Orange Box Mod Developers Kit -Jangalomph

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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Assigir on Tue Sep 21, 2010 5:50 pm

aaH this will come in handy! thank you good sir
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Tue Sep 21, 2010 8:01 pm

Kosire wrote:Didnt valve do something like this named "orange box template" where you could check/uncheck a bunch of stuff and get the source code for it? Like enable prone, enable to shoot on ladders, 2 teams, classes, whatever.


Well even if they do have this system, Mine can still come in handy, because it has multiple links to tuts for basically any thing. It describes what every thing is "in basic detail.." But to the point where a modder actually knows what all the stuff is you know. :smt023
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Groxkiller585 on Wed Sep 22, 2010 6:49 pm

Could be useful later. I wanna make my first mod all by myself though, but if I ever make another one i'll be sure to use this! (unless it's for P2 =P)
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Sandern on Thu Sep 23, 2010 6:50 pm

jangalomph wrote:As for the codes. I have no idea how to go about it. Because am i going to release built .dlls? Or am i gonna release 500+ mb of source code. "Although source code is online any ways"

The source code is only about 35mb.
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Fri Sep 24, 2010 1:02 am

Sander88 wrote:
jangalomph wrote:As for the codes. I have no idea how to go about it. Because am i going to release built .dlls? Or am i gonna release 500+ mb of source code. "Although source code is online any ways"

The source code is only about 35mb.



Hmm, Maybe its because im trying to copy the whole SRC folder. :wink:
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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Sandern on Fri Sep 24, 2010 8:21 am

jangalomph wrote:
Sander88 wrote:
jangalomph wrote:As for the codes. I have no idea how to go about it. Because am i going to release built .dlls? Or am i gonna release 500+ mb of source code. "Although source code is online any ways"

The source code is only about 35mb.



Hmm, Maybe its because im trying to copy the whole SRC folder. :wink:

Yes, and you don't want the object files, binaries, etc. It's really small (compressed)!
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Sat Sep 25, 2010 2:37 am

Ahh, pretty fantastic! I'll release the source code and all that good stuff by the end of the weekend "If i feel like it" I've had a pretty hectic week, and i need to just relax if you know what i mean :D
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Thu Oct 21, 2010 12:11 am

Version 2 is now released! It may take a bit for the thing to confirm the DL.

http://www.moddb.com/mods/orange-box-ba ... -version-2

:smt023
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Mr. Happy on Sat Nov 06, 2010 2:52 pm

Awesome stuff jang, gonna be using this on my current project for sure. Here's a couple detail sprite fixes you might want to incorporate: http://developer.valvesoftware.com/wiki ... ops#Shapes (enable detail shapes)
http://developer.valvesoftware.com/wiki ... _ratio_fix (allow different aspect ratios for different detail sprite vtf's)

EDIT: Also the gameinfo.txt provided is missing a } to close it out.
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Sat Nov 06, 2010 9:51 pm

I'll add this stuff eventually :D.

And oh my! I didn't notice i forgot the } :|

Thanks for telling me!
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Groxkiller585 on Sun Nov 07, 2010 4:10 am

Did you include the env_projectedtexture fix? Or at least have one of your .txt files that tells you what to edit?

I wanna fix it so I can have 2 and not 1, because the flashlight (even in Portal) counts as one, and not have the grained shadows.
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Sun Nov 07, 2010 4:26 am

Nope, I haven't really done many fixes code wise. And the ones I have done were mandatory to get the code to work.

At least from what I remember.

Btw. Does any one know how to get a custom font working for the title? They don't seem to wanna work for me any more :/
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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby DonPunch on Sun Nov 07, 2010 5:01 am

put the font file .ttf format in the resources folder.

in that same folder edit the file ClientScheme.res in your favorite text editor

search for ClientTitleFont if you want to change the font of the title, or look for what ever you want to change.

Code: Select all
   ClientTitleFont
      {
         "1"
         {
            "name"  "Tahoma"
            "tall"  "32"
            "weight" "0"
            "additive" "0"
            "antialias" "1"
         }


Now the most important part is adding your custom font so it loads. To do this go all the way to the bottom of the clientscheme.res and add it it starts at line 1470

Code: Select all
   //////////////////////// CUSTOM FONT FILES /////////////////////////////
   //
   // specifies all the custom (non-system) font files that need to be loaded to service the above described fonts
   CustomFontFiles
   {
      "1"      "resource/HALFLIFE2.ttf"
      "2"      "resource/HL2crosshairs.ttf"
      "2"      "resource/HL2MP.ttf"      //Tony; loading this for the death icons.

   }
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby Jangalomph on Sun Nov 07, 2010 3:31 pm

I've done this stuff. In the console it tells me it can't find the .ttf. :/
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: Orange Box Mod Developers Kit -Jangalomph

Postby stukabomber44 on Fri Nov 19, 2010 5:48 am

This is incredibly helpful, I have always wanted something like this. I would shake your hand if I could, you just gave the modding community the launch pad to modding and understanding everything that needs to be understood.

1000 Thank yous!

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