Skies Post #161080
What the hell... How?
Posted 18 years ago2006-02-02 10:47:44 UTC
in Worlds ugliest cat Post #161076
Im sure most of us still remember the Worlds ugliest dog.
Well, here's something new: The Worlds ugliest cat.

Ain't that cute? :)
Posted 18 years ago2006-02-02 08:59:24 UTC
in Please help, hammer crashed Post #161056
So I go to open up the .map file, and its COMPLETELY BLACK!
He did, and that didn't work.
Posted 18 years ago2006-02-02 08:40:06 UTC
in TWHL KILL-ZONE Post #161051
coud use Paintshop Pros Aniimatiohn
Posted 18 years ago2006-02-02 05:53:34 UTC
in History of PC games Post #161041
Dune II (Dune 2, Battle for Arrakis / The building of a Dynasty) was the first game that introduces RTS (Real Time Strategy) and was the first game that had many followers like Command & Conquer, Red Alert, Generals.

Wolfenstein 3D is the mother of the FPS games, and Dune II is the mother of the RTS games.
Posted 18 years ago2006-02-02 05:48:34 UTC
in Please help, hammer crashed Post #161040
There should be a .rmx file. Delete your corrupted .rmf file and rename the .rmx to .rmf and open that in Hammer. You may have lost some work though.
Posted 18 years ago2006-02-01 13:34:22 UTC
in Brushes disappearing Post #160935
Don't you read? He said he fixed the problem.
Posted 18 years ago2006-02-01 08:22:38 UTC
in Sewage Treatment Works Post #160885
Looks nice indeed. Texturing looks bland though, but im sure that'll change overtime. :)