Forum posts

Posted 8 years ago2016-01-26 11:56:20 UTC
in Enhanced halflife engine? Post #328501
You can take a look at the very old buggy probably broken ArrangeMode REBIRTH mod or use Trinity Engine which is more recent.
Posted 8 years ago2016-01-26 11:52:58 UTC
in How to import guns from other GoldSource Post #328500
There is a tool called GFlip that allow you to switch between left/right handed for view models, you can use that for CS models.

As for the QC file modifications, you need to decompile the MDL of the original weapon (I'm going to assume HL's Colt Python .357) and look at the order of the animations. The goal is to match the animations order of the replacement (I'm going to assume CS's Five Seven) with the original.

For example : if the animation order of the Colt Python .357 is :

idle1
idle2
idle3
shoot
reload

Then in your CS's Five Seven replacement, it has to be :

idle1
idle2
idle3
shoot
reload
Posted 8 years ago2016-01-22 07:07:58 UTC
in End game when NPC is killed? Post #328434
It should work on the Apache since it uses base monsters code, Spirit has some systems coded in a weird way in my opinion.
Posted 8 years ago2016-01-19 23:35:03 UTC
in making grunts engage from distance? Post #328393
@Strider : "func_tank" doesn't "speak" to it's owner nor reference if it's designed to be not controllable by the player.
Posted 8 years ago2016-01-14 18:10:46 UTC
in Problems with adding 'r_shadows' Post #328254
What I meant is comment the whole "DrawShadows" procedure, it should look like this (notice the * and *):

/*__declspec(naked) void DrawShadows(void)
{
// Here is DrawShadows's code, I removed it here to avoid flood/whatever
}*/

And according to the SoHL 1.9 source code I've found, you should have this code :

if (CVAR_GET_FLOAT("r_shadows") == 1 && gEngfuncs.GetViewModel() != m_pCurrentEntity)
{
DrawShadows();
}

Replace "DrawShadows();" by the original code (which is the glDepthMask(1); and assembly code).
Posted 8 years ago2016-01-13 23:19:58 UTC
in Problems with adding 'r_shadows' Post #328221
Just by curiosity, have you tried to replace the call "DrawShadows()" by it's content (glDepthMask( 1 ) with the assembly code) ?
Posted 8 years ago2016-01-11 23:12:19 UTC
in hpw to make enemy npc friendly and able Post #328195
Mmh... This is weird.

In the past, I managed to make a friendly variant of the female assassin, but I've lost the code like an idiot so I tried to make it over again.

First attempt: implement Barney follow/talk code into a copy/paste of CHAssassin (that inherit CTalkMonster instead of CSquadMonster), she talks, attacks, react but I can't move her and I have the "use nothing" noise when I attempt to "use" her.

Second attempt, take CBarney as base and implement CHAssassin stuff, I can use "her", she talks, respond but she don't attack/move, she's like a speaking prop.

I'll try a third attempt and this time I'll be more careful about what I'll implement.
Posted 8 years ago2016-01-11 23:07:52 UTC
in Problems with adding 'r_shadows' Post #328194
Can you run the mod through Visual Studio's debugger and tell me on which line it crashes?
Posted 8 years ago2016-01-11 15:06:18 UTC
in hpw to make enemy npc friendly and able Post #328190
You must add the friendly female assassin's entity name to the "m_szFriends" array of "CTalkMonster", assuming she's named "monster_hassassin_friendly", it should look like that:

char *CTalkMonster::m_szFriends[TLK_CFRIENDS] =
{
"monster_barney",
"monster_scientist",
"monster_sitting_scientist",
"monster_hassassin_friendly",
};

If your compile error is related to "TLK_CFRIENDS", you will have to find where this define is and increment it's value by one because this value defines the size of the "m_szFriends" array. In other words, if a basket is designed to carry 10 eggs maximum, you can't put 11 eggs or more in it.
Posted 8 years ago2016-01-11 14:59:55 UTC
in SZ_GETSIZE: overflow ... when the going Post #328189
Yeah, I would like to see the CPP files so I can take a look at them, use PasteBin.
Posted 8 years ago2016-01-11 02:30:00 UTC
in SZ_GETSIZE: overflow ... when the going Post #328185
The weapon with the blast sprite effect may be the cause, it's a custom weapon made with the SDK or it's a HL weapon with some skin/sprites modifications?
Posted 8 years ago2016-01-11 02:26:56 UTC
in Problems with adding 'r_shadows' Post #328184
Right click on the client project, Properties, go into the Linker section and Input sub-section and add "opengl32.lib" to the additional dependencies. Clean the solution and build again.
Posted 8 years ago2016-01-11 01:58:16 UTC
in SDK Compiler(s) Post #328183
Metamod has a modified version of the 2.3 SDK to work with the MinGW32 compiler (Dev-C++, CodeBlocks).

@Bruce : VALVE used Microsoft Visual C++ 5 with Service Pack for Windows and GCC 2.95 for Linux dedicated servers. MinGW32 and compilers from Visual C++/Studio have differences when compiling.
Posted 8 years ago2016-01-11 01:55:11 UTC
in hpw to make enemy npc friendly and able Post #328182
Like you said, changing the female assassin's class to CLASS_PLAYER_ALLY won't be enough.

She will indeed consider you as a friend, but you won't be able to "use" her to follow you/stay in position, she won't speak and she may also throw a grenade at friendlies when attacking enemies.

The first you will have to is change the base class used by the female assassin, you will have to use "CTalkMonster". Then, you will have to copy/paste some code from Barney/Scientist in order to make her speak but also receive the "Follow me/stay in position" orders. And finally, you might want to add some "last touches" stuff like "I'm about to throw a grenade, is there any friend nearby of the explosion radius? If yes, I shouldn't blow my friend. If not, I throw it."
Posted 8 years ago2016-01-11 01:45:03 UTC
in Dev-C++ Compiler Error Post #328181
@abbadon C++ is not a licensed language, ISO/IEC are a list of norms for anyone involved into the development C++ language.

VALVE used Microsoft Visual C++ 5 with Service Pack to code Half-Life, they didn't had to make compilers.

@EsprimoP I strongly suggest that you don't start Gold Source programming right now, learn the C and C++ languages and how to create basic console applications with those languages. Once you have done that and you are enough confident with those languages, you may proceed to Gold Source programming.