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It's an alternative to mp3 compression, but
royalty-free.
----- Original Message -----
Sent: Wednesday, November 14, 2001 9:28
AM
Subject: Re: [hlcoders] Problem with
Client side animations
Me? Commercial0? HAHAAHAH!! I laugh at you. I could never hand
code something commercial. What's Ogg-vorbis?
----- Original Message -----
From:
Neale Roberts
Sent: Wednesday, November 14, 2001 4:27
AM
Subject: Re: [hlcoders] Problem with
Client side animations
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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