User:Dutchmega/code: Difference between revisions
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* Using shield-scanner in maps is not possible unless the mapname begins with <code>d3</code> | * Using shield-scanner in maps is not possible unless the mapname begins with <code>d3</code> | ||
* Scriptsound NPC_CeilingTurret.ShotSounds doesn't exist | * Scriptsound NPC_CeilingTurret.ShotSounds doesn't exist | ||
* Not all sk_ variables in the <code>game_shared<code> have the flag FCVAR_REPLICATED | * Not all sk_ variables in the <code>game_shared</code> have the flag FCVAR_REPLICATED | ||
* The sk_ damage variables for the crowbar and stunstick are removed in HL2DM | * The sk_ damage variables for the crowbar and stunstick are removed in HL2DM | ||
* Stunstick-sparks (random effect) are shown while the stunstick isn't the active weapon | * Stunstick-sparks (random effect) are shown while the stunstick isn't the active weapon | ||
* Ammo in the HUD doesn't reposition good after an resolution-change | * Ammo in the HUD doesn't reposition good after an resolution-change | ||
* Many sounds of the physcannon are disabled in HL2DM | * Many sounds of the physcannon are disabled in HL2DM | ||
<br> | |||
All fixed, so if you ask nice, I'll give you the fix.<br> | |||
Of course, there's a bigger list of missing features. For example: 'Get points when you kill an NPC' or a deathnotice with the name of the NPC that killed you. | Of course, there's a bigger list of missing features. For example: 'Get points when you kill an NPC' or a deathnotice with the name of the NPC that killed you. | ||
Revision as of 07:40, 25 May 2006
Making the antlion burn!
Add the following under protected in npc_antlion.h
virtual bool AllowedToIgnite( void ) { return true; }
Well, now the damh thing burns but it doesn't visually respond to it. You can use the drown-animation: Add the following piece of code to the top of the function GatherConditions():
if( IsOnFire() )
{
SetCondition( COND_ANTLION_IN_WATER );
}
UTIL_LoadTexture
Here's a very handy function from the Plan Of Attack source.
int UTIL_LoadTexture(const char *szFile)
{
#ifdef CLIENT_DLL
char szStr[256];
// try to pull it
int iID = vgui::surface()->DrawGetTextureId(szFile);
// did we get it?
if(iID >= 0)
return iID;
// does the file exist?
Q_snprintf(szStr, sizeof(szStr), "materials/%s.vmt", szFile);
if(!vgui::filesystem()->FileExists(szStr))
{
DevMsg("UTIL_LoadTexture: texture %s does not exist!\n", szFile);
return -1;
}
// create the new texture
iID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile(iID, szFile, true, false);
return iID;
#else
return -1;
#endif
}
Disallow players connecting to a server with a different version
Add the file version.h to your game_shared and add it to both projects. Content:
#define VERSION "0.01"
Then add to cdll_client_int.cpp:
void cl_versionCallback_f( ConVar *var, char const *pOldString )
{
var->Revert();
}
static ConVar cl_version ( "cl_version", VERSION, FCVAR_USERINFO|FCVAR_CLIENTDLL, "The version of this mod",
cl_versionCallback_f );
Then open GameInterface.cpp and find the function ClientConnect()
Replace the contents of that function with this:
// DM: Get the version of the client and compare it with the server's version
const char* version = engine->GetClientConVarValue( engine->IndexOfEdict( pEdict ), "cl_version" );
if (stricmp(VERSION, version) == 0)
{
return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen );
// Aka true
}
else
{
char string [256];
Q_snprintf( string, sizeof(string), "The server runs a different version (%s)", VERSION);
Q_strcpy( reject, string );
maxrejectlen = strlen(string);
return false;
}
Just don't forget to change the define everytime you release a new version
Bugs found while making a HL2 co-op mod
- NPCs don't work with the HL2MP weapons
- You don't see blood
- You hear the warning-sound when you spawn without any weapons & ammo.
- Fallen items/weapons from NPCs respawn.
- APC doesn't aim good
- Metropolice with stunstick doesn't work
- Citizens with RPG don't work
- You don't hear footsteps of NPCs.
- Crash or 'players not dropping objects' when hit hard and have something picked with the gravity gun.
- Sceneentity doesn't find
!player. effects/strider_muzzlenot precached when you spawn an combine with the AR2.- Deaths are not counted at the scoreboard when killed by an NPC.
filter_damage_type-entity doesn't work- Commanding citizens doesn't work.
- Hoppers don't work
- You don't see tracers & muzzleflash when a NPC shoots
- Flashlight isn't aimed in the right direction if the model has a stunstick/crowbar/grenade.
- You don't hear tracer-sounds
- Items/weapons with the SF_NORESPAWN flag move to their original position.
- You hear the metropolice deathsound (radio) when you kill it with the combine ball.
- Scanner doesn't find any players when it's only allowed to inspect players.
- When you die in the water, the underwater-ambientsound never stopts.
- Combine soldiers don't do hand signals
- When you kill a combine with the combine ball, the (dropped) items/weapons aren't dissolved.
- APCs laserdot isn't hidden
- Grenades float in the air when dropped by an NPC
- You hear the ammo-warningsound & deathsound when you spawn without any weapons
- NPCs aren't frozen at an intermission.
- env_message doesn't work in MP
- It's possible to turn on the flashlight without the suit.
- You don't see the muzzleflash/tracer of a func_tank gun.
- You don't see underwater bubbles
- When the player is on fire and dies, the fire doesn't disappear when he respawns
- Using shield-scanner in maps is not possible unless the mapname begins with
d3 - Scriptsound NPC_CeilingTurret.ShotSounds doesn't exist
- Not all sk_ variables in the
game_sharedhave the flag FCVAR_REPLICATED - The sk_ damage variables for the crowbar and stunstick are removed in HL2DM
- Stunstick-sparks (random effect) are shown while the stunstick isn't the active weapon
- Ammo in the HUD doesn't reposition good after an resolution-change
- Many sounds of the physcannon are disabled in HL2DM
All fixed, so if you ask nice, I'll give you the fix.
Of course, there's a bigger list of missing features. For example: 'Get points when you kill an NPC' or a deathnotice with the name of the NPC that killed you.