Re[2]: [hlcoders] Steam: Technology failure

2005-01-29 Thread Vyacheslav Djura
Hello Justin,

Saturday, January 29, 2005, 2:14:52 AM, you wrote:
JH Alright already. Go to the steam forums if you would like to bitch about 
steam,
JH this list is for coding.
No, let Valve programmers know what we think about their child.

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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[hlcoders] Getting where a trace hit on the world

2005-01-29 Thread Knifa
Hello.
If a trace didn't hit an entity, how do I get where it hit on the world?
-Knifa
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Re: [hlcoders] moveable Spawnpoints

2005-01-29 Thread British_Bomber
Having not been able to look at the Source SDK, I am assuming you
could just write a spawn so that it would spawn the player into a
Sitting location in the vehicle, instead of driving it, they are in
the back sitting on a seat, so when they want to leave they just hit
use, to exit the vehicle.

Has anyone coded multipassanger vehicles yet? just curious

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[hlcoders] new tool and HLLIB question

2005-01-29 Thread Vyacheslav Djura
Hi all!

  I am working on a new tool, the ones who are teased what it is
  intentend to do can see screenshots here:
http://www.hl2source.com/hoaxer/vtfviewer1.jpg
http://www.hl2source.com/hoaxer/vtfviewer2.jpg

  I need to implement .gcf support, but currently have no time to
  write it in Delphi and thought about using HLLIB but NEM's site
  doesn't function as it should and I can't download it anywhere.
  If someone has it, please upload somehwere or send me to [EMAIL PROTECTED] or
  [EMAIL PROTECTED] or just here.

  Do you think I should release a working beta, which is unable to
  work with .gcf files, only with extracted.

--
Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]


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Re: [hlcoders] new tool and HLLIB question

2005-01-29 Thread jeff broome
On Sat, 29 Jan 2005 16:45:26 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:

   I need to implement .gcf support, but currently have no time to
   write it in Delphi and thought about using HLLIB but NEM's site
   doesn't function as it should and I can't download it anywhere.
   If someone has it, please upload somehwere or send me to [EMAIL PROTECTED] 
 or
   [EMAIL PROTECTED] or just here.


wunderboy has mirrors of those files...

http://www.wunderboy.org/index.php

See the Links for Nem's Utilities section in the middle of that page.

Jeffrey botman Broome

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[hlcoders] Errors while spawning a prop_physics

2005-01-29 Thread Knifa
Hi all.
I'm spawning a physics prop (domino) by doing:
   CPhysicsProp *domino = (CPhysicsProp
*)CreateEntityByName(prop_physics );
   domino-SetModel( DOMINO_MODEL );
   domino-SetAbsOrigin( tr.endpos );
   domino-Spawn();
   domino-CreateVPhysics();
But when it trys to spawn, HL2 says:
   prop_physics at 67 -11 0 uses model models/prop_c17/oildrum001.mdl,
   which has no propdata which means it must be used on prop_static.
DELETED.
I'm sure that model has prop data and can use physics, since I've used
it in maps, and theres a .phy file in the GCF.
Does anyone have any ideas?
Thanks
-Daniel

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[hlcoders] Changing materials of models

2005-01-29 Thread AiMaPpEuR AiMaPpEuR
Hello,
I would like to change the material of a model  while playing.
I want to make a suit that make the player's weapons like that the model in
the hardware test map.
I looked through IMaterial and IMaterialSystem classes to check if I could
change it, but I can't.
Thanks in advance, Louka Outrebon.

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RE: [hlcoders] Getting where a trace hit on the world

2005-01-29 Thread S. Hendriks
The 'world' is an entity as well. Named worldspawn


===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

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-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Knifa
Verzonden: zaterdag 29 januari 2005 12:29
Aan: hlcoders@list.valvesoftware.com
Onderwerp: [hlcoders] Getting where a trace hit on the world


Hello.
If a trace didn't hit an entity, how do I get where it hit on the world?

-Knifa

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RE: [hlcoders] Getting where a trace hit on the world

2005-01-29 Thread S. Hendriks
After a little research, to answer your 'where' question.

From the trace_t result, trace.endpos is what you are looking for.

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Knifa
Verzonden: zaterdag 29 januari 2005 12:29
Aan: hlcoders@list.valvesoftware.com
Onderwerp: [hlcoders] Getting where a trace hit on the world


Hello.
If a trace didn't hit an entity, how do I get where it hit on the world?

-Knifa

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RE: [hlcoders] Getting where a trace hit on the world

2005-01-29 Thread Spencer \voogru\ MacDonald
Wow, I didn't know that.

So the world is an entity too? What about the moon and other planets? Does
anyone know the class name for human females (monster_human_female doesn't
work, nor does human_female) I got to update a few key values on this one
entity.

Sorry, I'm kind of bored.

;)

- voogru.

-Original Message-
From: S. Hendriks [mailto:[EMAIL PROTECTED]
Sent: Saturday, January 29, 2005 1:44 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Getting where a trace hit on the world

The 'world' is an entity as well. Named worldspawn


===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===


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