If your mod is only going to be boats, then wouldnt the lack of
acctually base players being replaced with vehicles balance out the
bandwidth issues slightly?
On Wed, 15 Dec 2004 08:10:38 +0100, tei [EMAIL PROTECTED] wrote:
Has other nice guy say (botman?) you can always cheat (maybe use
I'm not sure... I guess the only way to know is to try. :)
Just wish I felt a bit more reassured about the outcome.
On Wed, 15 Dec 2004 10:50:55 +, Andrew 45yrf [EMAIL PROTECTED] wrote:
If your mod is only going to be boats, then wouldnt the lack of
acctually base players being replaced
Hi Everyone,
Just wanted to inform you of a new web application I launched earlier this
week, which will help with your file releases. It allows you to post your
new file release and add your download link as the first mirror for the
file. Then, other mirrors have the ability to download your
I was wondering if there was any documentation on this or if you could point
me in the right direction to querying a server and getting a player list,
cvars, etc..
Josh
___
To unsubscribe, edit your list preferences, or view the list archives, please
You should be able to make your vehicles as lightweight from a
networking point of view in Source as in any other current or next
generation engine. You have complete control over how much data is sent
for each vehicle and it's generally not too tricky to move lots of logic
over to the client to
Personally I would do it myself so that way I could learn, and then I'd have
more of a knowledge of how the SDK functions then had I just waited for the
DM Code.. Did they even say they were releasing the DM Code? (I haven't
followed the posts for a while so not sure if they have or haven't said
Yahn we'd love to do that 32 vehicle mod... however coding has fallen
to me until I can find a dedicated coder and Im new at this and have
to wear Coder, PR, Webmaster, PM, and many other assorted hats...
while preparing for a newborn in a month ta boot! Got any free time
you want to dedicate to a
Learning through example is much more efficient then learning by
trial. If you have the time to spare, learn by trial. If you need to
get up to speed quickly or you don't have the time to spare, learn by
example.
What ever became of that Book that was suppose to be published about
modding for
I wish I had more. I'll probably do what I did on HL1 which was that
when people get pretty far along but get stuck with bugs, etc., I was
able to run their code against a debug engine and track down some of the
weirder issues. I think we'll be able to help in that way, definitely.
Getting you
Yeah, I noticed too. fov 90 made things look much better. I would have
made me motion sick, if it didn't stutter so bad.
On Tue, 14 Dec 2004 21:32:28 -0800, Kyle Keating [EMAIL PROTECTED] wrote:
reminded me of turok2, a cheap trick to up the framerate.
On Sun, 12 Dec 2004 23:08:40 -0600,
Indeed, I don't like copy-paste tuts. I don't see the point of writing
a open this file, find this line, and add this chunk of code that
I've written for you!!!11 happy coding! tutorial.
On Wed, 15 Dec 2004 11:13:46 +, Andrew 45yrf [EMAIL PROTECTED] wrote:
lol but even if you are a
Good to hear Yahn!
On Wed, 15 Dec 2004 13:18:33 -0800, Yahn Bernier
[EMAIL PROTECTED] wrote:
I wish I had more. I'll probably do what I did on HL1 which was that
when people get pretty far along but get stuck with bugs, etc., I was
able to run their code against a debug engine and track down
how about engine-LogPrint?
On Tue, 2004-12-14 at 20:55 +0100, tei wrote:
Matthew Lewis wrote:
Two questions:
3 answers:
Maybe you use the event log builtin on windows:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/reportevent.asp
For Linux you have
Just FYI:
Some of the built in engine logs only work in multiplayer. So you need
to set maxplayers 1 (run with +maxplayers 4 or something) to get
output.
Jay
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://articles.thewavelength.net/section/23/
http://articles.thewavelength.net/298/
these work well with some small brain power, and
should help you get the right idea
--- John \bKT\ Bellone
[EMAIL PROTECTED] wrote:
Was wondering if there are any examples out there on
how to (more
Was wondering if there are any examples out there on how to (more
specfically where to) get the code working for a Team Menu to choose the
team you wish to be on. Right now I'm looking around
FinishClientPutInServer() but I think it would come up before that?
Also wondering about timers... I have
Hi gang,
Has anyone sussed out the CreatePredictedEntityByName function? I'm
trying to make a client-side predicted beam entity, but i can't figure
out all the parameters. The command goes something like:
CBaseEntity::CreatePredictedEntityByName( const char *classname, const
char *module, int
I've since done a lot of optimizing on the vehicles in our mod and
have gotten the network traffic down to about 1kb/sec per vehicle
being driven. This is fine for our mod, we should be able to have half
a dozen vehicles on a map at one time.
I'm sure if you moved more stuff over to the client
I have tracers somewhat working,
However when I fire there is about a 3 second delay before I start to see
the bullet traces.
Then they move super slow like a matrix effect.
FireBulletsInfo_t Fire;
Fire.m_vecSrc = pPlayer-Weapon_ShootPosition( );
Fire.m_vecDirShooting = pPlayer-GetAutoaimVector(
I worked on and complete a hl1 mod for two years. I became very
efficient with that SDK and so far, hl2 seems very similar. If I need
to learn anything, its the new entity structure and some new variable
names and vgui 2.0. Other than that I just want to improve hldm2. My
entire hl1 mod was aimed
Did you try using the FX_FireBullets() function in the bare bones
sdk_fx_shared.cpp ?
It takes care of the client prediction issues you seem to be having
On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
I have tracers somewhat working,
However when I fire there is about
Make sure you don't have a Steam.dll/ClientRegistry.blob in the
Half-Life 2 directory (under your username) when trying to play
Half-Life 2.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Wednesday, December 15, 2004 9:59 PM
I get the Connection to servers steam lost. Could not acquire
necessary game files message while playing HL2 I don't remember this
happening before the 14/12 update.
On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote:
Nothings helps me about the message box
I can run Visual
Can you give some hings on how you managed to do that? I am planning
on having many vehicles in my mod, and don't have the time to rewrite
the netcode right now.
On Thu, 16 Dec 2004 13:08:38 +1000, Teddy [EMAIL PROTECTED] wrote:
I've since done a lot of optimizing on the vehicles in our mod
If you don't need to predict the creation of the entity, but just want
to predict it's state, then you don't need to use that API. Otherwise,
have a look at where CREATE_PREDICTED_ENTITY is defined in
c_baseentity.h. Predicting entity creation is something we use for TF2,
but the HL2/HL2DM/CS:S
I fixed it.
I had something screwed up somewhere else which caused this sorry about
that..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, December 16, 2004 12:01 AM
Subject: Re: [hlcoders] Bullet tracers
some people learn modding this way
actually this chunk of code and this line its very valuable to
understand how thing work
no new modders = community dyiing
Hasan Aljudy wrote:
Indeed, I don't like copy-paste tuts. I don't see the point of writing
a open this file, find this line, and add this
lol but even if you are a noobie coder, what you really need is the
theory behind what you are doing. Copy and paste is a simple fix to a
larger problem. But if Tutorials brought up more of the theory behind
the code rather than just offering up a copy and paste tut then the
world would be a
Nice.
Another solution can be to add a tiny HTTP webserver to steam, and able
Dedicated Server to query files to my Steam app :D
Timeline:
1) I make the mod Yadda, with files foo.mdl and bar.wav
2) I publish the info somewhere
3) The dedicated server owner query to Steam my mod.
4) Steam give my
take a look at gsquery cvs it shows you how to query the new engine in php ;)
On Wed, 15 Dec 2004 13:17:44 -0500, Josh [EMAIL PROTECTED] wrote:
I was wondering if there was any documentation on this or if you could point
me in the right direction to querying a server and getting a player list,
ChessMess wrote:
Learning through example is much more efficient then learning by
trial. If you have the time to spare, learn by trial. If you need to
get up to speed quickly or you don't have the time to spare, learn by
example.
What ever became of that Book that was suppose to be published about
hmm .. I have both of them, lol :D
but don't I need them for debugging? atleast steam.dll?
On Wed, 15 Dec 2004 22:05:35 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Make sure you don't have a Steam.dll/ClientRegistry.blob in the
Half-Life 2 directory (under your username) when trying to
You need them to debug your mod, but they can't be there when playing
Half-Life 2 (for now, our next release will remove this limitation).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Wednesday, December 15, 2004 11:02 PM To:
33 matches
Mail list logo