Hey all,
the biggest burden to make an open source CoD clone is to get the file formats right. You can spent weeks figuring out all the details, and no one ever did all the work yet.
However,...
Hey all,
the biggest burden to make an open source CoD clone is to get the file formats right. You can spent weeks figuring out all the details, and no one ever did all the work yet.
However,...
Hello,
This is a tutorial on how to run a libcod-enabled cod2 server on WSL2, on top of windows 10. This is a very quick and dirty tutorial.
This tutorial assumes you have a working wsl2...
Works fine but i had to rebuild the xmodelparts and xmodelsurfs in order to get it to work. so here is the iwd file with all the required files if someone else wants to try it too.
I decided to go the model approach since once it's created it is easier to manipulate.The hard part is to create the model... Too bad i couldn't make it your way. But maybe i use it to do fun stuff...
Oh yes! Mitch and Pollo, thank you so much for your help! I was quite stuck on this one and now it works like a charm! I have it working for DM (each MP player has their own unique model) and in TDM ...
Setalive() turns stuff (script_brushmodel for example) into a trigger_damage with a damage notify.
Make your own trigger_use_touch by using a trigger_multiple with a hud element ("Press F to activate") and a custom script.
I guess a trigger limit (all variants). After this limit you get undefined behaviour like in your video.
At how many triggers does this behaviour start?
Try triggeroff() and triggeron() in _utility.gsc at map start and report back.
Maybe you can combine multiple triggers (with the same functionality) as one entity.
E.g. you have 3 minefields.
Remove all triggers, select all of them and create one trigger.
yeah its some sort of engine bug, the only solution i could find is to switch team for a player, then trigger starts to work fine again.
Some experiments with shaders: https://github.com/nonsensation/CoD2-Shader
However, texture atlas seems to be more integrated in the engine itself, no luck on that.
...
I played around abit, and spawned the FX on a tag, but it seems it is the FX, it won't change its upward angle
init()
{
level thread MonitorPlayer();
level._effect[ "dog" ] = loadfx(...
What about using this instead:
playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), (0, 0, 1));
add a anglestoup(origin1.angles) at the end of your playloopedfx:
playLoopedFx(level._effect["dog"], delay, origin1.origin, dist, anglesToForward(origin1.angles), anglesToUp(origin1.angles));...
I think I kind of remember now.
It was done as an effect, not as a texture, so placing and scaling can be abit tricky.
Lookup how smoke or fire effects are done, they use an 'atlas'-texture,...
You can play .roq files, like the CoD2 intro sequence when you first start the game, but only fullscreen.
You can use atlas-textures to play 'videos' or more gifs.
However you have to export...
cod2 is not under ddos all that much, only the amplification attacks can happen. Apply mitch's latest libcod to defend yourself against that.
Especially if your server is in a weird location...
When you disable logging, all that remains is:
- HDD size (I tweaked my install to fit inside a 2gb hdd, see some other thread i made)
- RAM (256mb minimum, non-oversold)(so go with a kvm or xen...
Well, i've got 2GHz cpu (single core), 1G RAM, 25 GB HDD, running Arch Linux and it holds 3 servers (and 3 Nanny's) just fine. I never saw CPU load went above 30%. (2/3 servers are now 99% empty...
Replace the text part of an itemdef with cvar/dvar (not sure which one, try both), with value [the dvar you want to show], like:
dvar cl_showthisdvarplox
self setClientCvar("ui_stats_kills", self.kills);
And then use this cvar in your menus, just look how its done in serverinfo menus ( I would have given you an example code but i only will be home...
https://killtube.org/showthread.php?2087-Tutorial-settext()-without-precaching
Or
just show a cvar in hud.menu, then setcvar it.
Here's a line-by-line analysis of your code, comments are pre-fixed with //
kill()
{
level endon("boot");
setcvar("g_kill", "");
while(1)
{
http://www.nesmaps.com/maps/SuperMarioBrothers/SuperMarioBrosMap1-2.png