No
No
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
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....
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...
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...
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:...
Here's a (hopefully up-to-date) mirror of everything posted in the #archive discord channel.
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.
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...
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...
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...
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...
You're using args[1] == "say_team" which should be args[0] == "say_team"
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.
I've got no clue what roundcam is.
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...
Yes, use fadeovertime.
hud.alpha = 0;
hud fadeOverTime(1);
hud.alpha = 1;
Done.
Shouldn't matter. Have you checked from a spectator's point of view (hud element being on the spectatee aka player)?
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?...
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)
cod4 has an option to set the "north" direction. Maybe that is at play here too?
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...
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...
Why are you storing client hud elems in level variables?
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...