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Comment History  (0 - 30 of 156)
bm_killer10
bm_killer10 - - 156 comments @ Corona

might need start a github project for that lol

Good karma0 votes
bm_killer10
bm_killer10 - - 156 comments @ The Blank Room.

good work, realer smaller shadows.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ The Gamechuck Arcades

very nice, i've been hinting myself to make a raspbwerry pi 0 controller.. out of all arduinos out there. like the cover materal(white) ,. cool circuit board PCB. nice, on the coins upgrade, add bitcoin yet?.. theres some reddit for vending mnachines doing bit.

tring out new vulkan drivers and coding for bcm & armv7 android .. i want to stream portal CrimeWars into a rpi0 contyroller.. c how it go..

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ Stevens M620

damn the sweater looks nicely textured!

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ Jabroni Brawl Ep. 3 - Revival Media Update #7!

reminds me of a ideo to make aoe backstabs off grenadelits.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ A little help please

:WEAPON_M16_H:
#ifndef WEAPON_M16_H
#define WEAPON_M16_H

#ifdef _WIN32
#pragma once
#endif

// #include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "weapon_sdkbase.h"

#ifdef CLIENT_DLL

#include "iviewrender_beams.h"

#endif

#ifndef CLIENT_DLL
#include "Sprite.h"
#include "npcevent.h"
#include "beam_shared.h"

#endif

//modify this to alter the rate of fire
#define ROF 0.075f //RPS, 60 Sec / 800 Rounds = 0.075f

//The gun will fire up to this number of bullets while you hold the fire button.
//If you set it to 1 the gun will be semi auto. If you set it to 3 the gun will fire three round bursts
#define BURST 500

//PrecacheModel( PHYSCANNON_BEAM_SPRITE );
//-----------------------------------------------------------------------------
// CWeaponM16
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
#define CWeaponM16 C_WeaponM16
#endif


class CWeaponM16 : public CWeaponSDKBase
{
public:

DECLARE_CLASS(CWeaponM16, CWeaponSDKBase);
CWeaponM16(void);

virtual SDKWeaponID GetWeaponID(void) const { return SDK_WEAPON_M16; }
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();

void Precache(void);
void Spawn(void);

void ItemPostFrame(void);
void ItemPreFrame(void);
void ItemBusyFrame(void);
void PrimaryAttack(void);
void AddViewKick(void);
bool m_bPulsed;// == false
float m_flCreationTime;

//beam code from grenade_tripmine
Vector m_vecDir;
// end laser beam code

//new npc_sniper beam code
Vector GetBulletOrigin(void);

void GetPaintAim(const Vector &vecStart;, const Vector &vecGoal;, float flParameter, Vector *pProgress);
void PaintTarget(const Vector &vecTarget;, float flPaintTime);
Vector m_vecPaintCursor;

// virtual void Simulate( void );

CBeam *m_pBeam;

#if defined( CLIENT_DLL )
//#ifdef CLIENT_DLL

virtual void OnDataChanged(DataUpdateType_t updateType);
virtual const char *GetTrailParticleName(void);
// virtual int DrawModel( int flags );
virtual void Simulate(void);

//#else
#else
void FireNPCPrimaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles);
void FireNPCSecondaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles);
void Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary);
void Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator);

CEnvLaser *pLaserEnv;
// CInfoTarget *pLaserTarget;

// CBaseEntity *pSemaphore = CreateEntityByName( "info_target" );
// pSemaphore->SetName( MAKE_STRING(COMMENTARY_SPAWNED_SEMAPHORE) );

//beam code from grenade_tripmine

void MakeBeam(void);
void KillBeam(void);
void BeamBreakThink(void);

private:
float m_flBeamLength;

Vector m_vecEnd;
EHANDLE m_hOwner;
// end laser beam code

Vector vecTmpEnd;

#endif

public:

void DryFire(void);
void GetStance(void);
bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL); // Required so that you un-zoom when switching weapons
Activity GetPrimaryAttackActivity(void);

virtual bool Reload(void);

int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
float GetFireRate(void) { return ROF; }

enum stances
{
E_STAND = 0,
E_DUCK = 1,
E_MOVE = 2,
E_RUN = 3,
E_INJURED = 4,
E_JUMP = 5,
E_DYING = 6,
};

//modify this part to control the general accuracy of the gun
Vector cone;

virtual const Vector& GetBulletSpread(void)
{ c

// if you don't need stance and health dependent accuracy, you can just remove this.
if (m_iStance == E_DUCK)
{ c
}
if (m_iStance == E_STAND)
{ c
}
if (m_iStance == E_MOVE)
{ c
}
if (m_iStance == E_RUN)
{ c
}
if (m_iStance == E_INJURED)
{ c
}
if (m_iStance == E_JUMP)
{ c
}
if (m_iStance == E_DYING)
{ c
}

//This part simlates recoil. Each successive shot will have increased spread.
if (m_iBurst != BURST)
{
for (int i = m_iBurst; i < BURST; i++)
{
cone += VECTOR_CONE_1DEGREES;
}
}

//This part is the zoom modifier. If in zoom, lower the bullet spread.
if (m_bInZoom)
{
cone -= VECTOR_CONE_1DEGREES;
}

return cone;
}

void ToggleZoom(void);
void CheckZoomToggle(void);
//void CWeaponM16::DrawBeam( const Vector &startPos;, const Vector &endPos;, float width )
void DrawBeam(const Vector &startPos;, const Vector &endPos;, float width);

CBeam *pBeam;
//CSpriteTrail *CSpriteTrail::SpriteTrailCreate( const char *pSpriteName, const Vector &origin;, bool animate )
CSpriteTrail *pLaserSpriteTrailBeam;


// DECLARE_ACTTABLE();

private:
CNetworkVar(int, m_iBurst);
CNetworkVar(bool, m_bInZoom);
CNetworkVar(float, m_flAttackEnds);
CNetworkVar(int, m_iStance);

private:
CWeaponM16(const CWeaponM16 &);
};

#endif // WEAPON_M16_H

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ A little help please

oh shoot, thats what I need to think about, your case, just add the ACT animation tables, should be good to go as, long as player/weapon viewmodel has the MP_HL2mp anims for it,.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ A little help please

sniper bullet simulation matrixes and the boxes of sdk code.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ Usable Gluon Annabelle Alyxgun in MMod

Alyx gun kinda usable in CrimeWars, but in steam version

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ Portal Reloaded - Reveal Trailer

nice, tell me if you need developer testers, that have coded mod the portalgun and see if PORTAL_MP2 works

Good karma0 votes
bm_killer10
bm_killer10 - - 156 comments @ weapon backwards pistol2

for zombies to pickup

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ 20200522 121643

wonder if a I can use a banana pi zero instead of my PI 4, because the size is smalelr, and would fit the controler. dunno y I make controler for this.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ steamos test version Alpha Build 2017-2020 Build 7 Pre-Inventory

unzip to
/home/username/.local/share/Steam/steamapps/sourcemods

Good karma+2 votes
bm_killer10
bm_killer10 - - 156 comments @ gaz map test edition

gaz25 map not included, next 1 its called mud_road..

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ OMG! Is it a new FACTION teaser?

its amount of ectasy the developer did before trying to make a new faction, or we will see =]

Good karma+2 votes
bm_killer10
bm_killer10 - - 156 comments @ new blood particles

my mod also includes gore, ragdoll gibs, that turn into physics gibs, starting with player ragdoll, no one said we don't want XXX gore. I need to make ragdoll revive, after rolling off cliff or get hit by vehicle. Main Ragdoll generates sub -ragdolls, new physics ragdolls ( its a little costsly on CPU end but worth it!, for multiplayer ragdolls!) , u can try set camera, eyes of ragdoll or 3D view or both. Blood particles can spray from ragdoll or bleed. I had to do lots of 3D Modeling seperating alot of original and new models, so I can create ragdoll physics .mdl files, and have code spawn correct kind.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ CrimeWars 2017 release -In Contrunction Version 1 ☠ ⚠⚠⚠ !!! 2017 BASE

read description how to install for free

Good karma+3 votes
bm_killer10
bm_killer10 - - 156 comments @ Compiling a volumetric texture for Source Engine

this is so cool, trying is out to get it to work, think Codeproject.com

with code in


private void animateBitmap(float[,,] Values, Bitmap tmp, bool greyscale)
{

//for (int k = 0; k < Values.GetLength(2); k++) //z is time
int k= 0;
// while (!Noise3dSTOP)
while (k < 129)
{

for (int i = 0; i < Values.GetLength(0); i++)
{
for (int j = 0; j < Values.GetLength(1); j++)
{
float v = Values[i, j,k] ;

if (v < 0)
v = 0;

if (v > 255f)
v = 255f;

Color clr;
if (greyscale)
clr = Color.FromArgb((int)v, (int)v, (int)v);
else
clr = Color.FromArgb((int)v, 255, 255, 255);
tmp.SetPixel(i, j, clr);

}
}

//refresh
pictureBox1.Image = tmp;
pictureBox1.Refresh();

pictureBox2.Image = tmp;
pictureBox3.Image = tmp;
pictureBox4.Image = tmp;
pictureBox5.Image = tmp;
pictureBox2.Refresh();
pictureBox3.Refresh();
pictureBox4.Refresh();
pictureBox5.Refresh();

// Bitmap image1;
// image1 = new Bitmap("Shapes.bmp");
//SAVING TO FILE
Bitmap save = new Bitmap(tmp);
// g.Dispose();
save.Save("lava"+k.ToString()+".bmp", System.Drawing.Imaging.ImageFormat.Bmp);

Application.DoEvents();

k = k + 1;
k = k % (Values.GetLength(2));

FrameLbl.Text = "Frame: " + k.ToString() + "/" + Values.GetLength(2).ToString();

if (Noise3dSTOP) {
Noise3dSTOP = false;
return;
}
}
}

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ fuckyou

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ stupid power out

no just want to do a release by xmas type date , but really lots of content moving around.. I had to auto convert like 1500 wav files and stuff just yesterday, and some files still not formated right, even thou they play ok in windows.. I had freak noises in game.. because wav in some wierd format I think.

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ AS - Recent Developing

I like pic in Mission System - WIP, interface looks like needs more work, but will turn out good looking

Good karma+2 votes
bm_killer10
bm_killer10 - - 156 comments @ gmod

I get into trouble with the physics crashes alot.. the default code isn't prefect too.. like the nice infinate loop where u stay pending trying to join a observer status... or u want into npcs and get stuck.. or u include zombie animtion files, that completely mess up ur idle animation by taking over the model and turning it 90 90 0... out of memory is easier to fix.. just precache alot (not load all game assets at once) , don't use 4k textures... use elite 256k ones... keep high lod models under 5k at all costs (fail for some models) .. have lods.. see on old emachine how it runs on linux/windows 7 with 2 gigs ram and 7200 rpm harddrive with dual core..

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ Kathryn Olson - Expressions

maybe different eye colors, or facial make up. add jiggle bones to the hair.. think it has enought verteces

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ Source

check crimewarssource youtube vids

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ cw2016test7 torrent1

still compiling linux. trying to downssize the size.. too

Good karma+2 votes
bm_killer10
bm_killer10 - - 156 comments @ Things, they are a- Happenin'

great, u might be able to inject multiple materials using material proxy. Github.com✓&q=imaterial

Good karma+2 votes
bm_killer10
bm_killer10 - - 156 comments @ Soviet cargo plane

bigger than centri bomber , by the looks

Good karma+1 vote
bm_killer10
bm_killer10 - - 156 comments @ V3 launcher

it needs have some one of those loud sounds like in ra1 for V2

Good karma+1 vote