If i remember correctly you can have a white reticle just by changing the color of the texture and using the normal reflexsight config. And i also managed to get a black one, don't remember how exactly but i think it's by changing "destBlend: InvSrcAlpha" to "destBlend: SrcAlpha"
This is why i told you to copy the _debug.gsc file from root/raw/maps into root/mods/*mapname*/maps. The _debug.gsc your map is currently using is the same that Treyarch used to develop the game with which uses functions the commercial version doesn't support.
Yeah i tried it first but i don't have any other _debug.gsc (that i'm aware of) so i copied it and commented out the two thread and now it works thanks
because people don't use developer and developer_script. They script something, jump into the game for a quick test, and assume everything is working correctly.
Edit: Just want to point out that these errors are a good thing and you should be doing it. I know its frustrating, but it really does help in making sure everything is working smoothly.
All of those error started popping out of nowhere when i was doing some scripting test so i just undone the last change and those error where still there (that's why i though i might of changed something else in the raw files) and now that i think about it i might just used developer_script to check my own script and that's why it started occuring ... well now it's finally fixed thanks all
Ok, sorry for the newbie bug (intro-text one) but i'm getting a bit tired of all those error. So the "Debug hudelems are not built into this exe" error are still here but this time they are called by debug_character_count()
I don't understand why this is happening now. At first i though i messed up something in the raw files so reinstalling everything should've fix it but here i am ...
Ok thank you guys for replying this quickly So commenting out what BluntStuffy said did the trick for the infinite error, Thanks. I don't know why i've never had this bug before. Double Post Merge: October 22, 2015, 07:30:55 pmOk sorry for double posting but can't find any edit message and i though the problem was completly fixed, unfortunatly i still have error and
So i spent days trying to fix this and searched on the forum and never found a way to fix it. Those infinite error are the folowing :
Even when i tryed with a fresh new W@W and Modtool install those error where still there I already dealed with a F-ing load of error (some of them forced me to abandon other projects) and it's the first time i get this one Also when i compile the map i'm spammed by thousand of alias error
(btw if i can't figure out how to fix it i might share some of the abandonned map i made)
Pretty great tuto Hammy, but isn't it a bad idea to replace stock material? You can just name the material anything else and then rename it "sun_flare" when copied in your mod folder.
When you import new material in Asset manager the normal maps needs to be a real normal map (purple, blue, pink...) and not the black and white one, otherwise AssMan will give you a fully pixelated images that cause alot of mess
I've done some test but is there a way to stop player from getting stuck in a moving wall because if a wall push the player it's fine but if the player try to walk into a moving wall he get stuck on it and/or block the whole platform and as i said in my first post the town remake by IZaRTaX did it well.
Hello there, I always thought that World at War can't allow player to stand on a moving surface like a zipline or anyrhing else, so the only solution was to stuck them in place on a script_origin with some script i assume. But recently i tried the "Black ops 2 [Town] (remake)" by IZaRTaX and the map contain the Mob of the dead plane and we are allowed to move on it (despite the fact that we can't jump) So i wanted to know how is it possible and/or how he did it ?
What an amazing job, when i first saw the map i thought it was a rip of the original map Just scripting question, how did you manage to allow players to move on the plane ? (without stucking them in place like with original plane or on the WaW zipline)
i alreay thought about the teleporter pad of der riese but it's a model not just a texture. by searching i found on Portal 2 texture file for that they call that refraction so i want to know if we can do something like that ?
EDIT: I just remembered that the effect i want is used by the Origins Pack a Punch texture
Yes i know those one, but i don't want this kind of texture, you can't do a depth like the denizen teleporter nor a multilayered depth (for another example their also used in mob of the dead in the cell room where their a dog near the spawn)