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.
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Type: Posts; User: serthy
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(...
Yeah, I remember that something about placing such effects was weird in CoD2..
Do you spawn them with a bullettrace()? How do they behave on non axis aligned surfaces?
Maybe changing the type of...
Sorry, my first reply was misleading.
I have done it using an effect and placing this in the world, not a rela texture.
I've played with CoD2 shaders several years ago, the only thing I managed...
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...
Hey,
we just had a discussion about a possible cheater, he shot THROUGH a TEAMMATE and killed a guy behind.
As far as I can remember, you can shoot through an ENEMY and damage/kill two or more...
You can have a look at this from a couple of years ago: https://github.com/nonsensation/CoD2-MySql-ClientCmd
Maybe it helps abit
Yeah, okay. Unfortunately I cant help you with that, as I dont remember this part.
In the past I had similar trouble getting sound to work, sometimes it was a faulty soundalias or a different audio...
I don't know what mod that 'killingspree' sound is from, but usually you have to call the sound via script somehow, otherwise it is not playing.
If you have a mod, you need to merge the *.gsc...
In the maps/mp/gametypes/_callbacksetup.gsc call the init():
CodeCallback_StartGameType()
{
// If the gametype has not beed started, run the startup
if(!isDefined(level.gametypestarted) ||...
There are a few things that get you started scripting wise in CoD2:
- your map script gets called first
- then the game calls maps/mp/gametypes/_callbacksetup::CallBack_StartGameType()
- Kills,...
Funny, I just did a quick video, because I forgot how to do it myself.
However it is on windows:
https://youtu.be/9-n75APn81g
Did it work better for you (compared to OBS) or why did you choose this?
I've never tried a VR set before, but I am not impressed with the current software either. The only game that Im awaer of, that is 'worth' to play in VR would be Resident Evil 7.
Although alot of...
I'll leave you here a link of an 2 year old project. I used mysql to store some logs of chat-commands, maybe some1 can use this https://github.com/nonsensation/CoD2-MySql-ClientCmd
Yes, here is it -> secret pickup script that can't be found otherwise
ORIGIN_TITLEE != ORIGIN_TITLED Maybe?
Pics or it didnt happen :-P
You can localize your text (one identifier-string in your code - multiple languages in the game).
However, you need to precache your localized string in your script (precacheString() iirc) and you...
Maybe ui_mp/scriptmenus/weapons_german.menu
You can print all entities in your map and check:
ents = GetEntArray();
for( i = 0 ; i < ents.size ; i++ ) {
e = ents[ i ];
IPrintLn( i + ": " + e.targetname + " at " + e.origin );...
When fixing silent aim, maybe do something like this (after you get the players eye-pos based on the current stance):
trace = bulletTrace( start , end , true , attacker );
if( !isDefined(...
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I recogn this bug, but forgot the details
but you actually can have variables in macros as kung did it here (DVAR_CHECK):...