might need start a github project for that lol
might need start a github project for that lol
very nice, i've been hinting myself to make a raspbwerry pi 0 controller.. out of all arduinos out there. like the cover materal(white) ,. cool circuit board PCB. nice, on the coins upgrade, add bitcoin yet?.. theres some reddit for vending mnachines doing bit.
tring out new vulkan drivers and coding for bcm & armv7 android .. i want to stream portal CrimeWars into a rpi0 contyroller.. c how it go..
damn the sweater looks nicely textured!
reminds me of a ideo to make aoe backstabs off grenadelits.
:WEAPON_M16_H:
#ifndef WEAPON_M16_H
#define WEAPON_M16_H
#ifdef _WIN32
#pragma once
#endif
// #include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "weapon_sdkbase.h"
#ifdef CLIENT_DLL
#include "iviewrender_beams.h"
#ifndef CLIENT_DLL
#include "Sprite.h"
#include "npcevent.h"
#include "beam_shared.h"
//modify this to alter the rate of fire
#define ROF 0.075f //RPS, 60 Sec / 800 Rounds = 0.075f
//The gun will fire up to this number of bullets while you hold the fire button.
//If you set it to 1 the gun will be semi auto. If you set it to 3 the gun will fire three round bursts
#define BURST 500
//PrecacheModel( PHYSCANNON_BEAM_SPRITE );
//-----------------------------------------------------------------------------
// CWeaponM16
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
#define CWeaponM16 C_WeaponM16
#endif
class CWeaponM16 : public CWeaponSDKBase
{
public:
DECLARE_CLASS(CWeaponM16, CWeaponSDKBase);
CWeaponM16(void);
virtual SDKWeaponID GetWeaponID(void) const { return SDK_WEAPON_M16; }
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
void Precache(void);
void Spawn(void);
void ItemPostFrame(void);
void ItemPreFrame(void);
void ItemBusyFrame(void);
void PrimaryAttack(void);
void AddViewKick(void);
bool m_bPulsed;// == false
float m_flCreationTime;
//beam code from grenade_tripmine
Vector m_vecDir;
// end laser beam code
//new npc_sniper beam code
Vector GetBulletOrigin(void);
void GetPaintAim(const Vector &vecStart;, const Vector &vecGoal;, float flParameter, Vector *pProgress);
void PaintTarget(const Vector &vecTarget;, float flPaintTime);
Vector m_vecPaintCursor;
// virtual void Simulate( void );
CBeam *m_pBeam;
#if defined( CLIENT_DLL )
//#ifdef CLIENT_DLL
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual const char *GetTrailParticleName(void);
// virtual int DrawModel( int flags );
virtual void Simulate(void);
//#else
#else
void FireNPCPrimaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles);
void FireNPCSecondaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles);
void Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary);
void Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator);
CEnvLaser *pLaserEnv;
// CInfoTarget *pLaserTarget;
// CBaseEntity *pSemaphore = CreateEntityByName( "info_target" );
// pSemaphore->SetName( MAKE_STRING(COMMENTARY_SPAWNED_SEMAPHORE) );
//beam code from grenade_tripmine
void MakeBeam(void);
void KillBeam(void);
void BeamBreakThink(void);
private:
float m_flBeamLength;
Vector m_vecEnd;
EHANDLE m_hOwner;
// end laser beam code
Vector vecTmpEnd;
public:
void DryFire(void);
void GetStance(void);
bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL); // Required so that you un-zoom when switching weapons
Activity GetPrimaryAttackActivity(void);
virtual bool Reload(void);
int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
float GetFireRate(void) { return ROF; }
enum stances
{
E_STAND = 0,
E_DUCK = 1,
E_MOVE = 2,
E_RUN = 3,
E_INJURED = 4,
E_JUMP = 5,
E_DYING = 6,
};
//modify this part to control the general accuracy of the gun
Vector cone;
virtual const Vector& GetBulletSpread(void)
{ c
// if you don't need stance and health dependent accuracy, you can just remove this.
if (m_iStance == E_DUCK)
{ c
}
if (m_iStance == E_STAND)
{ c
}
if (m_iStance == E_MOVE)
{ c
}
if (m_iStance == E_RUN)
{ c
}
if (m_iStance == E_INJURED)
{ c
}
if (m_iStance == E_JUMP)
{ c
}
if (m_iStance == E_DYING)
{ c
}
//This part simlates recoil. Each successive shot will have increased spread.
if (m_iBurst != BURST)
{
for (int i = m_iBurst; i < BURST; i++)
{
cone += VECTOR_CONE_1DEGREES;
}
}
//This part is the zoom modifier. If in zoom, lower the bullet spread.
if (m_bInZoom)
{
cone -= VECTOR_CONE_1DEGREES;
}
return cone;
}
void ToggleZoom(void);
void CheckZoomToggle(void);
//void CWeaponM16::DrawBeam( const Vector &startPos;, const Vector &endPos;, float width )
void DrawBeam(const Vector &startPos;, const Vector &endPos;, float width);
CBeam *pBeam;
//CSpriteTrail *CSpriteTrail::SpriteTrailCreate( const char *pSpriteName, const Vector &origin;, bool animate )
CSpriteTrail *pLaserSpriteTrailBeam;
// DECLARE_ACTTABLE();
private:
CNetworkVar(int, m_iBurst);
CNetworkVar(bool, m_bInZoom);
CNetworkVar(float, m_flAttackEnds);
CNetworkVar(int, m_iStance);
private:
CWeaponM16(const CWeaponM16 &);
};
#endif // WEAPON_M16_H
oh shoot, thats what I need to think about, your case, just add the ACT animation tables, should be good to go as, long as player/weapon viewmodel has the MP_HL2mp anims for it,.
sniper bullet simulation matrixes and the boxes of sdk code.
Alyx gun kinda usable in CrimeWars, but in steam version
nice, tell me if you need developer testers, that have coded mod the portalgun and see if PORTAL_MP2 works
wonder if a I can use a banana pi zero instead of my PI 4, because the size is smalelr, and would fit the controler. dunno y I make controler for this.
unzip to
/home/username/.local/share/Steam/steamapps/sourcemods
gaz25 map not included, next 1 its called mud_road..
its amount of ectasy the developer did before trying to make a new faction, or we will see =]
my mod also includes gore, ragdoll gibs, that turn into physics gibs, starting with player ragdoll, no one said we don't want XXX gore. I need to make ragdoll revive, after rolling off cliff or get hit by vehicle. Main Ragdoll generates sub -ragdolls, new physics ragdolls ( its a little costsly on CPU end but worth it!, for multiplayer ragdolls!) , u can try set camera, eyes of ragdoll or 3D view or both. Blood particles can spray from ragdoll or bleed. I had to do lots of 3D Modeling seperating alot of original and new models, so I can create ragdoll physics .mdl files, and have code spawn correct kind.
read description how to install for free
this is so cool, trying is out to get it to work, think Codeproject.com
with code in
private void animateBitmap(float[,,] Values, Bitmap tmp, bool greyscale)
{
//for (int k = 0; k < Values.GetLength(2); k++) //z is time
int k= 0;
// while (!Noise3dSTOP)
while (k < 129)
{
for (int i = 0; i < Values.GetLength(0); i++)
{
for (int j = 0; j < Values.GetLength(1); j++)
{
float v = Values[i, j,k] ;
if (v < 0)
v = 0;
if (v > 255f)
v = 255f;
Color clr;
if (greyscale)
clr = Color.FromArgb((int)v, (int)v, (int)v);
else
clr = Color.FromArgb((int)v, 255, 255, 255);
tmp.SetPixel(i, j, clr);
}
}
//refresh
pictureBox1.Image = tmp;
pictureBox1.Refresh();
pictureBox2.Image = tmp;
pictureBox3.Image = tmp;
pictureBox4.Image = tmp;
pictureBox5.Image = tmp;
pictureBox2.Refresh();
pictureBox3.Refresh();
pictureBox4.Refresh();
pictureBox5.Refresh();
// Bitmap image1;
// image1 = new Bitmap("Shapes.bmp");
//SAVING TO FILE
Bitmap save = new Bitmap(tmp);
// g.Dispose();
save.Save("lava"+k.ToString()+".bmp", System.Drawing.Imaging.ImageFormat.Bmp);
Application.DoEvents();
k = k + 1;
k = k % (Values.GetLength(2));
FrameLbl.Text = "Frame: " + k.ToString() + "/" + Values.GetLength(2).ToString();
if (Noise3dSTOP) {
Noise3dSTOP = false;
return;
}
}
}
no just want to do a release by xmas type date , but really lots of content moving around.. I had to auto convert like 1500 wav files and stuff just yesterday, and some files still not formated right, even thou they play ok in windows.. I had freak noises in game.. because wav in some wierd format I think.
I like pic in Mission System - WIP, interface looks like needs more work, but will turn out good looking
I get into trouble with the physics crashes alot.. the default code isn't prefect too.. like the nice infinate loop where u stay pending trying to join a observer status... or u want into npcs and get stuck.. or u include zombie animtion files, that completely mess up ur idle animation by taking over the model and turning it 90 90 0... out of memory is easier to fix.. just precache alot (not load all game assets at once) , don't use 4k textures... use elite 256k ones... keep high lod models under 5k at all costs (fail for some models) .. have lods.. see on old emachine how it runs on linux/windows 7 with 2 gigs ram and 7200 rpm harddrive with dual core..
maybe different eye colors, or facial make up. add jiggle bones to the hair.. think it has enought verteces
still compiling linux. trying to downssize the size.. too
great, u might be able to inject multiple materials using material proxy. Github.com✓&q=imaterial
bigger than centri bomber , by the looks
it needs have some one of those loud sounds like in ra1 for V2
bm_killer10
George joined
This member has provided no bio about themself...