Half Life 1 mod: maps needed Created 14 years ago2010-11-30 04:59:10 UTC by 2muchvideogames 2muchvideogames

Created 14 years ago2010-11-30 04:59:10 UTC by 2muchvideogames 2muchvideogames

Posted 13 years ago2011-01-07 21:39:35 UTC Post #288784
Sounds good. Where can i get the SDK?
Posted 13 years ago2011-01-07 21:48:26 UTC Post #288785
@2much

"they" would be Highlander.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-01-10 14:50:20 UTC Post #288934
Posted 13 years ago2011-01-10 19:46:06 UTC Post #288948
Posted 13 years ago2011-01-10 20:18:53 UTC Post #288949
Yeah i got it, 2muchvideogames PM'd me the link before.
But thanks. :)
Posted 13 years ago2011-02-06 16:35:51 UTC Post #290121
I am attempting to zero in on the 'broken slot 6' problem now. Does anyone here know where is the code for binding keys to weapon slot categories?

I looked in client.dll's input.cpp: it has most of the key bindings like jump and strafe but I can't find where is the binding for the weapon slots..
Posted 13 years ago2011-02-06 23:47:17 UTC Post #290134
I think it's in ammo.cpp, around HOOK_COMMAND("slot1", Slot1);
Posted 13 years ago2011-02-07 04:26:58 UTC Post #290140
thanks man, I found it, but wasn't able to find anything there that could fix the slot 6
Posted 13 years ago2011-02-20 14:02:12 UTC Post #290546
bump, i'd like to know how this is going...
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-02-21 06:50:35 UTC Post #290572
can't get sixth slot to work, so I think I might have to stop work on weapons and shift gears to monsters. Gonna add male assassins, but also planning to add this unit that resembles a terran goliath from starcraft. It's this mech piloted by a low def hgrunt, and the model is supposed to be a garg replacement but I'll see if I can make it fire bullets instead

P.S. Sven coop forum have alot of neat models and stuff.
Posted 13 years ago2011-02-22 20:18:26 UTC Post #290657
OK I SWEAR I will try to get this slot problem ONE MORE TIME.

Someone can tell me where this line of code is:
ShowMenu (pPlayer, 0x7F, 0, 0, szMenu);
This noob tutorial writer just said "that 0x7F means that the slots 1 - 5 are open and can be selected..."

He didn't even say where this line is and how I can change the hexadecimal values or anything. So if anyone can find this line, serverside or clientside, I think this slot problem can be rectified once and for all.
Posted 13 years ago2011-02-22 20:26:23 UTC Post #290660
Where is this tutorial?
Posted 13 years ago2011-02-22 21:13:33 UTC Post #290666
Posted 13 years ago2011-02-23 00:05:59 UTC Post #290678
That's not a tutorial, only a hastily scribbled note in the back of someone's hand thoughtlessly transcribed onto a website.
Posted 13 years ago2011-02-23 04:47:42 UTC Post #290688
Finally.

I found the solution to this dumb problem for which no good tutorials exist. And, you guessed it, the answer was ridiculously simple. You literally had to change a single dam number from 6 to 7. And all these years it has evaded my watchful debugging efforts. Coding is literally spending days and months looking to fix a dam problem when the solution is that one digit under your flipping nose. This is prolly the fastest way to insanity that I know of.

Rants aside, this means that m249 SAW and sniperrifle will get their own slot 6 now, along with displacer once I can fully incorporate all the auxiliary entities for it. (I dunno if anyone is even going to use the displacer- most op4 mappacks don't seem to utilise its functions very much.)

Of course, this isn't the end-all to all my problems. I still have some unperfected weapons scattered across the mod, and also I'm thinking of switching out the current m4 due to the lack of an attachment on the model itself. But anyways this coding thing is going well for now and I hope you guys can add maps into this mod using all this new stuff. Well, don't y'all worry I'm still thinking of adding more weapons. We'll see if this can get any better.
Posted 13 years ago2011-02-23 08:24:12 UTC Post #290690
what do you mean "attachment"?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-02-23 10:11:24 UTC Post #290691
From the context, I assume he means he wants a model with a grenade launcher attachment on it, or some other tactical gear.
Posted 13 years ago2011-02-23 18:24:03 UTC Post #290707
no, not that.

The attachment is an extension in the model itself that parts of the code utilize. For example, muzzleflash code use the model's attachment to determine where the flash occurs. If you go in model viewer and check the "attachment" box, you can see a small extension on the model that shows where muzzleflashes will appear. This m4 model currently doesn't have an attachment. This means no muzzleflashes appear when you fire the weapon. I stumbled across "fixed" versions of this m4 in some obscure mods, but those screwed up other parts of the model, one of which is horrific texture misalignment and the other is the animation messed up. Well anyway I found a high def m4 (the HD-pack version of the mp5) that uses low def hands. I think this can be used instead. No worries.
Posted 13 years ago2011-04-05 02:19:15 UTC Post #293022
Update?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-04-05 04:22:02 UTC Post #293025
Lol you need more structure for a successful mod. But goodluck who knows.
Posted 13 years ago2011-04-06 15:35:58 UTC Post #293129
Well, the maps ARE the structure of the mod.

Anyway, I've started work on my entry again. Hopefully I'll be able to get it done soon enough.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-04-08 02:36:33 UTC Post #293207
what do you mean by structure? do you mean a storyline, or a central theme for the maps? If you are interested, one could easily be conjured.
Posted 13 years ago2011-04-08 05:15:46 UTC Post #293218
Well yes like storyline or something to hold the maps together. AA general idea/ storyline. You could make the story and than chop it up and hand out parts to be mapped.

Unless you just want a really random mod. Which in any case could be interesting as well. But probably won't be the best it could be or as successful.

Or atleast mention what kind of special coding you can do. What good is it if you are able to code a jetpack but everyone makes underground low ceiling maps.

Say if you said "i'm modeling and coding a cannon" than i'd map a castle or ship or big field. If you said you can make the player surf, surf maps would be made.

Think about the zombie mod for counterstrike. Someone created the mod first. Than dark scary maps with places to hide and escape were created for the mod.
Posted 13 years ago2011-06-23 14:43:55 UTC Post #295495
The story is still open at this time, but the fixed thing is that you are wearing a HEV suit, the weapons from vanilla are all available, and so are the monsters. I don't have much maps at this point but once I do I can make a story for it. But here's the status update:

monster_human_assault (95%)
monster_brother (90%)
monster_gonome (75% - can be redone)
monster_cleansuit_scientist (100%)
monster_male_assassin (40%)

weapon_m249 (Done)
weapon_sniperrifle (Done)
weapon_pipewrench (99%)
weapon_beretta (80%)
weapon_m4 (60% - trying to do burst fire, can revert to 100% for fully automatic)
weapon_glock's silencer (not done)
weapon_mark23 (70%)
weapon_12gauge (0% - I broke this sorry)
weapon_displacer (10%)
weapon_headcrab (90%)
weapon_deagle (100%, I think)

Possible additions:
weapon_garand
weapon_m4 (replacing the one above, using a different model)
armed barneys or scientists
You must be logged in to post a response.