# answer below #
tei wrote:
Hello Cortex,
Now that HL2 is nearly coming out, do you really it's worth trying to
implement new things in HL1 ? I personnaly think it'd be a lost of
time...
Now, all the mods will move to the HL2 engine, and no more players
will stay on HL1 (or at least in
Cortex wrote:
I understand that HL1 is quite stable, has a lot of players on it, etc...
But I think that we can't go back to HL1, when HL2 will take up all
players... Why do you think HL2 won't be as fun as HL1's hldm was ? Hardcore
gamers don't care about graphics, but if they can have fun WITH
Ok.
I like tripple checked it again, and i am pretty sure that WeaponList is not
sent, at least it doest get caught by MetaMod and/or is not send to the
MetaMod Plugins ..
Maybe i am doing something wrong, but i get all other Messages, and i got
WeaponList in this Debug mode before too ( i log
After closer inspection it seems that WeaponList is now part of the server
signon block. I am not sure if MetaMod can hook into this data segment.
- Alfred
punisher wrote:
Ok.
I like tripple checked it again, and i am pretty sure that WeaponList
is not sent, at least it doest get caught by
So, i guess i have to hardcode the weapon definitions, back to my first
question, any chance you could give me the definitions which id is which
weapon ?
---
Punisher
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Alfred Reynolds
Sent: Saturday,
That was my source :D The last paragraph says it all.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ken Birdwell
Sent: Friday, September 19, 2003 5:29 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Re: hl1 engine suggestions
The definitive
I didn't know you could do the 'detail texture' thing. That's cool.
But with scrolling textures and stuff, that's pretty much already taken
care of, albeit a little tougher. Its done using individual images, so
it all depends on the framerate set by the graphics artist.
I would like to use
If you want a list, here you are:
name ammo idweap. id
weapon_p2289 1
weapon_scout 2 3
weapon_hegrenade 12 4
weapon_xm1014 5 5
weapon_c4
From unknown resons someone has moved WeaponList initialization
to ealier moment. Solution is easy, you need to catch
registration moment for WeaponList id. This way you can
track registration. See AMX cvs for more details, if you want...
Bye!
punisher wrote:
So, i guess i have to hardcode the
Stan Bubrouski wrote:
Cortex wrote:
Yeah but just cause HL2 is coming out, doesn't mean
all mods will have HL2 versions ready, so loyal players
will want to continue with the old engine. In my case
I won't be able to play HL2 for a while since it would
require me getting a new system. So
You can do detail textures now.
I've done all kinds of things with OpenGL in HL, by doing it in the
CLIENT dll, and so has others.
From moving clouds, to 24bit TGA texture loading, model rendering, I did
the rendering types on models that the newer hl engine has native
support for 2 years ago
Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of
weapon code like in multiplay_gamerules.cpp the reason for this is
because i need to use the values that it holds for something else also
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On Sat, 2003-09-20 at 15:24, Tuomo Virtanen wrote:
Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of
weapon code like in multiplay_gamerules.cpp the reason for this is
because i need to use the values that it holds for something else also
That's perfectly fine if you have a
I didn't know you could do the 'detail texture' thing. That's cool.
?:]
Detail texture add the high frecuency information that is los with low-res
captures (512x512,..). These high freceucny information is repetitivy... so you
can store has a separate 128x128 grayscale file. You combine the
I doubt to send this, has most people think that is late to have HL1
suggestions, but.. he!.. maybe some people will get this idea and use
in some way, or something. Only for fun factor, more suggestions here:
- -
I have a idea, that work, about 2D games with a Half-Life engine
(HL1/HL2.. )
Really impressive what you've done with the HL1 engine !
Congratulations !
=- Michaël Cortex Monerau -=
Tony omega Sergi wrote:
You can do detail textures now.
I've done all kinds of things with OpenGL in HL, by doing it in the
CLIENT dll, and so has others.
From moving clouds, to 24bit
I dont quite get it...
this is the thing i have been trying to get to work
if ( pPlayer-m_rgAmmo[m_iPrimaryAmmoType] 100 )
{
pPlayer-m_rgAmmo[m_iPrimaryAmmoType] += 1;
}
when compiling it just says m_iPrimaryAmmoType is undeclared
so i need to get it declared as uranium but i dont quite see how
Thank You
I found that part in the AMX source and will implement it later, hopefully
solving all problems with that issue :)
CS1.6, here we come
---
Punisher
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of olo
Sent: Saturday, September 20, 2003
You miss the point though.
With half-life, the client dll has access to EVERYTHING.
You can use hl as netcode only if you wanted to, and 100% render
everything inside the client dll, and shut off the internal renderer
itself (there are options in the client dll code that allow you to do
this!)
Oh boy. I will say this first. I like the potential the software has, so dont
get my wrong because my name is steamsucks. steamsucks because I dont
understand it. So I am asking for some help in understanding the software so I
can like steam and get my mod out to the public. I think steam is a
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