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View Code? Open in Web Editor NEWHalf-Life: Opposing Force SDK based on Half-Life Updated, with bug fixes. Check README.md for more information.
License: Other
Half-Life: Opposing Force SDK based on Half-Life Updated, with bug fixes. Check README.md for more information.
License: Other
For some reason, the weapons are broken for me.
Half the weapons don't show up in the hud, and the ones that do don't have any animations or sounds.
If I pick up a weapon that doesn't show in the hud, it also doesn't have any animations or sounds.
Hope someone can help me or fix this if it's a bug with solokiller's stuff.
Here's a video:
https://youtu.be/i_Oc13jeeFA
Upon starting a level, an error message says "could not load library". The Steam version of Opposing Force does not crash and it works as intended (one HUD color value change).
Applies to both -dev and -master version (latest).
I'm using Microsoft Visual Studio 2017 Community.
I made a single change in hud.h, nothing else.
For some reason walking slowly forward is notably faster than in Half-Life or Blue Shift. Walking left, right or backwards are unaffected.
RPG crash the game in case you press reload; Or just recharge if you turn off laser sight.
Testing multiplayer features, I found that the revolver reload sound is missing. Issue also persists with the Blue Shift version.
So I don't know if its a problem of mine but I can't give myself OP4 ammo in multiplayer
However it work well in singleplayer.
Testing this out, I found that the alt-fire for the pipe-wrench has a notable delay, like up to a full second after releasing the alt-fire button.
Opposing Force doesn't use the VGUI1 scoreboard, so prevent it from showing up at the end of a multiplayer game.
The togglescores
console command also shows it. This should be disabled.
There appears to be an issue with building client libraries on Linux.
The libraries build, however when attempting to load the game, it responds with a Could not load library (path to game)/client.so
error.
After poking around with GDB it seems that the issue is something to do with the game seeing "squeak" as an undefined reference.
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I don't really know how to make this question. Its more like where is the code that activate the muzzle flash sprites
Hello I've been trying to compile the Linux version for this. I've done some tweaks to the Makefile and I've noticed it's missing archtypes.h header. Now I believe those missing headers can be obtained from metamod.org from the HLSDK 2.3p4 zip and I've noticed that your nodes.cpp is supposed to be as #ifdef __linux__
not #ifdef _LINUX
as that CreateDirectory wasn't declared properly. Also it appears that the Makefile works better for loading that cmath header if G++ is used not GCC. But I'm stuck with pm_shared errors. If you need more info or need me, let me know!
monster_human_medic_ally = not work after level restart or in changelevel. (friendly fire level),
completely stopped.
The knife has different damage behavior compared to the crowbar. Make the required changes.
When attempting to climb a rope, it seems that the player will randomly be teleported to a different part of the map and proceed to become stuck in position.
When loading a save from a map with ropes in it, the save and all saves tied to the same map appear to become corrupt and teleport the player to the position they would be in had they climbed the rope.
When saving, the rope appears to deform and attempting to climb it immediately teleports the player to the same position.
Footage of the bug in action (ignore frame drop, it's caused by ffmpeg recording and doesn't actually occur in game):
https://youtu.be/r4qsfxeEbH0
Tested and it seems to occur on an unmodified clone of the repo, only tested on Arch Linux so far.
Version info:
Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 19:53:35 Aug 3 2020 (8684)
Entities:
RGB_HUD_COLOR Does not do anything about the hud so I would like to know where to edit it please.
geneworm sequence starts without any trigger.
CTF gamerules are sending health values as a single byte instead of 2, which causes the server to shut down with an error when joining the spectator team.
Erm.... See for yourself.
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Misc entities:
Pitworm dies, but there are cuts in animation and looping. (sorry for my bad English)
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One interesting quirk that I'm sure you've heard of before is that in Opposing Force's multiplayer, the Gluon Cloud effect actually works (albeit without a dissipation effect when it stops). See the video below for an example (recorded in WON version 1.1.1.2). This is also present in the vanilla steam version.
List created using dumpbin: dumpbin /exports opfor.dll > results.txt
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I know its possible but I find nothing about that so I would like to know how it work please.
wtf I think this project is entirely same with https://github.com/ValveSoftware/halflife.
there are no files that related to the opposing force...
I looked up sources too, but I cannot find anything about op4.
The CTF backpack sound is only supposed to play when giving ammo. It currently plays sounds regardless.
The sprite is looping and with incorrect speed.
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