Forum posts

Posted 19 hours ago2020-01-27 14:39:34 UTC
in Post your screenshots! WIP thread Post #343702
Haha, thans!!, it´s like "if a newbie like me can, you can!!" :crowbar:
Well, maybe it is not the best model ever, but it is seen from the distance, so 4K detail is not 100% needed.
User posted image
User posted image
Posted 21 hours ago2020-01-27 12:29:25 UTC
in Post your screenshots! WIP thread Post #343701
The scale of this project is inspiring, abbadon
Archie ArchieGoodbye Moonmen
Don´t you worry. I repeat, that´s s feature that can wait, or maybe it will not be added once I finish this v2.0 of the mod. I have played this morning a full match and find that it is almost done, some little polishment in the health and damage of certain npcs and that´s all the code left I can do. I think it´s time to led Zion Warcry sourcecode have a rest. :)
Hmm.
TBH I don't do HL AI programming just yet, so I can't really help you on that one.
Admer456 Admer456If it ain't broken, don't fox it!
No. The Gunner guys walk and run, and the trolleys do the same. What I want is that the gunners follow the movement of the trolley guys that also walks and run. Once they spawn, the trolley guys run to "attack" (give ammo) the player, or the bot that has no ammo loaded, and I want the gunners (that spawn at the same time) follow the trolley guy at a given distance, instead of running or standing still engaging combat, I want them to engage combat BUT always keeping distance with the trolley guys, as if they are tied with a beam that has a fixed lenght.
"They must get close to the trolley guys, as a bodyguard."
Still doesn't tell me what exactly the movement is supposed to be.
Is it aerial?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 day ago2020-01-26 12:23:49 UTC
in Post your screenshots! WIP thread Post #343696
Finally!!
Nebuchadnezzar in map, flying and landingNebuchadnezzar in map, flying and landing
Now for the Caduceus...
Lego in Matrix...Lego in Matrix...
And, also, I have taken back the RADAR...
RadarRadar
It looks better now, bigger and the dots are more like in the movie.
They must get close to the trolley guys, as a bodyguard.
I will try your sound method!!. Thanks for helping me in this last steps!

BTW:
	//======================================
	// Mostrar-Esconder HUD HUD
	//======================================

	if ( g_bShowHudToggle )
	   	{

			gHUD.m_iHideHUDDisplay &= ~ HIDEHUD_WEAPONS;
            gHUD.m_iHideHUDDisplay &= ~ HIDEHUD_HEALTH;
			gHUD.m_iHideHUDDisplay &= ~ HIDEHUD_ALL;
			gHUD.m_iHideHUDDisplay &= ~HIDEHUD_FLASHLIGHT;
			if ( CL_IsThirdPerson ()) { gViewPort->ShowHud1(); gViewPort->HideHud();}
			if ( !CL_IsThirdPerson ()) { gViewPort->ShowHud(); gViewPort->HideHud1();}

			PlaySound("player/hudon.wav", 1);//(c)Admer


		}

		if ( g_bHideHudToggle )
		{
			gHUD.m_iHideHUDDisplay |=  HIDEHUD_WEAPONS;
			gHUD.m_iHideHUDDisplay |=  HIDEHUD_HEALTH;
			gHUD.m_iHideHUDDisplay |=  HIDEHUD_FLASHLIGHT;
			gViewPort->HideHud();//HUD reticle Firstperson
			gViewPort->HideHud1();//HUD reticle Thirdperson

			PlaySound("player/hudoff.wav", 1);//(c)Admer

		}


//=============================
It compiled fine this way!!
EMIT_SOUND is for the serverside.

On the clientside, you can use something like this:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
Or a much simpler version, which can be found in `cl_util.h`:
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
Example usage:
PlaySound("common/wpn_moveselect.wav", 1);
As for the gunners following the trolleys, I dunno, how do you exactly mean following them?
Are they in-air, on-ground, or?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 days ago2020-01-25 22:15:13 UTC
in HL2x Custom Maps Post #343693
Hello, I was the one who did the the Project HL2XMod years ago. I thought I would get back at this project, and I got some progress.
I got Minerva to launch: https://www.reddit.com/r/HalfLife/comments/et2x71/im_getting_closer_to_porting_minerva_to_the/

Some info:
The Xbox port uses version 19 BSPs.
You can use vbsp, vrad, vvis from SiN Episodes.
For the SDK I use CSMSourceSDKLiteSetup.exe (you can find it on russian forum sites)

There is a special command option for vbsp and vrad (possibly some versions of vvis too): -xbox. It enables mandatory xbox optimizations and possibly uses the correct lighting designed for the Xbox.

The problem is, is that the SiN Episodes compile tools are missing this option, and other versions of BSP compile tools seem to still hold some (or all) of that code, but they compile in BSP version 20 - so it doesn't work for the Xbox.

These versions should be version 19 and they definitely hold the Xbox code (I know this from finding old log files on old forums):
vbsp.exe (Nov 17 2005)
vvis.exe (Sep 7 2005)
vrad.exe SSE (Nov 9 2005)

The problem is hunting them down. I have looked everyone for them, including old, late 2005 builds of Source SDK on various shady and not shady websites and the download links are dead. So unless someone has them, please share!
Posted 2 days ago2020-01-25 15:26:32 UTC
in Binding new Keys that run clientside functions. Post #343692
Oh nothing of that, just that I use the:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/hudon.wav", 1, ATTN_NORM);
I obtain:
E:\DevZWC20\Elementos Basicos MAYO 2017\Single-Player Source\cl_dll\input.cpp(902) : error C2065: 'EMIT_SOUND' : undeclared identifier
BTW: i need spoonfeeding with the gunners following the trolleys. I have added the Nebuchadnezzar ship to the map, the Ganesha and Caduceus are ready too, I´m rewriting the manual, the mod is finished except for that part. I really can left that undone, I did it with the trolley code ages ago in 2008, but it could be cool if that part could be added before I can consider dinished the mod finally. :lol:
Posted 2 days ago2020-01-25 11:30:59 UTC
in Trigger_push underwater Post #343691
Correction, the compilers should also accept !cur texture names with suffixes.
if (name[0] == '!') //optimized -- don't check for current unless it's liquid (KGP)
{
    if (!strncasecmp(name, "!cur_90", 7))
        return CONTENTS_CURRENT_90;
    if (!strncasecmp(name, "!cur_0", 6))
        return CONTENTS_CURRENT_0;
    if (!strncasecmp(name, "!cur_270", 8))
        return CONTENTS_CURRENT_270;
    if (!strncasecmp(name, "!cur_180", 8))
        return CONTENTS_CURRENT_180;
    if (!strncasecmp(name, "!cur_up", 7))
        return CONTENTS_CURRENT_UP;
    if (!strncasecmp(name, "!cur_dwn", 8))
        return CONTENTS_CURRENT_DOWN;
Location: VHLT v34, HLCSG, brush.cpp, TextureContents()

According to the code here, the compilers check for the first several characters in the texture name.
So longer names like !cur_90_alternate will also work.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 days ago2020-01-25 10:46:41 UTC
in Binding new Keys that run clientside functions. Post #343690
Compile time error or game crashes?

If the game crashes when playing the sound, you gotta precache the sound in ClientPrecache(). :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 days ago2020-01-24 00:29:47 UTC
in Binding new Keys that run clientside functions. Post #343689
Oh. I found tons of errors when I try to use sounds...my bad coding again.
Posted 4 days ago2020-01-24 00:01:40 UTC
in Binding new Keys that run clientside functions. Post #343688
Sound emitting is done via PlaySound(), if I remember correctly, you can find examples of its usage in ev_hldm.cpp
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 days ago2020-01-23 15:33:41 UTC
in Post your screenshots! WIP thread Post #343687
Milkshape is good for modelling, but a disaster for animating unless it is for non very complex sequences.
Posted 4 days ago2020-01-23 15:14:24 UTC
in Binding new Keys that run clientside functions. Post #343686
I will try your method for the bind keys!. Thanks Admer! :P
Done...with some issues, but it works!!, BTW: How can I do the emitting sound in the client part? (and, BTW, the "monster following another monster" thingy forgotten ages ago, I swear I tried all but with no luck, haha!!!)

thread here...
Posted 4 days ago2020-01-23 10:48:11 UTC
in Trigger_push underwater Post #343685
Ah thanks - I'll have to take a closer look at the qcsg code.
Posted 4 days ago2020-01-23 10:45:34 UTC
in Post your screenshots! WIP thread Post #343684
Never used Milkshape myself (probably should try it out - never done much with modelling).

@cindor what game/mod is that for? Looks very much like Gunman Chronicles.
Posted 4 days ago2020-01-23 10:43:31 UTC
in "abs: ambiguous call to overloaded function" Post #343683
I think I just changed them all to fabs when updating to the latest version of Visual Studio and that worked.
Posted 4 days ago2020-01-23 10:41:30 UTC
in Binding new Keys that run clientside functions. Post #343682
HOW I DO IT

AKA: the absolute dummies method!! :nya:

NOTE: All credit must go to Sluggo the author of the original tutorial of which I commit the heresy of modifying it in the authentic Abbadon´s Clumsy Coding style!! :crowbar:

In your CLIENT workspace just do this for creating toggle keys:

In hud.cpp

Under
#include "vgui_scorepanel.h"
Put
bool g_bShowHudToggle;// Or whatever key you want
Inside
//DECLARE_MESSAGE(m_Logo, Logo)
int __MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf)
{
return gHUD.MsgFunc_ResetHUD(pszName, iSize, pbuf );
Put
g_bShowHudToggle = false;
Inside
// This is called every time the DLL is loaded
void CHud :: Init( void )
{
Put
g_bShowHudToggle = false; 
Now in input.cpp

Under
extern int g_iAlive;
Put
extern bool g_bShowHudToggle;
Under
kbutton_t	in_graph;  // Display the netgraph
Put
kbutton_t   in_showhud;
Under
void IN_DuckUp(void) {KeyUp(&in_duck);}
Put
void IN_ShowHudToggle( void ) {g_bShowHudToggle = !g_bShowHudToggle;}
Now into
int CL_ButtonBits( int bResetState )
{
Put
//=============================
	if ( g_bShowHudToggle )
	{
	 Yourstuff here...
	}
//==============================
And into
void InitInput (void)
{
Put
gEngfuncs.pfnAddCommand ( "showhud", IN_ShowHudToggle);
Probably into both input.cpp and hud.cpp you must put...
#include "vgui_TeamFortressViewport.h"
...because I cannot remember if, because I add the "showhud" stuff there (the function that shows and hides the Combat HUD), the compiler needs it to build the client.dll.

Now in your kb_act.lst file into the yourmod\gfx\shell folder of your mod just add (I am using my code here as an example):
"showhud"				"Combat Screen Reticle CSR ON"
I hope that it works for you too. :glad:
Posted 4 days ago2020-01-23 10:30:09 UTC
in Binding new Keys that run clientside functions. Post #343681
You don't have to bind one key to call both showhud and impulse 102.
Instead, on the clientside, inside showhud's function, you can do something like EngineClientCmd( "impulse 102" ). Dunno if it's gonna exactly work, but it could be worth a try.

Alternatively, you can do the CLIENT_PRINTF part and the sound emitting part both on the clientside, unless you really need it on the serverside.

If the EngineClientCmd part doesn't work, we can hack it.
Call EngineClientCmd( "showhudsrv" ), and in the ClientCommands function in client.cpp, add an else if line where you'll compare pcmd to "showhudsrv", and inside of that, you're gonna change the player's pev->impulse to 102. ;)
It's a bit ugly, but, there's always a workaround for everything.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 days ago2020-01-23 10:11:11 UTC
in Binding new Keys that run clientside functions. Post #343680
Done!! I have do some testings and discovered that I don´t need the IN_ whatever part, just create the command inside the client part and call the "showhud" part inside the code that handles the toggle mechanism. Now it works very well!!, pity that I don´t know how to put it in the kb_act.lst file so I can execute the impulse command that disables the HUD (HIDEHUD_ALL) and the command "showhud" at the same time... I mean, bind ONE key for two commands, of course. :crowbar:
Posted 5 days ago2020-01-22 23:51:58 UTC
in Post your screenshots! WIP thread Post #343679
Haha!, yes Niobe said that about the rear end of the Mjolnir: "this hip has a fat ass!!!" :nya:
Posted 5 days ago2020-01-22 23:37:35 UTC
in Post your screenshots! WIP thread Post #343678
"Remember, it is not so much detailed except in the ass"
So that's how the rear end of a ship is called. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 days ago2020-01-22 22:49:55 UTC
in Post your screenshots! WIP thread Post #343677
I think your work is right. Far better than many assets of other mods and indie games around there.

And... in the other hand...Done!!
Neb1Neb1
Neb2Neb2
Neb3Neb3
Neb4Neb4
It´s time to do some trick with the animation!! :crowbar: Remember, it is not so much detailed except in the ass because it could only be seen from the distance as it lands on the pier number 12. ;)
Posted 5 days ago2020-01-22 21:28:34 UTC
in Binding new Keys that run clientside functions. Post #343676
I did the duck part for the SIEGE position!!, the problem is that it was applied to IN_ keys, so I can´t figure how to do it for commands like "ShowScope" or "HideScope" as the impulse commnads do in the server side part:
	case 102:
       CLIENT_PRINTF( ENT(pev), print_console, "Radar System OFF \n" );
       EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/radaroff.wav", 1, ATTN_NORM);
       radar_on = 0;
       MESSAGE_BEGIN( MSG_ONE, gmsgRadar, NULL, pev );
       WRITE_BYTE(0);
       MESSAGE_END();
       break;
Any material you´ll need just ask. Thank you so much Admer. :)
Posted 5 days ago2020-01-22 21:22:14 UTC
in Binding new Keys that run clientside functions. Post #343675
Hmm. This might be a bit more complicated since we gotta toggle a button. I'll see a bit more about this tomorrow.

But either way, input.cpp is the right place for this stuff and that's what I know for sure.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 days ago2020-01-22 20:50:09 UTC
in Binding new Keys that run clientside functions. Post #343674
It is supposed to use this two functions:

ShowScope ();
HideScope();

That is, the HUD overlay shown OVER the player HUD.
caption textcaption text
Is the frame rectangle with the letters, the space for the radar, etc. When I hide the HUD (HIDEHUD_ALL) the frame persists, and the two functions that create and erase the frame are those two.
DON´T duplicate entities... insert them one by one.
Agreed.

you should check all the entity Keys and Values of your .MAP file before compiling it. This way you have an overview of the entire network and can remove unnecessary keys and values from any entity/class. Or you can do the same as me, write them directly through the .map structure then merge into the final map project file. This is a good method as you become aware of each item of each entity. Here's a quick template ;)
{
"classname" "worldspawn"
"mapversion" "220"
"MaxRange" "
16000"
"skyname" "
BLACK"
"wad" "
\valve\halflife.wad;\valve\CUSTOM.wad"
{
( -384 -384 384 ) ( -384 384 384 ) ( 384 384 384 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -256 256 256 ) ( -384 384 384 ) ( -384 -384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 256 ) ( 384 -384 384 ) ( 384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 384 ) ( -384 384 384 ) ( -256 256 256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 256 ) ( -384 -384 384 ) ( 384 -384 384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 256 ) ( -256 -256 256 ) ( 256 -256 256 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
{
{
( -384 384 -384 ) ( -384 -384 -384 ) ( 384 -384 -384 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -384 -384 -384 ) ( -384 384 -384 ) ( -256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 -384 ) ( 384 -384 -384 ) ( 256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 -256 ) ( -384 384 -384 ) ( 384 384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 -384 -384 ) ( -384 -384 -384 ) ( -256 -256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 -256 ) ( -256 256 -256 ) ( 256 256 -256 ) SKY [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
{
{
( -384 384 384 ) ( -384 384 -384 ) ( 384 384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 -256 ) ( -384 384 -384 ) ( -384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 384 ) ( 384 384 -384 ) ( 256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 256 ) ( -384 384 384 ) ( 384 384 384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 -384 ) ( -384 384 -384 ) ( -256 256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 256 ) ( 256 256 -256 ) ( -256 256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
{
( 384 -384 384 ) ( 384 -384 -384 ) ( -384 -384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -384 -384 384 ) ( -384 -384 -384 ) ( -256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 -256 ) ( 384 -384 -384 ) ( 384 -384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 -384 384 ) ( -384 -384 384 ) ( -256 -256 256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 -256 ) ( -384 -384 -384 ) ( 384 -384 -384 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 256 ) ( -256 -256 -256 ) ( 256 -256 -256 ) SKY [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
{
( -384 -384 384 ) ( -384 -384 -384 ) ( -384 384 -384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 -256 ) ( -384 -384 -384 ) ( -384 -384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -384 384 384 ) ( -384 384 -384 ) ( -256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 256 ) ( -384 -384 384 ) ( -384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -384 384 -384 ) ( -384 -384 -384 ) ( -256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 256 ) ( -256 256 -256 ) ( -256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
{
( 384 384 384 ) ( 384 384 -384 ) ( 384 -384 -384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 -384 384 ) ( 384 -384 -384 ) ( 256 -256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 -256 ) ( 384 384 -384 ) ( 384 384 384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 384 384 384 ) ( 384 -384 384 ) ( 256 -256 256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 -256 ) ( 384 -384 -384 ) ( 384 384 -384 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 256 ) ( 256 -256 -256 ) ( 256 256 -256 ) SKY [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
{
}
{
"classname" "Brush-Entity"
"spawnflags" "
0"
"
key" "value"
{
( 0 256 256 ) ( 256 256 256 ) ( 256 0 256 ) AAATRIGGER [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 0 0 ) ( 256 0 0 ) ( 256 256 0 ) AAATRIGGER [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 256 256 ) ( 0 0 256 ) ( 0 0 0 ) AAATRIGGER [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 0 ) ( 256 0 0 ) ( 256 0 256 ) AAATRIGGER [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 256 ) ( 0 256 256 ) ( 0 256 0 ) AAATRIGGER [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 0 0 ) ( 0 0 0 ) ( 0 0 256 ) AAATRIGGER [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
}
{
"classname" "Point-Entity"
"spawnflags" "
0"
"
key" "value"
"origin" "
0 0 0"
}
//end
MrMystery MrMysteryBanned
Posted 5 days ago2020-01-22 16:47:03 UTC
in Binding new Keys that run clientside functions. Post #343672
So you want to make a new key, which will basically do something completely clientside, right?
That tutorial shows you how to do things on the serverside. It is using client commands to do the job.

When you bind a key, like "firemode", e.g. bind x firemode, and then you press that key, it will send a client command, which will go from the client to the serverside.

The serverside handles it all in ClientCommand()
User posted image
You should know that pcmd is the string, which you are gonna compare, for example if pcmd's contents are equal to "firemode".
However, you're looking at the wrong place.

If you want to do things ENTIRELY on the clientside, you can easily do everything there. Just look at input.cpp :D
User posted image
Inside InitInput(), you can connect commands to an existing function on the clientside.
Here are several examples:
User posted image
However, in order to make any use of this, I gotta ask you, what are you exactly trying to do with a new keybind? Is it toggling a weapon fire mode, or is it meant to do something else?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 days ago2020-01-22 16:11:00 UTC
in Post your screenshots! WIP thread Post #343671
"Oh, I agree. I'm not trying to shoot you down."
I understand, I was just letting you know that this isn't stuff I'd usually produce, since I gotta do this stuff SUPER FAST to get everything done in time. But of course, it leads to abominations at certain times.

This is the last level of my previous game (the game that took me about 45 days to get all the assets made):
Minigame: find everything that looks wrong hereMinigame: find everything that looks wrong here
I got no plans to rush with Utopia at Stake, so don't worry about that one.
Thanks for pointing it out either way though. I do appreciate feedback. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 days ago2020-01-22 14:59:28 UTC
in Post your screenshots! WIP thread Post #343670
Also, someone might ask me "Why are you doing everything, even the stuff you're not good at?"
Amen
Posted 5 days ago2020-01-22 14:17:23 UTC
in Post your screenshots! WIP thread Post #343669
Oh, I agree. I'm not trying to shoot you down. Everything you've posted is a Hell of a lot better than anything I've ever attempted. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 6 days ago2020-01-21 21:51:12 UTC
in Post your screenshots! WIP thread Post #343668
Nah, it looks more like wet rubber than anything.
But, it still looks like an MP5, so the judges won't complain. (talking about the local gamedev competition)

Had I not been doing this so hastily, it would've looked much better. I gotta spend most of my time on things I'm not good at to get an acceptable result, which will mostly be the character models for the demo. Then the animations. That will probably take me a month total.

To get an acceptable result with something like an MP5, 2 days is enough for me. Maybe even one day if I do it from morning to midnight. Otherwise, if I hadn't had a tight time constraint (due to the competition), I would've worked enough to go from "acceptable" to "up to my standards", which would've been 4 to 5 days.

Now that I think about it, don't you rather mean the Beretta than the MP5? That thing looks like it was forged, LOL.

So, if anything looks like it needs some work, don't point it out. I'm not actually satisfied with any of the results, but they look acceptable and not like total garbage I once used to do. Once the demo is over though, I'm either going to rework a bunch of assets or move on to another project.

Also, someone might ask me "Why are you doing everything, even the stuff you're not good at?"
Quite simply, to get better at it. It'll take way more time than focusing on one skill, but it's sure worth it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 days ago2020-01-21 16:52:14 UTC
in Post your screenshots! WIP thread Post #343667
Nice models! Granted, the final character needs some work, as does the texture work on the MP5. It looks like it was forged by a blacksmith in the iron age. :P
Mmmm, lumpyMmmm, lumpy
UrbaNebula UrbaNebulaGoldSourcerer
Posted 6 days ago2020-01-21 16:09:43 UTC
in After compile some models cycler_sprite missing Post #343666
DON´T duplicate entities... insert them one by one. Sometimes if you duplicate them ( because they are the same and you don´t feel the need of doing that boring thing on and on ) the compiler start doing crazy things (believe me, that happened to me... ).
Posted 6 days ago2020-01-21 15:36:53 UTC
in Binding new Keys that run clientside functions. Post #343665
I am studying this tutorial trying to understand how to make that, when a impulse command is activated a function that is in the clientside part (cl.dll) runs.

Binding New keys TUT

But I cannot find a good solution for it, although I know that the weapon code is shared between client and server projects, overall if I try to use the function I want into the "impulse" cases part in the server side.

I DON´T know how to do it.
If there are any examples of that, please tell me where they are to study them so I can implement the method.
I'll test it out and let you know, so far if I remove some other models these show up, I'll try removing some brush entities etc to see if it works like you said.

Wish there was some way to know if I have reached the limit while making the map
Posted 1 week ago2020-01-21 07:33:13 UTC
in After compile some models cycler_sprite missing Post #343663
there is an entity limit, and all entities add up to the limit, models, brush entities, point entities, except light and light_spot entities which i think is around 512? not sure about that
Posted 1 week ago2020-01-20 22:18:49 UTC
in After compile some models cycler_sprite missing Post #343662
It could be an engine limit which is probably hardcoded if it is. But see if someone has more definite info.
Jessie JessieTrans Rights <3
Got some updates, since my map is pretty big and has lots of models as you can see by the pics above, I decided to remove some models of trees and you know, compromise, and whoala models that were missing showed up but downside is I had to remove some models that I would've liked to be there.
So it seems indeed there is some limitation.

Still I would love to find a fix maybe some compiler option or something.

I could forward source files if anyone is willing to investigate ?
Posted 1 week ago2020-01-20 21:30:12 UTC
in Post your screenshots! WIP thread Post #343660
Thanks. <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2020-01-20 20:04:39 UTC
in Post your screenshots! WIP thread Post #343659
Wow!!! :gak: I like the grenade and the Beretta M92
Posted 1 week ago2020-01-20 19:48:10 UTC
in TWHL Tower 2 Post #343658
I can't wait to see the fruit of our labor!
@Windawz, Yea can't be that, in picture you can see other models around it are rendered and they are further away from center.
I have placed these lamp posts in different spots on map as well, and they are invisible too.

@UbOh, I decided to simply remove them and place them again in case any errors were caused by me, this time I only placed the model of the lamp by using cycler_sprite entity, this time I also made sure values are all good and they are.
Here have a look at the results in photos and you tell me what you think issue is.

My first thought is that there is some model/sprite limit but I have no idea which option that would be.

Here is screenshot of what I got going on in editor and whats actually in the game after compile.
Editor, only models added via cycler_spriteEditor, only models added via cycler_sprite
Only 3 models are compiled 2 are missingOnly 3 models are compiled 2 are missing
Posted 1 week ago2020-01-20 17:38:39 UTC
in Post your screenshots! WIP thread Post #343656
Speaking of speed modelling:
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
8 days of work total. SMG took 2 days (mesh and texture), Beretta took 2 days (mesh and texture), and roughly each mesh takes about a single day. Considering that a low-poly car used to take me a frickin' week to make, which was of way inferior quality compared to this stuff, wow. :3
I've definitely improved since 2016.

I also made some changes to my old hands model:
User posted image
It's less blocky now. ^w^

Also, a rather not-so-nice character model:
User posted image
But it's my first. And considering it was made in a damn rush, yeah, not too bad. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2020-01-20 14:24:42 UTC
in Post your screenshots! WIP thread Post #343655
What I do is do the model using barney´s mesh as a rule for the size. For the mod I use a single scale of 37 for mesh and bones (in HLMV) once compiled , this way the models take the size they need for Zion Warcry.
Posted 1 week ago2020-01-20 13:22:07 UTC
in After compile some models cycler_sprite missing Post #343654
Did you check the render modes of missing entities? Maybe you accidentally changed their render amount to 0. Try looking at their properties with smart edit off to see any difference with the correctly displaying model.
EDIT: And if I remember correctly, entities in prefabs are grouped. Try ungrouping one of them to see if that's the issue.
Posted 1 week ago2020-01-20 09:01:21 UTC
in Post your screenshots! WIP thread Post #343653
Oh, @abandon, wow you are quick with MS3D. Sorry I don't know how did you know unit different to Hammer? If I have to snap-to-grid in MS3D? I want try with MS3D on Proton from Steam. Because I am using Ubuntu.

Good news for Linux only:
I will release soon helper for Proton and manage with any Windows only executable files. I will show soon new any screenshots.
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator