-- [ Picked text/plain from multipart/alternative ] 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 > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Ben Davison - http://www.shadow-phoenix.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders