• Ivan's Secrets [Official Font Discussion Refuge]
    4,332 replies, posted
[QUOTE=JLea;28708304]Padded Kneepads provide light bullet protection but slow you down, compared to say, camo pants (which boost your speed)[/QUOTE] When I hunt, I don't wear camo to conceal myself. I wear it so I can chase down the deer and kill them with my teeth.
[QUOTE=~ZOMG;28710306]+ability to walk on hands, Confusing enemies.[/QUOTE] Fixed.
[QUOTE=Da_Maniac_;28711722]Fixed.[/QUOTE] PLAYER used HANDSTAND! ENEMY1 is now CONFUSED! ENEMY1 hurt itself in the confusion!
This mod [I]needs[/I] to become official Steamworks when it's released. Is multiplayer going to happen? Even a simple deathmatch type would be lodsafun.
I'd like multiplayer as much as the next guy, but that's a whole other thing.
[QUOTE=Legend286;28708127]Could you just keep it in and make a console command to turn it on. Clipping legs > no legs.[/QUOTE] I got this working in a mod I'm working on without a custom animation set (well almost, I compiled the model with NPC animations): [media]http://www.youtube.com/watch?v=tozjpIuhr1w[/media] You just chop off half of the model, and move the model's origin back a few units. The only flaw in that video was that running left+right was goofy because I disabled animation blending (thought it was causing problems, but I was wrong).
[QUOTE=Foda;28713647]I got this working in a mod I'm working on without a custom animation set (well almost, I compiled the model with NPC animations): [media]http://www.youtube.com/watch?v=tozjpIuhr1w[/media] You just chop off half of the model, and move the model's origin back a few units. The only flaw in that video was that running left+right was goofy because I disabled animation blending (thought it was causing problems, but I was wrong).[/QUOTE] Now enable IK on the legs for sexy crysis-like foot propping. :3:
[QUOTE=Legend286;28713740]Now enable IK on the legs for sexy crysis-like foot propping. :3:[/QUOTE] I can't remember what I did to disable it :iiam: I'll most likely devote monday to torture myself and find it. Edit #2: And I should actually work on said mod on monday too.
[QUOTE=Foda;28713647]I got this working in a mod I'm working on without a custom animation set (well almost, I compiled the model with NPC animations): [media]http://www.youtube.com/watch?v=tozjpIuhr1w[/media] You just chop off half of the model, and move the model's origin back a few units. The only flaw in that video was that running left+right was goofy because I disabled animation blending (thought it was causing problems, but I was wrong).[/QUOTE] We had the same thing, we just didnt have any custom animations for it so it used the ugly default player animations.
This mod is coming along great! I remember when yall had just started, I am glad you're sticking to it, most mods die by now!
[QUOTE=Foda;28713647](thought it was causing problems, but I was wrong).[/QUOTE] Wrong? You were [b][i]dead[/i][/b] wrong. :clint: [editline]20th March 2011[/editline] Anyways, use mocap for everything. Even the animals.
[QUOTE=A big fat ass;28716669]Anyways, use mocap for everything. Even the animals.[/QUOTE] buy a kinect just for this
[QUOTE=Foda;28713850]I can't remember what I did to disable it :iiam: I'll most likely devote monday to torture myself and find it. Edit #2: And I should actually work on said mod on monday too.[/QUOTE] Yeah, I don't know how to get left right blending working
Ask putin if you can use his tigers.
[QUOTE=JLea;28709149][url]http://www.littlelostpoly.co.uk/devblog/?p=295[/url][/QUOTE] Should I try to find a tutorial on how to do this properly? I'm doing it wrong. :saddowns:
[QUOTE=JLea;28717482]Yeah, I don't know how to get left right blending working[/QUOTE] Pose-parameters. The DoD playermodels included in the SDK use them. You may just want to compile your legs on the DoD animations.
Captain fix page 75 is here to save the day! [highlight](User was banned for this post ("Page king." - Jaanus))[/highlight]
The singleplayer doesn't use the MP animstate though, so it doesn't quite work.
apparently a big fat ass disagrees with me
'the fuck are you doing [img]http://gyazo.com/a0d40a5d6daa2f6751fb12fd186709ae.png[/img]
[QUOTE=JLea;28720530]The singleplayer doesn't use the MP animstate though, so it doesn't quite work.[/QUOTE] You could easily modify it to use HL2MP/DoD animstates in your codebase, A friend of mine did that a couple of times
Yeah once I think about it, it'd be pretty easy to move the slider based on speed + which direction you move. It's always funny how things can make sense once you write it down.
[QUOTE=JLea;28721423]Yeah once I think about it, it'd be pretty easy to move the slider based on speed + which direction you move. It's always funny how things can make sense once you write it down.[/QUOTE] Generally things sound dumb when I write them down.
Technical talk hurts my brain after I'm not using it
Anyone here any good at web design/have hosting. I want to test out some statistic things ( enemies killed, favourite weapon, global ranking ) and I need a mySQL server to do it. I'd also need a simple webpage to show it off to other people. Anyone?
JLea, can you tell me why after compiling, and run my map for at least 5 seconds, it crashes? It's a huge map, I'll post compile in code. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.vmf" Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/new/de_dust/groundsand_blend_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (22573 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 128 texinfos to 61 Reduced 27 texdatas to 21 (632 bytes to 442) Writing C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new" Valve Software - vvis.exe (Jul 7 2010) 4 threads reading c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp reading c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.prt 79 portalclusters 201 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 2 visible clusters (0.00%) Total clusters visible: 5555 Average clusters visible: 70 Building PAS... Average clusters audible: 79 visdatasize:2220 compressed from 2528 writing c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp Setting up ray-trace acceleration structure... Done (0.85 seconds) 225 faces 458228 square feet [65984848.00 square inches] 36 Displacements 264567 Square Feet [38097656.00 Square Inches] 225 patches before subdivision 10409 patches after subdivision sun extent from map=0.139173 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 323102, max 194 transfer lists: 2.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(18229, 13314, 6305) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(1941, 1216, 418) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(501, 258, 57) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(153, 64, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(55, 19, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(20, 6, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0196 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 63/8192 756/98304 ( 0.8%) brushsides 408/65536 3264/524288 ( 0.6%) planes 302/65536 6040/1310720 ( 0.5%) vertexes 409/65536 4908/786432 ( 0.6%) nodes 247/65536 7904/2097152 ( 0.4%) texinfos 61/12288 4392/884736 ( 0.5%) texdata 21/2048 672/65536 ( 1.0%) dispinfos 36/0 6336/0 ( 0.0%) disp_verts 10404/0 208080/0 ( 0.0%) disp_tris 18432/0 36864/0 ( 0.0%) disp_lmsamples 705888/0 705888/0 ( 0.0%) faces 225/65536 12600/3670016 ( 0.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 161/65536 9016/3670016 ( 0.2%) leaves 253/65536 8096/2097152 ( 0.4%) leaffaces 208/65536 416/131072 ( 0.3%) leafbrushes 402/65536 804/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 1674/512000 6696/2048000 ( 0.3%) edges 1001/256000 4004/1024000 ( 0.4%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 14/32768 140/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 201/65536 402/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 2563352/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 2220/16777216 ( 0.0%) entdata [variable] 4368/393216 ( 1.1%) LDR ambient table 253/65536 1012/262144 ( 0.4%) HDR ambient table 253/65536 1012/262144 ( 0.4%) LDR leaf ambient 968/65536 27104/1835008 ( 1.5%) HDR leaf ambient 253/65536 7084/1835008 ( 0.4%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/276 ( 0.4%) pakfile [variable] 174293/0 ( 0.0%) physics [variable] 22573/4194304 ( 0.5%) physics terrain [variable] 43006/1048576 ( 4.1%) Level flags = 0 Total triangle count: 580 Writing c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp 14 seconds elapsed Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp Setting up ray-trace acceleration structure... Done (0.85 seconds) 225 faces 458228 square feet [65984848.00 square inches] 36 Displacements 264567 Square Feet [38097656.00 Square Inches] 225 patches before subdivision 10409 patches after subdivision sun extent from map=0.139173 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 323102, max 194 transfer lists: 2.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(18229, 13314, 6305) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1941, 1216, 418) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(501, 258, 57) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(153, 64, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(55, 19, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(20, 6, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0192 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 63/8192 756/98304 ( 0.8%) brushsides 408/65536 3264/524288 ( 0.6%) planes 302/65536 6040/1310720 ( 0.5%) vertexes 409/65536 4908/786432 ( 0.6%) nodes 247/65536 7904/2097152 ( 0.4%) texinfos 61/12288 4392/884736 ( 0.5%) texdata 21/2048 672/65536 ( 1.0%) dispinfos 36/0 6336/0 ( 0.0%) disp_verts 10404/0 208080/0 ( 0.0%) disp_tris 18432/0 36864/0 ( 0.0%) disp_lmsamples 705888/0 705888/0 ( 0.0%) faces 225/65536 12600/3670016 ( 0.3%) hdr faces 225/65536 12600/3670016 ( 0.3%) origfaces 161/65536 9016/3670016 ( 0.2%) leaves 253/65536 8096/2097152 ( 0.4%) leaffaces 208/65536 416/131072 ( 0.3%) leafbrushes 402/65536 804/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 1674/512000 6696/2048000 ( 0.3%) edges 1001/256000 4004/1024000 ( 0.4%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 4/8192 352/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 14/32768 140/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 201/65536 402/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 2563352/0 ( 0.0%) HDR lightdata [variable] 2563352/0 ( 0.0%) visdata [variable] 2220/16777216 ( 0.0%) entdata [variable] 4368/393216 ( 1.1%) LDR ambient table 253/65536 1012/262144 ( 0.4%) HDR ambient table 253/65536 1012/262144 ( 0.4%) LDR leaf ambient 968/65536 27104/1835008 ( 1.5%) HDR leaf ambient 968/65536 27104/1835008 ( 1.5%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/276 ( 0.4%) pakfile [variable] 174293/0 ( 0.0%) physics [variable] 22573/4194304 ( 0.5%) physics terrain [variable] 43006/1048576 ( 4.1%) Level flags = 0 Total triangle count: 580 Writing c:\program files (x86)\steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\grimoffate15\sourcesdk_content\hl2\mapsrc\new.bsp" "c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2\maps\new.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\grimoffate15\half-life 2 episode two\ep2" -noborder -windowed +map "new" [/code]
There's no errors in your compile log, which leads me to believe its some buggy out of date entity/you've hit the grid edges.
You could be using displacement with the power of 4, that usually causes crashing. And that has nothing to do with Ivan's Secrets, post it over in the mapping forum
[QUOTE=JLea;28722925]There's no errors in your compile log, which leads me to believe its some buggy out of date entity/you've hit the grid edges.[/QUOTE] Yes, yes. I manually clicked on my building solids, deleted any light/model entity. Planning to restart it. Thanks for the help! [QUOTE=Hazrd24;28722958]You could be using displacement with the power of 4, that usually causes crashing. And that has nothing to do with Ivan's Secrets, post it over in the mapping forum[/QUOTE] Is not really that much of a burden is it? [b]Edit:[/b] I have one more thing to ask you Jlea, what are the properties of your func_dustcloud(s)?
[url]http://statstest.site40.net/[/url] hooray :geno:
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