Well...I went to the Create a Mod...selected Multiplayer, and after finding a post in a forum, I was able to compile it successfully :) I'm just a little confused about the networking stuff, though. Ok, there is client and server projects in the solution. Both need things such as player information, guns, and props. The client only needs things like options, HUD. Am I right so far or am I only making things worse for me? I've bookmarked a few pages to start looking at for starting this, so I won't noob up this for much longer, promise! But what all, concerning networking and things like that, do you have to do yourself and what is provided for you already? Thank you again :D The CreepyNerd
Message: 3 From: "Marshall" <[EMAIL PROTECTED]> To: <[email protected]> Date: Wed, 15 Nov 2006 22:07:01 -0500 Subject: [hlcoders] Getting Started Reply-To: [email protected] This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Well, I'm sure you all get this from a lot of noobs, and here's you another. I know some C++, haven't played with it in a while, though. What I'm here to ask is.what's a good way to get started working with Source? What I would like to eventually do is a small multiplayer mod based on Source, but I'm not sure where should I start. I am wanting to use free software (XSI, Visual C++ Express Edition, etc) so I don't have to worry to much about money stuff and I can just keep this as a casual thing. I have Visual C++ Express Edition, DirectX SDK, and the Windows Platform SDK installed already and ready to start. What do I need to with all that to be able to have a successful compile with the code with no modifications, and where should I move on from there to eventually work up to be able to work on a simple multiplayer game (though I admit that's probably an oxymoron there)? Thanks, The CreepyNerd -- --__--__-- Message: 4 Date: Wed, 15 Nov 2006 19:14:09 -0800 From: "Jeremy Swigart" <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] Getting Started Reply-To: [email protected] -- [ Picked text/plain from multipart/alternative ] Run the create a mod wizard thing to extract the code, open it in MSVC 2005 express and get to codin. Should be about as simple as that if you have the compiler and platform sdk already set up and working. On 11/15/06, Marshall <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Well, I'm sure you all get this from a lot of noobs, and here's you > another. > I know some C++, haven't played with it in a while, though. What I'm here > to ask is.what's a good way to get started working with Source? What I > would like to eventually do is a small multiplayer mod based on Source, > but > I'm not sure where should I start. I am wanting to use free software > (XSI, > Visual C++ Express Edition, etc) so I don't have to worry to much about > money stuff and I can just keep this as a casual thing. I have Visual C++ > Express Edition, DirectX SDK, and the Windows Platform SDK installed > already > and ready to start. What do I need to with all that to be able to have a > successful compile with the code with no modifications, and where should I > move on from there to eventually work up to be able to work on a simple > multiplayer game (though I admit that's probably an oxymoron there)? > Thanks, The CreepyNerd > > -- > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- --__--__-- Message: 5 Date: Thu, 16 Nov 2006 10:04:49 +0100 From: "Tobias Kammersgaard" <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] Getting Started Reply-To: [email protected] -- [ Picked text/plain from multipart/alternative ] Valve have set up a Wiki which contains loads of useful information, regarding every aspect of modding :) http://developer.valvesoftware.com/wiki/Main_Page /ProZak On 16/11/06, Marshall <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Well, I'm sure you all get this from a lot of noobs, and here's you > another. > I know some C++, haven't played with it in a while, though. What I'm here > to ask is.what's a good way to get started working with Source? What I > would like to eventually do is a small multiplayer mod based on Source, > but > I'm not sure where should I start. I am wanting to use free software > (XSI, > Visual C++ Express Edition, etc) so I don't have to worry to much about > money stuff and I can just keep this as a casual thing. I have Visual C++ > Express Edition, DirectX SDK, and the Windows Platform SDK installed > already > and ready to start. What do I need to with all that to be able to have a > successful compile with the code with no modifications, and where should I > move on from there to eventually work up to be able to work on a simple > multiplayer game (though I admit that's probably an oxymoron there)? > Thanks, The CreepyNerd > > -- > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- --__--__-- Message: 6 From: "slobodan djordjevic" <[EMAIL PROTECTED]> To: [email protected] Date: Thu, 16 Nov 2006 10:05:51 +0000 Subject: [hlcoders] new weapon Reply-To: [email protected] Hy, i have 1 question. For example, how i can put new weapon in cs 1.6, i have models, but i dont know whot i must do? Whot i must change, or where i must put some code? _________________________________________________________________ Don't just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ --__--__-- Message: 7 Date: Thu, 16 Nov 2006 10:11:19 +0000 From: "Stephen Swires" <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] new weapon Reply-To: [email protected] -- [ Picked text/plain from multipart/alternative ] Erm, you can't. You can only put new weapons in YOUR OWN Half-Life / Source mod. On 11/16/06, slobodan djordjevic <[EMAIL PROTECTED]> wrote: > > Hy, i have 1 question. For example, how i can put new weapon in cs 1.6, i > have models, but i dont know whot i must do? Whot i must change, or where > i > must put some code? > > _________________________________________________________________ > Don't just search. Find. Check out the new MSN Search! > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- <hr /> <b>Stephen Swires</b> -- --__--__-- Message: 8 Date: Thu, 16 Nov 2006 11:29:20 +0100 From: Greenberet <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] new weapon Reply-To: [email protected] You could write an Metamod Plugin. Stephen Swires schrieb: > -- > [ Picked text/plain from multipart/alternative ] > Erm, you can't. You can only put new weapons in YOUR OWN Half-Life / Source > mod. > > On 11/16/06, slobodan djordjevic <[EMAIL PROTECTED]> wrote: > >> Hy, i have 1 question. For example, how i can put new weapon in cs 1.6, i >> have models, but i dont know whot i must do? Whot i must change, or where >> i >> must put some code? >> >> _________________________________________________________________ >> Don't just search. Find. Check out the new MSN Search! >> http://search.msn.click-url.com/go/onm00200636ave/direct/01/ >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > -- > <hr /> > <b>Stephen Swires</b> > -- > > _______________________________________________ > 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 End of hlcoders Digest _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

