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  1. No

    No
  2. Thread: Archive

    by IzNoGoD
    Replies
    5
    Views
    21,692

    Sticky: Scrolling textures The CoD2 engine has support...

    Scrolling textures

    The CoD2 engine has support for scrolling textures. They are usually not available for modders, but this patch by @Zyrc fixes that.

    1709
  3. Thread: Archive

    by IzNoGoD
    Replies
    5
    Views
    21,692

    Sticky: Compiling a map utilizing full RAM potential and...

    Compiling a map utilizing full RAM potential and multi-threading via cod2rad64

    1. Extract contents of CoD2 iwd files (iw_00.iwd - iw_15.iwd) + your custom materials into Call of Duty 2/raw
    2....
  4. Thread: Archive

    by IzNoGoD
    Replies
    5
    Views
    21,692

    Sticky: Making a grid file Grid File is used for...

    Making a grid file

    Grid File is used for correct light calculation for player model and gun, if you change lightning in your map, then you should change the Grid as well.
    If you have a rainbow...
  5. Thread: Archive

    by IzNoGoD
    Replies
    5
    Views
    21,692

    Sticky: Blackscreen fix When booting into CoD2 on any...

    Blackscreen fix

    When booting into CoD2 on any recent version of windows without compatibility mode enabled, a blackscreen appears for several seconds, up to several minutes.

    @php/@lw has found...
  6. Thread: Archive

    by IzNoGoD
    Replies
    5
    Views
    21,692

    Sticky: MODSonline archive: MODSonline has recently...

    MODSonline archive:

    MODSonline has recently shut down.

    All tutorial files are uploaded to https://archive.org/details/mods-online-archive by @thatdarnowl.

    Video tutorials:

    CoD1:...
  7. Thread: Archive

    by IzNoGoD
    Replies
    5
    Views
    21,692

    Sticky: Archive

    Here's a (hopefully up-to-date) mirror of everything posted in the #archive discord channel.
  8. Replies
    5
    Views
    18,598

    Removed the wait 0.1 between the waittill and the...

    Removed the wait 0.1 between the waittill and the setorigin. That's always fucking up jump mods. People should never use that, and removing it has (mostly) no negative effects.
  9. Dont return false with getplayerbyid, return...

    Dont return false with getplayerbyid, return undefined instead and check for that.

    Dont getplayername or exists by id, just use the getplayerbyid function with proper checks.

    fixchatargs is...
  10. Replies
    6
    Views
    13,054

    If you're doing spinning rust (hdd, not ssd) with...

    If you're doing spinning rust (hdd, not ssd) with 4 disks, use zfs raid Z2 feature, gives you 2 parity disks, so any 2 disks can fail, contrary to raid10 with 4 disks, where 2 disks of the same raid1...
  11. Replies
    6
    Views
    13,054

    Please use software raid. For linux, try ZFS. For...

    Please use software raid. For linux, try ZFS. For windows, try storage spaces.

    HW raid cards are so proprietary that if they fail, you gotto find the same card again to save your data. With...
  12. Probablly to do with either g_floodprotect (set...

    Probablly to do with either g_floodprotect (set to zero), or (in cod2 at least) with the spamdelay set inside the quickmessages.gsc file. In cod2 it's set to 2 seconds, like so:



    }

    self...
  13. Replies
    5
    Views
    10,285

    You're using args[1] == "say_team" which should...

    You're using args[1] == "say_team" which should be args[0] == "say_team"
  14. Replies
    5
    Views
    10,285

    probably g_deadchat turned off, dead players...

    probably g_deadchat turned off, dead players won't show their message to alive players, nor will spectating players show their messages to alive players.
  15. Replies
    12
    Views
    17,372

    I've got no clue what roundcam is.

    I've got no clue what roundcam is.
  16. Replies
    4
    Views
    10,537

    1. set up initial alpha with .alpha 2. call...

    1. set up initial alpha with .alpha
    2. call fadeovertime(time_goes_here)
    3. set new, desired alpha that should be faded towards
    4. fadeovertime will do stuff in the background, as a separated...
  17. Replies
    4
    Views
    10,537

    Yes, use fadeovertime. hud.alpha = 0; hud...

    Yes, use fadeovertime.

    hud.alpha = 0;
    hud fadeOverTime(1);
    hud.alpha = 1;

    Done.
  18. Replies
    12
    Views
    17,372

    Shouldn't matter. Have you checked from a...

    Shouldn't matter. Have you checked from a spectator's point of view (hud element being on the spectatee aka player)?
  19. I don't get what you're trying to do. If you're...

    I don't get what you're trying to do. If you're trying to edit which menu file gets shown to players, just do it through script. If you're trying to modify it globally, then why are you using self?...
  20. Replies
    12
    Views
    17,372

    The correct flag would be .archived, instead of...

    The correct flag would be .archived, instead of .archive. Not sure about the default, but judging by your results it might be set to true by default (since you set a different variable)
  21. Replies
    8
    Views
    10,286

    cod4 has an option to set the "north" direction....

    cod4 has an option to set the "north" direction. Maybe that is at play here too?
  22. Replies
    12
    Views
    17,372

    the .archive flag is set to true/false on hud...

    the .archive flag is set to true/false on hud elements to instruct the engine to make them visible in the killcam if set to true. As a side-effect (maybe an intended effect?) it also makes it visible...
  23. Replies
    8
    Views
    10,286

    use getplayerangles() from a script (gsc) file....

    use getplayerangles() from a script (gsc) file. player.angles is kinda bugged and only returns a nonzero value for the [1] index.

    Also, in cod2 /viewpos returns your left/right angle as the final...
  24. Replies
    3
    Views
    3,391

    Why are you storing client hud elems in level...

    Why are you storing client hud elems in level variables?
  25. Replies
    8
    Views
    13,703

    I'd say load the cvar on server load (don't...

    I'd say load the cvar on server load (don't update it runtime), let some c-code extract the stuff, store it in the 4 bytes of netadr_t and compare that run-time (4 byte compare for every getstatus...
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