[hlcoders] Really weird crash.

2002-03-25 Thread Lord Booga
Hey, Im not going to give a long explanation, cos i posted this on the Wavelength boards here : http://dynamic.gamespy.com/~wavelength/ib/ikonboard.cgi?s=3c9f239e4db3;a ct=ST;f=13;t=1336 Can ANYONE help me with this?!?! Im at my wits end... and noone there seems to know the problem!

Re: [hlcoders] Windowed mode driving me nuts! [OT?]

2002-03-25 Thread Cortex
When I reformat my hd a month ago, I got the same thing :( I don't know what has happend but now, this problem no longer appears :) - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Jim Hunter To: [EMAIL PROTECTED] Sent: Sunday, March 24, 2002 9:59 PM

Re: [hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread Georges Giroux
Hey there, Is there a rough date when the CZ tech will be available to mods? That way mods can take into account what kind of polycounts will be allowed for the models.. Georges - Original Message - From: Adrian Finol [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 25, 2002

[hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Cortex
Hello, Recently, I wanted to make the players shoots dependant of their accuracy and the weapon they carry. I've added a m_precision // m_accuracy in english :D variable to CBasePlayerWeapon and CBasePlayer. I set them correclty in my Gamerules. So, all right. The problem I'm encountering with

[hlcoders] Steam

2002-03-25 Thread ryan
Ahh, your right. I checked in the Steam Cache folder and it turns out not the whole game was in there. Alright, so my bad, i didn't download all of the game in under 5 mins. But that doesn't change my mind, i still think its a great idea. - Original Message - From: Steven Guy [EMAIL

Re: [hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Commando
Cortex What you need to remember is that most of the methods in CBasePlayer and CBaseWeapon on the client side are just empty stubs that do nothing, or if they do something, they need to do it using different information than on the client side. I ran into the same problems as you when I was

[hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread ryan
Ya, i'm interested in when it might be available to us. Because my mod really requires higher poly count, cause right now it looks like crap but runs good. So if i could mak it look a bit better and still run good that would be great :D - Original Message - From: Georges Giroux [EMAIL

Re: [hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Da:Sourcerer
Mind me, but what do you think of using one of the unused params for the events? If I remember correctly there are at least two vector params... - Original Message - From: Commando [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 25, 2002 8:27 PM Subject: Re: [hlcoders] arg,

Re: [hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread botman
Recently, I wanted to make the players shoots dependant of their accuracy and the weapon they carry. I've added a m_precision // m_accuracy in english :D variable to CBasePlayerWeapon and CBasePlayer. I set them correclty in my Gamerules. So, all right. The problem I'm encountering with the

[hlcoders] Problems with 2.2 SDK Weapon Bodies

2002-03-25 Thread Commando
I just found a horrible hack in the SDK that has been causing weird problems for my mod and I thought I should post it here in case anyone runs into similar problems. Some of the weapons in my mod depend on multiple bodies in the model. In the 2.0 SDK, the body got sent automatically whenever

RE: [hlcoders] Problems with 2.2 SDK Weapon Bodies

2002-03-25 Thread Commando
At 12:56 PM 25/03/2002 -0800, you wrote: This was done for the HLDM weapons, you can always remove that bit of code for your own mod use. I tried that, but then the wrong animation played sometimes when the player spawned. That may be an artifact of our class selection system and the fact

[hlcoders] problem with GiveNamedItem need help.

2002-03-25 Thread Christopher Long
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] // externals.h used in both mp.dll and client.dll // resides in mp.dsw folder and added from thisd irectory to client.dll struct SpecieWeaponInformation { public: char

[hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread ryan
Well, my problem is sorta on both world poly and model poly counts. Because my mod requires large map areas, though not so detailed. The amount of models that will be on screen causes me to have a limited amount of polys per model. In other words, there will be too much going on to have nice

RE: [hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread Ken Birdwell
If you have models that don't animate - such as lamps, trash cans, etc. - then even making them cyclers is expensive. Just encoding the pev-animtime and pev-frame can eat up tons of network (even single player) and CPU bandwidth when you have a lot of them visible. To get that overhead back,

Re: [hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread Chris Blane
Coming from a design point of view you can't rely on models very much for world geometry since they are lighted universally when placed in the world. Strangely enough I've noticed that while fixed light that are compiled in RAD universally light models the temporary lights casued by explosions

RE: [hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread Georges Giroux
Me again, Just to steer this back towards my original question, is there a time interval when the CZ tech will be released for mod makers? (ie 3 months after the game goes retail?) Thanks! Georges -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris

Re: [hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Cortex
Yeah, that's what I thought too... I took a look at delta.lst (I posted the question about delta.lst a few days ago :) ) but I really have no idea where I should add the DEFINE_DELTA line :( I think that there are only encoded structures in delta.lst, not a whole class (CBaseEntity). Am I wrong ?