I can't seem to get prone working, what is the key for it?

On Tue, Mar 17, 2009 at 12:09 AM, Matt Hoffman
<[email protected]>wrote:

> <3 you valve. Loving the TF2 Animation update coming, the per-map particle
> manifest, and all the other code options.
>
> On Mon, Mar 16, 2009 at 5:03 PM, Kyle K <[email protected]> wrote:
>
> > I've been looking forward to seeing vconfig work again! Thank you thank
> > you thank you :)
> >
> > Tony Sergi wrote:
> > > ==Source SDK==
> > > Several significant enhancements and bug fixes have been made to the
> > Source SDK tools and source code. See below for additional details and
> > please note that this update does not include support for Left4Dead
> content
> > creation. Support for Left4Dead will be included in a future update.
> > > =SDK Tools=
> > >
> > >  *   Fixed the issues with the following tools: height2ssbump,
> > normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
> > >  *   Fixed an issue in studiomdl pertaining to $shadowlod {
> > > =Hammer=
> > >
> > >  *   The texture browser automatically ignores most textures that
> cannot
> > be placed on brushes or displacements, as well as anything inside a .svn
> > folder for those using svn as their choice of versioning software.
> > >  *   Added additional auto visgroups for sprites and cubemaps
> > >  *   Seperated the VRAD calls into two sequential while using HDR (-ldr
> > and -hdr) instead of -both
> > >  *   Model browser is now created once per session
> > >  *   Displacement brush dial now has greater range
> > >  *   Added a stop button to sound previews
> > > =SDK Launcher=
> > >
> > >  *   Added the ability to edit game configurations with vconfig
> > > = Source Code=
> > >
> > >  *   Added a new template mod that replaces the old 'advanced' source .
> > This template has options for teams,classes, sprinting, prone, stamina,
> etc.
> > When you create a mod with the wizard it will ask you which options to
> > enable by default. Note: you must build the source. Users wishing to
> create
> > only content should not use this option.
> > >  *   Added shader source;  fxc.exe, psa.exe and vsa.exe must be placed
> > into the dx9sdk\utilities folder and you must modify
> > materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
> > >  *   Most tonemap controller options now work in multiplayer. The
> > 'template mod' map 'sdk_teams_hdr' demonstrates this.
> > >  *   All three mod types by default mount the required appid's -
> > Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a
> new
> > entry 'AdditionalAppId' for this purpose.
> > >  *   Particle systems can now be defined with a per-map manifest,
> similar
> > to soundscapes. Inside the particles folder you simply create
> > particles_mapname.txt and declare your particle system files just like
> the
> > regular manifest. Prefix with ! to cache automatically. Ex: "file"
> >  "!particles/mymap_effects.pcf"
> > >  *   Fixed a number of issues which caused the server to not compile in
> > linux.
> > > =Multiplayer Source Code=
> > >
> > >  *   Players animate with the new animation system that came along with
> > TF2.
> > >  *   Fixed third person animations and all effects
> > >  *   Fixed SLAM issues
> > >  *   Fixed Use of UTIL_GetLocalPlayer on the server in various
> locations
> > >  *   Fixed a number of other bugs / asserts.
> > > =Singleplayer Source Code=
> > >
> > >  *   Fixed a number of issues preventing the source from functioning
> > correctly
> > >  *   Added new vehicle "hl2buggy" so that users may have both the
> charger
> > and the old buggy.
> > >
> > >
> > >
> > > -Tony
> > >
> > > _______________________________________________
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> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> >
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> >
> >
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>


-- 
- Benjamin Davison
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