Search found 19 matches
- Tue Apr 23, 2019 2:13 pm
- Forum: Valve Games
- Topic: Valve is updating GoldSource engine games
- Replies: 3
- Views: 3379
Valve is updating GoldSource engine games
Just a heads up, Valve is updating GoldSource engine games. Here's a link to the issue tracker, showing what's going on: https://github.com/ValveSoftware/halflife/issues?utf8=%E2%9C%93&q=+sort%3Aupdated-desc+ You can check the update news for the games to see what's been done so far, here's a ch...
- Sat Aug 22, 2015 5:42 pm
- Forum: Valve Games
- Topic: Sven Co-op 5.0 Enters Final Development Phase
- Replies: 14
- Views: 6819
Re: Sven Co-op 5.0 Enters Final Development Phase
Closed beta test announced: http://www.svencoop.com/
- Thu Aug 20, 2015 3:11 am
- Forum: Valve Games
- Topic: Sven Co-op 5.0 Enters Final Development Phase
- Replies: 14
- Views: 6819
Re: Sven Co-op 5.0 Enters Final Development Phase
When all players are dead, a vote starts to let players either restart or go to the next map.
- Wed Aug 12, 2015 1:18 pm
- Forum: Valve Games
- Topic: Sven Co-op 5.0 Enters Final Development Phase
- Replies: 14
- Views: 6819
Re: Sven Co-op 5.0 Enters Final Development Phase
Gibbed players don't have a body that can be revived, so they'll have to wait. I can add the option to have corpses for gibbed players, perhaps have them show up after some time, but that's currently not part of the plan.
- Wed Aug 12, 2015 10:27 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24523
Re: [CS:GO] func_vehicle progress
I have little Source engine experience, but if a plugin can create custom entities, then as long as you can override player movement handling (probably not) you can have vehicles. Since it's C++ you can't just subclass the existing vehicle code, if it's even in CS:GO to begin with. In SC i added veh...
- Wed Aug 12, 2015 10:23 am
- Forum: Valve Games
- Topic: Sven Co-op 5.0 Enters Final Development Phase
- Replies: 14
- Views: 6819
Re: Sven Co-op 5.0 Enters Final Development Phase
just letting you guys know that Survival mode can be ripented into any map. Only the checkpoints have to be added, the rest is all Angelscript code, which can be added using the map cfg.
- Thu Dec 11, 2014 3:17 pm
- Forum: Map Making and Game Modding
- Topic: Using Ripent on a Sven Co-op Map
- Replies: 2
- Views: 3970
Re: Using Ripent on a Sven Co-op Map
You need to export a .ent file from the BSP file. This file is basically like the entity data in a .map file, only without brush data. You'll need to check out the map source to see what checks are done to unlock the area and fix it. Then you need to import the .ent file, updating the BSP file. The ...
- Thu Dec 04, 2014 9:59 am
- Forum: Valve Games
- Topic: Sven Co-op v5.0 Progress News
- Replies: 27
- Views: 12647
Re: Sven Co-op v5.0 Progress News
Posting it here in case anyone's interested.Solokiller wrote: In case anyone's interested, i added remote control support to vehicles. You can even have both a driver and a remote controller using it at the same time!
- Thu Nov 27, 2014 8:58 am
- Forum: Map Making and Game Modding
- Topic: Crossposting from Sven about trigger_changevalue
- Replies: 7
- Views: 5761
Re: Crossposting from Sven about trigger_changevalue
GoldSource doesn't have an I/O system, only simple triggering of entities. Basically something like Use and OnUse, but only that one for most entities, and it affects entity behavior.
- Thu Nov 27, 2014 8:50 am
- Forum: Valve Games
- Topic: Sven Co-op v5.0 Progress News
- Replies: 27
- Views: 12647
Re: Sven Co-op v5.0 Progress News
New update: Remember that news update we promised to deliver many weeks ago? Of course you don't, but in case you do, we are sorry. We ran out of Ritalin for our trained team of monkeys who write our news updates, and the only one who could hold his concentration long enough to write a news update w...
- Wed Nov 26, 2014 12:09 pm
- Forum: Minecraft
- Topic: Let's have a play date!
- Replies: 73
- Views: 16424
Re: Let's have a play date!
Maybe you should set up a mod that protects claimed areas, that would help avoid those kinds of issues. It would also protect the spawn from being blown up.
- Wed Nov 26, 2014 9:15 am
- Forum: Map Making and Game Modding
- Topic: Crossposting from Sven about trigger_changevalue
- Replies: 7
- Views: 5761
Re: Crossposting from Sven about trigger_changevalue
I responded to your thread on the SC forums, check that the name of the trigger_relay is different from its target trigger_changevalue entities.
- Mon Nov 10, 2014 11:19 am
- Forum: Map Making and Game Modding
- Topic: func_vehicle replicated in Sven Co-op
- Replies: 9
- Views: 3190
Re: func_vehicle replicated in Sven Co-op
Oh, i didn't see that. Thanks for bringing the news over here. I've always been a fan of NIPPER maps, so i made sure to make func_vehicle be true to its CS version, but you can fix the collision detection if you want. If i can find the time i might also add support for spawn entities other than info...
- Mon Nov 10, 2014 8:59 am
- Forum: Map Making and Game Modding
- Topic: func_vehicle replicated in Sven Co-op
- Replies: 9
- Views: 3190
func_vehicle replicated in Sven Co-op
Hey everyone, just letting you all know that i replicated CS's func_vehicle in Sven Co-op using Angelscript.
The code is exactly the same, aside from some minor sound fixes.
So Sven Co-op 5.0 will allow you to make vehicle maps in it, and even modify the code to your own liking!
The code is exactly the same, aside from some minor sound fixes.
So Sven Co-op 5.0 will allow you to make vehicle maps in it, and even modify the code to your own liking!
- Sun Jul 24, 2005 12:07 pm
- Forum: Map Making and Game Modding
- Topic: how to make an elevator in cs: source
- Replies: 4
- Views: 440