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Popular Content

Showing content with the highest reputation on 04/06/20 in all areas

  1. Hey guys and gals, Seeing as there haven't been many updates in terms of the map rotation and map upgrades, I thought I'd take it upon myself to start a map upgrade thread. I have a pretty great knowledge of Hammer mapmaking but I'm not at a point that I'd like to start making my own maps. Therefore, I thought it'd be a good idea to start upgrading/bugfixing maps that are currently on the server. If you have map requests, about maps that need to be upgraded, bugfixed, or maps that are poorly balanced, please follow this format: Map Name: Bug, Feature, or Both? Request: Note: This isn't endorsed by HGDC at all, I'm just hoping to have some improvements made on our current maps. Thanks!
    2 points
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  3. HG have already tried changing the airaccelerate from 100 to 10 and 10 to 100, there is and always will be bhoppers whether you like it or not. Altering the tickrate too will prove futile too since 100tick and 66tick really have minimal effects on bhop in my opinion. I would direct your attention to the fact that HG do have servers which enable bunnyhopping through sv and others that don't and would recommend moving to those if it is such a big deal for those complaining. Learning to deal with bhoppers is probably a player's best bet instead of complaining like others in the past, it won't get you anywhere. Cheaters who use external / internal scripts and macros to bhop are worthy to be condemned in this post, however, those who have spent THOUSANDS of hours to learn how to efficiently bhop under specific constraints like 0-10 air accelerate and sv_enablebunnyhopping 0. It is a skill like any other, you practice to become better, the same way you would sit in a deathmatch server for hours working on your crosshair placement, spray control and general aim. I would also suggest looking at the "bigger picture" here, there has been hundreds of thousands of bhop servers in the past, even an HG bhop server back in the day, and its a shame that people feel this way about a part of this game that really brought a lot of people to love and cherish the game. It is probably to move onto a different server or a different game in general if said person feels this way about this particular part of CSS.
    1 point
  4. Congrats and really thank you !!
    1 point
  5. I'm late on this, but: Welcome back to the community @Destroy !
    1 point
  6. Hello and welcome to my guide on how to add content to a Garry's Mod server, more specifically how to add playermodels to Zombie Survival! To begin with you're gonna want access to a few programs, any alternatives are fine but these are just what I use: paint.net: https://www.getpaint.net/ paint.net vtf support plugin: https://forums.getpaint.net/topic/115351-vtf-plug-in-for-paintnet-filetype/ gmoshui: https://github.com/FPtje/gmosh/releases/tag/v2.1.0alpha gmpublish: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin" or https://garrysmods.org/download/53790/ Now let's start with a model to add; https://steamcommunity.com/sharedfiles/filedetails/?id=754962442 Make sure you have always gotten permission to add/use/or modify anything from the workshop. Now take note of the last numbers in the workshop link, launch up gmosh and navigate to "Workshop Tools" Take the last numbers of the link and put it into "Workshop ID", click "Get info" and your screen should match mine: Download it to whichever directory you want, I'll put mine in "D:\Models" Once it's finished downloading, navigate to the folder. You will see (in this case) 3 folders, materials, models, and LUA. Now we will compress some textures, go through the materials/models/player/pepe/ until you have reached Typically for textures this small we can upload them straight away without having to worry about compression, but for tutorials sake we will do a quick run through; Open up eye.vtf and click 'Save As' once it opens up, click on eye.vtf and then go through the confirmation screens until you have reached a new UI. Change the 'Template' to "Compressed Texture" and click OK. (The file size won't change because the texture has been compressed previously by the uploader, but for any other larger model the file size will go down). Repeat this process for the other VTF files (iris.vtf, mouth.vtf, shirt.vtf, skin.vtf). Note, other models may have other textures so the files you will need to compress will differ with each model. Next we will create a workshop addon to host/hold the files for the server. This part is vital so everyone else can see "textures" and not floating red errors. Create a new folder in whatever directory you want, mine will be "D:\Workshop Addon 1". Go back to where you downloaded your model files to and copy paste the materials and models folder into your new workshop directory. Now launch gmpu. Make sure the 'Mode' option is set to Create. We won't be using the other options for this guide but a quick run through shows that; 'Create GMA' will compress your workshop folder into a GMA file, which is what GMOD recognises as workshop addons. 'Update' will require you to select one of your previously uploaded addons and then select whichever folder holds the files specific to that addon. 'Extract' will require you to select a GMA file and extract, or decompress it. Once you are on the Create option, you have a little freedom to choose the name of your addon, icon, and some descriptive terms. In my case I will be uploading this as a Tutorial so I'll name my addon "Test" (McLovin you should name yours as "Model Content 1") When selecting the folder to upload, ensure it is the parent folder directly above 'materials/models'. These are the options I have selected for Addon.json. It doesn't really matter but it helps if people need to search for your content or come across it and don't know what it is (see my latest upload). When selecting an icon, keep in mind it MUST be 512x512 and in jpg format. Go down and press "Add to Queue", and then press "Execute". If it's completed then it will say Success! in the Log section. If not then double check that you have selected the correct parent directory and that you have not left in any blanks in Addon.json. Go to your Steam Profile and click on "Workshop Items" It should be the latest one uploaded on your page, mine is here https://steamcommunity.com/sharedfiles/filedetails/?id=2026306755 Grab the last digits of the URL and now launch SourceTree or whichever program you use to edit code. Go to your Workshop folder and copy the models folder, paste this into "addons\zsmodifications\". This will upload the model files to the server once you press commit and push. Now on any LUA editor, open up the following files: \addons\zsmodifications\lua\autorun\server\sv_hg_workshop.lua \addons\hg_base\lua\autorun\sh_playermodels.lua In sv_hg_workshop.lua you will want to add your new Workshop Addon Add a new line to link your workshop collection to the server: In this case: resource.AddWorkshop("Your workshop ID") -- Label Save this file In sh_playermodels.lua decide on if this should be a VIP/Gold or regular playermodel. I'll choose a regular playermodel. Add a new line to link your playermodel and model hands. RegMd( "Model Name", "Model Directory", "Model Hands" ) So for this model it would be: RegMd( "Pepe", "models/player/burd/pepe/pepe.mdl" , SleevedCSHands ) If you don't know the directory for the model, go into the directory you downloaded the file to and open the lua folder, until you reach lua\autorun\[model name].lua (Mine was pepe_pm.lua) and copy paste the model directory from there. (note, sleevedcshands are just used because the model does not come with it's own hands, if it has it's own it will be provided in the LUA file.) Commit and Push all the recent changes, launch GMOD and connect to debug. Ensure you have committed the models and two LUA file changes. Open playermodels and check if it is there (server will require a restart or map change). If it is, then you've successfully uploaded a model to ZS and it will be viewable by everyone else.
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  7. welcome to HG!
    1 point
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