Hi. I'm wondering how you control which maps do/don't show in the map list in
Create Server in GoldSrc. In my mod, all maps show, including singleplayer
maps. In normal Half-Life, only the MP maps show. Any ideas?
://developer.valvesoftware.com/wiki/The_liblist.gam_File_Structure#mpfilter
- Steam only
2011/12/9 James Marchant james.march...@live.com
Hi. I'm wondering how you control which maps do/don't show in the map list in
Create Server in GoldSrc. In my mod, all maps show, including singleplayer
I would also very much like to know this, as all of Cry of Fear's development
relied on client commands for client-server communication. However, as far as
I can tell from briefly looking through projects like TFC, it seems to use the
same method of faking client commands. I'm 80% sure it's
Are you not able to check it out in Express 2012, which is free?
From: kra...@siosphere.com
Date: Mon, 26 Nov 2012 11:14:09 -0700
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Compiling in VS 2012
Has anyone been able to compile the SDK in Visual Studio 2012? I need to
purchase Visual
If you're getting the VGUI camera lock after exiting a fullscreen VGUI panel,
you can do various things such as type centerview in the console. I guess if
your mod is VGUI heavy you'll have to record the user's view angles on the
client and set them back after closing the VGUI as a hacky
Hello. I'm doing some camera stuff in Source, where an entity will temporarily
take control of the player's view for opening a door. We have a
point_viewcontrol hooked up to a prop_dynamic which animates the camera from
the prop's attachment point. This works perfectly fine.
However, I wish to
Hello there. I'm looking at making a camcorder type effect on a v_model where
I'm using render targets much like the func_monitors do in HL2 to project the
screen onto the camera's LCD screen. However, because the camera needs a night
vision effect on its screen, I was wondering how to render a
Nobody got any ideas on this? Pretty stumped here...
From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 20 Jul 2013 15:30:01 +0100
Subject: [hlcoders] Fullbright or similar in render target pass
Hello there. I'm looking at making a camcorder type effect on a v_model
/wiki/Vision_Nocturna
On Wed, Jul 24, 2013 at 5:41 PM, James Marchant james.march...@live.com wrote:
Nobody got any ideas on this? Pretty stumped here...
From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 20 Jul 2013 15:30:01 +0100
Subject: [hlcoders] Fullbright
Can you not use connect serverip in place of retry?
Sent from Samsung Mobile
Original message
From: Tom Schumann schumann@gmail.com
Date:
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe
@list.valvesoftware.com
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
How do you know the last IP - this would cause more overhead as your going to
need to store the IP/Port in an array
Sincerely
Adam McKern
KAP Candidate for Mitchel (Castle Hill)
From: james. marchant james.march
Looks like it's broken again.
Failed to start game (unknown error) or occasionally missing executable if
it feels like it. Anyone else getting this? Worked literally 15 minutes ago.
Date: Wed, 9 Oct 2013 11:42:27 +0200
From: m...@tobiasbaumann.net
To: jan.hart...@gmx.de;
Even after verifying the integrity of the local cache? I had the same problem
and it fixed it (although it claimed that basically every single file in the
Source SDK needed reacquiring.
Date: Fri, 18 Oct 2013 15:41:24 -0400
From: twincan...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject:
Are they supported anymore? When I compile my model using a bone controller,
using the bone controller slider in Source HLMV makes the model rotate but only
by about 1 degree, no matter which values I use. Here's the controller line
from my qc:
$controller 0 camera ZR 0.00 90.00
I've also
Hello!
I have an animated door in my mod that uses physics with bone followers, but I
wanted some entities to be able to pass through this, and it be solid to the
rest of them. I give the door and the entities that will pass through the door
their own collisiongroups, but it seems
Fixed it myself. Make sure you set the collision group on the entity before you
call CreateVPhysics.
From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 4 Mar 2014 22:38:30 +
Subject: [hlcoders] Collision checking for vphysics objects
Hello!
I have an animated
Ever since I got converted to the Steampipe update way back where a lot of
stuff moved around to the common folder, I don't get any crash dumps when my
mod crashes. It's relatively clean code without many additions. I'm compiling
under debug and all that kind of stuff. Does anyone have any
.
2014-03-16 16:04 GMT+02:00 James
Marchant james.march...@live.com:
Ever since I got converted to the Steampipe
update way back where a lot of stuff moved around to the
common folder, I don't get any crash
On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.com
wrote:
Yeah I knew about that folder, but they're still not generated for me. Perhaps
there's some other step I'm missing?
Date: Sun, 16 Mar 2014 17:36:23 +0200
From: gunshi...@gmail.com
To: hlcoders@list.valvesoftware.com
Perhaps I missed something, but does anybody know if it's possible to render
HUD or VGUI elements exclusively to a RTT and not to the main view? I'd rather
not use shaders to do this, so was hoping this was something supported out of
the box for Source 2013.
Thanks!
)
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HUD/VGUI only in Render Targets?
Yes, it's possible out of the box.
On Thu, Aug 7, 2014 at 12:10 AM, James Marchant james.march...@live.com
wrote:
Perhaps I missed something, but does anybody know
Yes, you shouldn't really be trying to play client sounds on the server.
Date: Tue, 19 Aug 2014 15:55:04 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sound issues
That's not really a good way to do an announcer.
What you should do, is make a
Hello. Half-Life 1 seems to be crashing on resolution change. Can just change
any video option from the main menu that requires a restart to reproduce this.
You don't need to be ingame for this to occur.
You can find a crash dump here:
Hi.
I'm not 100% sure what you're asking, but I think you mean making it so players
don't collide with each other? I've come across this problem myself, and never
really resolved it in a satisfactory way.
The most recent method was setting pev-groupinfo to 1 in prethink on players,
and using
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