I'm no expert or anything, but following that link, and the source engine
documentation:
Q. Can I use Valve IP in my Source Mod?
A. Yes. However, please make it clear on your store pages that your mod is
a mod and not created by Valve. Also, please do not distribute levels
directly taken from
Pretty sure you can't do it anymore, because all of the content is now in
vpks. So you need 2013 to be able to mount the other games, as they also
use newer engine now.
On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar wrote:
> Hey guys, I am back again with another problem.
It's probably the encoding of the txt file.
On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell wrote:
> I decided to compile the stock SDK 2013 code today and the linux build
> outputs the same error message when dedicate server is loading:
>
> CSoundscapeSystem::Init: Manifest
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
I believe Tony Sergi once told me it could be implemented
I'm still standing by what I said before, You either saved over top of your
VMF's from 2012, and went over the limit again, or you lost your modified
versions.
The vmf's in your zips do not build with the orange box tools from 2012, or
the ones that released with the SDK in the end of 2007. let
, please tell me! Thanks!
On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi
omegal...@gmail.com
wrote:
if i remember correctly, it's sort of a bug. you need to replace a
specific file, or gameui won't read certain strings. I can't remember
which
one right now though.
On Fri, Jun
...@gmail.com
wrote:
Thank you!
On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi
omegal...@gmail.com wrote:
https://developer.valvesoftware.com/wiki/View_Models
https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
https://developer.valvesoftware.com/wiki/SDK_Docs
http
you have to modify pm_shared to do anything with player collision.
changing the solid will just change interaction of the player with
non-world/player entities.
all player collision is handled via the movement traces/hulls.
i don't have anything infront of me anymore, but it's all there.
On
folders in the games but don't see
any sounds themself. Do i have to use GCFScape or something?
Sorry if i
sound like i have no experience, i've just been very tired
recently and
didnt get a lot of sleep.
On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi
omegal...@gmail.com
https://e.mail.ru
Isgar gisg...@gmail.com wrote:
My mod didn't come with existing sound files. I've also read the developer
wiki, but i didn't find much, so i'm asking you.
On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com
wrote:
open existing sound files and sound scripts and look. also
open existing sound files and sound scripts and look. also read the
developer wiki.
On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:
Hey guys, i have another question! How do i change weapon sound for my
mod? What format does it have to be and what files do i need to edit?
steamapicontext-SteamUser()-GetSteamID()
On Sun, Feb 8, 2015 at 3:41 AM, David Buckley druck...@gmail.com wrote:
How do I get a player's Steam ID on the client before they have started a
game?
Many of the functions require a Player (which doesn't exist until they
launch a game).
David
I can try, I guess.
On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics purban...@hotmail.com
wrote:
I woke up today and instantly was like: WTF was I thinking, he can't play
the MOD, I only sent him the maps.
:-)
Do you want the whole thing? Can you investigate any further with that?
I
it says the brush 2088334, has an issue on side 5..
so.. use go to brush and fix the brush.
On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics purban...@hotmail.com
wrote:
Tried compiling and I instantly get:
...
brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw
...
reason), the other two don't. Do you
have any idea on how to get round this?
Many thanks,
Dave
On 14 December 2014 at 08:12, Tony omega Sergi omegal...@gmail.com
wrote:
Oh, and adding to it;
you can do it the same way the gamerules determines what weapon is used
to cause damage
the only time it's ever populated is if the weapon doing the damage
actually sets it while constructing the damage info.
default code, ie: single player, does not afaik.
(look at FireBullets)
On Sun, Dec 14, 2014 at 12:48 AM, David Buckley druck...@gmail.com wrote:
Hi,
I've been trying to
what weapon an NPC is firing.
On Sun, Dec 14, 2014 at 5:11 PM, Tony omega Sergi omegal...@gmail.com
wrote:
the only time it's ever populated is if the weapon doing the damage
actually sets it while constructing the damage info.
default code, ie: single player, does not afaik.
(look
That's not really a good way to do an announcer.
What you should do, is make a function on the client to play the
announcements, via a byte or something (index in an enum)
and dispatch the message (ie: register a msgfunc) to players, and let them
play the sound locally on the client.
You then
possible?
Thanks!
Sent from Samsung Mobile
Original message
From: Tony omega Sergi
Date:06/08/2014 17:24 (GMT+01:00)
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] HUD/VGUI only in Render Targets?
Yes, it's possible out of the box.
On Thu, Aug 7
or.. just issue the pause command.
which does the same thing. it stops simulation, stops time from advancing,
but ui still clearly works, and it still renders, and will still take the
commands, just.. run them after unpause.
On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer kra...@siosphere.com
ah, commands still go through.
On Tue, Jul 22, 2014 at 11:44 AM, Tony omega Sergi omegal...@gmail.com
wrote:
or.. just issue the pause command.
which does the same thing. it stops simulation, stops time from advancing,
but ui still clearly works, and it still renders, and will still take
I don't understand why you need to use stl at all.. when the reason why
it's incompatible, is because pretty much every use of stl has been wrapped
by valve functions in order to tie it all into the memory manager. tier1 is
full of engine compatible containers and whatnot for anything you could
I haven't updated this in a long while, and is out of date, but, you can
see the changes required to make the hl2mp player work like it did in the
orange box SDK.
https://github.com/tonysergi/source-sdk-2013/commits/master
there also might be one thing missing that i had never committed for it,
do you walk animations have the correct motion extraction (LX stuff) in the
qc?
On Sat, Jun 14, 2014 at 11:57 AM, Tom Schumann schumann@gmail.com
wrote:
Are you getting any dump files? I don't think the engine should crash if
it can't find a model anyway.
On 9 June 2014 13:04,
What if you want single player AND multiplayer?
On Tue, Jun 10, 2014 at 6:12 AM, Joe Ludwig j...@valvesoftware.com wrote:
This options panel will appear if the game is marked as multiplayer_only
in gameinfo.txt:
GameInfo
{
game HALF-LIFE 2
@list.valvesoftware.com
Subject: Re: [hlcoders] Using EP2 content from Single player SDK in a
multiplayer game
You can't put ep2, or other Valve content not part of the
multiplayer/single player installs into your own content depot?
On Fri, May 30, 2014 at 1:36 PM, Tony omega Sergi omegal
curstate.health
not pev-health
ie:
for (int i = 1; i MAX_PLAYERS; i++)
{
cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i);
if ( pl pl-player )
{
ALERT( at_console, [%s] has %i health\n,
g_PlayerInfoList[i].name, pl-curstate.health );
}
that hadn’t been rebuilt.
Joe
*From:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Tony omega Sergi
*Sent:* Sunday, May 11, 2014 12:50 AM
*To:* Discussion of Half-Life Programming
*Subject:* [hlcoders] VR / Oculus - Broke as of Yesterday
As of sometime yesterday, I can no longer use Oculus with the Source SDK
2013 Singleplayer binaries (based on the source code that is on the
github). It always crashes on startup now with -vr on the command line.
If I launch just source sdk 2013 singleplayer with -vr, it does
initialize.. however
@hotmail.comwrote:
Isn't prediction generally disabled in SP titles, though? I'm asking
bercause cl_predictionlist doesn't show any predicted entities, neither
when running my own .dlls nor in HL2 and cl_predict is disabled, too.
*From:* Tony omega Sergi omegal...@gmail.com
*Sent:* Friday, 11 April
*To:* hlcoders@list.valvesoftware.com
That's very helpful, thanks.
*From:* Tony omega Sergi omegal...@gmail.com
*Sent:* Saturday, April 5, 2014 20:53
*To:* hlcoders@list.valvesoftware.com
*PlayerMove::SetupMove / *Prediction::SetupMove
ucmd-forwardmove *= 0
*PlayerMove::SetupMove / *Prediction::SetupMove
ucmd-forwardmove *= 0;
ucmd-sidemove *= 0;
ucmd-upmove *= 0;
*Input::ApplyMouse to stop it from adding.
On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wave@hotmail.comwrote:
I've found a
it says it differs because on the dedicated server, it has a different copy
of the client.dll.
and vac doesn't even take effect unless binaries are digitally signed.
On Sat, Mar 1, 2014 at 8:30 AM, Ryan Stecker voidedwea...@gmail.com wrote:
VAC doesn't operate on sourcemods, you're free to
AFAIK networked vectors send the entire vector every time any element in
them change.
if nothing in the vector changes, the vector doesn't update.
I may be wrong, but that's the way I've understood it to be.
If you want a really good place to look to understand how the network delta
stuff works
You could easily do it, I just don't understand why you'd bother because
it's just overkill.
You'd be better off just using something like Unity, or making it from
scratch.
On Sun, Nov 17, 2013 at 10:06 AM, Phlox Icon phloxi...@gmail.com wrote:
I want to make a game in a similar style to The
there is a gameui loading screen override method in the client, so you can
insert a custom panel directly. (that's what tf2 does)
On Sun, Oct 6, 2013 at 3:40 AM, Jan Hartung jan.hart...@gmx.de wrote:
Hi,
** **
I’m looking for a possibility to customize the loading screen. Actually we
Gamerules have to do it. As far as the server.dll is concerned, if you take
a scratch code base, or hl2mp or whatever, it doesn't know what commentary
is.
On Fri, Sep 27, 2013 at 2:33 AM, Ross Bemrose rbemr...@gmail.com wrote:
In TF2, opening maps for commentary seems to ignore the normal
Your firewall is open?
Your router is forwarding the correct ports?
On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung jan.hart...@gmx.de wrote:
sv_lan is set correctly and a heartbeat is sent as well, so that cannot
cause the issue.
** **
___
To
virtual ShadowType_tShadowCastType()
On Thu, Sep 12, 2013 at 10:01 AM, eric.br...@dnbrown.net wrote:
Hello,
I'm trying to use the cloaking shader to make a player semi-invisible in
my multiplayer mod, but when I add the EF_NOSHADOW effect to the player
(while toggling the cloaked
, Tony omega Sergi omegal...@gmail.comwrote:
virtual ShadowType_tShadowCastType()
On Thu, Sep 12, 2013 at 10:01 AM, eric.br...@dnbrown.net wrote:
Hello,
I'm trying to use the cloaking shader to make a player semi-invisible in
my multiplayer mod, but when I add the EF_NOSHADOW
Because then users wouldn't be able to reconnect automatically, which Is
what that he wants to happen.
You could accomplish the same thing by using map instead of changelevel
Which is obviously not what he wants to do.
On Tue, Aug 13, 2013 at 6:18 AM, amck...@yahoo.com wrote:
Why not add a ban
just make another entity class (client only) that handles additional
items/weapons. and update them depending on the state of the item,
attaching to whatever you would like, ie: make an attachment point on your
player models back so holstered rifles can go there.
Then you simply update them on
of course it's possible, but you have to change everywhere that uses
VEC_HULL_MIN/MAX to use your own method of grabbing it.
or just simply; don't use them from the gamerules in the player, instead
make your own list of boxes/viewheights and then set them according to your
'class'.
it also means
FYI, hl2, episode 1/2 etc, detect the same.
On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote:
There’s always something to miss when looking for info ;)
Anyway, manually setting the DX_Level1 value to 95 resolves the issue.
However, when I run the game with
you made a typo.
#if defined( CLIENT_DLL )
#define CEquipCard C_EquipeCard
#endif
see it? :)
On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote:
Was trying to create a new weapon base but I keep getting
shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653:
, 2013 at 8:48 PM, Tony omega Sergi omegal...@gmail.comwrote:
you made a typo.
#if defined( CLIENT_DLL )
#define CEquipCard C_EquipeCard
#endif
see it? :)
On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote:
Was trying to create a new weapon base but I keep
you use findentitiesinsphere (or one of the other findentities functions)
to make a list of entities within range, and then you iterate the list and
check if they're in Fov.
-Tony
On Fri, May 3, 2013 at 3:20 AM, Phlox Icon phloxi...@gmail.com wrote:
I've been searching around and discovered
It is networked though, It's never been invalid for me; other than it's not
predicted.
So either something is wiping it out for you, or you're trying to catch an
impulse use.
It will only ever be valid outside of one frame (And networked) if it's a
continuous use, (ie: holding the use button on
Since this Is HLCoders, I would assume that you're actually programming
here.
So, what I would do first is make a slowmo autogamesystem that manages the
slowmo effect, ie: the start and stop and maintain.
Start would setup a value for the start time, and the end time (when it's
at lowest value)
use the function ScreenTransform to convert world coordinates into screen
coordinates which you can use to draw an object on the hud.
-Tony
On Mon, Sep 24, 2012 at 10:42 PM, tja...@comcast.net wrote:
Hey guys,
I'm trying to make somewhat of a objective entity that displays a text,
similar
the SDK Source code matches Source SDK Base 2007, not any of the other
ones.
the 2006 source code matches Source SDK Base, and no other game itself.
If you want to run as if it was purely hl2mp, you need to leave it using
AppiID 218, and then mount the hl2mp content.
-Tony
On Mon, Sep 24, 2012
They're both procedural.
either making a material proxy with a textureregenerator, or using
DrawSetTextureRGBA, which does the same thing.
-Tony
On Tue, Aug 28, 2012 at 2:25 AM, Saul Rennison saul.renni...@gmail.comwrote:
Using DrawSetTextureRGBA for drawing is no problem for me with CEF. Why
could do it all code wise easily.
On Sun, Aug 19, 2012 at 1:54 AM, Tony omega Sergi omegal...@gmail.com
wrote:
It's not that it's all over the place but rather they are different
components of the entire process.
The majority of the actual movement is handled inside gamemovement.
the in_
It's not that it's all over the place but rather they are different
components of the entire process.
The majority of the actual movement is handled inside gamemovement.
the in_* (CInput) handles the raw input itself for the local client (and by
default the view angles as manipulated by the mouse)
altogether...
On Mon, May 28, 2012 at 11:04 PM, Nick xnicho...@gmail.com wrote:
I find this code of yours to be quite interesting is there any chance
we could get a copy or sample of how to recreate?
On Mon, May 28, 2012 at 4:02 AM, Tony omega Sergi omegal...@gmail.com
wrote:
I only create
of the game system.
On Tue, May 22, 2012 at 9:26 PM, Tony omega Sergi
omegal...@gmail.comwrote:
http://youtu.be/Zl1K4Ep9jVg
That was mine. I'm sure i have the code laying around somewhere.
Also, I did an alien swarm implementation as well, i'll look around for
it, if need be.
After thinking about
I sent this to the licensee list, and figured I could also post it here:
FYI::
Inside CalcAbsolutePosition()
The following...
if ( m_iParentAttachment != 0 (m_pMoveParent-GetFlags()
EFL_SETTING_UP_BONES) )
should be..
if ( m_iParentAttachment != 0 (m_pMoveParent-GetEFlags()
it with CBaseEntity::Create ...
On Sun, May 20, 2012 at 9:29 PM, Tony omega Sergi
omegal...@gmail.comwrote:
The point of this system is so that you DON'T have to network anything.
You don't create an entity, and you don't network any information.
If you start doing that, you might as well just make
..
On Tue, May 22, 2012 at 4:34 AM, Tony omega Sergi
omegal...@gmail.comwrote:
.. Make an AutoGameSystem.
On Tue, May 22, 2012 at 2:17 PM, Psy_Commando psycomma...@gmail.comwrote:
Finally got it to work, the server part at least. For some obscure
reasons, my manager entity spawns only
with model data.
Also, what do you mean Adam by assigning the sprites your particle
manager?
On Sun, May 20, 2012 at 1:26 AM, Tony omega Sergi
omegal...@gmail.comwrote:
I did something similar to this in Project Valkyrie for all projectiles
that don't need special functionality like seeking
, and ask for the next week
what's
still wrong.
On Wednesday, May 2, 2012, Tony omega Sergi wrote:
Like i said in the first place.. it's only simulating properly on ONE
SIDE. which is why you're jittering.
I'm sorry I don't have time to actually play with it for you, but if
you
the
problem is with the rest of us.
On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando
psycomma...@gmail.com
wrote:
Alright, what else could be causing jittering ? There is
so little going
on
in that entity.
On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi
omegal
As I said. looking at your prediction dump, it's not actually predicting
properly.
Either they're not updating at the same rate, or they're not running the
same code producing the same results.
see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg
notice in red, velocity is 0 0 0 that
.
On Thu, Apr 19, 2012 at 11:40 PM, Tony omega Sergi
omegal...@gmail.comwrote:
I can't remember by reading that output, without seeing your code, but
the prediction dump is showing that the entity is 0 0 0 on either the
server or client.
ie: it's only moving on one, and not both.
That's your
I can't remember by reading that output, without seeing your code, but the
prediction dump is showing that the entity is 0 0 0 on either the server or
client.
ie: it's only moving on one, and not both.
That's your jitter.
-Tony
On Fri, Apr 20, 2012 at 9:41 AM, Joel R. joelru...@gmail.com
Minh discovered a *really silly* copy and paste mistake that I made in 2008:
inside *viewpostprocess.cpp* --
static float GetCurrentBloomScale( void )
{
*--snip--*
//Tony; in multiplayer, get the local player etc.
if ( (pLocalPlayer != NULL pLocalPlayer-m_Local.m_
PM, Joel R. joelru...@gmail.com wrote:
http://www.youtube.com/watch?v=5y6a_oFtNiI
On Thu, Mar 1, 2012 at 10:35 PM, Tony omega Sergi
omegal...@gmail.com wrote:
This actually will work in Source, as the input/view stuff is
basically identical:
http://articles.thewavelength.net/269/
-Tony
This actually will work in Source, as the input/view stuff is basically
identical:
http://articles.thewavelength.net/269/
-Tony
On Fri, Mar 2, 2012 at 5:09 AM, Craig Louie craiglo...@gmail.com wrote:
Thanks Joel! I'll also try out your method when I get home. I'll keep
everyone posted on my
I'm not entirely sure because it was hard to read, but if you fix all of
the errors in the console spam, you might solve your issue...
On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando psycomma...@gmail.com wrote:
yeah, they have smg1
On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison
) :
Couldn't find attachment forward on skeleton Combine_Soldier.mdl for object
comb1
But I'm pretty sure its some kind of conflict in the ai or weapon.
On Sun, Nov 27, 2011 at 4:43 PM, Tony omega Sergi
omegal...@gmail.comwrote:
I'm not entirely sure because it was hard to read, but if you fix all
to the discussions. Like Jan said.
Could be useful for brainstorming though...
On Sat, Oct 29, 2011 at 10:53 PM, Tony omega Sergi
omegal...@gmail.comwrote:
This is the one and only time that i'm going to reply to anything you've
said,
*Pro-Tip*: Don't Post here when you're High.
You make
This is the one and only time that i'm going to reply to anything you've
said,
*Pro-Tip*: Don't Post here when you're High.
You make no sense 100% of the time.
-Tony
On Sun, Oct 30, 2011 at 5:11 AM, Sam aersi...@gmail.com wrote:
just thought of this...one 'new' game based on tf2 might be
Did you even try it?
On Sat, Sep 17, 2011 at 12:44 PM, Jonathan White
killermonke...@gmail.comwrote:
Not only is that the worst response known to mankind….. but it doesn’t fix
anything.
** **
Sorry to be blunt, but this is clearly something wrong with the .dll
recently updated by
And to be clear, that's right click -: Run As administrator.
Mflux had the same problem, and this was what fixed it.
Of course this is all under the assumption that you're running a version of
windows that has UAC.
On Sat, Sep 17, 2011 at 6:24 PM, Tony omega Sergi omegal...@gmail.comwrote
Run visual studio as administrator.
On Sat, Sep 17, 2011 at 10:10 AM, Jonathan White
killermonke...@gmail.comwrote:
http://forums.steampowered.com/forums/showthread.php?t=2110439
A recent update introduced a very annoying bug when running a mod through
visual studio... You get prompted with
Do it on the client in CBaseViewModel. Create a client side entity and
attach it to the view model.
2011/8/22 Arthur Blizzard atrblizz...@live.com
Hello.
I'm trying to create another model entity on the viewmodel which to be
attached to the weapon. Basicly, what I'm trying to do is to use
of the server throws an error
just tried to upload the files to the folders in cstrike
when I start server in cs 1.6 i got an error
User Msg 'ResetHUD': 1bytes written, excepted 0
2011/8/18 Tony omega Sergi omegal...@gmail.com
SDK 2.3 absolutely works on steam. What makes you think it doesn't
SDK 2.3 absolutely works on steam. What makes you think it doesn't?
On Thu, Aug 18, 2011 at 1:19 AM, Daku dawid szo2...@gmail.com wrote:
i have SDK 2.3 but it doesn't work on steam ;/ if i had running source
I was able to write their own very similar modification to CS.
I am a disciple of
Why are you on this list?
This is not a blog.
You don't want help obviously, and if you're going to post, please for the
love of god edit out all of the previous emails.
Secondly, You don't need to buy Sketchup, the free version has everything
you'd need to make something for source, and there
don't use the asw animstates. just replace it entirely.
unless you're planning on keeping marines as separate entities.
On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando psycomma...@gmail.com wrote:
Yet another question. This time about animstates. I'm trying to
re-integrate parts of the hl2mp
btw, there *really* aren't *that many* differences between 2007 and 2009,
granted, it probably would be nicer to have an SDK for it, just so that it's
the latest and greatest, but there are no significant changes in the code.
and last i looked, it should have no problem loading 2007 compiled mods,
Oh, and when I say there are no significant changes in the code, i mean the
publically available mod code. not engine, and stuff only valve + licensee's
get.
On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.comwrote:
btw, there *really* aren't *that many* differences between
I swear this guy is a bot.
On Sat, Jul 16, 2011 at 5:13 PM, Sam aersi...@gmail.com wrote:
How about making a game or toolkit around the SDK that's easier to learn or
use?
Maybe something that's useful for the people here, why are you all
here now, and not working for a games company?
How
--
oh wow, this has been in my drafts for months unsent. Oops.
--
does your dedicated server have all of the vmts? as most people know, you
don't need to include vtfs in a DS package, but the DS still needs vmts and
models for vcollide and material system to read surface props.
On Sun, Aug 29,
As do I. I rarely ever reply however.
On Tue, May 10, 2011 at 7:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
wrote:
I still read it, too...
2011/5/10 Jonathan Murphy nuclearfri...@gmail.com
I still read everything.. :p
___
To
I would think, given that scaleform requires a license to use, and to attain
their SDK, that noone would be implementing scaleform into SDK code, but
would rather do it as a licensee, and into the engine properly.
Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.
On Wed, Apr
It's destructing the container the pointer to your object is stored in, not
the object itself.
PurgeAndDelete on the other hand will destroy the object itself as well.
On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma drunkenf...@hotmail.com wrote:
Your point about #3 does indeed look fishy. I'm
did you make any changes to screenshakes?
On Fri, Apr 1, 2011 at 1:14 PM, Maarten De Meyer maar...@off-limits.bewrote:
No, both windows and linux. I suspected it was a valid construction.
Still, that leaves me out of ideas :P
--
when they die, put their position into a vector.
when they spawn, move them to the vector.
-Tony
On Wed, Mar 2, 2011 at 5:27 PM, Adam amckern McKern amck...@yahoo.comwrote:
Its for a source mod
Owner Nigredo Studios http://www.nigredostudios.com
--- On *Wed, 2/3/11, QSDev
...@yahoo.comhttp://au.mc335.mail.yahoo.com/mc/compose?to=amck...@yahoo.com
wrote:
Check the attachment for my idea in a nut shell.
Owner Nigredo Studios http://www.nigredostudios.com
--- On *Wed, 2/3/11, Tony omega Sergi
omegal...@gmail.comhttp://au.mc335.mail.yahoo.com/mc/compose
player_weaponstrip just uses RemoveAllItems. but it still does't set the
boolean to false.
you have to actually do ShowViewModel( false ); in order to set the
boolean.
I don't have unmodified code here, but I don't believe it is ever actually
used in unmodified code, it just exists.
-Tony
On
Yeah, he's just not precaching it in the correct spot.
move the precache to a normal precaching place.
wow so cryptic, but i don't remember right now what the default locations
are besides the player precache.
On Wed, Dec 1, 2010 at 4:04 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:
I
... The particle system in 2007 is nearly identical to L4D's.
The system was created for Orange Box.
Now, if you're referring to the code based particle system.. that's been
there since HL2 shipped.
-Tony
On Wed, Nov 17, 2010 at 6:08 AM, nick seavert atomicpo...@yahoo.com wrote:
This is
PropertyDialog.
you create inherit PropertyPage for your panel, and add them to a
PropertyDialog.
-Tony
On Sat, Nov 13, 2010 at 7:45 AM, Trevor 'Drak' dhlco...@wowway.com wrote:
That's correct, it's used in the MP3 Player example. My bad, thank you! :D
-Original Message- From: Saul
half-correct.
they reside in their own lump, the static prop lump.
the engine loads them -like- entities (they have a client-side render handle
etc, and are pretty much identical to entities in that regard) and they do
have a serialized index so decals created on the server can be applied to
them
I originally used your skeleton, but deleted all of it and went with my
template because it was easier. hehe
I have the modified skeleton stuff though if you want it at some point, but
because of gameui, it ends up not being much of a skeleton, and you end up
having to re-implement a lot.
On
omega Sergi omegal...@gmail.com
wrote:
Yeah, I'm in Korea.
Anyway, I was messing around with the Alien Swarm stuff today and I've
gotten most of the template ported over and working. Before it's easily
useable I have to convert the VGUI panels though.
http://www.omegaowns.us/omega/swarm
you're welcome.
I'm heading to bed, cuz i have to work in the morning, but here's the
results of my Sunday:
http://www.youtube.com/watch?v=PBZFPillw9E
when i find more time i'll continue it, but this week i'm going to be very
busy.
-Tony
On Sun, Oct 31, 2010 at 9:02 AM, Cory de La Torre
It was implemented purely in game code.
and As far as I know, noone merged it out beyond the SDK code.
On Sun, Oct 31, 2010 at 10:52 AM, Tom Edwards cont...@steamreview.orgwrote:
I know all about that, but since the mod I'm working on doesn't have any
binaries at the moment I wanted to avoid
Yeah, I'm in Korea.
Anyway, I was messing around with the Alien Swarm stuff today and I've
gotten most of the template ported over and working. Before it's easily
useable I have to convert the VGUI panels though.
http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg
When I have more time,
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