[hlcoders] Pay to play response from Gabe Newell. (?)
Link here: http://halflife2.homelan.com/forums/showthread.php?threadid=5867 There are suggestions that it's a fake. But the poster insists it's real. Not sure what to think myself. It looks plausible. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Pay to play response from Gabe Newell. (?)
I wonder if the extras in the Collector's Edition is the SDK tools. Hmmm, could be. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam to move to pay-as-play for HL2?
On the other hand, I think it's just a matter of time for Valve to do so. Recurring revenue is king. There are other options than pay-per-play to get recurring revenue (I'm assuming that pay-per-play means pay by the minute). An obvious one is a monthly fee like the one used by most MMORPGs. --- Personally, I would place a monthly subscription fee in the same catagory as pay-as-you-play. The only real difference is the billing method. Regarding recuring revenue, the mod community provided recuring revenue to Valve through a seemingly endless variety of mods which helped keep player interest in HL. This gave an impetus for purchasing HL long after the its initial release. Subscription fees would be a real wet blanket for HL2 multiplayer gaming. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] About outlook (NOT half-life related)
Yes, it might create some, god forbid, traffic! These kinda posts help me make sure im still subscribed... -- MoD - Original Message - From: Steven Van Ingelgem [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, August 23, 2003 11:03 AM Subject: Re: [hlcoders] About outlook (NOT half-life related) -- [ Picked text/plain from multipart/alternative ] As you might have noticed... This list is a HL coders list. Questions concerning operating systems (and in this case Outlook), should be posted to the proper lists. NOT a HL coders list. At 11:52 22/08/2003 -0700, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This is an Emergency! Some idiot with my email got that stupid virus going around so now he sends me 500 emails a day with spoofed addresses also from his computer. The good news is they all have the same subject: Re: That movie Re: Your application Re: Thank you! Re: Details Re: Re: MY details Re: Your details Re: Details Re: Wicked screensaver Etc. I think there are about 7 or 8 possible subjects that this virus produces. My question is this.. how the heck do I set subject filters in outlook? From what I can see is that outlook is designed for idiots and has no advanced security features.. well That's not true but I don't know how to use them. I saw txt file filters.txt and that looked like a config file because it had Commands like Body contains for free? Or.. From contains profits@ These looks like nice little commands built right into a confg file BUT NO.. I later found out filters.txt was useless and had no point or meaning or valve.. outlook doest even open or load the file. Why is it there? Does anyone on this list know how the heck to filter stuff correctly? This would help me a lot, I use this email account for all my hl mod stuff, its how I communicate with my team -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders G00fy, (aka KaReL, aka Steven) Main Webpage : http://komma.cjb.net CQ Database : http://lid.fragland.net/ ICQ #: 35217584 MSN : [EMAIL PROTECTED] -- ___ 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
Re: [hlcoders] Map Overviews
http://www.slipgate.de/hltv/hltv_FAQ_coders.html By martin otten, the HLTV guy. -- MoD. - Original Message - From: Brian A. Stumm [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, August 16, 2003 4:04 AM Subject: Re: [hlcoders] Map Overviews all I need is overviews like the ones that come with valve maps, I want them the same scale too. Its for a webbased hltv type deal. I think someone gave me the command already, I haven't tried but assume he knows more on it that I ;) On Sat, 16 Aug 2003, Tei wrote: El Fri, 15 Aug 2003 10:35:12 -0700 (PDT) Brian A. Stumm [EMAIL PROTECTED] dijo: my 0.01 cents (99% crap): maybe the better way can be to make a txt file with the name of all bsp maps in your mod, load these maps and move player to 0 0 4096, send a screnshots to client console and move to next map. This can be a mod feature, or a minimod. Will not be perfectly 2D. Hee... maybe you can tweak the OpenGL driver to force a isometric matrix, or have fov 0 or something... (fov 0 == isometric?) other option, maybe much better, is to do this by hand from a good map editor. A interesting issue from some maps editor (Quark) is that can add some fog that can enhance the 3d look of your 2d maps,.. ...I dont remeber if HL itself support fog, but any screenshot with some light fog will look deeper. ___ 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
Re: [hlcoders] new in the list
Welcome! It should not be too hard, considering half-life is quake code : GL, hope you come up with something cool. -- MoD. - Original Message - From: Tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, August 15, 2003 6:06 PM Subject: [hlcoders] new in the list Hi! I am new in the list. I am actually a Quake1 coder and I am interested to port some HL features to Quake1. I am in this list to learn something about Half-Life. Thanks! 1 saludo Tei ___ 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
Re: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]
Does the pending update also introduce the same features that arrived with dod1.0, such as console not closing on server join, inabillity to say the charachter ;, and removing of the viewdemo command? -- MoD, Often @ your service. - Original Message - From: Chris Bokitch [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, July 03, 2003 10:49 PM Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?] The hw.dll and sw.dll are going to be updated pretty soon so there isn't really a need to redistribute them. It would probably be best if you wait for the update. Chris. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith Sent: Tuesday, July 01, 2003 11:09 AM To: '[EMAIL PROTECTED]' Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?] I'm sure everyone already knows this, but once we do our next client update you won't want to include the old hw.dll and sw.dll anymore. You'll need to update your mod installer so it doesn't include those files after we've updated, or your clients will have problems. -Eric -Original Message- From: Eric Smith Sent: Tuesday, July 01, 2003 11:02 AM To: '[EMAIL PROTECTED]' Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?] It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod) with your mod. Thanks for checking with us first. -Eric Original Message Subject: [hlcoders] DOD hw/sw.dll redistribution? Date: Mon, 30 Jun 2003 20:09:09 -0400 From: Jonah Sherman [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support transparent models. This would be a very cool feature for other mods too. Obviously valve is allowed to redistribute their own engine dlls however they want, but can a non-valve mod include the DOD hw/sw.dll's so transparent models can be used? I would really appreciate it if someone from valve would answer this so we know if we can include them or not... -Jonah ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] black screen when I start a server with my mod.
I get a leftover 640X480 picture of the game menu after starting a listen server, esc resume and its ok. Brandon, try running at different resolutions and report what gives. Also, make sure you used a vanilla SDK, I like to mess with a line of code here and tehre and I sometime forget about it... -- MoD. - Original Message - From: Phil [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 22, 2003 11:37 AM Subject: RE: [hlcoders] black screen when I start a server with my mod. At some resolutions, you will see a large square in the top-left corner instead of it covering the whole screen. Is there any known cause of this? -- Windows [n.] A thirty-two bit extension and GUI shell to a sixteen bit patch to an eight bit operating system originally coded for a four bit microprocessor and sold by a two-bit company that can't stand one bit of competition. (Anonymous USEnet post) -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Daniel Koppes Sent: Sunday, June 22, 2003 8:21 PM To: [EMAIL PROTECTED] Try pressing escape (after it's done loading) then click 'Resume Game' Happens with other mods too. At 20:03 22/06/2003, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just recently got a new computer and reinstalled half-life. I copied the valve folder and changed the name of folder to test and the liblist.gam to game Test Mod type multiplayer_only mpentity info_player_deathmatch gamedll dlls\hl.dll Using VisualStudios.net I compiled the original hl.dsp and cl_dll.dsp in the SinglePlayer Source code folder and had it place the new .dlls in the appropriate places within the test folder. Now the original deathmatch mod works fine. But when I change the game to Test Mod and start a server, I don't even see the console. Its just completely black. However it doesn't freeze, as soon as I press esc it goes back to the menu. I can't explain why it does this, can anyone help? -Brandon Renfrow -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] hl2 and coop
Hello Tim, Yes, I know :) I just called it trick because officially there is no coop support in Half-Life and launcher interface is also not customizable (I hope HL2 will have customizable launcher interface? :O For example HLPS2 interface is 100% written in scripts and it is nice :)) So erm... Valve, will be there support for coop? :) I've been burned once, but i'll do it again. Valve people said in some interview (which I can't track down and find) that co-op mode will not be along side the game, but they alredy got mod teams working on it. Feel free to e-mail somebody up there, they have a e-mail answering policy. -- MoD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] hl2 and coop
I think it was more 'we invite mod teams to add coop' instead of 'we have mod teams working on it' -Beef Until I manage to find the interview take evrything I say with a ton of salt. -- MoD ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve MOD Expo 2003?
So how about it Valve, are there any plans for a MOD Expo in 2003 (or are you guys just too busy working on Half-Life2)? Jeffrey botman Broome Now you got a job you don't keep up with the news botman? It was stated that HL2 modding information will be given at the annual mod expo, which will be held at august. I won't grab them by the ba**s about the date, but it has been stated that yes, there will be an expo, and HL2 modding information will be given. Singing G-man winamp plugin, anyone? : -- MoD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve MOD Expo 2003?
Where did you see something about a Valve MOD Expo for 2003? Jeffrey botman Broome I'm still digging up proof for my former statement, but while looking fo rit i bumped into the news post you quoted, allow me to quote teh full thing: Erik Johnson on HL2 Rumors 5/20/2003 14:30 PST | Half-Life 2 | by Fragmaster | We asked Valve's Erik Johnson to clear up a few Half-Life 2 rumors that have been spreading around: Rumor: A Half-Life 2 SDK (Software Development Kit, what mod makers use to help make mods) will be released before the game is released. Erik says: Yes, we will be releasing an SDK for the Source engine for MOD developers before the game is shipped. Considering the SDK for the original Half-Life wasn't ready until months after the game's release, this is great news! Rumor: The Day of Defeat team is already working with Source. Erik says: The Day of Defeat team is currently working on the follow up release to Day of Defeat 1.0, which will be version 1.1. They are not yet working with the Source engine. Erik also confirmed that there will be a Half-Life 2 Mod Expo, and more information on that event will be released soon. Read the last line... carefully I'll be right up with proof for my former statement... -- MoD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve MOD Expo 2003?
Ah, homelan to the rescue! HomeLAN - Speaking of mod makers, how much renewed support will Valve give for Half-Life 2 mods and are there plans for a Half-Life 2 mod event to teach mod makers the tools, like Epic has done for Unreal Tournament 2003? Gabe Newell - This year's MOD expo will be more about introducing the MOD makers to the technology rather than our traditional introduce the MOD teams to the press event. We've learned a lot about MODs through our experiences with Team Fortress Classic, Counter-Strike, Day of Defeat, and so on. Half-Life 2 will be a dramatically better MOD platform than Half-Life 1. We will be working with select MOD teams prior to the release of the product. -- MoD, Forever @ your service. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve MOD Expo 2003?
Thanks for the info, MoD. Jeffrey botman Broome You're welcome. I won't be a prick and say all I posted came from links you posted O_o -- MoD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK line crashing linux servers
No, the C++ specification is such that it always evaluates conditions in a lazy manner from left to right. Persuter How about, try it his way, and if it works, curse the specification? -- MoD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
that gives me a) relief, no more silly discussion. b) confusion, how will they makej it easier for modders, documentation, perhaps? : c) hope, valve ppl still read our mumblings : -- MoD, Always @ your service. - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 27, 2003 11:41 PM Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm? The Source SDK will be similar to the existing Half-Life SDK in that it will be C++ based, not a using a proprietary scripting language. Erik Johnson -Original Message- From: Sniper [mailto:[EMAIL PROTECTED] Sent: Saturday, May 24, 2003 7:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2: Programming, Hmm? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just a quick thought/question. Half-Life 2 and it's modifications will be done with C/C++, as it was in Half-Life, correct? There's a handful of discussions blooming up on various Half-Life 2 forums talking about this. Scripting languages can be very limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer article said: While the old system required its fair share of technical know-how, amateur modders are now promised the chance to focus on content and gameplay flow rather than the nuts and bolts of programming. This could imply a scripting language, don't you agree? (Emphasis on could) Hopefully this is not the case, of course. A scripting language might be neat for people new to creating modifications, but it'd be nice to have C/C++ in addition. I don't think Valve would step away from the power C/C++ offers to modders, but nothing has really been confirmed. Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2? Sniper -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mods on CD?
Now, therefore, in consideration of the mutual promises made herein, the parties agree as follows: 1. License. 1.1 License Grant. Valve hereby grants Licensee a nonexclusive, royalty-free, terminable, worldwide, nontransferable license to: (a) use, reproduce and modify the SDK in source code form, solely to develop a Mod; and (b) reproduce, distribute and license the Mod in object code form, solely to licensed end users of Half-Life, _without_charge_. Apparently not. -- MoD, Often @ your service. - Original Message - From: Jeff Katz [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 27, 2003 10:14 PM Subject: [hlcoders] Mods on CD? Lo, list ;) Some of my forum gnomes have been clamouring for me to sell cds with my mod on it. I wasn't exactly sure if this was legal as per the EULA. We wouldn't actually be making any profit from the sales of the cd - just whatever cafepress charges. Thanks for any (informed) responses... Jeff 'Kuja' Katz http://www.digitalpaintball.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLTV Scoreboard
I think that might have something to do with the way HLTV P. registers itself as a player. If you find a solution though, make sure VALVe gets it into 1.1.1.1. : -- MoD Always your service - Original Message - From: Mazor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 17, 2003 6:40 AM Subject: [hlcoders] HLTV Scoreboard This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any idea why the ScoreInfo messages and TeamInfo messages won't go to the HLTV proxy until a map change? I tried automatically sending them to the HLTV spectator right away when they join the game (in the ClientConnect() function ) but that hasn't seemed to do any good. Its like the ones in the InitHUD() functions of the gamerules don't do a thing either. help! -Cale Dunlap Firearms Programmer ___ 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
Re: [hlcoders] Trigger on level start
- Original Message - From: Jon 'DesPlesda' Manning [EMAIL PROTECTED] I'm trying to make a trigger that will fire upon level start, but not at level spawn, like trigger_auto. There is a delay between the level spawn and when the level is visible. How can I trigger an entity at the moment the player has interaction with the map? Thanks Jon 'DesPlesda' Manning Maybe you can hook it on the info_player_start or whatever entity you are using to give the player an initial view? I hope your initial pov isnt in 0 0 0 : -- MoD Often @ your service. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine enhacements been added in next HL patch?
- Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:12 PM Subject: [hlcoders] Engine enhacements been added in next HL patch? One of my dev team somehow got word that the next HL patch might include some if not all of the engine enhancements from CS:CZ, mainly the added model capabilities like alpha maps. No need to get word, it was posted by a @valvesoftware.com : Quote follows: From: Adrian Finol [EMAIL PROTECTED] To: '[EMAIL PROTECTED]' [EMAIL PROTECTED] Subject: RE: [hlcoders] Transparent color on model? X-Original-Date: Mon, 23 Dec 2002 12:22:34 -0800 Date: Mon, 23 Dec 2002 12:22:34 -0800 There will be after we release the next patch. You can assign rendermodes to textures, like additive. You can also mask out colors in a texture. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Monday, December 23, 2002 10:57 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Transparent color on model? All: Is there a way to make a single color on a model transparent, like the alphatest color on a sprite? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: External Access
Thought of making it a server launcher? Or hooking it through ASE/GSA/GS3D? Would be easier :| -- MoD, Always @ your service. - Original Message - From: Predatory Kangaroo [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, December 19, 2002 4:52 AM Subject: [hlcoders] Re: External Access Yes, but first i need to actually grab that information, bear in mind that this is a whole seperate program, not a DLL in half-life. As far as i can see there are two options, to build in a memory-process prober and find the address that corresponds to the server's IP address, which is no good because the memory sector will change from computer to computer or make a dll like metamod to dump the information to a file on certain events (eg: CBasePlayer::Spawn or mapchange) and get the other program to read it in and handle the information. Rob Wrote: have you looked at server_protocol.txt? You can get the IP, map and hostname without using RCON. - Rob. _ The new MSN 8: smart spam protection and 2 months FREE* http://join.msn.com/?page=features/junkmail ___ 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
Re: [hlcoders] External Access
What exactly do you mean... I think he means checking client computers' connectivity, as in lets say, computer one is running TFC, connect to IGL - TFC SERVER, etc. etc. I don't think it'll be easy information to get from the outside... -- MoD, Always @ your service. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Jump-hacking ricochet
Hi all. I learned myself a little basics of c++, and got me MSVC++ and the hlsdk, for learning purposes, to prepare for possible army coding job. At first I made me some simple hacks (changing the color for the quad damage rune in dmc), and now I felt like making the mosts significant change i ever needed, enabling jump in ricochet. I thought my problems were over when i found this : // DISCWAR: No Jumping or Ducking */ if (pev-button IN_JUMP) { // If on a ladder, jump off the ladder // else Jump Jump(); } // If trying to duck, already ducked, or in the process of ducking if ((pev-button IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) || (m_afPhysicsFlags PFLAG_DUCKING) ) Duck(); /* And I simply removed the commenters, compiled the mp.dll and started up the game. I checked ahead, and +jump is declared as usual, everything is kept intact from vanilla HL, except the longjump module in jump(). It's not working, and i can't figure out why. The client has space bound to +jump, has all the code for jumping intact, etc. etc. Help me out with this guys, and try not to laugh at me *too* hard :) -- MoD, Always @ your service. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jump-hacking ricochet
ROFL, I mixed up the */ and /*... That's not it guys, I added them over the uncommented part. -- MoD, Always @ your service. */ if (pev-button IN_JUMP) { // If on a ladder, jump off the ladder // else Jump Jump(); } // If trying to duck, already ducked, or in the process of ducking if ((pev-button IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) || (m_afPhysicsFlags PFLAG_DUCKING) ) Duck(); /* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jump-hacking ricochet
Oh, ok :\ This means I cant have me a Jump-Ricochet server side mod, eh? no big deal. Thanks for the help, I appreciate it. -- MoD, Always @ your service. - Original Message - From: Starbreaker [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 07, 2002 7:19 PM Subject: Re: [hlcoders] Jump-hacking ricochet Just woke up, and did not bother to open teh code up yet, but if I remember right, all jump psysics are handled in shared code in pm_shared (or ssoomething like that). What this means, that is in order for your change to work, you need to compile both the mp.dll and cl_dll after you make changes, and replace both. This was a small problem I had had at one time, with trying to change jump height. I will look again later today, but this might be a quick heelp. Dave - Original Message - From: MoD [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, 07 December, 2002 02:59 Subject: Re: [hlcoders] Jump-hacking ricochet ROFL, I mixed up the */ and /*... That's not it guys, I added them over the uncommented part. -- MoD, Always @ your service. */ if (pev-button IN_JUMP) { // If on a ladder, jump off the ladder // else Jump Jump(); } // If trying to duck, already ducked, or in the process of ducking if ((pev-button IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) || (m_afPhysicsFlags PFLAG_DUCKING) ) Duck(); /* ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about decreasing clipping rectangle
Halflife has no sprites for either health OR armor. They used numbers for both. You may be however, thinking of the flashlight perhaps? Because that is precisely what was done for the flashlight's battery status. There is a suit icon, filling and unfilling as health (maybe only armor?) goes up and down... It's also in TFC, and in TFC its not coded as percentage of total armor, but as parts of 100... As in, if you're a hwguy (total 300 armor) and have 100 armor, the hud icon will be fully 'charged', and only then start drop. Maybe it will be fixed in the 1.1.1.1. release? *hint* -- MoD, Always your service. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders