Dog-eared half-demon battle programmer.
You'll be surprided, but it's even a remake of another mod :)
Exactly. There's a commented line there already. Only thing you have to do is uncomment XBM dll and comment XDM dll.
There's some info in the readme on this.
(BTW, code will be slightly updated to fix some bugs discovered since release)
Personally love these mods! Especially Iced Earth.
I even played it on my mod platform I was developing (XDM). But the last chapter uses custom DLLs so it was a no-go.
I've also recreated some architecture based on HL alpha screenshots. I think I could give you that if I can find it. ) PM me later.
Thank you ) I'll see what I can do.
BTW, are you going to make maps for single or multiplayer? Just curious.
About the SOURCE CODE...
How about I give sources directly to those who get 10+ secrets in the Arctic Incident? :)
Well, I don't quite remember them all myself - it's really hard to do development, debugging and documenting all at the same time. At least I update the FGD file. :)
All entities by default are HL-compatible. multi_manager is pretty much the same. Bonuses are: operators (like +targetname, -, !, etc. - like in SoHL), some spawnflags and script-like #commands. Those can be tested from console beforehand. I think I'll post some info on this separately.
Great editor, highly recommend!
Made some of my maps in it.
I mean, did someone try it out? Does it work? :)
To be honest, I've spend many years and THOUSANDS of dollars on making my mod. But it's still FREE and OPENSOURCE. While part of me wants to at least compensate for that, I prefer to keep it free. I want to set an example of how expensive projects may still remain available ot everyone.
Donations may be really okay, but when it comes to money, lots of nasty things will come also: paypal which loves to steal private data, publishers who cut a huge percent out of your price, card processing companies... everyone is interested in your money.
Some people, myself included, just prefer modding offline.
Didn't get much about what this "superhot" thing is all about. (o_O)\
It appears, not any game or mod will do.
My mod is supercold anyway... :)
So hot it burns my eyes XD
NOTE: this mod has been RE-RELEASED as CO-OP and also UPGRADED in the XDM mod. See here: Moddb.com
No comments on the Linux version :D
No delays anymore! :D
We'll try looking into it, but I never seen it myself.
You could try decreasing/disabling decals.
Of course, cheats are disabled by default :)
If you're in multiplayer, and don't want to restart the map, you'll have to assign "developer" rights to player/yourself using "modrights" command (just read what it says), player numbers go from 1 to 32.
Thanks a lot!
First of all, you're always welcome to ask here on ModDB (mod profile page). And, if that's not enough, there's Hlfx.ru (requires registration). English is acceptable.
We tried to keep things balanced, but make more realistic. IRL you most likely would be killed by a single bullet, but in game it proved to be too hardcore. So, we stopped at about 2-3 bullets. :)
There were found some annoying errors, so I'll reupload the fixed version. Also I finally made a new splashscreen and fixed default config.
"I know how that feels, bro" :)
When I tried converting singleplayer to my co-op I didn't expect to waste a YEAR on it. Not to mention kilobyteso of code...
We are currently [s]being bombarded from outer space[/s] testing source code to be linux-compatible (and, it seems, it is) and fixing all major stuff we can.
I even fixed those upside-down props models... another HL bug btw.
I think it's quite possible to have release in next 4 days.
This graph shows flame behavior on server: direction, distance, lag, cone radius. For testing purposes flame sprites become green when colliding with anything.
Unfortunately, there's a huge bug in Half-Life that prevents working with attachments properly - the engine destroys (overwrites) cl_entity->attachment array before TempEntsUpdate() so... all hate towards valve, anyway.
I think I may do that.
Anyway, I've gathered all possible and fastest ideas, and may just stick with simplest solution.
But I'm not quite sure myself...
I was @#%^$%^ wrong.
40+ hours of debugging and players still look in random directions. Angles are in a mess.
And that's after spending 9+ hours on the flamethrower.