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half-life-2-sandbox's Introduction

Hi 👋, I'm Krispy

Hello i'm a rocky game developer seeking help to buy a better game develop setup to improve my developing quality :D My daily word to myself is: Coding just for fun, making just for enjoy, and living more.

My daily word to myself is: I Just make things, LoL.

friskthefallenhuman

  • 🌱 I’m currently learning Unity and C#

  • 💬 Ask me about Anything really

  • ⚡ Fun fact I learned C++ by myself and using source engine (oh no)

Languages and Tools i know/use:

blender cplusplus csharp illustrator photoshop unity

You can support me here:

krispythegoat



half-life-2-sandbox's People

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half-life-2-sandbox's Issues

settings.scr

Hey, I just saw the link to this code page in the steam forums :D. Anyway,
I tried out the mod and I noticed settings.scr was committed onto here. I
suggest removing it from the svn and committing settings_default.scr
instead, just to avoid problems in the future. Anyway, I think I'll be
following this mod, it looks like it has potential.

Original issue reported on code.google.com by [email protected] on 21 May 2010 at 3:36

Map out of date

sb_bunkerbuild be out of date, I attached it here since as far as I know
you don't have the map and I can't upload myself.

Original issue reported on code.google.com by [email protected] on 20 Feb 2010 at 3:10

Addons are loaded regardless of missing info.txt files

What steps will reproduce the problem?
1. Install addon(s)
2. Start mod
3. Open console
4. Notice addons without info.txt files in their root directory will still have 
loaded

What is the expected output? What do you see instead?
You should not see addons without info.txt files being loaded.

Original issue reported on code.google.com by [email protected] on 26 Mar 2013 at 4:55

Effects API is not provided

What is the expected output? What do you see instead?
Scripted effects are not fleshed out in the Source Engine Lua SDK, though code 
for it exists.

Original issue reported on code.google.com by [email protected] on 26 Mar 2013 at 4:58

Gamemode & Addon options menu

To overcome limitations in providing additional binds and impulses to players, 
a new module for binding should be provided that can be hooked up to a gamemode 
and addon options menu, separate from the game options menu.

This would provide a layer of abstraction that keeps players from having to 
manually set binds to unlock additional functionality out of gamemodes and 
addons, and keeps the gamemode API free of generic binds that would otherwise 
occupy this position.

Original issue reported on code.google.com by [email protected] on 26 Mar 2013 at 5:15

Missing content menu

What is the expected output? What do you see instead?
There is no content menu to enable or disable additional content mounting, 
though code for it exists.

Original issue reported on code.google.com by [email protected] on 26 Mar 2013 at 5:06

Google Group

Where you guys chat or post ideas, etc?

Do you guys have a forum or something? I've been searching but can't find 
anything.

Make a Google Group or something!

Original issue reported on code.google.com by [email protected] on 18 Dec 2010 at 4:15

Campaign gamemode fails to transition maps properly

What steps will reproduce the problem?
1. Load campaign gamemode
2. Touch trigger_changelevel brush
3. Game crashes or fails to transition players properly

What is the expected output? What do you see instead?
The game shouldn't crash, and players should be forced to wait for their 
teammates to finish, or they should simply trigger a grace timer before level 
transition. Players' data should be preserved before level transition, and 
loaded upon initial spawn.

Additionally, spawn locations should be adjusted.

Original issue reported on code.google.com by [email protected] on 26 Mar 2013 at 5:05

Error reading weapon data

After entering in console "give weapon_hl2mpbase_scriptedweapon"
I got an error:
Error reading weapon data file for: basehl2mpcombatweapon

Original issue reported on code.google.com by [email protected] on 9 Oct 2010 at 7:47

I don't think you understand how the settings.scr works

hl2:dm will not override settings.scr, it is created when a user runs the
mod and there is not one there previously. So it uses the
settings_default.scr to get all the defaults for that specific mod/game,
and throws them into the users custom settings.scr, which is then used as
long as it exists. So only the settings_default.scr should be committed
into the svn, and a custom settings.scr will be created for each user,
resulting in never having a tree conflict in the svn. As long as other
files aren't causing problems as-well of course :D Also,
settings_default.scr can be very useful if you add new binds and such.

Original issue reported on code.google.com by [email protected] on 25 May 2010 at 11:57

Physics Gun fails to render beam attachment to target physics bone

What steps will reproduce the problem?
1. Give yourself a weapon_physgun
2. Grab any ragdoll
3. Observe the beam end point position in comparison to your target

What is the expected output? What do you see instead?
The beam should be attached to the physics bone you shot. Instead, you see the 
beam end point being rendered by an offset around the origin.

Original issue reported on code.google.com by [email protected] on 28 Aug 2012 at 4:01

addon library fails to display loaded addons

What steps will reproduce the problem?
1. Install addon(s)
2. Start mod
2. Open console
3. Enter "lua_dostring(_cl) for k, v in pairs( addon.getaddons() ) do print( k, 
v ) end

What is the expected output? What do you see instead?
You should see a list of the addons you currently have installed. Nothing is 
displayed.

Game code does not yet communicate with this Lua module to inform it of what 
addons are installed.

Original issue reported on code.google.com by [email protected] on 19 Aug 2012 at 7:02

Hl2.exe Will Not Close

What steps will reproduce the problem?
1. Load dm_overwatch
2. Quit game without disconnecting
3. Check to see if hl2.exe is still running

What is the expected output? What do you see instead?
It's expected that hl2.exe will properly close, the process will be terminated, 
and from Steam, your in-mod status will cease. This is not the case.


Please use labels and text to provide additional information.
This appears to be an issue with the Source Engine 2007 SDK code on new 
multiplayer projects, or with code I don't have access to. Considering there is 
nothing I can do to trace where this issue is coming from, I can't do anything 
about it besides wait for a Source SDK update which hopefully will fix it.

Original issue reported on code.google.com by [email protected] on 25 Aug 2011 at 2:03

PlayerAnimState Incorrectly Plays Player Animations

It seems to be that the Source Engine 2007 multiplayer build comes with an 
animation bug which inappropriately plays player animations. The PlaybackRate 
for all animations isn't calculated at all, and in instances where the 
LocalPlayer is to be drawn, the PlaybackRate is set to 1.0 by default.

I'll be attempting to fix this manually, or just rolling back to Source Engine 
2006's method of handling multiplayer animations.

Original issue reported on code.google.com by [email protected] on 20 Jul 2010 at 5:15

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