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What a concidence :D I was just looking at how they put it together.

There is a file called d2_lostcoast_commentary.txt in the GCF and it looks
quite simple on how to set it all up.

Heres an example.

Commentary
{
entity
{
"classname" "point_commentary_node"
"origin" "1351.290771 2388.777588 -10.452896"
"commentaryfile" "#lostcoast\commentary\comm_intro.wav"
"speakers" "Gabe Newell"
"targetname" "comm_node_1"
}
}

There is probably an entity in the world which hooks it up and away you go,
but I have not looked at d2_lostocast.bsp yet.

On 10/28/05, Jurgen Knops <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
>
>
> With great expectations I've been waiting for the Half-Life 2 Lost Coast
> release.. Today was the release of it. With large admiration I've looked
> at
> the new commentary system, that will tell us about the whole happening
> with
> the HDR system..
>
>
>
> My question about this is.. Will this commentary system also being
> available
> ( in the future ) for mod developers. Like the Pulse! mod.. So like mods
> with a learning environment.
>
>
>
> - Jurgen
>
> --
>
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>


--
- Ben Davison
- http://www.shadow-phoenix.com
--

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