Thread: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

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  1. #76
    warrior spy-warrior's Avatar  
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Hello, please

    Crash svencoop 5.14 description (Caused by a scripted weapon.)
    Quote Originally Posted by GeckonCZ
    nullptr access in CBasePlayerWeapon::SendWeaponAnim(), because m_hPlayer is not set.
    help me
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

    Server SvenCoop
    I love the mods svencoop
    World time zone & Look clocks

  2. #77
    Registered User Joce's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Fix Sven Co-op rather than the plugin.

  3. #78
    200 MB Angelscript log file KernCore's Avatar  
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.2]

    Quote Originally Posted by Zorbos View Post
    [/SIZE]The Bow Rifle shoots slow and has an odd projectile angle
    [SIZE=2]I got stumped on this one for quite a while. Right now the crossbow bolt travels at a velocity of 1000 hammer units/second and if I try to increase it, it begins shooting wildly in random directions. Probably an issue with my vector math. I did notice the default Sven Co-op crossbow seems to suffer from this issue as well though. Furthermore, if you shoot at an upwards or downwards angle, the bolt is ejected facing the wrong direction. The gun still shoots straight however.
    I have a fix for that:
    Code:
                    //Vector needed to correct the bolt angles
    		Vector ang_Aim = m_pPlayer.pev.v_angle + m_pPlayer.pev.punchangle;
    		Vector vecOrigin = m_pPlayer.GetGunPosition() - g_Engine.v_up * 2 + g_Engine.v_right * 1.75;
    		Vector vecDirect = g_Engine.v_forward;
    		Math.MakeVectors( ang_Aim );
    		ang_Aim.x = -(ang_Aim.x); //Invert the angle x
    
    		CBaseEntity@ pBolt = g_EntityFuncs.Create("crossbow_bolt", vecOrigin, vecDirect, false, m_pPlayer.edict());
    		pBolt.pev.angles = ang_Aim;
    		pBolt.pev.dmg = CMLWBR_MOD_DAMAGE;
    		pBolt.pev.velocity = (m_pPlayer.pev.waterlevel == 3) ? vecDirect * CMLWBR_MOD_PROJ_SPEED_UNDERWATER : vecDirect * CMLWBR_MOD_PROJ_SPEED;
    		pBolt.pev.speed = (m_pPlayer.pev.waterlevel == 3) ? CMLWBR_MOD_PROJ_SPEED_UNDERWATER : CMLWBR_MOD_PROJ_SPEED;
    Taken from [REDACTED] project of mine, which uses a custom bolt entity.
    Remove the old code and put this one, you'll be able to customize speed/velocity and origin as you see fit.

    You should also consider not letting players press the laptops after they were pressed one time, it gets quite annoying having to see the same cutscene over and over again
    Last edited by KernCore; 11-11-2017 at 08:20 PM.

  4. #79
    incognico nico's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.2]

    Quote Originally Posted by KernCore View Post
    You should also consider not letting players press the laptops after they were pressed one time, it gets quite annoying having to see the same cutscene over and over again
    YES, this totally ruins those maps on a public server. Maybe also display that stuff a few seconds less.

  5. #80
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Warning - don't forget to use improved version of Poke646 Anniversary Edition Version. It should together to Sven Coop - If you wish Poke646 and Poke646 Vendetta merge ( I think better you need bsptomap and make sure ( Poke646 End-map + Poke646-Vendetta Start-map together like "conitune map"

    Thanks!
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
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  6. #81
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Great release, I am definitely going to play soon.

  7. #82
    Registered User GarompaEstomper's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    the cutscene triggers should be tied to a trigger once. this way cutscenes are not displayed over and over

  8. #83
    Registered User Poke646's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    A little late to the party, but hello everyone!

    Since the legality of this port has been questioned a couple times in this thread, let me just chime in and confirm that the Poke646 team is 100% onboard with our mods being made available for Sven Co-Op. In fact, talks with Daniel about an official conversion date back all the way to early 2002, it unfortunately just never came to fruition from our side.

    So we're pleased to see someone else pick up the mantle and put in the time and effort to get our mods running under Sven Co-Op. I'm looking forward to gather some of the original team members together for a coop session of Poke646!

    Cheers,
    Marc

  9. #84
    Still learning wolf-3d's Avatar  
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Wow, great to know you are still around and approve of the "Poke646/Poke646 Vendetta" port to SC.

    Additionally if you do get some of your original team together for a play through, please consider steaming and/or recording it.

    This obviously draws people back to the "original mod" (as well as any SC servers hosting the conversion).

    In terms of playthroughs, the thoughts, comments and memories of original developers, I find very interesting.
    (Especially of highly ranked mods:
    https://www.runthinkshootlive.com/hof-table/)
    Regards
    Wolf-3D

  10. #85
    monster_robogrunt Zorbos's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    This is so so cool! Thanks for expressing your approval of this project Marc.
    I hope you and the team enjoy it, as I tried my best to keep it as authentic as possible.

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