clientmode_shared.cpp --------------------------------- find void ClientModeShared::Init() before that: // See interface.h/.cpp for specifics: basically this ensures that we actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule // over and over again. static CDllDemandLoader g_GameUI( "gameui" );
Then, inside ClientModeShared::Init() perhaps at the very bottom, inject your custom VGUI panel. CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory(); if ( gameUIFactory ) { m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL ); if ( NULL != m_pGameUI ) { // insert stats summary panel as the loading background dialog C3MMLoadingPanel *pPanel = GetLoadingPanel(); pPanel->InvalidateLayout( false, true ); pPanel->SetVisible( false ); pPanel->MakePopup( false ); m_pGameUI->SetLoadingBackgroundDialog( pPanel->GetVPanel() ); } } Custom panel code not included in my reply. On Thu, Jun 25, 2015 at 10:55 AM, Gavin Isgar <gisg...@gmail.com> wrote: > Almost! My mod is a single player mod, and I wan't to make custom loading > screens(the original for Valve games is the gray box with white rectangles > as progress bars). I want to make a custom one, like one they use in CS:GO! > Thanks! > > On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher <capt...@qis.net> wrote: > >> This what you're looking for? Loading screens for the chapters (or just >> for the game itself if it doesn't contain chapters) >> >> https://developer.valvesoftware.com/wiki/Menu_Background_Map >> >> Sent from my Verizon Wireless 4G LTE smartphone >> >> >> -------- Original message -------- >> From: Gavin Isgar <gisg...@gmail.com> >> Date: 06/24/2015 6:45 PM (GMT-06:00) >> To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> >> >> Subject: Re: [hlcoders] Modding Problems >> >> ? >> >> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar <gisg...@gmail.com> wrote: >> >> > Hey guys, back with another question. For a singleplayer mod, how would >> i >> > be able to change the background for the loading screen, or make a >> custom >> > loading bar? Thanks! >> > >> > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <gisg...@gmail.com> wrote: >> > >> >> Alright, but i want to at least get this done by today. I will try >> >> looking in Half-Life 2's files and try to find a corresponding file, >> but if >> >> you find any good information for me, please tell me! Thanks! >> >> >> >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi < >> omegal...@gmail.com> >> >> wrote: >> >> >> >>> if i remember correctly, it's sort of a bug. you need to replace a >> >>> specific file, or gameui won't read certain strings. I can't remember >> which >> >>> one right now though. >> >>> >> >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <gisg...@gmail.com> >> wrote: >> >>> >> >>>> Alright, I'll try to look around there. If I can't find anything, i >> >>>> might have to just look in the HL2 files. >> >>>> >> >>>> >> >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann < >> schumann....@gmail.com> >> >>>> wrote: >> >>>> >> >>>>> Off the top of my head I don't know but probably in one of the .txt >> >>>>> files in hl2/resource/ >> >>>>> >> >>>>> On 19 June 2015 at 06:00, Gavin Isgar <gisg...@gmail.com> wrote: >> >>>>> >> >>>>>> ? >> >>>>>> >> >>>>>> >> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <gisg...@gmail.com> >> >>>>>> wrote: >> >>>>>> >> >>>>>>> The commentary text that shows up in the chapter selection menu. >> >>>>>>> >> >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann < >> >>>>>>> schumann....@gmail.com> wrote: >> >>>>>>> >> >>>>>>>> Which commentary text specifically? >> >>>>>>>> >> >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <gisg...@gmail.com> wrote: >> >>>>>>>> >> >>>>>>>>> Guys, i need some help with another problem. So, i've been >> >>>>>>>>> searching my game's files for a bit and, I can't seem to find >> how to change >> >>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a >> new file? >> >>>>>>>>> Thank you! >> >>>>>>>>> >> >>>>>>>>> >> >>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <gisg...@gmail.com >> > >> >>>>>>>>> wrote: >> >>>>>>>>> >> >>>>>>>>>> Thank you! >> >>>>>>>>>> >> >>>>>>>>>> >> >>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi < >> >>>>>>>>>> omegal...@gmail.com> wrote: >> >>>>>>>>>> >> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models >> >>>>>>>>>>> >> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender >> >>>>>>>>>>> >> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs >> >>>>>>>>>>> >> >>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810 >> >>>>>>>>>>> >> >>>>>>>>>>> google is fantastic. >> >>>>>>>>>>> >> >>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar < >> gisg...@gmail.com >> >>>>>>>>>>> > wrote: >> >>>>>>>>>>> >> >>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to >> >>>>>>>>>>>> model and make weapons? I cant find a solid tutorial >> anywhere that i can >> >>>>>>>>>>>> actually do it on! Please help, thank you! >> >>>>>>>>>>>> >> >>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar < >> gisg...@gmail.com >> >>>>>>>>>>>> > wrote: >> >>>>>>>>>>>> >> >>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor >> >>>>>>>>>>>>> in face poser for NPCs to talk. But i get an error message >> saying "an error >> >>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix >> for this >> >>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 >> computer. Please, >> >>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem! >> Thanks! >> >>>>>>>>>>>>> >> >>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar < >> >>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>> >> >>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I >> >>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing >> works. Please >> >>>>>>>>>>>>>> someone give me a tutorial on here by text please! >> >>>>>>>>>>>>>> >> >>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar < >> >>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>> >> >>>>>>>>>>>>>>> Thanks! I'll try it! >> >>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak < >> >>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >> >>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for >> >>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well. >> >>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo >> >>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been >> wondering, >> >>>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What >> i mean by that is >> >>>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip >> syncing. I seen that >> >>>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials >> are now outdated and i >> >>>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i >> can do this? >> >>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak < >> >>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in >> >>>>>>>>>>>>>>>>>> which case you should be able to edit that. >> >>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i >> would've >> >>>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I >> still dont know how to >> >>>>>>>>>>>>>>>>>>> remove it either >> >>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >> >>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your >> >>>>>>>>>>>>>>>>>>>> menu. >> >>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically >> add >> >>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box >> with an unusable exit >> >>>>>>>>>>>>>>>>>>>>> arrow? Please help! >> >>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >> >>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >> >>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking >> at >> >>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and >> i now see something new, >> >>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im >> using SDK Base 2007 for >> >>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put >> it in? Please help for >> >>>>>>>>>>>>>>>>>>>>>>> future reference! >> >>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like >> it. >> >>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code >> files for a game so that it >> >>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it >> >>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >> >>>>>>>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if >> >>>>>>>>>>>>>>>>>>>>>>>>> you are. >> >>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" < >> >>>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all >> >>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the >> beta. But that still didnt >> >>>>>>>>>>>>>>>>>>>>>>>>>> answer my question >> >>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. < >> >>>>>>>>>>>>>>>>>>>>>>>>>> ca...@inbox.ru> wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your >> >>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics? >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <gisg...@gmail.com>: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im >> >>>>>>>>>>>>>>>>>>>>>>>>>>> wondering how i can make a manual code folder >> for my game(like for >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2: Example, it would be HL2E in the >> C Local Disk)? Im wondering >> >>>>>>>>>>>>>>>>>>>>>>>>>>> how i can copy one from my actual game and >> edit it for a beta version, so >> >>>>>>>>>>>>>>>>>>>>>>>>>>> instead of HL2RS it would be HL2RSB! Please >> tell me how i can do that >> >>>>>>>>>>>>>>>>>>>>>>>>>>> without Source SDK because it wont work that >> way! >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Lesiak <wave....@hotmail.com >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3awave....@hotmail.com> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with >> >>>>>>>>>>>>>>>>>>>>>>>>>>> your mod in any way, but you can only verify >> that yourself by testing. I do >> >>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was >> made in the 2013 SDK quite a >> >>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam >> community and on this mailing >> >>>>>>>>>>>>>>>>>>>>>>>>>>> list. >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains >> just >> >>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other >> components it depends on, of >> >>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and >> client code. That means if the >> >>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not >> changed in a way that would break >> >>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for >> you to worry about. >> >>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------ >> >>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: 12.04.2015 00:13 >> >>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com >> > >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a >> >>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been >> answered. >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen >> Swires >> >>>>>>>>>>>>>>>>>>>>>>>>>>> <st...@swires.me >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds >> >>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the >> 2007 base at all. >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i >> just >> >>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got >> updated. My mod uses Source >> >>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the >> updates interfere with the mod in >> >>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help! >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar < >> >>>>>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan! >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. < >> >>>>>>>>>>>>>>>>>>>>>>>>>>> ca...@inbox.ru >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to >> your >> >>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. >> You dont need to touch sources >> >>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds >> defined in weapon script file >> >>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and >> sound definition scripts >> >>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, >> game_sounds_player.txt). Yes, they should be WAV >> >>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you >> want. >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <gisg...@gmail.com >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've >> been >> >>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds >> of weapons but i cant find a >> >>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are >> outdated. Do i need VPKs? Do i >> >>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual >> Studio after sound replacement? >> >>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the >> sound files need to be a >> >>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can >> anyone please tell me a very >> >>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! >> Thanks! >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay < >> >>>>>>>>>>>>>>>>>>>>>>>>>>> tom_clay...@live.com >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if >> you >> >>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a >> respective sub directory they >> >>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine. >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le < >> >>>>>>>>>>>>>>>>>>>>>>>>>>> minh...@telus.net >> >>>>>>>>>>>>>>>>>>>>>>>>>>> < >> https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> wrote: >> >>>>>>>>>>>>>>>>>>>>>>>>>>> >> >>>>>>>>>>>>>>>>>>>>>>>>>>> If >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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