UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jjbradman

It doesn't. A good example of this is both C and C++ requiring a prototype to be declared before the main function whilst C is procedural and C++ is object-oriented. ;)

Just FYI: Prototypes should be declared in header files while writing C/C++.
oh  :o thanks, thats good to know xD
8 years ago
just asking. do procedural or object programing has anything to do with the ability to write the main function wherever you like in gsc vs lets say in c++ having to at least write the prototype of a function above the main function so you dont get compile errors? :noob_asked_be_cool: xD
8 years ago
https://ugx-mods.com/forum/index.php?topic=5519.0
well this worked:
Quote
Right click on the radiant .exe or the shortcut, go to compatibility and enable an option called "Disable display scaling on high DPI settings"
thanks
8 years ago
i installed the mod tools on new pc but radiant 2d view is WAY TOO FAST in this pc, like i try to move the 2d plane a lil bit and i end up even outside the drawn lines ._. anybody knows how to fix this?
btw, it only happens when i use a mouse, when using the laptop trackpad it moves fine. but i isnt very practical
8 years ago
i got this when i presseed it https://gyazo.com/4288baae7d7e9fd40b9d4b4b34e1b955
keep clicking the plush signs untils theres no more sub sections.
8 years ago
in your left list, select the "+ sign" to the left of the blue plane besides "mesh". there you can select the individual meshes
8 years ago
Ah Custom Zombies - possibly the only online 'community' where a mutually beneficial and friendly relationship can turn into threats and litigation over a chat on Skype. Awesome :).
and you missed the golden age back in zombiemodding :3
8 years ago
im not an expert but try adding a clip that surrounds the nodes(kind of a hallway and make it so there is space for at least 2 zombies side-by-side) until the window, also, in game there should be a red line(for the traverse) going from one side to the another, do the traverse works fine?
8 years ago
So, I would need to add isDefined-statement in that line?
it would be a good idea, but make sure why it isnt defined, by default it should be set in zombiemode_powerups
8 years ago
(Image removed from quote.)

Would be nice to know what cannot cast undefined to pool means, so I can fix other stuff as well :P
that a var inside an if  statement is undefined?
it seems that the var is set inside default _zombiemode_powerups at the begining of the script, maybe you removed it
8 years ago
I can help you with the firing sounds if you'd like
that would be great man! lemme pm you (:
8 years ago
added fog, wind and lightning with sounds and buildable pap! :D
https://www.youtube.com/watch?v=bDK8GxevoQM
8 years ago
i once got weird lighting like that for setting "contrastGain" to higher than "1.3"
8 years ago
thanks for your comments guys! :D i really appreciate it
btw do you like this new worldspawn settings?
8 years ago
It definitely looks pretty, will there be an updated arsenal with those bug fixes? I personally enjoyed Project Blackout quite a bit, so I'm excited to see what's in store!
i focused on remapping, scripting gameplay and adressing most bugs as posible. by now all weapons have fire sounds, but are kinda crappy, so if someone wants to help with porting weapons it would be nice  ::)
8 years ago
Loading ...