Experiment: HL:S DM & DOD:S

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fug4life
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Experiment: HL:S DM & DOD:S

Post by fug4life » Wed Sep 24, 2008 5:59 pm

Well I bought Day of Defeat Source and have been playing around with it and Halflife Source Death Match. Just experimenting with OC and content, see whats possible (that's not to say there aren't any hitches/bugs with this stuff). CounterStrike Source content seems more compatable.

As you can see some of the custom_weapons are proving difficult.
The weapon icon for the colt pistol is about the best solution for a placeholder, DOD:S weapon fonts are a mystery. It's crazy hud menus!

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Post by sisko59 » Wed Sep 24, 2008 6:05 pm

I remembered my first match on half_life :)
I am French.
Sorry for my english's language.
Correct me ;)

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Post by fug4life » Wed Sep 24, 2008 6:07 pm

Same, My first game and first kill was on Snark Pit.
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Post by Keychain » Wed Sep 24, 2008 9:47 pm

Someone really should make the Day of Defeat: Source weapons be held correctly by player models, they just appear at the stomach. :<

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Post by Supahchikin » Thu Sep 25, 2008 7:40 am

From what i heard from the JS clan forums the HLDMS weapons are incredibly unbalanced(it takes an eternity to kill something with the MP5)

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Post by fug4life » Thu Sep 25, 2008 11:43 am

It's a scripted weapon. :wink:
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Re: Experiment: HL:S DM & DOD:S

Post by Makrontt le nécron » Thu Sep 25, 2008 1:11 pm

fug4life wrote: DOD:S weapon fonts are a mystery. It's crazy hud menus!

I tried to make DoD:S weapons some times ago

Image

Hud sprites can work but is there a way to resize them without creating a new material?
I would be fun to see DoD:S mapadd and weapons but imo HL:S weapons are too close to the HL2 ones to make interesting custom weapons based on.
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Post by fug4life » Thu Sep 25, 2008 1:32 pm

Well they look better than the place holder I just used. I'm not sure which file in the hud/sprites you used, but can they not be reduced in scale via a new vmt?

Only thing is the vmt is an extra file that'll need a home if people want to use.

(Edit: I know I'm not really helping awnser your question)

DOD:S is hugely out of the HL2 universe more so than CS:S.
But having said that I'm still toying with ideas for mapadds.
I have made a nice zombie senario as a mapadd for something else, but prehaps it might suit better in CS:S or DOD:S. I was thinking for now make this senario span all the DOD:S maps.

As for HL:S DM,

The scripted MP5 I was just playing around with.
I do like the idea of converting all the HL:S DM maps to like a 15 minute Team Deathmatch (random spawn hl2/oc weapons) for OC, I know it's co-op but I'd certainly like the choice.
Having said that I think Undertow (I think its the map with a water way and rail car). Would make some wired fun map. I just picture something like fixing the players to the cart or something and having them go round the track killing the npc's stationed around the map. I don't know just crazy ideas I have.

I just want to get more scripts / content out there so if people wish they have the option.
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Post by Makrontt le nécron » Thu Sep 25, 2008 2:15 pm

I used sprites/hud/dod_weapons01 for the icon. I tried to find a vmt command in the valve wiki but I found nothing.
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Post by fug4life » Thu Sep 25, 2008 3:03 pm

http://developer.valvesoftware.com/wiki/%24basetexture

Additional parameters
$basetexturetransform <matrix>
Transforms the texture before use in the material. Requires DirectX 9.
The default position is "center .5 .5 scale 1 1 rotate 0 translate 0 0".
center defines the point of rotation. Only useful if rotate is being used.
scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the X axis.
rotate rotates the texture anti-clockwise. Accepts any number, including negatives.
translate shifts the texture by the given number of heights/widths. '.5' will shift it half-way.
Note: All values must be included!
$basetextureoffset <normal>
To do: DX8 version of translate?
$basetexturescale <normal>
To do: DX8 version of scale?

I think that might just do it?
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Post by Shana » Thu Sep 25, 2008 5:00 pm

Theres a "width" and "height" value for the texture data in the weapon script, that could work.
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Post by fug4life » Thu Sep 25, 2008 7:40 pm

It's worth a try :D
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Post by Makrontt le nécron » Thu Sep 25, 2008 9:54 pm

"$basetexturetransform" "center 0 0 scale 2 2 rotate 0 translate 0 0" works!
ImageImage

The "width" and "height" in the weapon script are here to choose only a part of the texture
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Post by fug4life » Thu Sep 25, 2008 10:12 pm

:thumbup:

Now on to the issue of the weapons mid torso?
How were the cs:s ones fixed may I ask I've forgotten was it info from SMOD or something that lead to them being fixed?

Any pointers?

I could probably whip up a half decent zombie mapadd for dod:s, I'd be even more inspired if i knew that we could get the weapons in scripted, looking & sounding right.
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