Search found 19 matches

by mr.solokiller
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...
by mr.solokiller
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.
by mr.solokiller
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.
by mr.solokiller
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...
by mr.solokiller
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.
by mr.solokiller
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 ...
by mr.solokiller
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

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!
Posting it here in case anyone's interested.
by mr.solokiller
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.
by mr.solokiller
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...
by mr.solokiller
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.
by mr.solokiller
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.
by mr.solokiller
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...
by mr.solokiller
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!
by mr.solokiller
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

Thanks.
I know i skips but elevators in reality can cause some skipping.
I'll show my map here when its done.