I think you forgot to make these elevator brushes into entities:
rl02u3t:
I.imgur.com
rl02u3w:
I.imgur.com
Or am I wrong?
I think you forgot to make these elevator brushes into entities:
rl02u3t:
I.imgur.com
rl02u3w:
I.imgur.com
Or am I wrong?
(buried)
Has no one paid attention to the running animation with this zombie grunt skin while he's limping in the original? Same with the rapid fire anim and some of the "head"-skins. This is just a reskin of the original OpFor grunt. Badly done in my opinion.
This belongs to the addon section then if there's no modding involved.
I have the power to manipulate people on this page to click on the report button.
Can you show anything 'mod' related you've made beside of ripping sound effects from other games and modifications?
Or is that all?
If so, do us a favour, archive the page.
Learn the difference between 'addon' and 'mod'.
This belongs to the addon section if you don't tend to do any modification. What else is changed beside of ripenting/remaking c1a0d and modelling?
Instead of all these "DELETE THIS MOD". Archive it.
Just started to play CS 1.5 again when I saw this.
Pretty sad to see so few servers nowadays when I compare from the last time I played (2010).
Had a good time playing it by myself with my own mod so I decided to setup a game server, in hope it helps a bit for some to come back.
Are you seriously believing this will be approved? You've just uploaded a whole server + client pack with modified DLL files (aka cracked/illegalaly), this violate against ModDBs Terms of Use.
Yep. Have test it a few times and it's working fine.
Yes, but very slowly though because of the urgent need of a 2nd programmer for more advanced stuff which have to be done/implemented.
I assume you're talking about walkthrough?
If so, there are no need to use add-ons to make that. Already implemented by Valve.
Proof?
If not, crawl back to your bridge troll.
Not related to the mod at all.
Blame the map author and Valve. Mostly Valve for not making a check if the entity have reach to the end/finish point.
These new features have really push my media computer's CPU usage when they call their functions, even with 1 player in the server.
This is because HLDS is not multi threaded and my media computer have a weak dual core Intel Atom CPU, which I have mention before.
I don't have this problem at all on my laptop (with i7-3630M), even when the situation is dramatically (when there is plenty of monsters on a big map fighting each other).
The default HUD for health, armor and radar is back because of it disabled the damage indicator when you get hit. Just testing.
It have always crash randomly. Especially on hostage rescue maps.
Even if all monsters is in idle state, it crash somehow. I can't think of or figure out anything which causing that. I don't remember how often I have dug into the source code because of all these crashes by reading line after line.
I spent a whole week for some month ago because I got enough of it to figure out which cause it. And ye, still crashing that often today.
I have never encounter any problems with objectives, yet.
This has never occured to me. Use Steam if you don't want any problems.
This has never occured to me. Use Steam if you don't want any problems.
How can you miss the messages the server prints all the time?
Use -num_edicts! Google "num_edicts" (without the quotes).
Thanks for letting me know, used a old file from my other comp and I had not add the feature when big mom trigger the web upon death in it. Fixed now.
If you take a look back at your questions, I replied with this answer:
"It's up to the server owner to customize the server with experience system".
Their damage/skill is adjustable via map configuration file or from the game directory if there is no specific map skill file. If none of them exist it will use the default skills from the binary file.
Already know that.
Requires more code for those guys, I don't really know why it doesn't work for them when it works fine for normal grunts/black ops.
That's a normal behaviour. They face the direction the attacker inflicts them and gets angry.
Use "thirdview" in console.
I know you see yourself as invisible because it conflicts with another plugin.
No solution on that yet as I've notice and no changelog have been mentioned with a fix for that.
Those updates is not uploaded to the server yet because it need some improvements before I do that. But I have to redo that part again as my second laptop broke and I did not make a backup of it. So now I have one of my laptop incoming from US and one broken here. Both of them have new features which is not included into the backup. I don't belive there is a god, but there is something which won't let me work on this project without to break down the computer.
The only thing "autofire" does is to make pistols automatically fire-able.
If you prefer to fire a single shot after each bullet. Feel free to do so.
About "bullets some time don't hit target". Blame Valve about that. Has nothing to do with the mod itself and nothing I can do about. Game related.
It's known since CS was released in 1999 that the hitbox don't work properly.
Google it and you will see that players already complains about it even if the server is unmodified/run without modifications.
1. You can do that on your own when the mod is released. There is nothing in the code which set the monster(s) speed. Model related.
2. This won't be implemented to this mod. Use any other custom plugins to do that.
3. I rather not. I really dislike every game which runs on Source engine (except L4D, DotA 2).
4. Same as I stated in 2.
5. They throw/launch grenades at the spot where the enemy become occluded and can't find a path to chase him. Never when their enemy is dead (if the schedule is not already played while he was alive).
Armor exist for decrease the damage. Only health will drain dramatically when getting hit. Decreasing the monsters dmg will take a long time for them to kill high level'd players. Check the players health/armor to make more or less dmg depending on the player's health/armor. Useless with skills which increase the health/armor then.
Failed to increase the HE dmg before, but it is done now.
The HE dmg is increased 2x (double than normal damage).
Rick90
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