UNB's Mod in the making. Created 18 years ago2006-02-08 15:50:25 UTC by Unbreakable Unbreakable

Created 18 years ago2006-02-08 15:50:25 UTC by Unbreakable Unbreakable

Posted 18 years ago2006-02-08 15:50:25 UTC Post #162112
well guys thought I'd start this thread because I will have stuff to update soon.

This is where the mod stands now:
Models: 100%
Code: 60%
Maps: 20%
Sprites: 70%
now, the main idea why I needed to start this thread was to see what you guys think of my hud.

This mod will contains only 5 weapons.
1. Knife
2. USP
3.O.I.C.W + Grenade Launcher
4. Shotgun
5. Grenades
So I decided to code the hud so all 5 weapons are going down in slot 1.
(refer to picture) What do you guys think about his?
User posted image
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Posted 18 years ago2006-02-08 16:13:18 UTC Post #162116
1. I don't think they should all be in one slot, that's just crazy. You could have it like CS and have shottie/OICW in slot 1, pistol in 2, knife in 3, and grenades in 4, ooooor have it like HL and have knife in 1, pistol in 2, shottie/AR in 3, grenades in 5. I wouldn't say the current setup is BAD, just it's kind of messy.

2. Compress your damn images - http://irfanview.com
Posted 18 years ago2006-02-08 17:22:08 UTC Post #162122
I like it. Its different, might work better, might not. Though I would suggest having them spread out over 1-5, be more like quake then, 1 number, one weapon. The sprites look good (Do I see a hint of CS / CSS?).

So common, more details. Story, new enemies? Estimated time of completion, help needed?
Posted 18 years ago2006-02-08 17:51:23 UTC Post #162133
I think theres definatly some CS there. looks good, but I wanna know about the story!
Posted 18 years ago2006-02-08 18:11:57 UTC Post #162138
I agree with the others here, one number for each weapon. The slot system is a nice way to deal with 10+ weapons, it let's you organize the different types better too, but 5 distinct weapons just don't go with one slot/number to cycle through.

Looks very neat though. Modelled that OICW yourself? Impressive. :)
Posted 18 years ago2006-02-08 22:30:29 UTC Post #162159
ok thanks for the input guys. I think I will do that (One weapon per slot, spreaded over 5 slots)

However the story-line is staying quiet!
In the near future, I will need voice actors, but other than that, there's not really much help needed..

BTW, yes there is a hint of cs sprites, mostly all but the oicw sprite in the hud, I had to do that one myself.

I will be hopefully releasing a trailer in a couple months. Plus there will be picture updates. Stay tuned
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-08 23:19:26 UTC Post #162165
the health and ammo counters are way to dark, you can barely read them
Posted 18 years ago2006-02-08 23:22:24 UTC Post #162166
There is this better?

User posted image


I'll light'n the counters tomorrow..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-09 00:01:08 UTC Post #162168
hmm? the archetecture is plain, and the lower hud is still way to dark. top part of it seems fine though
Posted 18 years ago2006-02-09 00:06:16 UTC Post #162169
Very... blue...

A little too blue...
Luke LukeLuke
Posted 18 years ago2006-02-09 05:02:09 UTC Post #162189
GIF? What are you thinking?

Link straight to the image in future, too.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-09 09:18:35 UTC Post #162210
haha, gargly... yes the hallway is plain.. it won't be in my mod trustme.. haha. It's a simple testmap.. lol.
Whats wrong with the gif Seventh? I did link to the image. (Thumbnail)

Too blue? I don't understand. : :D
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Posted 18 years ago2006-02-09 10:11:16 UTC Post #162212
The blue is hard to see naturally.
Add a really light blue or white base image with a royal blue glow.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 10:56:21 UTC Post #162219
good idea Rimrook.

I got a problem, I coded another barney in however, she(gina.mdl) doesn't show up in the game. So ya, I know Muzzleflash coded a new barney into HL:HS and was wondering if he had a similar problem..??
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Posted 18 years ago2006-02-09 11:07:23 UTC Post #162221
Thanks. I could do the sprites for you really quick if you pass me some of the bmp or png files.

[smartass]
Green is the most naturally visible color to the naked eye. Then red, then blue, etc. But there are more natural shades of green than any other color. To make a color more visible in terms of RGB, we add green to it. [/smartass]

EDIT:
Is this source, btw? I can't really tell by the screens.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 11:24:24 UTC Post #162225
nope, it's HL1

Here you go Rimrook:
User posted image
Yea though, green is the most visible color. But, i like blue.. lol
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Posted 18 years ago2006-02-09 11:39:58 UTC Post #162228
After i do this, you'll need to up the blue color. A good choice would be something like [RGB 0 128 255]
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 11:48:22 UTC Post #162230
I might even go with green on second thought.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-09 12:03:02 UTC Post #162235
No stick with the blue! I like it and your work is mighty impressive so far.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-02-09 12:04:49 UTC Post #162236
I agree, I thought the blue was refreshingly different. I look forward to seeing the finished product - things look promising so far.
Posted 18 years ago2006-02-09 12:12:50 UTC Post #162238
ok, ok.. blue will stand, but what type of blue?

You said a Royal blue.. how about this: 5D87FF
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Posted 18 years ago2006-02-09 12:33:53 UTC Post #162241
Here is what I did with it. I'm at skool so i can't test it, and i don't know if there is a grid that matches the sprites. I did what i could.

In technical terms, it's a bit more dynamic and hopefully visible.
I'm wondering if you can overide the single color mode and use transparency type sprites. Has anyone tested this?
User posted image
and try 8080FF [RGB 128 128 255] which is a bright royal blue.

wow... f!cking technical :D
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-09 13:03:40 UTC Post #162244
^^

Unb, do you get any errors during the compile?
Did you made a new entry for your new barney in the fgd?
Give me some details and ill check it out. :)
Posted 18 years ago2006-02-09 13:13:26 UTC Post #162245
well, ok, I did it, however the difference is barely noticable the big diference is mainly your sprites which ar really nice
(much better that mine) I think it does have something to do with the opacity.
User posted image

User posted image

Muzzleflash: ok, nope, I got no errors during compile, I correctly made the entry in the fgd (I have model support, I can see the model in hammer). When I load the test map, it just says "Can't Init monster_gina"


BTW guys, the hud does look brighter in game. Also the flashlight can't have the on/off, because when you turn the flashlight on, then the first flashlight sprite picture overlaps it. Hard to explain
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Posted 18 years ago2006-02-09 13:20:32 UTC Post #162247
That looks awesome! Nice sprite work Rim, Unb: I can voice act and do radio SFX (I have 2 radios) if you want. I am told I am pretty good with VA in general, if you like send me some lines (accross radio too if needed) and I can give you an example.
Posted 18 years ago2006-02-09 13:22:51 UTC Post #162250
really, sounds great.

I'll need Radio effects from a general.. I won't have any lines down until I get a proper story-line and script though. But once I do, it will be great. :)
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Posted 18 years ago2006-02-09 13:43:07 UTC Post #162257
I will look intro it, Unb, ill let you know. :)
Posted 18 years ago2006-02-09 14:08:44 UTC Post #162260
To make sure you got it all set up correctly, check out:

Did you add:
#define CLASS_your_new_barney 14 // your_new_barney

to cbase.h, line 101?

Did you add:
cvar_t sk_your_new_barney_health1 = {"sk_your_new_barney_health1","0"};
cvar_t sk_your_new_barney_health2 = {"sk_your_new_barney_health2","0"};
cvar_t sk_your_new_barney_health3 = {"sk_your_new_barney_health3","0"};

to game.cpp, line 51?

and:
CVAR_REGISTER ( &sk_your_new_barney_health1 );// {"sk_your_new_barney_health1","0"};
CVAR_REGISTER ( &sk_your_new_barney_health2 );// {"sk_your_new_barney_health2","0"};
CVAR_REGISTER ( &sk_your_new_barney_health3 );// {"sk_your_new_barney_health3","0"};
in line 493

Did you add:
gSkillData.your_new_barneyHealth = GetSkillCvar( "sk_your_new_barney_health");

to gamerules.cpp, line 134

Did you place:
static int iEnemy[16][16] =
{			 //   NONE	 MACH	 PLYR	 HPASS	 HMIL	 AMIL	 APASS	 AMONST	APREY	 APRED	 INSECT	PLRALY	PBWPN	ABWPN	OPFOROT
/*NONE*/		{ R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	},
/*MACHINE*/		{ R_NO	,R_NO	,R_DL	,R_DL	,R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_DL,	R_DL,	R_DL	,R_DL,	},
/*PLAYER*/		{ R_NO	,R_DL	,R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO,	R_DL,	R_DL	,R_NO,	},
/*HUMANPASSIVE*/{ R_NO	,R_NO	,R_AL	,R_AL	,R_HT	,R_FR	,R_NO	,R_HT	,R_DL	,R_FR	,R_NO	,R_AL,	R_NO,	R_NO	,R_AL,	},
/*HUMANMILITAR*/{ R_NO	,R_NO	,R_HT	,R_DL	,R_NO	,R_HT	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_HT,	R_NO,	R_NO	,R_HT,	},
/*ALIENMILITAR*/{ R_NO	,R_DL	,R_HT	,R_DL	,R_HT	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*ALIENPASSIVE*/{ R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	},
/*ALIENMONSTER*/{ R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*ALIENPREY   */{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO	,R_NO	,R_NO	,R_FR	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*ALIENPREDATO*/{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO	,R_NO	,R_HT	,R_DL	,R_NO	,R_DL,	R_NO,	R_NO	,R_DL,	},
/*INSECT*/		{ R_FR	,R_FR	,R_FR	,R_FR	,R_FR	,R_NO	,R_FR	,R_FR	,R_FR	,R_FR	,R_NO	,R_FR,	R_NO,	R_NO	,R_FR,	},
/*PLAYERALLY*/	{ R_NO	,R_DL	,R_AL	,R_AL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	},
/*PBIOWEAPON*/	{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_DL,	R_NO,	R_DL	,R_DL,	},
/*ABIOWEAPON*/	{ R_NO	,R_NO	,R_DL	,R_DL	,R_DL	,R_AL	,R_NO	,R_DL	,R_DL	,R_NO	,R_NO	,R_DL,	R_DL,	R_NO	,R_DL,	},
/*your_new_barney*/		{ R_NO	,R_DL	,R_AL	,R_AL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_DL	,R_NO	,R_NO,	R_NO,	R_NO	,R_NO,	}
};
return iEnemy[ Classify() ][ pTarget->Classify() ];
in the CBaseMonster::IRelationship function in monsters.cpp, line 2199?

Those are most important. There are some other files you can edit to have your_new_barney talk randomly with other friendly npc etc. Ill tell you about that if you want. :)
Posted 18 years ago2006-02-09 14:36:22 UTC Post #162264
wow, I definetly never did that.
I'll have to test it after work unfortunately. Thanks Muzzle. :D
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Posted 18 years ago2006-02-09 14:39:00 UTC Post #162265
Let me know if it did the trick. :)
Posted 18 years ago2006-02-09 15:16:42 UTC Post #162283
Whats wrong with the gif Seventh?
It's not an appropriate format for most game screenshots.

Also, you didn't link straight to the image, you pointed it to that stupid my.php with all the adverts.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-09 15:16:48 UTC Post #162284
I tried it, and got the error:
monsters.cpp(2221) : error C2078: too many initializers
wait nevermind, I see the problem..
Trying it out now..
..
OK, I got a different error when loading:

* GetSkillCVar Got a zero for sk_gina_health1 *
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-09 17:24:44 UTC Post #162313
Take a look the original barney code, copy that code bit, and modify it for your new barney.

Maybe sk_gina_health is allready defined elsewehere.
Posted 18 years ago2006-02-09 17:38:04 UTC Post #162318
and does gina have the animations of a barney? you might run into that later if you get past the code issues
Posted 18 years ago2006-02-09 22:02:23 UTC Post #162361
Yes I copied, and pasted all of Barney's code and changed the basics.
Gina is a Barney model replacement, so she has all the same animations.
However, hearing you mention about animations, where is barney's animation names in the code? Should'nt it be in there, you know, to walk, its the walk animation, and so on.
Maybe I have to copy that as well for gina..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-10 06:16:11 UTC Post #162399
I found this at the beginning of barney.cpp:

//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW ( 2 )
#define BARNEY_AE_SHOOT ( 3 )
#define BARNEY_AE_HOLSTER ( 4 )
#define BARNEY_AE_RELOAD ( 5 )

#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2

And the HandleAnimEvent funtion:

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CBarney :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BARNEY_AE_SHOOT:
	BarneyFirePistol();
	break;
case BARNEY_AE_DRAW:
	// barney's bodygroup switches here so he can pull gun from holster
	pev->body = BARNEY_BODY_GUNDRAWN;
	m_fGunDrawn = TRUE;
	break;
case BARNEY_AE_HOLSTER:
	// change bodygroup to replace gun in holster
	pev->body = BARNEY_BODY_GUNHOLSTERED;
	m_fGunDrawn = FALSE;
	break;
			case BARNEY_AE_RELOAD:
		EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM );
		m_cAmmoLoaded = m_cClipSize;
		ClearConditions(bits_COND_NO_AMMO_LOADED);
		break;
default:
	CTalkMonster::HandleAnimEvent( pEvent );
}
}

What i did with Otis, i made a copy of barney.cpp, renamed it to otis.cpp, and changed every reference of CBarney to COtis and Barney to Otis. But thats not eough, you need to make additions to other files before your new npc really works, as you allready noticed. :)
Posted 18 years ago2006-02-10 07:24:37 UTC Post #162401
If it's all about a different model, then take a look at headcrab.cpp. The baby headcrab is class derived from the headcrab class, with the spawn and precache functions overridden from the headcrab one so it can have a different model. Might be much easier than just copying that whole barney file. I still think you need to add the things Muzzle said, but it surely saves you some code.
Posted 18 years ago2006-02-10 07:33:33 UTC Post #162403
Oops, i forgot about that. :)
Posted 18 years ago2006-02-10 09:16:08 UTC Post #162408
Who made those models (weapon) they look great!
Posted 18 years ago2006-02-10 15:18:48 UTC Post #162502
who's FN2000 is that? Anaklar?
Posted 18 years ago2006-02-10 15:34:27 UTC Post #162505
Yep Anaklar. :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-12 12:44:05 UTC Post #162842
well, I finally got the model to work.. (reason was I forgot to save the workspace, when I reloaded, gina.cpp, was not included. Stupidity! :o)

User posted image


Now, only one problem baffles me. My new Gina has very low health. I shoot her once, and she dies. Muzzleflash, does that happen with your Otis?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-12 13:04:25 UTC Post #162846
That happend to me too, yes. But i fixd it. I geuss there's a problem with the sk_health thingies. Also, don't forget to include a custom skill.cfg.

See if you have everything defined. I know this is not really helping you, but its kinda hard to see what the problem is without having a look at the code.
Posted 18 years ago2006-02-12 13:06:15 UTC Post #162847
ok, I'll look it over.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-13 19:03:32 UTC Post #163109
New Screenshots!
(Hanger is not complete. Crates and other stuff will be added)
User posted image

User posted image

User posted image

So please, tell me what you think! :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-13 19:26:58 UTC Post #163114
are the lights models? they look great.. and is that the texture you used for the hostage situation truck lights? .. the beam, i mean...

Also, you havent forgotten about Hostage Situation have you?

The walls look cool and detailed, and i'm sure the emptiness will be filled exceptionally with the
Crates and other stuff
:nuts:

Look'n good
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-02-14 02:49:34 UTC Post #163137
Very nice.

Same coloured hummers though?
Posted 18 years ago2006-02-14 04:59:31 UTC Post #163149
Should light it up a bit. No ware houses are that dark (that I've seen).

Anyway, link straight to the image!!! How hard can it be!?
Posted 18 years ago2006-02-14 05:17:24 UTC Post #163151
Nice screenshots - a bit dark though.
Posted 18 years ago2006-02-14 12:13:20 UTC Post #163224
Cant see anything in those screens apart from make out the lights...
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