TheMaster974

TheMaster974

You'll find Source tutorials, let's plays and other videos here!

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  • @epicjoeman8685
    @epicjoeman86852 күн бұрын

    little late but did you work on this any more?

  • @TheMaster974
    @TheMaster974Күн бұрын

    I might have worked on this a little bit after I posted this video, but as I referred to in another comment, I don't think I can post it online due to the addon rules as outlined here: wiki.facepunch.com/gmod/Steam_Workshop_Rules

  • @theapextyphon6305
    @theapextyphon63054 күн бұрын

    Love your videos! Is there any chance you'll be looking into NPCs at any point?

  • @TheMaster974
    @TheMaster9744 күн бұрын

    Thanks for the comment, I will be looking into some NPC stuff eventually, I have loads of viewer requested ideas to look into at the moment.

  • @theapextyphon6305
    @theapextyphon63054 күн бұрын

    @@TheMaster974 Thanks for your reply! Excited to see what's coming up.

  • @enique3
    @enique37 күн бұрын

    what do i open in visual studio 2013?

  • @TheMaster974
    @TheMaster9747 күн бұрын

    You don't need to open anything up in Visual Studio 2013 Community, you only need to have it installed so the Source code can compile correctly. Once that version of Visual Studio has been installed, you can use any newer version of Visual Studio and open up the games or everything .sln files (which are created after running the creategameprojects.bat or createallprojects.bat files respectively). Hopefully this helps!

  • @AquaOfficial69
    @AquaOfficial697 күн бұрын

    can you help me adding lua support to source sdk 2013 ?

  • @TheMaster974
    @TheMaster9747 күн бұрын

    I'm not familiar with Lua, nor do I know too much about how to add it to the Source engine, the only thing I could really do is to advise you check out the Valve Developer Wiki articles about this, even though it's been suggested to me before that they are not that good. Sorry for not being of much help😭

  • @AquaOfficial69
    @AquaOfficial696 күн бұрын

    @@TheMaster974 well would you help me add slam

  • @TheMaster974
    @TheMaster9746 күн бұрын

    I've done a video about that here: kzread.info/dash/bejne/gqCGkrKCpdjLo5M.html

  • @AquaOfficial69
    @AquaOfficial695 күн бұрын

    @@TheMaster974 does not work so should I added on all CPP on server?

  • @TheMaster974
    @TheMaster9745 күн бұрын

    If you are referring to the SLAM then yes, all of the files should be added to the Server project only.

  • @mrwhopper-cc4kq
    @mrwhopper-cc4kq7 күн бұрын

    heres a good idea make a tutorial on how to make own utils (.exe files, bin/ folder), how to do stuff with the vpc files and how to make a new project and put it in the .sln

  • @TheMaster974
    @TheMaster9747 күн бұрын

    Thanks for those suggestions, I could always do a couple of Source Shorts about this.

  • @skarano
    @skarano7 күн бұрын

    the immolator works perfectly fine for me except i need to change weapons to make it able to work again do you know how to fix this

  • @TheMaster974
    @TheMaster9747 күн бұрын

    I don't understand what your issue is, are you saying the Immolator works fine but then you need to switch to another weapon and back because it stops working out of nowhere? It might be the functionality I put in place to prevent the player from spamming the attack button and consuming all of the ammo very quickly, however I can't be sure.

  • @skarano
    @skarano7 күн бұрын

    @@TheMaster974 i have to switch to another weapon and back after my first attack with the immolator, i can only do an attack once with it before having to switch weapons

  • @TheMaster974
    @TheMaster9747 күн бұрын

    That's weird, I don't know why that would be happening. Try removing the if statement I mention at around 12:35 i.e. the one involving the m_flNextAttackTime variable and see if that helps or not.

  • @originalname9789
    @originalname97897 күн бұрын

    is there any way you can use the parent tool to parent a light onto portals when they're placed?

  • @TheMaster974
    @TheMaster9747 күн бұрын

    I don't think there is, because the portals don't have names when they are created in-game. This feature sounds like something that would need to be coded instead, but that's not really possible for Portal.

  • @originalname9789
    @originalname97896 күн бұрын

    @@TheMaster974 there is in portal 2. r_portal_use_dlights 1 so its certainly possible to code in, but you seem to work exclusively in hammer plus portal 2 runs on a slightly more advanced version of the source engine, so while it might not be possible in portal 1, would it be possible in 2?

  • @TheMaster974
    @TheMaster9745 күн бұрын

    From what you are saying, yes. I'm referring to the possibility of adding this in Portal 1, which would require changes to the code which isn't officially available, plus there isn't really a way to make something like this happen in the Hammer editor. In Portal 2, it appears as if dynamic lights are created at the position of portals that are created, as you have mentioned.

  • @twilightbob
    @twilightbob7 күн бұрын

    you cooking another video again today great!

  • @TheMaster974
    @TheMaster9747 күн бұрын

    Thanks for the comment!

  • @RModOfficial
    @RModOfficial7 күн бұрын

    second!, i always watching your video!

  • @TheMaster974
    @TheMaster9747 күн бұрын

    Thanks for the comment!

  • @militardeforcasopostas2559
    @militardeforcasopostas25598 күн бұрын

    Obrigado :D

  • @TheMaster974
    @TheMaster9747 күн бұрын

    Thanks for the comment and suggestion!

  • @guestsneezeplayz
    @guestsneezeplayz8 күн бұрын

    TYSM i will credit you in my mod

  • @TheMaster974
    @TheMaster9748 күн бұрын

    Thank you for the comment!

  • @Ncoverkilz645
    @Ncoverkilz6459 күн бұрын

    Betcha is the well we get in with the Well Constellation Fragments from this season

  • @the_redface
    @the_redface11 күн бұрын

    Yes Thank you very much :D and can I ask if you don't know how to make weapon_brickbat work + add new categories of this weapon? and I also wanted to ask how to make the hl2beta HUD work too? (Sorry if it's written badly in English)

  • @TheMaster974
    @TheMaster97411 күн бұрын

    Thanks for the comment, the Brickbat weapon is very complicated to implement, so I might not be able to do anything regarding that. As for the Beta-style HUD, I can look into it but Client coding isn't something I feel confident with.

  • @the_redface
    @the_redface11 күн бұрын

    @@TheMaster974 okay. By the way, you can just call me RedFace or just Red :D

  • @the_redface
    @the_redface10 күн бұрын

    @@TheMaster974 I wanted to ask another question yesterday but I forgot. how to fix +lookup and +lookdown commands. in the source engine these commands still exist but do not work

  • @TheMaster974
    @TheMaster97410 күн бұрын

    From my investigation into this, those commands only work if the ability to look around with the mouse is disabled i.e. cl_mouselook is set to 0. By default, you press the Page Up button to look up and the Page Down button to look down (check cfg/config.cfg). I found this out by opening in_main.cpp and looking at around line 700.

  • @the_redface
    @the_redface9 күн бұрын

    @@TheMaster974 okay thank you :D and I want to ask you, if you don't know of any way to improve the source 1 lights so that they look similar to the ones in the source 2 engine

  • @jonathankrzeszewski9010
    @jonathankrzeszewski901011 күн бұрын

    this video needs to be placed somewhere on the VDC forums, we need more tutorials like this because it is a very confusing process. i have been looking for how to to this, and I want to assume that it could work for Portal 2 as well? I'm sure I can get it to work since i have managed to get Hammer++ working for portal 2 which took me a bit to figure out. good tutorial

  • @TheMaster974
    @TheMaster97411 күн бұрын

    Thanks for the comment, this guide is meant to be used for Portal 1 test chamber signs, Portal 2 uses a different method using VScript. If you want to know how to make a Portal 2 test chamber sign, I would recommend you check this out: developer.valvesoftware.com/wiki/Test_Sign

  • @TheGangCraftOFFICIEL
    @TheGangCraftOFFICIEL12 күн бұрын

    Love these tutorials! I hope to see more of them! Btw I tried following your "changing fov" tutorial. It worked, but above FOV 90, the skybox seems to stop rendering on the sides of the view (it turns fully white). Do you know how to fix that?

  • @TheMaster974
    @TheMaster97412 күн бұрын

    Thanks for the comment, I am aware of the FOV issue you are describing, however it can't be easily fixed because it requires access to the engine code (which is inaccessible). The only method I know of to resolve this issue is to hook into the engine.dll file and modify the FOV code contained inside (which is much harder than it sounds), you can see more information about this here, near the bottom of the provided issues: github.com/ValveSoftware/source-sdk-2013/issues/562

  • @TheGangCraftOFFICIEL
    @TheGangCraftOFFICIEL11 күн бұрын

    @@TheMaster974 So I downloaded the cpp file. I'm on my Visual Studio project. Could you tell me what I need to do next?

  • @TheMaster974
    @TheMaster97410 күн бұрын

    I haven't followed the process for myself, so I'm not 100% sure. Take a look at this, there's some instructions about how to implement those engine-related fixes: github.com/sapphonie/sdk13-gigalib/tree/main

  • @TheGangCraftOFFICIEL
    @TheGangCraftOFFICIEL10 күн бұрын

    @@TheMaster974 Unfortunalely it doesn't seem to be compatible with mapbase; i'm getting a lot of error messages

  • @TheMaster974
    @TheMaster97410 күн бұрын

    I'm getting a bunch of errors as well and I don't really know what to do about it sadly. I think some other people who wanted to use this have experienced issues, one such example is here: github.com/sapphonie/sdk13-gigalib/issues/21 however I feel the best course of action may be to contact the creator and see what they advise to do.

  • @PracticeMedicine
    @PracticeMedicine13 күн бұрын

    theres a debugger for Linux called "gdb" (GNU Debugger), its an portable debugger that supports more than 13 languages (C and C++ included). infact there are graphical frontends to "gdb" which which is KDbg, Seer and DDD. (let me know if theres other "gdb" graphical frontends or smth missing on this comment.)

  • @ModdedProp
    @ModdedProp13 күн бұрын

    Does this work with mapbase?

  • @TheMaster974
    @TheMaster97413 күн бұрын

    It should do, I'm not aware of any reasons why it won't.

  • @Total_Chaos_Animations
    @Total_Chaos_Animations14 күн бұрын

    Hey, just wanted to report that by following the tutorial in the video, this actually PERMANENTLY enables autojumping. The ConVar doesn't work, it's always on. The way I fixed this was by moving the ConVar check out and below the if statement, and give it its own if statement. I don't know if there's some kind of weird client/server issue going on here or what because you made it a client ConVar, but it's definitely not functioning as intended.

  • @TheMaster974
    @TheMaster97413 күн бұрын

    It sounds like you might have made a mistake somewhere, because I'm not experiencing the issue you are describing. Did you include the ! at the front of the ConVar check? If the ! is missing, autojumping will be enabled when the ConVar has a value of 0, but it will be disabled if the value is 1, so that could be something to investigate.

  • @Total_Chaos_Animations
    @Total_Chaos_Animations12 күн бұрын

    ​@@TheMaster974 No, I definitely followed the tutorial to a T. I had the !, two &s instead of just one, there were no errors (both in the compiler and in the game), it didn't matter what I set the ConVar to, it just didn't work. It was always on. And, I guess Source just thinks it's funny, because I reverted back to how your tutorial did it just now and it worked just fine this time. I have no idea what changed between the first time I did this and now.

  • @TheMaster974
    @TheMaster97412 күн бұрын

    That's weird, at least the issue has been resolved now!

  • @ivankre
    @ivankre15 күн бұрын

    Hi! Can you make a tutorial on how to restore gauss from the first part of half life?

  • @TheMaster974
    @TheMaster97415 күн бұрын

    Thanks for the comment, I can look into it eventually.

  • @mwilczynski
    @mwilczynski15 күн бұрын

    did you manage multiple shadows?

  • @TheMaster974
    @TheMaster97415 күн бұрын

    No, I think that is way beyond my current understanding.

  • @mwilczynski
    @mwilczynski13 күн бұрын

    @@TheMaster974 i'm guessing that would take much more programming.

  • @mwilczynski
    @mwilczynski15 күн бұрын

    can you do a video on making vgui panels?

  • @TheMaster974
    @TheMaster97415 күн бұрын

    I don't know too much about VGUI stuff unfortunately, so I probably won't be able to help with this.

  • @mwilczynski
    @mwilczynski13 күн бұрын

    @@TheMaster974 welp, too bad i guess.

  • @mwilczynski
    @mwilczynski15 күн бұрын

    will it work on mp branch?

  • @TheMaster974
    @TheMaster97415 күн бұрын

    It should do, I don't know of any reason why it won't.

  • @dreadcraftre
    @dreadcraftre16 күн бұрын

    Hi! Can you make a tutorial on how to make glow outline effect? It seems that such a function was in tf2.

  • @TheMaster974
    @TheMaster97416 күн бұрын

    I will cover this in a video eventually, however you can check this guide for more information: developer.valvesoftware.com/wiki/TF2_Glow_Effect_(2013_SDK)

  • @dreadcraftre
    @dreadcraftre15 күн бұрын

    @@TheMaster974 The Glow effect from this tutorial does not work

  • @TheMaster974
    @TheMaster97415 күн бұрын

    Ok, I will take a look into this at some point and see if I can get it to work.

  • @grubasekpl9254
    @grubasekpl925417 күн бұрын

    I know there is a fix for the mp sdk that works better, but dosent work with sp saddly, in that one you actually can strafe, in mp mods it makes more sence to make it a server convar too

  • @TheMaster974
    @TheMaster97416 күн бұрын

    Do you know where I could find this fix?

  • @grubasekpl9254
    @grubasekpl925416 күн бұрын

    @@TheMaster974 there is an jbmodce repo one of the commits there fixes it, now lookin over it its just the same fix, i guess it works better in mp, i probably just messed it up addin it to sp some time ago

  • @bloxme7151
    @bloxme715117 күн бұрын

    Hello!, can you do next video how to fix Burst fire weapon crash in mp?, like when i use alyxgun and switch it into burst fire mode it crash, but for full auto mode nothing wrong, seems valve messed up source sdk 2013 mp

  • @TheMaster974
    @TheMaster97417 күн бұрын

    Thanks for the comment, I have figured out that the game crashes because of a lag compensation function, however I haven't figured out a way to adequately resolve this issue. The best thing I can advise in the meantime is to comment out the lag compensation lines inside of the FireBullets function inside of hl2mp_player.cpp.

  • @bloxme7151
    @bloxme715115 күн бұрын

    thanks im gonna try it later

  • @user-jl2gq6co9k
    @user-jl2gq6co9k22 күн бұрын

    Can you post a video about adding ironsights

  • @TheMaster974
    @TheMaster97421 күн бұрын

    I can look into it and see if I can get it working.

  • @BIIIIIGMAN
    @BIIIIIGMAN22 күн бұрын

    5:27 it took me 126 hours. And I will never touch this game again 😂

  • @aglemod
    @aglemod22 күн бұрын

    I have an error/warning problem While compiling shaders, it is sometimes (30vs) or (ps30) Knowing that I have done all the necessary steps

  • @TheMaster974
    @TheMaster97421 күн бұрын

    Thanks for the comment, however I'm not sure what your problem is?

  • @aglemod
    @aglemod21 күн бұрын

    Warning/Error Like there 7:37

  • @aglemod
    @aglemod21 күн бұрын

    Knowing that I did all the steps

  • @TheMaster974
    @TheMaster97420 күн бұрын

    What is shown in the video are warnings, you don't need to worry about anything if those are the messages that you are receiving. Errors, on the other hand, will prevent the shader source files from compiling, so you would need to look into why that is happening.

  • @xxdannyxanny420
    @xxdannyxanny42022 күн бұрын

    for anyone using mapbase, this process is simplified a bit, you don't need to disable mat_specular, just load a map and build cubemaps for hdr and ldr, you can also automate this by using the -autocubemap parameter on the game when compiling, you still need to use bspzip tho

  • @RModOfficial
    @RModOfficial22 күн бұрын

    yo can you make tutorial how to modelling in blender and then texture it for source sdk? also cool you using line numbers on your video!

  • @TheMaster974
    @TheMaster97422 күн бұрын

    Thanks for the comment, however I don't deal with modelling at all, so I can't really help you with your request.

  • @RModOfficial
    @RModOfficial21 күн бұрын

    @@TheMaster974 oh it's ok thx

  • @Ganymede2076
    @Ganymede207623 күн бұрын

    try to make the triple laser test chamber

  • @combinl0n
    @combinl0n25 күн бұрын

    is there a way to prevent crashing on d2_coast_01 when the jeep gets picked up by the magnet i can't find a solution to this anywhere i'm using the episodic version currently

  • @TheMaster974
    @TheMaster97425 күн бұрын

    I haven't come across this issue before, so all I can really advise is that the Episodic jeep code is different from the HL2 version, so that could be the reason why you are experiencing crashes. Is there an assertion error or something that pops up when the game crashes?

  • @polyrobo
    @polyrobo25 күн бұрын

    I think I remember trying to do this by removing the flag that doesn't allow the player to hurt the npc (forgot the specifics), but it didn't work somehow

  • @mrwhopper-cc4kq
    @mrwhopper-cc4kq25 күн бұрын

    cool tutorial anyways how do i fix the hl2 maps crashing in source sdk base 2013 multiplayer?

  • @TheMaster974
    @TheMaster97425 күн бұрын

    Thanks for the comment, can you elaborate on these crashes a bit more please, like what's causing them? It could be helpful to provide the names of the maps that are causing these crashes.

  • @mrwhopper-cc4kq
    @mrwhopper-cc4kq21 күн бұрын

    @@TheMaster974 try running one of them in multiplayer, if they dont crash get to the next map probably npcs are crashing it, i dunno

  • @mrwhopper-cc4kq
    @mrwhopper-cc4kq20 күн бұрын

    edit: d1_canals_02 is one for example

  • @TheMaster974
    @TheMaster97420 күн бұрын

    I think it might be because the game is trying to find the player, but it uses a function that only works in Singleplayer. I was getting crashes in ai_scriptconditions.cpp at around line 477, which traces back to ai_utils.h line 24. If this is the same error that you are experiencing, you can follow what is onscreen in this video at the provided timestamp (create a for loop and the CBasePlayer pointer lines in particular): kzread.info/dash/bejne/X2aXsLWhmaqfd9o.htmlsi=Ro7ve1d_Cec1v35O&t=420

  • @mrwhopper-cc4kq
    @mrwhopper-cc4kq19 күн бұрын

    @@TheMaster974 most of the maps are working now thank you

  • @BiggulFottum
    @BiggulFottum25 күн бұрын

    Could you do a tutorial on env_projectedtexture? 🙂 I followed the guide on the VDC, but it still looks kinda weird.

  • @TheMaster974
    @TheMaster97425 күн бұрын

    I can look into it and see if it's something I can figure out, is it based off this guide: developer.valvesoftware.com/wiki/Env_projectedtexture/fixes

  • @BiggulFottum
    @BiggulFottum24 күн бұрын

    @@TheMaster974 Yeah. That's the one

  • @BmPAlt
    @BmPAlt25 күн бұрын

    when i built the everything solution i got 49 errors i'm using vs2022 i followed everything correctly

  • @TheMaster974
    @TheMaster97425 күн бұрын

    What projects are failing to compile and what is the reason why they cannot be built?

  • @BmPAlt
    @BmPAlt24 күн бұрын

    @@TheMaster974 could i add you on discord and i'll send some images and explain more in detail?

  • @TheMaster974
    @TheMaster97423 күн бұрын

    Sure, my Discord is the same as my channel name.

  • @elsh3era
    @elsh3era26 күн бұрын

    Can you make csgo like csm for source sdk 2013 please? We need it so bad

  • @TheMaster974
    @TheMaster97425 күн бұрын

    I think I'll do a video talking about this because it's been recommended to me a lot, but to put it simply here, that's not possible. The best thing to do is use something like this: github.com/celisej567/Fake-CSM-Source-2013

  • @aglemod
    @aglemod26 күн бұрын

    Possible video on source sdk mapbase and fack csm installer comment code

  • @TheMaster974
    @TheMaster97425 күн бұрын

    I can look into that, thanks for the suggestion!

  • @WadDeIz
    @WadDeIz26 күн бұрын

    I love these source shorts. Please keep making them

  • @TheMaster974
    @TheMaster97425 күн бұрын

    Thanks for the comment!

  • @BmPAlt
    @BmPAlt27 күн бұрын

    i built the shadereditor.sln and it gave me an error saying "Custom build for 'C:\Users\BmP\Desktop\source-sdk-2013-master - Copy\sp\src\public\tier0\pointeroverride.asm' exited with code 3." Edit: i have 144 errors could i download the shader.dlls?

  • @TheMaster974
    @TheMaster97426 күн бұрын

    This could have happened because you chose to upgrade the Shader Editor solution when you first opened it, which would cause all sorts of problems. The only thing I could really advise is to try recreating the solution but don't upgrade any of the projects, or at least choose to upgrade the projects but do that from within Visual Studio 2013 Community.

  • @BmPAlt
    @BmPAlt26 күн бұрын

    ​@@TheMaster974 the problem is when i use vs2013 on the solution i must have the v143 build tools but i cannot find any downloads

  • @TheMaster974
    @TheMaster97425 күн бұрын

    That shouldn't be the case, I don't know why that's happening. You can try using these .dll files and see if it ends up working for you: github.com/Biohazard90/source-shader-editor/tree/master/game/bin

  • @benshulz4179
    @benshulz417927 күн бұрын

    You don't need the if statement, "m_bInReload = false" is logically the same

  • @TheMaster974
    @TheMaster97426 күн бұрын

    That is true, thank you for pointing this out and saving a line of code!

  • @BmPAlt
    @BmPAlt27 күн бұрын

    when i ran the buildhl2shaders.bat it said access denied edit: got it working

  • @proximo692003
    @proximo69200328 күн бұрын

    If you die in the thrallway you gotta backtrack for that arc charge too. I'm getting better crossing those dang beams!

  • @Total_Chaos_Animations
    @Total_Chaos_AnimationsАй бұрын

    Hey, don't know if you'll ever see this, but I just wanted to mention that the Immolator tutorial didn't work for me. And I made sure to follow your tutorial exactly. For me, the game crashes shortly after I start firing. No errors, no nothing. Also, it thinks it has reserve ammo, something I'm not seeing in your video. And it refuses to fire unless I give myself ammo, and then it takes ammo from the reserve ammo, not the clip. The other two weapons in the tutorial worked fine for me, it's just the Immolator that's not working for some reason. (And yes, that one BaseClass::ItemPostFrame(); at the bottom of the Immolator's ItemPostFrame needs to be commented out or removed otherwise it will shoot bullets, I made sure to test that.) Anyway, that's all I wanted to say. I would appreciate it if you made a followup tutorial addressing some bugs and all that, but I'm not expecting you to. Thank you for these amazing tutorials, there's no way I could've ever figured out how to fix some of these weapons. By the way, any chance weapon_thumper and weapon_rollerwand can be fixed up, including npc_rollerbuddy? Sorry for the wall of text, I'm not good at keeping things short.

  • @Total_Chaos_Animations
    @Total_Chaos_AnimationsАй бұрын

    Quick update, I fixed the crashing. I just defined pEntity in the wrong spot (I guess I deserve that for trying to follow a complex and lengthy tutorial after midnight). I still have those other issues, though. And the Immolator in general seems pretty buggy. You have to click twice for it to attack sometimes, it seems to do both the flamethrower and laser attack at the same time (kinda? It doesn't always ignite things), the flashlight toggle sound makes the firing sound stop playing, the laser in general is kinda weird, etc.. But I guess it is an unfinished beta weapon, so I don't really know what I was expecting.

  • @TheMaster974
    @TheMaster97429 күн бұрын

    Thanks for the comment, at least you were able to resolve the game crashing issue you were experiencing! For the ammo count issue, it could be something in the weapon script, the clip_size should be -1 and the default_clip should be 99 (or whatever value you want), it might be worth checking. As for the issue where you need to click the attack button twice, it could be due to a measure I put in place to prevent people from being able to spam the attack button and consume all of the ammo, so you might want to remove that and see if it helps. The igniting of enemies will only happen when the Immolator has been used for a short duration, when m_flBurnRadius is greater than 64, so you could always change that as well. The flashlight sound issue is news to me, thanks for pointing it out! I didn't change anything about how the beams work, hence why there could be some strange behaviour. As for the thumper weapon and rollerwand/rollerbuddy, I would probably only end up looking into the weapon_thumper code, as the rollerwand and rollerbuddy files are only available from leaked code, which I have reservations about doing tutorials about. Don't worry about posting walls of text, I'm guilty of doing this too...hopefully this ends up being useful!

  • @Total_Chaos_Animations
    @Total_Chaos_Animations29 күн бұрын

    Thanks for the reply. I know this is a bit long, so I won't blame you for skimming over this. Yes, I thought it might have something to do with my weapon script file, which I took directly from the leak (albeit with slight modifications). And as for the code that prevents people from spamming the attack button, I'll look into it. And, frankly, I always thought the Immolator was going to have two different fire modes. One would be a long-range laser that deals a lot of damage but doesn't set anything on fire, and then the other mode would make it a flamethrower that only sets things on fire at close range. I don't know if alt-fire would switch between them or if it would just do whichever the alternate attack would've been (probably the laser would've been primary and secondary would've been the flamethrower if that was how it would've worked), but that's just my theory. But that aside, now that I know more how it works, I think the stuff you implemented is actually pretty good for balance reasons. Honestly, the only thing I would want to see out of this is the laser on the Immolator and the CGuard gun being fixed. Because right now it doesn't look like they come from the gun, and instead they just come from around the player's face, which causes culling issues with the player camera, among other things. I can't imagine it would be too hard to make it come from the "muzzle" attachment on their respective models, similar to how the beta Physics Gun works (and it would be cool to see the Physics Gun's laser not disappear when you look away from the thing you're holding with it and have its interactions with ragdolls restored, but both of those are way beyond me and I'm honestly not expecting any sort of followup tutorial for your old Physics Gun tutorial). And on a final note, I'm glad to hear that you're still planning on doing these tutorials. This is great for beginners that want to learn how to code for the Source SDK, as well as for experienced coders who might need a refresh. ...okay, one last question. Any chance you can make any videos on how the vehicles work in the SDK? Maybe on restoring the ability for the player to be able to drive vehicles like prop_vehicle_apc, prop_vehicle_jetski, prop_vehicle_driveable, and maybe prop_vehicle_cannon? I'm not expecting you to do that by any means, but it would be cool to see proper somewhat/relatively easy to follow tutorials for the basics on making new functional vehicle entities that aren't just copies of prop_vehicle_jeep or prop_vehicle_airboat with some slight modifications.

  • @TheMaster974
    @TheMaster97426 күн бұрын

    No problem, I can look into the beam drawing issues eventually, I should have realized that I could have made the beams shoot from the muzzle attachment, supposing the viewmodel has the muzzle attachment in the first place! The Physgun beam disappearing is something I haven't figured out, plus what do you mean by interactions with ragdolls? As for vehicle stuff, it's not something I've looked into before, so I'm not making any promises that I'll do anything regarding that any time soon.

  • @Total_Chaos_Animations
    @Total_Chaos_Animations23 күн бұрын

    The Physics Gun's ability to pick up ragdolls and throw them around. In my testing (mostly on d1_trainstation_02) it's not able to pick up ragdolls at all, unlike what's seen in some beta screenshots (like the one where the player is holding a Metrocop by his boot and the Physics Gun is a pistol). It can't pick up, damage, or kill some enemies sometimes either. And, honestly, I won't blame you for not doing a video on the vehicles. There isn't really any good documentation on how they work on the programming side, and the documentation that actually exists is hard to follow. And my only guess for the Physics Gun beam disappearing is because the "origin" of the beam is on whatever the player is holding and not the gun itself, for whatever reason. And then Source tries to cull the beam for performance reasons because it thinks the beam is "out of the player's sight", when it's really not.

  • @UAVXP
    @UAVXPАй бұрын

    Thanks for using LeakNet)

  • @TheMaster974
    @TheMaster97429 күн бұрын

    No problem, I appreciate the work that has gone into making LeakNet possible!

  • @Bradley_kahu
    @Bradley_kahuАй бұрын

    (From what i know) The reason Lightmapped generic didn't work is because the default VBSP doesn't support it, you could use mapbase instead. From valve dev community PBR page : Warning: This shader does not work with lightmapped brushes when using stock VBSP compilers, however it technically is compatible with brushes. Code Fix: In src/utils/common/utilmatlib.cpp find InitMaterialSystem method and at the end add g_pMaterialSystem->ModInit(); and try to recompile tools."

  • @TheMaster974
    @TheMaster97429 күн бұрын

    I see, it looks as if the Valve Developer Wiki page has been adjusted to include this information. Thanks for pointing this out!

  • @BmPAlt
    @BmPAltАй бұрын

    Hello, could you possibly send a download link for the code? I followed the whole tutorial but it didn't work

  • @TheMaster974
    @TheMaster97429 күн бұрын

    I'm hoping to have a GitHub page set up soon with all of the code changes I have made for these tutorials, plus there's a followup video I want to do about the SLAM so I'll probably have the code available then.

  • @grubasekpl9254
    @grubasekpl9254Ай бұрын

    any tip on changin the weapon that phys_swap pulls out, lookin through the code for any referance of phys_swap and didnt really find much

  • @TheMaster974
    @TheMaster974Ай бұрын

    The phys_swap command is defined in client.cpp (which funnily enough, is a file in the Server project), with the actual function that handles the phys_swap command being inside CC_Player_PhysSwap. Here, you can substitute the Gravity Gun for whatever you want. I find it interesting that there's a similar function which involves the Bugbait, but it's a command that can only be accessed when cheats are enabled, which I find quite weird!

  • @grubasekpl9254
    @grubasekpl9254Ай бұрын

    @@TheMaster974 thanks

  • @dreadcraftre
    @dreadcraftreАй бұрын

    Hi! Can you make a tutorial on how to make glow outline effect? It seems that such a function was in tf2.

  • @TheMaster974
    @TheMaster974Ай бұрын

    Thanks for the suggestion, I can look into it and see if it's something I can get working.

  • @banditboogaloo
    @banditboogalooАй бұрын

    HE DID MY REQUEST HOLY SHIT