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I'll try to reduce these numbers. Oh yeah, definitely.
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Next thing to do would be to detail the indoors, and then I'll make the vegetation for the outdoor areas.
[http://example.com/|link text]
[http://example.com/|opengameart.org]
m_iSeats = 2;
v_Seats[0].Init(Driver, v_Body.pos, 0);
v_Seats[1].Init(Passenger, v_Body.pos, 1);
Of course, this is just a part of the total function, but I'm planning to make it as easy as possible. For two reasons, really. Firstly, people would have to learn the whole vehicle system (and it can only get more complex in the following months), and that is not optimal for someone who just wants to create a vehicle. Secondly, I'm just too lazy to type 400 lines for each vehicle class, and you may agree that it's a bit inconvenient too. <w<// Standard for all seats - always listen to unuse and seatswitch
fCommands[bi_unuse] = pSessilis->GetKeyButton(vehicle_unuse);
fCommands[bi_seatswitch] = pSessilis->GetKeyButton(vehicle_seatswitch);
This is what it's supposed to be like ^void VehicleEngine::Damage(float hp)
{
if (MadeInGermany)
return; // engine was made in Germany, can't break
This is an actual part of the code and it'll stay that way. "my mouse gets locked in a box"Turn off raw mouse input. This same problem is present in the latest Half-Life SDK.
rc.top += m_iHeight * ((float)(100-(V_min(100,m_iBat))) * 0.01);
So replace 0.01 with 0.02. I haven't tested this, but it should be that. It's around line 103, right after the #else
line. Either way, the code for drawing that stuff on the HUD is there, so change it as you need.#define MAX_NORMAL_BATTERY 100
// charge the player
if (m_hActivator->pev->armorvalue < 100)
{
m_iJuice--;
m_hActivator->pev->armorvalue += 1;
if (m_hActivator->pev->armorvalue > 100)
m_hActivator->pev->armorvalue = 100;
}
I think that's about it."QuArK can open .bsp as well"I wanted to check this. It is true.
RB-DOOM3-BFG?Hot damn, very close. RBDOOM3-BFG has shadow mapping IIRC, and this one has it too. Buuut, it's not RBDOOM3.
"I think the best way to define grindable rails is point entities that define the rails like path_track does. When a player comes close enough you snap them to the rail and move them relative to the lines between points."This. Except I had an idea about checking whether the player is touching the line between the two points. "Close enough" is a bit harder to do.
"Speaking of triggers, I believe with zhlt_noclip they wouldn't work because clips are their essence."I was talking about the illusionaries.
velocity.z
.400 illusionaries eat up 22.2% of clipnode limitEven with zhlt_noclip 1? Hmm.
Doom 3's engineYou got a cookie!
Not doable unless you code it into the engine, and I don't see that being an easy task either.into the game*
It's possible to detect if the game window has focus with SDL2Yesss, that's exactly what I was thinking about!
On other OSes lile Linux, you will likely need a soundfont first.GASP I almost forgot.
and music will play even if you go to menu (and even if you minimize the game, AFAIR)Sounds and music can be paused though, can't they? As for minimising the game... pretty sure there's a solution to that too, even if it's a bit ugly coding wise.
Like most of these Half-Life mods, this mod lacked a good coder. Back then, I understood none of the code, and I didn't know how to write my own code. I was a copy-paste coder. I only knew QBasic. Now I know some LUA, and I can code for Far Cry.But not any more. I've become just that, and I'm hoping to revive this.
What's worse, I didn't know how to model. Now I do, but it's too late now. I had to make simple, low-poly models, but I didn't have the skill to model a simple rock. Now I can model cars, weapons, characters and many other things.
What's even more worse than that, is the fact that the mod actually had many characters in the story. Thus, a lot of voice actors would be required (voices for Barnes, George, Jody, random citizens, radio chatter etc.). And an awful lot of maps would be made (like, 40 of them).
Then, I simply stopped working, as I was getting deeper and deeper into CS mapping. 3 months ago, I transitioned completely to work with CryEngine 1.
I hope I will continue to work on this mod in the future, when I am capable of being a 1-man modding machine. This was simply too much work for 1 person.
"The BSP_tool utility also allows you to automatically generate HPB bot waypoint files using the information in the BSP file to place the waypoints."Oh neat. Didn't see that. ^^
"There is an open source tool on botman's sites"The only Botman site I know is this: link