gpGlobals->mapname
, I found that. Haven't yet tried in plactice.ServerActivate()
), and then look up that map and position the mapcycle there in case the server is restarted. How do I even get the current map name in Metamod?5 YEARS!? God that feels so... SO wrong lmao!Same by me. It is difficult to realize that the music video from The Chalkeaters - Count to Three came out almost 4 years ago!
Error: can't open "sprites/CS/Armoury.spr" (No such file or directory)
Error: can't open "sprites/CS/Hostage.spr" (No such file or directory)
Error: can't open "sprites/CS/BombTarget.spr" (No such file or directory)
Error: can't open "sprites/CS/HostageRescue.spr" (No such file or directory)
Error: can't open "sprites/CS/MapParams.spr" (No such file or directory)
Error: can't open "sprites/CS/Terrorist.spr" (No such file or directory)
Error: can't open "sprites/CS/CT.spr" (No such file or directory)
Error: can't open "sprites/CS/VIP.spr" (No such file or directory)
Error: can't open "sprites/lightbulb.spr" (No such file or directory)
and
Error: token too large on line 5`
Is your editor properly configured, with all paths for the current game/mod profile?The issue with this tutorial is that it says to export the file as a .wav, which will kill the quality of the musicAs far as I know, GoldSrc only supports looping for WAV files. If you need to loop your audio, it is better to convert it to WAV
$scale x
command in the QC where x
is the scale factor and recompiling is enough. Alternatively, you can use Transformation widget (Ctrl+M to show it if it's hidden) in HLAM to apply it to the model directly without any compilation/decompilation at all.$cdtexture
is only useful if your textures are in a different folder from the one you used $cd
to enter (for example if they're in a subfolder). In this case it's not needed.hud_draw 1
command, because maybe you disabled the HUD in your game config..map
file? I want to try compiling it myself tomorrow and see what's the issue.valve
folder?D:/SteamLibrary/steamapps/common/Half-Life/valve
, J.A.C.K. will auto-detect WADs relative to that path.C:/Wads/halflife.wad
.inline void UnpackRGB(int& r, int& g, int& b, unsigned long ulRGB)
{
if ( ulRGB == RGB_YELLOWISH )
{
r = 0;
g = 0;
b = 255;
}
else
{
r = (ulRGB & 0xFF0000) >> 16;
g = (ulRGB & 0xFF00) >> 8;
b = ulRGB & 0xFF;
}
}
Tried it myself with HL-Updated SDK with only the above change to UnpackRGB (except setting r=255 and b=0) and it compiled successfully and worked fine in-game: