Today is the day it releases. I am already here waiting for it! Can't wait!
Today is the day it releases. I am already here waiting for it! Can't wait!
I am looking forward to this mod. It must be good to play.
If you mean bd_timbertututu1.wad, I've checked the uploaded .zip package, this file isn't lost.
Make sure you install all these files in the right path.
Extract bd_timbertututu1.wad to "../Steam/Steamapps/Common/Base Defense/bdef/", then this problem can be solved.
Well, I have already done 6 maps. How can I send them to you? Should I upload them to a file server?
Hiems "the missing models in your afrikakorps port"
Ehh nope. Actually, I deleted these models in the maps on purpose, in order to download the least files when a new player join the server since the server has no Fastdownload. Though this causes some weird invisible blocks in the maps...
Yeah as Ivan4K says, you should open your ports to the Internet, or you can only play with your friend in LAN. Maybe fire wall should be turned off.
__This mod looks not so professional, but it works in an ingenious way.
__At first, I thought it must completely depends on replacing hl.dll or something, which will change the program of game to achieve the function of cooping for clients without anything needed.
__However, after checking the files unpacked from "HLCV2.exe", I discovered it includes many .bat files that are used to replace the current "mapcycle.txt", and many .bsp files in "maps" folder. This is different from what I thought it should be.
__Then I used a tool named "Ripent" to check these .bsp files. This mod edits ENTs of the maps, replaces "trigger_changelevel" by "game_end" in order to end the current map and change to the next map. This method can only change map to the next one in the server's cycle list, not the map that continues the campaign. But sure, according to the server's logic, just tell server which map it is expected to change by editing"mapcycle.txt", then we can changing map to the specific one.
__Yeah, that is does works. A creative method. The most important problem has been solved: Map changing.
__Then add something like "mp_allowmonsters 1" "mp_flashlight 1" "mp_falldamage 1" and etc. What's more, a edited "hl.dll" makes the gaming experience better.
__And here, I wanna say, maybe you should introduct these in the summary, about how to achieve the coop in original Half-Life. Of cource, MAYBE. Just my ownrecommend.
__The advantage is players can play together in original Half-Life, without downloading extra mods like Sven Co-op. This saves much time, makes it convient to play together.
__However, there's some disadvantages, too. Since it depends on "mapcycle.txt" to work, we can't change map to what we wanna play manually, whether "rcon changelevel xxx" nor "agmap xxx", or something else. A big problem. We are controled by the weird tempered server, not we control it.
__Though this isn't the mod's fault, it makes the gaming experience bad. The maps are too short, making server changing maps too frequent. This is of no account in singleplayer game, but this is for multiplayer. The long displayed score board, the uncomfortable loading, everything forced arrayed when a new map loaded, gores everywhere when a new map loaded with a number of players in server(At least it has solved the problem that players stuck together when spawning).
__Now I'm trying to add plugin to forbidden player collide(Maybe I spell it wrong, I don't know what is it's form of noun), and transplant Sven Co-op's large Half-Life map to use. I have edited "hl_c01_a1.bsp" successfully, however, there's an error that says "...failed to precache because the item count is over the 512 limit", so I can't process more maps to it.
__Generally speaking, though some minor disadvantages it has, in my opinion, a good mod it is.
I made one before, it is too difficult for combat with soldier. But I will still upload skill.cfg of Half-Life 2 in my free time.
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