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[CSS/HL2DM] Vehicle Mod


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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 12-30-2010 , 13:40   Re: [ANY] Vehicle Mod
Reply With Quote #221

i'm not sure why the vehicleis invisible as i don't touch its visibility only the players, do others see the vehicle when you drive it?.
also i don't see why you get stuck in the ceiling as i do a load of hull traces to make sure the exit points are clear before letting players exit.
the issues with not being able to look around and looking out the top of the vehicle i should be able to fix (guess the way i coded only works fine for css).
do you know what engine the game is on?
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snipercup
Junior Member
Join Date: Nov 2010
Old 12-30-2010 , 17:47   Re: [ANY] Vehicle Mod
Reply With Quote #222

Others can see me driving in the car.

By version you mean this?
Quote:
] version
Protocol version 14
Exe version 1.0.0.0 (synergy)
Exe build: 22:26:41 Sep 2 2009 (3943) (17520)
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blodia
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Join Date: Sep 2009
Location: UK
Old 12-31-2010 , 09:48   Re: [ANY] Vehicle Mod
Reply With Quote #223

if others can see the vehicle but you can't then i'm afraid i can't do anything about that as is most likely specific to the mod i.e clientside.

the reason i was asking about engine is because from my next release onwards i'm only supporting the orangebox as the vehicle code is different from the episode 1 engine code also the vehicle scripts are different. that doesn't mean it won't work with some fiddling on the server owners end but i won't be giving out any help here as it hard enough trying to get it to work on just 1 engine and games i don't have.
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snipercup
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Join Date: Nov 2010
Old 12-31-2010 , 10:59   Re: [ANY] Vehicle Mod
Reply With Quote #224

Allright, how do I know if I have the orangebox version?
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 12-31-2010 , 12:05   Re: [ANY] Vehicle Mod
Reply With Quote #225

i had a look through their site, it looks like the orangebox, looking through the media section it looks like that mod already has vehicle support. did you try the previous version version (0.3) if so what issues did you have with it?

EDIT
i uploaded a new version with some very small changes, its not mentioned in the update notes, it should fix some issues snipercup mentioned

Last edited by blodia; 12-31-2010 at 14:29.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 01-03-2011 , 11:22   Re: [ANY] Vehicle Mod
Reply With Quote #226

i've switched back to prop_vehicle_driveable which uses valves driving code.
i've tried everything but i can't find a fix for the laggy view that won't cause other issues so i'm leaving it as it is.
the next release will need custom vehicles compiled a certain way for them to work, i'll give more informations when i release it.
to stop crashing and spawning issues vehicles are removed at round end and the players removed from the vehicles but since i'm not using virtual offsets i can't get the players crosshair to display which isn't much of an issue for most games as they re-appear at the start of the next round.
i'm going to remove the ability to destroy vehicles because of the crosshair issue.
i added a line of code which hopefully will make the vehicles work in tf2/dods but i haven't tested it.
i should have the next release ready by the end of the week.
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 01-08-2011 , 20:27   Re: [ANY] Vehicle Mod
Reply With Quote #227

blodia I'm really not looking forward to recompiling all of my car models... I probably won't do it tbh. It is a pain in the ass to do even one release. Even if it was simply a .qc edit with a new name for the car it would take a long time.

*EDIT*
A question about the current version in OP... Do sounds and boost work on it and is the stupid view glitch where everyone has their heads turned fixed?
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Last edited by NatalyaAF; 01-08-2011 at 20:35.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 01-09-2011 , 04:12   Re: [ANY] Vehicle Mod
Reply With Quote #228

Natalya, for editing model names can't you open it (.mdl) up in notepad and change the filepath up at the first line?
Or even open it in a hex editor and do the same
(hex editor is prolly better)

Also, blodia, did you want code for spawning at a client's aim, and for, instead of userid, able to do @all, part of client name, or other targetting?
Or are you going to add those?
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Last edited by FlaminSarge; 01-09-2011 at 04:16.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 01-09-2011 , 08:30   Re: [ANY] Vehicle Mod
Reply With Quote #229

i was going to try and release the next version later today after recompiling the airboat after i figured out how to get it working instead of it bouncing around the map.

but seeing as there aren't that many people downloading the current version and i'm not getting as much feedback as i hoped i guess i can wait a bit longer and try some stuff, but if things continue like this i don't see any point me wasting my time if no one is interested. need to find a way to get players in and out of vehicles without using valves code that way you don't have to recompile models or rely on virtual offsets.

as for more ways to spawn vehicles i can add a way to spawn vehicles in front of everyone. i'm not going to even try partial names as way too many people use random symbols and characters in their names that its not worth it.

all info about the current release is in the first post.
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Nail
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Join Date: May 2008
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Old 01-09-2011 , 13:58   Re: [ANY] Vehicle Mod
Reply With Quote #230

Please add the possibility of spawn vehicles through trigger_multiple
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