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  1. Thread: Segmental Fault

    by Mitch
    Replies
    6
    Views
    9,065

    It should be fixed now. ...

    It should be fixed now.
    https://github.com/M-itch/libcod/commit/2d7f29f862aa0b155015a06c2c4d959ed35ee6dc
    (there is a problem i need to fix, the new message is too long, also fixed, committing now)...
  2. Thread: Segmental Fault

    by Mitch
    Replies
    6
    Views
    9,065

    1.0 is untested. Maybe i got the address for...

    1.0 is untested. Maybe i got the address for returning the call wrong. I will try later to fix this.

    Edit: it seems it crashes on SV_ConnectionlessPacket.
  3. Replies
    56
    Views
    202,291

    Why do we have to have threads every time the...

    Why do we have to have threads every time the Master server is offline? This is not an official Activision board, so no one with any insider knowledge can answer. So, what's the bloody point? Just a...
  4. Thread: Modding mistake

    by Sense
    Replies
    35
    Views
    126,133

    Too large .gsc files will also cause this. ...

    Too large .gsc files will also cause this.

    Also i wouldnt suggest including 1 gsc file into another. ( #include )

    Mass including gsc files will cause this gamestate error.
    so be cautious.
    ...
  5. Thread: Modding mistake

    by serthy
    Replies
    35
    Views
    126,133

    1.0 -> 16k 1.2 -> 16k 1.3 -> 128k

    1.0 -> 16k
    1.2 -> 16k
    1.3 -> 128k
  6. Replies
    0
    Views
    6,227

    SweetFX + Call of Duty 2

    Hey all, I found this nice tool and it's worth a deeper look. :D


    http://www.youtube.com/watch?v=KoZFiMfGGDo

    You just need to download:...
  7. Replies
    11
    Views
    16,478

    100000 is pointless, as the time is capped at...

    100000 is pointless, as the time is capped at 200. How long are you wanting the clone to stay?

    As for the clone disappearing after other players die a few times, this is because the engine wont...
  8. Activision and the Call of Duty community

    Hey all,

    in last time two successful community projects got kinda killed by Activision through legal issues.

    FOURDELTAONE:
    -...
  9. Replies
    13
    Views
    43,640

    hi its very easy in the asset manager if u make...

    hi
    its very easy in the asset manager if u make new xmodel there is a option called collisionLOD set it to high and then bullets collide with ur model
  10. Thread: Headicon

    by IzNoGoD
    Replies
    11
    Views
    25,948

    Thread closed.

    Thread closed.
  11. Replies
    4
    Views
    12,426

    This is not a scripting problem - it is an engine...

    This is not a scripting problem - it is an engine problem. Infinity Ward never intended for the testclients to be used on a "live" server. As such they gave them only what they needed for testing...
  12. Replies
    2
    Views
    6,100

    Not that I know of. Unless there is a third-party...

    Not that I know of. Unless there is a third-party program out there that can do it, I don't see how it can be done. There certainly isn't any sliders in the stock game that can be used, or any config...
  13. Thread: Sticky bombs

    by randall
    Replies
    4
    Views
    12,166

    At first get the grenade entity and monitor the...

    At first get the grenade entity and monitor the path with bullettrace. If the trace touches a wall, then link the grenade to the position.

    Functions what could maybe useful:...
  14. Thread: canPlaceSentry()

    by Tally
    Replies
    10
    Views
    21,558

    That's bullettrace Pal. Not physicstrace: ...

    That's bullettrace Pal. Not physicstrace:


    PhysicsTrace( <start>, <end> )
    Module: Trace

    Summary:

    Physics trace, ignoring characters. Returns the endpos vector.
  15. Replies
    10
    Views
    21,558

    either that or play around with physicstrace() &...

    either that or play around with physicstrace() & positionwouldtelefrag()
  16. Replies
    6
    Views
    8,835

    was trying to do the same months ago and have had...

    was trying to do the same months ago and have had similar issues with hud + relative alignment + scaling, seems to be a cod2 bug. couldnt find statisfiing solutions for it.
  17. Replies
    6
    Views
    9,832

    Lame modders cant write complex scripts, so they...

    Lame modders cant write complex scripts, so they have to be achieved with these simple lines. They cant understand if they wanna an outstanding server then they have to learn more about scripting....
  18. Replies
    2
    Views
    6,075

    Frame Buffer Operations > depthTest: Always. ...

    Frame Buffer Operations > depthTest: Always.

    That will make an icon visible through walls and shit.
  19. Thread: Cod2 Mw Clothes

    by Mitch
    Replies
    8
    Views
    21,059

    It looks very nice. 515 516 517

    It looks very nice.

    515
    516
    517
  20. Replies
    11
    Views
    30,903

    [DOWNLOAD][COD2] TANKs

    .


    CoD2 Tanks

    » » » YouTube preview « « «

    » » » Download Link « « «

    Current version: 001
  21. Thread: Rotation issue

    by serthy
    Replies
    13
    Views
    37,257

    . ►►►...

    .

    ►►► http://www.youtube.com/watch?v=UOOqMKkkc8o ◄◄◄
  22. Replies
    31
    Views
    127,083

    So thank you to all! It works now :) I just...

    So thank you to all! It works now :)

    I just did another model Tally :D

    482
  23. Thread: TestClients

    by serthy
    Replies
    21
    Views
    73,943

    just use the default callback_playerconnected()...

    just use the default callback_playerconnected() procedure (or the slightly modified one below)


    Callback_PlayerConnect()
    {
    self endon( "disconnect" );

    self thread notifyConnecting();
    ...
  24. Thread: TestClients

    by IzNoGoD
    Replies
    21
    Views
    73,943

    CoD2 is really sensitive with waittillframeend;...

    CoD2 is really sensitive with waittillframeend; when it comes to spawnplayer() function. Try adding waittillframeend; or just a plain wait .05 before doing anything with your bot (that includes...
  25. Thread: TestClients

    by Tally
    Replies
    21
    Views
    73,943

    No, I believe the problem is that the bots aren't...

    No, I believe the problem is that the bots aren't given their notifications as they pass through the menus. They notify first for team, then for team weapons. If you don't do them, they wont spawn.
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