Forum posts

Posted 7 years ago2017-04-21 21:52:24 UTC
in Post your screenshots! WIP thread Post #334546
The only differences between Hammer 3.4 and SC Hammer are the increased grid size and a few bug fixes, no features were added.
Any map editor will do.
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Posted 7 years ago2017-04-16 22:03:34 UTC
in Post your screenshots! WIP thread Post #334422
Doesn't Jedi Academy have meshes that behave more like models than brushes? I recall reading tutorials about those.
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Posted 7 years ago2017-04-14 08:58:15 UTC
in Killing all monsters Post #334354
Are you using NULL on the trigger brushes?

If this is for your mod, you can just code an entity that does this for you:
class CTriggerKillMonsters : public CBaseEntity
{
public:
void Spawn();
void EXPORT KillUse( CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value );
};

LINK_ENTITY_TO_CLASS( trigger_killmonsters, CTriggerKillMonsters );

void CTriggerKillMonsters::Spawn()
{
SetUse( &CTriggerKillMonsters::KillUse );
}

void CTriggerKillMonsters::KillUse( CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value )
{
edict_t* pEdict = g_engfuncs.pfnPEntityOfEntIndex( gpGlobals->maxclients + 1 );

CBaseEntity* pEnt;

for( int i = gpGlobals->maxclients + 1; i < gpGlobals->maxEntities; ++i, ++pEdict )
{
pEnt = Instance( pEdict );

if( !pEnt || !pEnt->MyMonsterPointer() )
continue;

UTIL_Remove( pEnt );
}
}
(untested)

pEdict points at the first entity that is not the world or a player (who count as monsters too as indicated by MyMonsterPointer(), and is incremented every iteration to move to the next entity in the list.
The loop iterates over all possible entities (could take a while if your num_edicts is high). Every entity that is a monster is then removed, just as if they were killtargeted.
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Posted 7 years ago2017-04-11 15:05:06 UTC
in Post your screenshots! WIP thread Post #334315
Making a Renegade style map?
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Posted 7 years ago2017-04-03 09:26:34 UTC
in day of defeat reinforcement time Post #334216
There is an entity called "info_doddetect" that has 2 keyvalues that affect this:
"detect_allies_respawnfactor": Multiplier for Allies respawn time.
"detect_axis_respawnfactor": Multiplier for Axis respawn time.

The respawn time is determined by the number of players on the team:
[quote]
result = 6.0;
if ( playersOnTeam > 2 )
{
  result = 8.0;
  if ( playersOnTeam > 5 )
  {
    result = 10.0;
    if ( playersOnTeam > 7 )
    {
      result = 11.0;
      if ( playersOnTeam > 9 )
      {
        result = 12.0;
        if ( playersOnTeam > 11 )
        {
          result = 13.0;
          if ( playersOnTeam > 13 )
            result = 14.0;
        }
      }
    }
  }
}
[/quote]

The time is then multiplied by the factor to get the final time: result = result * respawnFactor.

See this page for more information about this entity: http://www.dodplugins.net/forums/cmps_index.php?page=verc&ent=info_doddetect&game=dod
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Posted 7 years ago2017-03-31 08:38:19 UTC
in Islave Lightning attack pushes npcs away Post #334166
Monsters are moved around when they take damage: https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/combat.cpp#L892

You can update this code to let you disable this behavior on a case by case basis if you want.
Posted 7 years ago2017-03-29 12:55:13 UTC
in Now Gaming: ... Post #334142
Despite the fact that i don't play Andromeda i think the faces are avatar worthy :P
Posted 7 years ago2017-03-24 20:55:12 UTC
in Osprey disappears! Post #334119
The Osprey is set to remove itself if it fails to find any grunts (regular)/male assassins (blackops) to resupply. Place one of each to prevent this.

You should also set a path for them to follow. It isn't absolutely necessary to keep them in the world, but it is necessary for them to work properly.
Posted 7 years ago2017-03-23 21:18:46 UTC
in Post your screenshots! WIP thread Post #334114
Don't forget to turn on the flashlight, that's a major cause of FPS drops.
Posted 7 years ago2017-03-23 18:42:06 UTC
in Post your screenshots! WIP thread Post #334112
AMD users beg to differ. It's a driver issue, not an implementation issue, but you have to switch to shaders to bypass the problems.
Posted 7 years ago2017-03-23 14:39:05 UTC
in Post your screenshots! WIP thread Post #334107
Once you add refractive water and normal maps, etc, all of a sudden you've just got a horrible mismatch of style and it looks awful.
Nobody's saying we should do that. For some reason, every time i talk about dealing with OpenGL performance issues people think i'm talking about refractions, reflections, bump mapping, HDR, etc, when all i mean is to eliminate the performance issues caused by immediate mode and poorly written graphics code.

Take a look at this:
User posted image
This is rendering a map using shaders, yet it looks the same as in-game. That's because the shaders are identical to the immediate mode version.

A well designed implementation will have the capacity to have those fancy effects, but that is not what i intend, and i doubt anyone else would force it on others.
Posted 7 years ago2017-03-22 21:16:57 UTC
in Post your screenshots! WIP thread Post #334094
If you don't want to make maps that use newer features, you don't have to. If you want to play only mods that use the original engine that's your choice.
Why restrict people from doing what they want just because you don't feel like doing it yourself?
Posted 7 years ago2017-03-19 11:10:14 UTC
in ERROR usage -wadinclude Post #334048
You should use VHLT, you're currently using the original compile tools that came with Hammer.
Posted 7 years ago2017-03-18 12:52:10 UTC
in Now Gaming: ... Post #334036
They actually added a face mask that looks a lot like the HECU gas mask:
User posted image
Posted 7 years ago2017-03-17 11:52:54 UTC
in Post your screenshots! WIP thread Post #334002
That'll never work because you'd need the engine to implement support for it.
Posted 7 years ago2017-03-16 20:14:30 UTC
in Post your screenshots! WIP thread Post #333994
Last time i looked into the compiler code i saw a lot of platform specific code using ancient APIs. You can redesign them from scratch more quickly than updating them.
Posted 7 years ago2017-03-16 08:05:36 UTC
in Post your screenshots! WIP thread Post #333977
I remember when i first started mapping in Source and it took 30 minutes to compile the map. That was bad enough, but 15 days? How complex is this map?
Posted 7 years ago2017-03-06 08:58:47 UTC
in sven coop mapping compile problem Post #333881
Hammer always does that, it'll run the compile tools and if you click anywhere Windows thinks it's frozen. To avoid that you can use Batch Compiler instead: http://nemesis.thewavelength.net/index.php?p=2
Posted 7 years ago2017-03-05 15:44:13 UTC
in Endgame question. Post #333870
I think a multisource should work here.
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