[hlcoders] Player model problem... help?

2003-06-20 Thread Jamie Esliger
Noob question. Please bear with me.

I have the following occur in the mod I'm working on.

Each class has a different default weapon after spawning.

1. Spawn as class X. Switch to thirdperson view. The model of the player is
the proper model for class X, the weapon model is for class X weapon. All
other players on server also see the proper model for player and his weapon.
2. Use class switch menu to switch to class Y. Die. You respawn as class Y.
The player model as viewed by the player in thirdperson view is now the
model of class Y, the weapon model is correct too. However, the other
players on the server see old player model from class X (first class
selected), with weapon model for class Y.
Any idea as to what could be happening here?

Feel free to point me to the code for telling clients what model a player
is. I'll continue hunting myself too
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RE: [hlcoders] Half-life resources

2003-05-30 Thread Jamie Esliger
Thanks Pat.   You can be sure that once I get my hands dirty in
this code, I'll be asking many "direct specific" questions!

The fixxer had a couple of pages that gave me the overview that
I wanted.





-Original Message-
From: Pat Magnan [mailto:[EMAIL PROTECTED]
Sent: Thursday, May 29, 2003 6:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-life resources


I think a direct specific question would be much simpler to answer. :).

A good source of general information would be to start at
http://www.thewavelength.net and read their 'links' section in the coding
forums. There's a general overview of the way the SDK is organized at a
site call 'the fixxxer', or botman's MOD FAQ, otherwise, experience and
asking targetted questions are the best ways to learn.

Good luck.

At 01:59 PM 5/29/2003 -0400, you wrote:
>I've noticed lots of tutorials on the net about various mod techniques like
>adding weapons,
>hud updates, vgui etc.
>
>I'm looking for higher level information.  Is there any resource out there
>that explains the
>higher-level structure of HL?  I'm looking for "the big picture".
>
>Thanks,
>Jamie
>
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[hlcoders] Half-life resources

2003-05-30 Thread Jamie Esliger
I've noticed lots of tutorials on the net about various mod techniques like
adding weapons,
hud updates, vgui etc.

I'm looking for higher level information.  Is there any resource out there
that explains the
higher-level structure of HL?  I'm looking for "the big picture".

Thanks,
Jamie

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[hlcoders] Experienced (non-game) Programmer looking for work on an HL or HL2 mod

2003-05-27 Thread Jamie Esliger
I posted this at planethalflife.com mod forums.  Sending it out to this list
as well...


Hi everyone. I'm an experienced programmer looking to work on a HL or HL2
mod. While I have very little game programming experience, I have been
programming for a living for over 10 years now, in the Telecom industry.

My game programming experience is limited only to a little fooling around
with some 2D stuff from an old Lamothe book "Windows Game Programming for
Dummies", as well as a tiny little bit of DirectX programming
experimentation.

I know C very well, and some C++. I can find my way around a C++ program and
have written some small programs, but nothing major. I learn fast.

Programming itself is not the problem. I just want an interesting project to
work on.

I'm interested in learning more about game programming, and developing a mod
seems to be a great path to take.

I'd like to work on something with a well thought-out game design, and a
motivated team leader.

I'm willing to start from scratch on a new mod, or join an existing mod
team, even if it is just to quash those final few bugs. I just want to get
into the guts of the game.

Thanks,
Jamie


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