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Posted 7 years ago2016-10-07 14:33:43 UTC
in Post your screenshots! WIP thread Post #331919
Wow O_o
Is that goldsource?
Posted 7 years ago2016-10-06 18:27:26 UTC
in Post your screenshots! WIP thread Post #331911
I think that when you study computing science in university you have to learn languages like C and then move to others, I think java should be the means not the end of learning. ;) I remember how I did study microbiology in the first course of university only to never touch it anymore, but it was essential in anathomopatology. ;) Don't feel you are wasting your time!.
Posted 7 years ago2016-10-05 15:47:25 UTC
in Post your screenshots! WIP thread Post #331902
Posted 7 years ago2016-10-05 14:49:13 UTC
in Post your screenshots! WIP thread Post #331900
Oh,crap... :gak:
Posted 7 years ago2016-10-05 12:17:59 UTC
in Post your screenshots! WIP thread Post #331898
they are more likely to offer you a job
Yes,probably as shiner :\ :crowbar: , no seiously, I mean what I did say, acording to the EULA you are limited to Valve´s "environment", so I was confused about using other engine like Xash3D, not only to run, but also to distribute the mod with. :confused:
Posted 7 years ago2016-10-04 19:50:04 UTC
in Post your screenshots! WIP thread Post #331893
Doesnt take much brain to understand that
I am brainless then :( :crowbar:

But, could not valve sue you for using the hl sdk to do a mod and run that mod under another engine, or distribute the mod togheter with other engine or even point others to use another engine than Valve's one? , the more I read the EULA the more I get confused, probably it is because my english sucks, I must give you that ;)
This post was made on a thread that has been deleted.
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Posted 7 years ago2016-09-30 22:45:01 UTC
in Activating entities Post #331838
I just want to say, THANKS SOLOKILLER AND SHEPARD62700FR !!! ^^

http://www.moddb.com/mods/zion-warcry/videos/finally-the-reload-call-works
Posted 7 years ago2016-09-30 03:39:46 UTC
in Bone rigging issues in 3ds max. Post #331812
For that only job I will use Milshape (1.7.1.0 version is enough). It is very easy and with the trial version you can do models for a month!.

http://files.gamebanana.com/gamefiles/csgirl_tutorial_2.zip

This is the turorial whith wich Ilearn what you are trying to do.
Posted 7 years ago2016-09-29 18:36:01 UTC
in Activating entities Post #331805
O_o you say that it worked?, IT DOES WORK!?, Weeeeeeeeeeehaaaaaa!!, yes!yes!yes!. xp

Sorry for my excessive enthusiasm, but you cannot understand what this mean to me, it is one of the features of the mod that I thought it could never be made, well, at least with what I know about C++. Btw, is it difficult to install the SDK and VS 2010? I am afraid of changes like that, I remember that I feel like a newbie when I started to change from Photoshop 4 to 5, haha! XD.

I am using MSVC6 since 2003, and, yes, you're right, I think I should start using a new program to code because MSVC6 because it has all those little problems you say (it is boring to change the hl.dll name each time I compile a new version). Btw: How canI do to change hl.dll to zwc.dll and put it into the mod's dll folder?
Posted 7 years ago2016-09-29 14:11:05 UTC
in Activating entities Post #331802
PM sent Solokiller!!
Posted 7 years ago2016-09-29 14:01:15 UTC
in Activating entities Post #331801
User posted image
AAARRRRRGH, I can only properly understand this:
If that code runs on the client then it will never do anything. Its implementation on the client is this:
Quote:
CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius )
{
return 0;
}
Maybe you can not believe me if I say that I cannot even code the Hello World program. I feeel quite embarrassed now. :( I know that for doing a mod you must know almost the basics of C++, I know I was lucky to arrive here so far without having that basic knowledge, but... Please!!, could I send the full SDK of my mod to you, so you can make all those stuff for me? (desperation mode: ON)
Posted 7 years ago2016-09-29 08:03:39 UTC
in Activating entities Post #331798
I´ll do it!. ;)

Anyway, I saw this part of code in the beggining of the satchel.cpp file:
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )

I forgot to add it to the Twohand.cpp file, and maybe it is necessary... :|

And, I have one doubt, if the code runs on server for each player, wouldn´t it be a problem?, I mean, I remember when the v1.0 of the mod has the Radar implemented, and it has also the Util_FindEntitiesInSphere, but it was Clientisde only...
Posted 7 years ago2016-09-28 20:14:44 UTC
in Activating entities Post #331794
If I put #ifdef in the function the reload button does not work :| ...

Also, If I add...

edict_t *pPlayer = m_pPlayer->edict( );

because I saw it in the satchel.cpp located in the same function frow where I have extracted the "while" code, the reload button does not work either, or it is like if the code does not go further the edict_t part O_o

Also, If I use pEntity in while ((pEntity = UTIL_FindEntityInSphere( m_pPlayer, m_pPlayer->pev->origin, 500000.0f)) !=NULL), notting happens.

I am testing all this starting the map from the console, not by starting a new multiplayer game, could it be the cause?

EDIT: I confirm. The code is not executed at all. If I put the "ALERT" inside, the message does not appear in console. I don´t know what else to do :(

this is what the code looks like now...

[quote]void CTwohand::Reload( void )
{
	//if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= 100 || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 100 ) 
	//return;
	edict_t *pPlayer = m_pPlayer->edict( );
	CBaseEntity *pEntity = NULL; 
	while ((pEntity = UTIL_FindEntityInSphere( m_pPlayer, m_pPlayer->pev->origin, 500000.0f)) !=NULL)
	{
		if ( FClassnameIs( pEntity->pev, "monstermaker" ) )
		pEntity->Use( m_pPlayer, m_pPlayer, USE_ON, 0.0f );
	}

	ALERT( at_console, "RELOAD!!\n" );
}
[/quote]
Posted 7 years ago2016-09-28 19:39:22 UTC
in Activating entities Post #331792
Done!, with extrange results...

If I put that code inside the:
CBaseEntity *pEntity = NULL;
while ((pEntity...etc,etc.
part, notting happened.

But if I put it outside (following the last "}" ), the game crashes forcing me to use ctrl+alt+supr.

It is like if that code, the "while ((pEntity..." does not work. :/
Posted 7 years ago2016-09-28 18:46:28 UTC
in Activating entities Post #331790
How do I do it? :/ I mean, printing out the classname of every entity.

I put a radius of 30000 and also used the reload button almost on top of the monstermaker entity. But I will try bigger numbers. ;)
Posted 7 years ago2016-09-28 15:10:43 UTC
in Activating entities Post #331783
Success!! :) ... almost :(

The reload button now works fine. ;)
User posted image
...but the monstermakers still did not work (remember that I use 4 types with targetname and "cyclic" tab activaded and deactivated).

The code is now like this (if you tell me that it is still wrong I will believe it)... :|

NOTE: I have commented the m_pPlayer->m_rgAmmo conditioner to use the RELOAD button as I start the map.

[quote]
void CTwohand::Reload( void )
{
{ 
//if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= 100 || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 100 )
//	return;

CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( m_pPlayer, m_pPlayer->pev->origin, 10000.0f )) != NULL)
{
	if ( FClassnameIs( pEntity->pev, "monstermaker" ) )
pEntity->Use( m_pPlayer, m_pPlayer, USE_ON, 0.0f );

	}
	ALERT( at_console, "RELOAD!!\n" );
}
}[/quote]

I know we are almost there!!. It is not much code to do for the mod, I want to add two new features (very simple), and this one is definitive!!.

NOTE: remember, if this works it will be Sheppard and Solokiller´s victory, not mine in any manner!! ("give to Caesar what is Caesar´s").

XP
Posted 7 years ago2016-09-27 20:11:48 UTC
in Activating entities Post #331780
Ok Shepard, I will test it tomorrow. If it works I will also test the TeamName check. Thanks Shepard!! ^^
Posted 7 years ago2016-09-27 19:25:46 UTC
in Activating entities Post #331778
Tested!!... but with no luck. Code compiled fine, and I have added also an ALERT so each time I press "+reload" button (R) the message "CALLING RELOAD TEAM!!" is displayed on screen. But neither the monstermaker work nor the message appeared. It is like if the reload does not work in my MOD!!, should it be caused by this code in weapons.cpp?

In CBasePlayerWeapon::ItemPostFrame

[blue][quote] else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
{
	// reload when reload is pressed, or if no buttons are down and weapon is empty.
	Reload();
}[/quote][/blue]
Or...


[blue][quote]// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
		{
			Reload();
			return;
		}
	}
	WeaponIdle( );
	return;
}[/quote][/blue]
I repeat that it looks like the reload button does not work at all, at least it should appear the ALERT message even if code does not work!.

Here is where the RELOAD appear in weapons.cpp, and it seems to be related to weapons that use clips, could be my weapons because of not having clips nor magazines be culprit of the code do not work?.

I am now lost as hell...
Posted 7 years ago2016-09-27 15:46:00 UTC
in Activating entities Post #331777
oh!, I'm sorry :( I don't pretend to offend, I swear!!, I have just kidding a bit, but, I must admit that you coders are for me like lords!! ;)

See what I told to you?, the code was all wrong!!, I have made changes here and there using what I know, pity is that trial error is not a good method to code. :(

I will try your code tonight and post the results.

Thank you Sheppard!! ^^
Posted 7 years ago2016-09-27 13:52:47 UTC
in Activating entities Post #331774
As you wish, my lord... This is the code that I managed to make with the aid and advices of Solokiller, of course every and each mistake here is mine, not him´s, I must left this crystal clear ;)

In twohand.cpp
_____________

[quote]void CTwohand::Reload( void )
{
//============================================================
// Inicio las pruebas del codigo para el modo RECARGA el 25 de Septiembre de 2016
//============================================================
// If playe/weapon has les than 100 bullets, let it reload.
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] <= 100)
{
    	CBaseEntity *pEntity = NULL;

	while ((pEntity = UTIL_FindEntityInSphere( pEntity, m_pPlayer->pev->origin, 10000 )) != NULL)
	{
		if (FClassnameIs( pEntity->pev, "monstermaker"))
		{
				pEntity->Use( pEntity, pEntity, USE_ON, 0 );// Doubts here.
				m_flNextReload = UTIL_WeaponTimeBase() + 60;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
	   	 }
	}
}

//If player have enough ammo don¥t let him reload.
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 100)
	return;

// Check to see if we're ready to reload!!Also, if player has 600 ammo play reload animation.

if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 600)
{
	SendWeaponAnim( TWOHAND_RELOAD );
	return;
}
}
[/quote]

In Weapons.cpp
____________

[quote]
TYPEDESCRIPTION CTwohand::m_SaveData[] =
{
DEFINE_FIELD( CTwohand, m_flNextReload, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CTwohand, CBasePlayerWeapon );
[/quote]

In weapons.h
___________
[quote]
#ifndef CLIENT_DLL
int		Save( CSave &save );
int		Restore( CRestore &restore );
static	TYPEDESCRIPTION m_SaveData[];
#endif
float m_flNextReload;
[/quote]

Also, in my last tests I have added alerts in every part of the code that makes the monster and also in the main reload part, but, with no luck at all... In fact, I feel quite surprised that no messages appear in the console, I use the "ALERT ( at_console, "yourtexthere\n" );" thingy in every place where a "return;" appeared like gently Solokiller point me to do.

Most probably the code above is just a bunch of useless lines of bad and misplaced code, the one I have used , overall the code inside the void CTwohand::Reload( void ) function, It was just taken from the satchel.cpp file. The last try I have made is this :

[quote]

edict_t *pPlayer = m_pPlayer->edict( );
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( pEntityl, m_pPlayer->pev->origin, 10000 )) != NULL)
	{
		if (FClassnameIs( pEntity->pev, "monstermaker"))
		{
				pEntity->Use( m_pPlayer, pEntity, USE_ON, 0 );
		}
	}
[/quote]

This last part pEntity->Use( m_pPlayer, pEntity, USE_ON, 0 ); I wrote it by memory, because I don´t have the code visible (the rest of the code above Is from a backup txt). Again, no luck and no visible effect at all. monstermakers, btw, worked as usual. The one I used to made the tests have its flag "targetname" with the name "sentinel" and also without any name, and with the flag "cyclic" activated and desactivated ( targetname on + cyclic on, targetname off +cyclic on, targetname off+cyclic off, targetname on+ cyclic off).

Qc file is Ok, and the model shows the reload animation in the model viewer, but, as it uses no clips, it is overriden by the reload code itself (no clips, no animation is displayed)..

The reload function (client and server) is the original, with no added parts.

Of course I made a full recompile of both client and serverl dlls.

I hope I satisfied your curiosity ;) :P
Posted 7 years ago2016-09-26 15:06:35 UTC
in Activating entities Post #331766
Hi. As a relax between hard modelling sessions I am doing some experiments (thanks Solokiller!! :P )with the monstermaker entity, but with little or no luck.

My troubles come when I try to activate them using a command (reload button) instead of using a func_button or a multimanager or a trigger entity. If I try to do so, game exits to console, but it not crashes. The code compiled fine btw.

I always used a serie of trigger_auto and buttons to activate monstermakers, but, after testing the use of commands, must they only be activated by those entities (button, triggers, multimanager)?

Edit: the game now does not exit to console but pressing the reload button does nothing...
Posted 7 years ago2016-09-19 18:56:52 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331732
Wow!!! O_o
Posted 7 years ago2016-09-18 13:10:43 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331717
I like it much more than DUSK, it looks like "Metroid Prime: Hunters" of the Nintendo DS, don´t you think so?
Posted 7 years ago2016-09-18 09:57:32 UTC
in DUSK retro 90's fps for 2017 anyone? Post #331713
It looks worst than the games made with CUBE or FPSMaker...
Posted 7 years ago2016-09-13 20:34:06 UTC
in [Code] For a NPC to play an animation Post #331664
You´ve got PM ;).
Posted 7 years ago2016-09-13 14:26:29 UTC
in [Code] For a NPC to play an animation Post #331640
I have "fixed" a bit how my npc works, but it still performs the attack animation continuously even when it's flying, what can I do?, I have tried the few things I know (mflNextAttack, and all that stuff) with no luck, probably because I misplaced the pieces of code I tried. Please, help! :(
Posted 7 years ago2016-09-10 08:21:07 UTC
in High ammount of Low poly NPCs vs Low amm Post #331623
Well, I am not able to find from where the fgd I used come from... What I know for sure is that it is almost 12 years old, lazy me for not browsing for a newer one! :/
Posted 7 years ago2016-09-09 20:45:28 UTC
in High ammount of Low poly NPCs vs Low amm Post #331618
Oh, for making textures I use Photoshop CS!!, I was using PS since 1997 and cannot keep from using it, I'm so lazy to learn the slightest change in programs ^^

I have read a lot 'bout blender, and it is awesome!!, and which is better, it is free!!, but, I repeat, I'm a bit lazy and with MS3D it happen to me something similar than with PS.

Anyway, thanks for the information!!
Posted 7 years ago2016-09-09 19:56:42 UTC
in High ammount of Low poly NPCs vs Low amm Post #331616
Why do they like to modify with models and sprites?
Because of the brush limit!!, yes I know that now you can use the func_detail entity, but in 2004 when I have started all it does not exist, and before I read about it here at TWHL half a year ago I make complex structures with Milkshape3D because to doing them I spent less than 6 or 8 hours, all without the brush limit problem, tiny brushes, leaks, bad scales of textures, etc, etc,etc. ;) that make ZHLTools crash on and on, also, it is boring to make 12 separate textures and put them in a wad just to make a simple bridge!!, your map will result to be as heavy as the mount Rushmore if you use the nowadtextures comnand as I do, while all that could be done in a single bmp file in the modelling program...should I continue?. ;) XD

Of course I must admit that I envy (envy corrodes me, I swear!!) what many of you mapers show us here at TWHL, but I prefer my method because it is the only way to make the things look like in the movie that inspired my mod, and because I tried making those things with brushes and, in 2004 and in latest betas in 2006, the result was ugly as hell. :(

Anyway, I'm glad you like what I've done :P