Looks really nice! Can't wait to play the final version (or any beta for that matter).
Looks really nice! Can't wait to play the final version (or any beta for that matter).
I hope this mod is still being worked on! The models done so far were truly awesome.
Nice one! Happy holidays and happy fragging!
Ok, I liked that puzzle for the code.
Please be more polite. :3
You're welcome!
Congratulations, Napoleon, you are the winrar
I'm not sure why you have 241mb "materials" folder here that's actually from HL2 or Half-Life source... HL1 or even Xash does not use .vmt and .vtf files...
Not sure again why you have folders with source engine models, that include phy files too... How about the "downloaded" folder with content you have downloaded when you join a server?
I was expecting to have some sort of "detail" textures for example to actually compensate for the size of this mich-mash... and when I looked in the "gfx" folder... I have not found a folder called "detail", no.. there is a 400Mb folder "env" that contains every possible custom skybox you have ever downloaded...
The question is why...
Additionally, it's not a good idea to replace the HL1 compiled libraries with what appears to be outdated libraries...
How so? In the executable (archive) I don't see any mention of .cpp or .h files...
Nice you released it. :)
No SDK release for this version?
Is this my bot patch, or are those other bots?
(n)Ice! Baer joins the fray, finally! And all the rest looks awesome too. :)
Hey, I'm glad you finally decided to release the mod. :) Looking good.
Having in mind Xash has no netplay/no support for multiplayer, I see no reason for it to be advertised as Xash compatible.
Maybe, unless you have bots, but yet again that would be a bot play... no multiplayer :D
Sweet! Thanks for the pack.
Out of curiosity, do you plan to release the code at some point?
Great to hear this mod is still being worked on and new things are added and incorporated. :)
Not sure is you should implement the z-bot to the mod... I mean the code for it was leaked/hacked so this could lead to backlash on the mod... If you're for adding good bot, maybe you should consider Grave Bot?
Github.com
About testing on Linux... why don't you raise a VM with Oracle VirtualBox or VMware Workstation (both of those are free, and they will provide you with full fledged and working Linux or any other Host OS you desire...)
Side question... do you have a beta test program? And if yes how can we as audience participate?
Nice update!
Could be done. :); I have double barrel in the list already, so why not one more.
This is really good. Any chance you can do the same treatment to the rest of the scientists and Gordon, Gina and Colette?
Half-Life will downscale everything that exceed 512x512.
If you use 640x480, the model will compile, however the renderer will downscale it in-game to 512x384... thus you will lose quality.
If you have to use different sizes than 512x512, you better stick to:
512x384
512:256
512x128
for the rest you can do the math.
Btw: for those that are wondering, no 1024x255 will result in 512x128 by the renderer.. and 768x384.. will result in 512x256.
Better use more textures, than not supported sizes...
Hello, Beta 2 is looking really good so far. :)
I can't wait to get my hands on it and play it.
Keep up the good work!
The flipped textures were probably due to a tool used for converting the .tga files. I have observed that some of the older .tga plugins for photoshop and some other applications supporting .tga exports will actually do that.
The fix is simple.. but quite annoying (not to mention time consuming) to implement... open every single .tga file with paint.net and just save...
Nice tutorial.
One more thing that needs to be fixed:
player.cpp, under void CBasePlayer::SendAmmoUpdate(void)
ASSERT( m_rgAmmo[i] < 255 ); ---> should be changed to 999 if you have followed the first tutorial, or should be changed to 9999 if you have followed the first and the second tutorial.
E.G.:
ASSERT( m_rgAmmo[i] < 999 ); // we have 3 digits, more than 254
or
ASSERT( m_rgAmmo[i] < 9999 ); // we have 4 digits, up to 9999
Other than that, everything works really good.
I really like the idea, however, the client/server is actually overloaded with too much precached entities that includes models and sounds. If you try to load the normal opposing force maps you will just crash the game.
In some situations a crash is observed due to the server/client not being able to create a decal (due to lack of free edicts...);
My suggestion here would be to reduce the precached models, sounds etc.
Other than that, good job.
Well, if it's singleplayer that would be good, but I'm talking about multiplayer. The goal of this is to have monsters to respawn after they die.
I really like the diversity with the human models, like different and random Barneys all spawned, I like the grunts too; still I have a question/problem... The "monster_maker" entity does not work properly... It always puts one type of barney/scientist/grunt.. and does not utilize the Random features.. is it possible to suggest a fix in the code for that?
Are you going to upload a complete package for the mod here? Or maybe add a link to the installer or archive in the post?
Other than that, this looks quite good.
Yes, they are. This is a remake of one of the Gunman maps for Half-Life and my mod.
Edit: However I edited the textures a bit, and also included detail textures. :)
The original Gunman did not had detail textures.
Is there a way (console command) to hide the green and red lines showing the ragdall physics?
You are using a non-steam version of Half-Life. In other words.. you are a pirate... :D
NapoleonII
joined
This member has provided no bio about themself...