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twt_thunder

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Posts posted by twt_thunder

  1. Happy new year from Thewolfteam

    a little late, but better late than never,

    So 2015 has really been a great year for TWT with map releases and more members and site members joined. Also a bunch of models released too.

    We also have cleaned some up in our download mess and I think our site is working good atm.

    If you are a newly started mapper to this amazing game I suggest you make yourself an account to this site as I can guarantie that you will get all the help we can give you.

     

    Bad english is no excuse for not asking for help, most of us here is not english and we miss from time to time on language too.

    My hopes for this year is that even more mappers,modders,gamers join our forum and active discuss while we create maps or mods, because players feedback is everything.

    And again, Thewolfteam is no clan so if you are in a clan or gaming comunity you can still be there without any conflicts in any way. We are just a comunity of dedicated Wolfenstein Enemy-territory lovers who likes to make maps and mods for this old but amazing game.

    This game is still stand alone in the gaming world and got no game over or beside it.

    I think I can say its the game with most custom made maps and mods ever.

    And if you havent tried it you should!

    I also want to encourage Clan Leaders to join us and share news with us in the propper forum. News will also be promoted over to this frontside.

    So 2016 what will it bring?

    Well what I can say so far is that there is atleast 6-7 maps under work, there is some that is soon ready for release.

    This year I will finalize all of my mapprojects as fast as I can and consentrate my work on model request and mapping prefabs.

    Here is some of the prefabs I think I will make this year:

    -steal Objective prefabs-

    In these archives I will have obj to take and the deliver spot in to different parts ready to just place in your map. With following script to just paste into your mapscript.

    -Blow up prefabs-

    This will also be stuff just to place in your map with following scripts to paste into your mapscripts.Will make allied and axis so you can choose.

     

    -constructible prefabs-

    on these I will always make 2 version, one Allied and one Axis

    This might be bridges,engines,waterpumps etc…

    -House prefabs-

    This will be houses made either caulked or with the texturing following ET.

    -Terrain prefabs-

    These will be terrains with alphablendings following the maps for you to customise in the way you like.

    Also work more on our site tutorials to help you out the best way We can.

    I also seen we need more map scripting tutorials, really step by step so people do understand.

    So be sure to check back this year and always good with a bit of feedback in our Guestbook

    Happy new year and all best wishes to everybody!

    Thunder

  2.  

    Also to you know how to force the client to downlaod a .pk3 files in the etmain folder. The sv_pure only force the client to download pk3 files in the silent folder.

     

     

    you need an .ARENA file inside if ET should find a file in ETmain.

    Now, I would say dont do it, putting things in etmain screws up peoples ET.....

  3. I will upload later, sorry for trouble you've had but I had to sort some typos :)

     

    also there are downloads at TWT:

     

    http://www.thewolfteam.org/index.php?action=downloads;sa=view;down=397

     

    http://www.thewolfteam.org/index.php?action=downloads;sa=view;down=398

     

    http://media.moddb.com/cache/images/mods/1/26/25800/thumb_620x2000/2015-02-15-145140-oasis.jpg

     

     

    http://media.moddb.com/cache/images/mods/1/26/25800/thumb_620x2000/2015-02-16-184144-oasis.jpg

     

    http://media.moddb.com/cache/images/mods/1/26/25800/thumb_620x2000/2015-02-16-184856-oasis.jpg

  4. Modernfront 0.5.0

    ***First Stable***



    Installing:

    extract this archive into your wolfenstein directory!

    a little NB! on windows servers, you have to use the ETDED and not ET to get lua to work!

    Credits:

             Developers of the game: SD,ID,Activision and nerve
             Etpub team for source code

       Modernfront:

             Jenkins - code and gfx
             Thunder - code(?lol),gfx,models and animations
             Kemon - HD flags

     changelog- beta to 0.5.0:

    -  Changed name on specops to GAF and brought in new flags

      -  HD flags added to geoip (thx Kemon)

      -  new uniforms on both teams also with some new gear

      -  attached vest removed

      -  rescaled m14 to a better size

      -  fixed ui fault

      -  added pipebomb as axis nade

      -  added new grenade to allied

      -  added new binoculars

      -  Lua fixed to load from folder luascripts inside modfolder

      -  exploit fix

      -  chrashfix on client attached to tank

    WITH LUA:http://www.moddb.com/downloads/start/81704?referer=http%3A%2F%2Fwww.moddb.com%2Fmods%2Fmodernfront%2Fdownloads

    NO LUA:http://www.moddb.com/downloads/start/81701?referer=http%3A%2F%2Fwww.moddb.com%2Fmods%2Fmodernfront%2Fdownloads

  5. Not true, I have my dynamite counter in LESM it works on defuse as well.

    *On most it does, I have noticed a few barriers such as goldrush ga second tank barrier doesn't print the Dynamite Diffuse message

    probably something todo with the mapscript instead

  6. Hey dudes, guess this is something you guys probably can help me with.

     

    I know the firstperson animation is in the weapon.cfg

     

    But I am not sure if I have understand it right...

     

    this is from the m1_garand config:

    173	5	20	1	0	0	0	// RAISE (for M7)
    

    will this say the following: grenade loading is on frame 173 and is 5 frames long??

  7. We just mean, if the core lua that has the et_CallBacks in it requires a extra lua module.

    Example:

    etdir/silent/luascripts/main.lua <-- File that has et callbacks etc. that we want loaded, it also had a line like require "util.json" or something similar.

    etdir/silent/luascripts/util/json.lua <--- File that we wouldn't want to be loaded to ET

     

    Obviously we wouldn't want et to load json.lua, as there would be no et callbacks in it and it would be loaded via main.lua already.

     

    In other words it doesn't apply only to my project. Usually it is just one file but not always.

    Aaah, ok that makes sense....well back to development then..

    It was just a thought to make things easier for admins, but I do quite get it.

    Thanx for a good explanation

  8. unsafe to start, and with mods like lesm and upcoming ones this could be a huge problem, just for the simple fact its loading everysingle lua file over and over and we don't want this :)

    why is it unsafe to start?

     

    To be fair, he was asking about the C API part which I don't know about :D

     

    But yes, if it loads all lua files recursively that would be bad for projects like myn.

    I didnt think this far, but I am not sure your project is needed on this mod yet :)

     

    just because he doesn't have the coder tag doesn't mean he can't code :D

     

    I am absolutely no coder, but even I start to find my way around on smaller things, first code I did as actually worked was to change path on the binocs so it loads the new one...lol

  9. I did this in g_lua.c:

    // set LUA_PATH and LUA_CPATH
    	trap_Cvar_VariableStringBuffer( "fs_basepath", basepath, sizeof( basepath ) );
    	trap_Cvar_VariableStringBuffer( "fs_homepath", homepath, sizeof( homepath ) );
    	trap_Cvar_VariableStringBuffer( "fs_game", gamepath, sizeof( gamepath ) );
    
    	luaPath = va( "%s%s%s%s?.lua;%s%s%s%slualibs%s/luascripts/?.lua",
    		homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP,
    		homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP );
    
    	luaCPath = va( "%s%s%s%slualibs%s?.%s",
    		homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, EXTENSION );
    
    	// add fs_basepath if different from fs_homepath
    	if( Q_stricmp( basepath, homepath ) ) {
    		luaPath = va( "%s%s%s%s?.lua;%s%s%s%slualibs%s/luascripts/?.lua;%s",
    			basepath, LUA_DIRSEP, gamepath, LUA_DIRSEP,
    			basepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, luaPath );
    
    		luaCPath = va( "%s%s%s%slualibs%s?.%s;%s",
    			basepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, EXTENSION,
    			luaCPath );
    	}
    

    but it still doesnt find the scripts

     

    just say:

    lua_api:no scripts loaded

     

    argh, driving me nuts!!

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