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I've been working on a few new features for HLVIS, and I have been making good
progess. One of the features is a new maximum VIS option. In addition to
being able to compile the map the first time around with this new feature, you
can chose to run a
Oups... I've done a mistake :( Yes, I talk about the top left corner of the
keyboard...
I've already taken a look at kb_def.lst, but this file controls only the
control configuration panel I think...
I'll try to modify it anyhow...
- Cortex : mapper coder www.hlalbator.fr.st
-
OK... As I thought, it doesn't work :( It changes the effect of the keys
under the customize controls menu, but in the console, the keyboard is
still in QWERTY mode :(
Any another idea ? It'd be great that someone at Valve point me in the right
direction to hook the command keys and make them
I know this is more an over all mod question rather than coding, but I was
wondering if people know what needs doing to a mod to support CS retail.
I'm guessing it's just a case of including models from the HL pak that we've
used, since I'd imagine not many of these (if any) are part of the CS
As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America
i always thought we were in europe! :)
- Original Message -
From: Cortex [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 8:10 AM
Subject: [hlcoders] QWERTY
geographically we are, politically, not really ;P
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 1:27 PM
Subject: Re: [hlcoders] QWERTY - AZERTY
As you might know, in Europe (France for me :) ), we haven't the same
keyboard as
This keyboard layout thing, is a common complaint about Tracker too.
Maybe they will fix it one day.
On Tue, 2002-04-16 at 09:27, Tom wrote:
As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America
i always thought we were in europe! :)
wondering if people know what needs doing to a mod to support CS
retail.
We're busily testing our mod out with a handful of beta testers, some
of whom run CS Retail.
Apart from the general things like providing all the needed content
that differs between CS Retail's PAK and the
wondering if people know what needs doing to a mod to support CS
retail.
We're busily testing our mod out with a handful of beta testers, some
of whom run CS Retail.
Apart from the general things like providing all the needed content
that differs between CS Retail's PAK and the
Here's the best place currently to find the Half-Life install:
HKEY_LOCAL_MACHINE\SOFTWARE\VALVE\HALF-LIFE\InstallPath
Here's the best place currently to find the Counter-Strike directory:
HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory
After the 1.4/1.1.0.9 release, the
I've been playing with the player model rendering and have made it so our
models can include multiple rendermodes in the form of seperate bodies for
each 'layer' and hence have parts that are solid, other parts transparent,
other parts glowing, etc.
Now what I can't find is where the v model is
Never mind, as per usual I worked it out right after mailing the list ;P
Did you get the viewmodel to disappear? Cause I had that problem some time
ago, wanting to change the viewmodels rendermode to TransAdd or TransTexture
and then setting amount to zero, so it disappears. But it did not work
I've not tried, but I've got it to do anything else I've tried.
- Original Message -
From: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 7:04 PM
Subject: Re: [hlcoders] Playing with the view model rendering
Never mind, as per usual I
I don't know how many of you hang out in /. (slashdot.org), but they have a
link to an article on Salon.com about MODs for games (DoD is focused on for
Half-Life). Check it out, it's worth the read...
http://www.salon.com/tech/feature/2002/04/16/modding/index.html
Jeffrey botman Broome
Put in a field where players can set their location. Could be just
country (or region of country for larger countries), or even
latitude/longitude. But probably just choose country from a list. Now,
when you're on a server, show a map of the world, and show where the
players are.
I've always
Had a feeling I might start seeing this topic crop up on the list Zipster.
:) Still no luck with that last bug eh?
:Tal-N
- Original Message -
From: Skyler York [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 7:56 AM
Subject: [hlcoders] HLVIS (Warning, technical
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Maybe if you incorporate mapster protocols in there too it will help? :^D
http://countermap.counter-strike.net/Mapster
Chris Blane wrote:
Had a feeling I might start seeing this topic crop up on the list Zipster.
:) Still no luck with that
Just couldn't help but notice the warning on the message's subject. Think it
will keep some people from opening the E-Mail? :)
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 4:58 PM
Subject: Re: [hlcoders] HLVIS (Warning,
--
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sorry to steal this topic a little, but www.moddev.net/uploads/1109.jpg why in the
heck does my registry claim the current version is 1.1.0.9 when it is obviously is not?
-Lakario
- Original Message -
From: Erik Johnson
Sent: Tuesday,
I doubt this is possible. If HL used ordinary Windows messaging features to
get the keyboard state, this might be possible. However (though I don't know
for sure) it's much more likely that HL uses either DirectInput or the Windows
API function GetAsyncKeyState() to retrieve the keyboard state.
The picture shows 1.0.0.9, not 1.1.0.9. It's the version you initially
installed, not your current version including updates. For current version
# I think you have to look in the sierra.inf file.
-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday,
Too late. I win.
-Original Message-
From: Erik Johnson [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 16, 2002 4:55 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] CS Retail support (false registry entry)
This key represents the version you originally installed from
CD
Hi ho, I am having problems getting a func_breakable ceated in game to collide. I
want to break it of course :} The model is visible, just can't figure out why it
is not colliding.
Every thing with // Test has been added as a test and has been enable or diabled
in every combination I could thnk
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