Re: [hlcoders] Congrats Valve!
Inversion for cybercafes can be too high, has HL1 still ran well on existing hardware. A new engine may need a huge investement on new hardware (mostly a new 3d card 200$ by station, and maybe +256 MB), and cybercafes are always short of money. Also I suspect the dedicated version of HL2 will need much more memory and better cpu, maybe even a hiperthread or a dual one board. Will be phisic for all players emulated on the server? We dont know how will ran the server on old hardware. This mean a enormeous group of people will continue, because can't afford he new game + the hardware enhancements. Anyway because HL1 is that old, I suspect this problem will be surprising smaller. HL1 will abe still a huge userbase worldwide, Its only USA, UK, etc users that will swich globally, west countrys. Its also important to check if HL2 need more bandwidth per player, some countrys (Brasil, Rusia and Aus) still has lots of users, but bad wires, still a lot *cough* modem *cough* users. Bandwidth can be optimized for modwise, I suspect, but latency its critical, will be interesting to check if player prediction its better on HL2. I am not a expert, trough. :I Andrew Foss wrote: 'grats. Oddly, I still have my HL 1.0 disc. (and case, and I think even the box...) It's been through hell and back with me, and it still works :D It's too bad Steam turned it into a coaster. :( I'm getting all sentimental... I think it's time to make a shrine... I have a semi-on-topic question: Will the hlcoders list continue on for HL2, or will there be another dedicated list? I'd wager that this would be reused for HL2, since the last SDK was _the_ last. I think Valve is declaring HL an EOL product... RIP, dear friend. I will miss the old days of mods... (Imagine how laughed at CS would be if it were released today...) On Thu, 21 Oct 2004 21:32:00 +0100, Ben Davison [EMAIL PROTECTED] wrote: (so, how about unlocking us folks on the hlcoders list a few days early, eh? :) Hehe if that was true and it got out to the general populace at large I think valves list server would combust into many pieces. But anyway many congrats to valve! It must have been a hard journey to make but you made it, and if the reviews are anything to go by you succeed. And im looking forward to building a MOD with the tools you set forth, and hopefully I can put it in my future portfolio. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders Sent: 22 October 2004 20:20 To: [EMAIL PROTECTED] Subject: [hlcoders] Congrats Valve! Since we're barely on topic anymore anyway, I figured I'd give a big W00T to Valve. Just got my PCGamer today and they had a very, very good review of HL2. I've been following Valve and HL since I got my HL 1.0 disc. (which I still have!) In the days of people hacking their own editors and having to build their own hacks into the engines to get their mods to work at all, Valve stepped forward and BUILT the modern mod community with cooperation and style, not elitism. Now its (hopefully) going to happen all over again! I'm psyched! I have been very worried over the past year that this version was never going to happen... glad to see it was not worth the worry. (so, how about unlocking us folks on the hlcoders list a few days early, eh? :) D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
The problem then is the make files will not be updated by steam for changes to the SDK (assuming the SDK release is still planned through steam). The 2003toolkit does nothing to solve this. You will have the same issues of update we have with the current SDK when you have to make hand adjustments to use later versions of GCC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, October 23, 2004 1:02 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] What MSVC version do you use/have? sorry but who gives a crap about the project files it should be a thing of a ouple minutes till someone converted those to a simple make file and then everyone is ready to go ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Attaching a weapon to an entity's model
Look at CStudioModelRenderer::StudioDrawPlayer function in client dll. Search it for if (pplayer-weaponmodel), and look, how it renders additional model. But using submodels will be easier i think.. OK basically I can spawn a model and can get it to follow me or whatever. Only bad part is that I'm trying to give the model a weapon and I'm not sure how to do it. Setting the weaponmodel string does nothing. Anyone have any ideas? Thanks, Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Congrats Valve!
I definitely remember a bandwidth test on CS vs CS:S when the latter first came out. They were about even. -randomnine- tei wrote: Inversion for cybercafes can be too high, has HL1 still ran well on existing hardware. A new engine may need a huge investement on new hardware (mostly a new 3d card 200$ by station, and maybe +256 MB), and cybercafes are always short of money. Also I suspect the dedicated version of HL2 will need much more memory and better cpu, maybe even a hiperthread or a dual one board. Will be phisic for all players emulated on the server? We dont know how will ran the server on old hardware. This mean a enormeous group of people will continue, because can't afford he new game + the hardware enhancements. Anyway because HL1 is that old, I suspect this problem will be surprising smaller. HL1 will abe still a huge userbase worldwide, Its only USA, UK, etc users that will swich globally, west countrys. Its also important to check if HL2 need more bandwidth per player, some countrys (Brasil, Rusia and Aus) still has lots of users, but bad wires, still a lot *cough* modem *cough* users. Bandwidth can be optimized for modwise, I suspect, but latency its critical, will be interesting to check if player prediction its better on HL2. I am not a expert, trough. :I ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing Grenades From a Player
Matt Judge wrote: Hello, I have a function which will remove all the weapons from a player (including Night Vision and Back Pack). Can anyone give me some pointers to remove smoke and HE grenades without forcing the player to use them? Your own MOD? Some other MOD? More details? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing Grenades From a Player
Jeffrey botman Broome wrote: Your own MOD? Some other MOD? More details? Sorry, my bad. I am coding this as a metamod plugin to be used with CZ and 1.6. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders