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Isn't there a royalty issue with mp3 support? I suspect it
probably won't affect free mods, but it's possibly worth considering Ogg-Vorbis
as an alternative to mp3 if you do something commercial :)
----- Original Message -----
Sent: Wednesday, November 14, 2001 9:03
AM
Subject: Re: [hlcoders] Problem with
Client side animations
o if only i hadn't tried to add mp3 support, I can't get client dll to
compile due to weird errors...
----- Original Message -----
From:
_Phantom_
Sent: Tuesday, November 13, 2001 10:30
PM
Subject: Re: [hlcoders] Problem with
Client side animations
make sure you have recompiled the client.dll for the
new HL dll else it all goes pear shapped.
Had the same problem for a while, did my head in until
I realised I had a 2.0SDK client.dll in the cl_dlls dir, deleted it and it
all worked fine :)
this happened despite me setting cl_dll 0 in teh
liblist.gam file.. :/
----- Original Message -----
Sent: Tuesday, November 13, 2001
10:18 PM
Subject: Re: [hlcoders] Problem with
Client side animations
On a related topic,
I made a single player coding test mod, I edited player.cpp,
player.h, clinet.cpp, healthkit.cpp, and h_battery.cpp. I changed
healthkit.cpp and h_battery.cpp so the wall chargers never run out.
As for the others, I programmed a parachute style thingy.
Anyways, I compiled it all and ran the mod and everything worked all
nice like except for the weapon animations. They made the
appropriate sounds and flare (lighting when fired) however there were no
animations at all.
Why?
----- Original Message -----
From:
Commando
Sent: Tuesday, November 13, 2001
5:03 PM
To:
[EMAIL PROTECTED]
Subject: [hlcoders] Problem with
Client side animations
I have written a knife based very closely on the
crowbar in the SDK. Since I ported it to the 2.2 SDK, the
client side animations are not working correctly. I have gone
through my code line by line and compared it with the crowbar
code. I have made everything the same except for the models and
animations.
My EV_Knife function is not getting called, although
the primary attack is getting called in both client and server
dll's. The PLAYBACK_EVENT_FULL() is getting called in my
primary attack. This means that hit animations work fine (they
are not scripted), but the miss animations don't work. Also, I
ported all my other weapons without a problem, so I think I know
everything I need to change (if anyone is interested, I have a list
of changes need to add weapons within the new 2.2 client side
scripting model)
From what I can tell, in HUD_WeaponsPostThink()
in hl_weapons.cpp, from->client.m_iId is being passed in as 0 for
the knife when it should actually be 1. Because of this, the
knife isn't being selected as the current weapon. Does this
ring a bell? Anyone know where I should be looking?
This
same thing was also reported to the wavelength forumns with
the crowbar, but it was not answered. To see if it was an SDK
bug, I compiled the release version of the 2.2 SDK and it
works. The URL for that post
is;
http://dynamic.gamespy.com/~wavelength/ubb/Forum3/HTML/008218.html
Any
ideas?
Rob 'Commando' Prouse Tour of Duty
Mod http://www.tourofdutymod.com
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