Surely you have read the original message, and have seen that this is not
the only or even the primary issue.

In any case, saving cannot realistically be implemented for some entities,
such as the introductory camera sequence's particle systems, due to
significant portions of the code having to be entirely client-side. If I
could spirit the problem away with a few save/restore macros, I obviously
wouldn't have asked the question in the first place, and would simply have
done that.

----- Original Message -----
From: "Avatar-X" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 29, 2002 12:28 AM
Subject: Re: [hlcoders] Saving and the HLSDK


> --
> [ Picked text/plain from multipart/alternative ]
> Surely you could make your entities still work when saved, i mean, the
> whole point of the saving is that it restores it to the exact state it
> was before.
>
> -av
>
> Cortex wrote:
>
> >Oups, I didn't notice that lol
> >sorry :\
> >
> >      - Cortex : HL ALBATOR coder & mapper
> >      - [EMAIL PROTECTED] & ICQ : 71548738
> >
> >Philip wrote:
> >
> >
> >>You can still get to the menu by pressing ESC.
> >>
> >>
> >>
> >>>-----Original Message-----
> >>>From: [EMAIL PROTECTED]
> >>>[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
> >>>Sent: Sunday, December 29, 2002 8:40 PM
> >>>To: [EMAIL PROTECTED]
> >>>
> >>>You could do :
> >>>CLIENT_COMMAND (pPlayer->pev, "unbindall"); (where pPlayer is
> >>>a pointer to the player).
> >>>
> >>>Then, all the keys won't have any effect. Then, after the end
> >>>of the sequence, you call :
> >>>CLIENT_COMMAND (pPlayer->pev, "exec config.cfg"); and all the
> >>>binds will reappear :p
> >>>
> >>>      - Cortex : HL ALBATOR coder & mapper
> >>>      - [EMAIL PROTECTED] & ICQ : 71548738
> >>>
> >>>Ryan "Professional Victim" Desgroseilliers wrote:
> >>>
> >>>
> >>>>I've run into something of a problem during my coding work for the
> >>>>Nightwatch mod, regarding the way Half-Life handles saving.
> >>>>
> >>>>
> >>>There are
> >>>
> >>>
> >>>>a few situations where saves of any kind would be quite problematic
> >>>>both programmatically and from a design standpoint, such as the
> >>>>introductory camera sequence, and I've been trying for some time to
> >>>>find a way to stop players from saving at those points
> >>>>
> >>>>
> >>>using the SDK,
> >>>
> >>>
> >>>>with no luck. Since this is a single player mod and cheating isn't
> >>>>really an issue, the Quick Save functionality can probably
> >>>>
> >>>>
> >>>be worked
> >>>
> >>>
> >>>>around fairly easily by simply removing the bind option, but I can
> >>>>find no way to stop saves initiated from the menu interface.
> >>>>
> >>>>Does anyone know of a way that the engine could be prevented from
> >>>>accepting save commands?
> >>>>
> >>>>_______________________________________________
> >>>>To unsubscribe, edit your list preferences, or view the
> >>>>
> >>>>
> >>>list archives,
> >>>
> >>>
> >>>>please visit:
> >>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>_______________________________________________
> >>>To unsubscribe, edit your list preferences, or view the list
> >>>archives, please visit:
> >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>_______________________________________________
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> >>archives, please visit:
> >>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> >_______________________________________________
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please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> >
> --
>
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>
>
>

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