I help moderate the VERC Wanted forums and someone recently posted a request
for a programmer to create a database system for an on-line RPG mod using
HL. Now my knowledge of the networking side of HL is somewhere between zero
and minus one but something in my gut says it can't be done. I know
Of course, you could make your MOD connect to this database and get the
information it needs, it would not be difficult to do.
regards,
Rob Harwood.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris
'Tal-N' Blane
Sent: 09 January 2003 16:52
To:
I help moderate the VERC Wanted forums and someone recently posted a
request
for a programmer to create a database system for an on-line RPG mod using
HL. Now my knowledge of the networking side of HL is somewhere between
zero
and minus one but something in my gut says it can't be done. I
Everyone knows that monster models will flicker if monster is moving
on train or platform. In BShift this is somehow fixed...
Does anyone know how it can be fixed?
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this question is pretty simple I think :P
How can I disable quicksaves?... Never worked on such problem :P
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Everyone knows that monster models will flicker if monster is moving
on train or platform. In BShift this is somehow fixed...
Does anyone know how it can be fixed?
If you are talking about monsters positions rapidly jumping, that's due to
network lag between the server and the client (even in
Ok thnx, I'll pass the information on.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 5:19 PM
Subject: Re: [hlcoders] Creating a persistant statistic database?
I help moderate the VERC Wanted forums and someone recently
I'd suggest you pick up the Spirit of HL source code as this was solved by
Laurie.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 7:03 PM
Subject: Re: [hlcoders] models flickering
Everyone knows that monster models will
I'm not suggesting that you take it all but it does solve the juddering
problem for NPC's in motion. Yeah and i know that Spirit isn't fantastically
stable for multiplayer but as i said, you don't need to incorperate it all.
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To:
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This was brought up a while ago, but nothing much was said on the topic. Has anyone
gotten any deeper with the block problem for trains?
Trains have a limit of 6 or something (I haven't a clue the
This was brought up a while ago, but nothing much was said on the topic.
Has
anyone gotten any deeper with the block problem for trains?
Trains have a limit of 6 or something (I haven't a clue the exact number)
of
players before it stops functioning and gibs someone or such. This is a
real
Ahh okay, I was thinking it was linked to an engine function. I didn't look
into it much recently. I just remembered someone asking about the issue on
here a while ago.
-Sniper
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 3:48
Officially: We're planning to add those to the SDK. When we do they would
be available under the SDK license.
There's part of your question that indirectly deals with reading data off of
a PS2 disc, with all the Sony copyright and copy protection issues. Valve
can obviously NOT give you
I help moderate the VERC Wanted forums and someone recently posted a request
for a programmer to create a database system for an on-line RPG mod using
HL. Now my knowledge of the networking side of HL is somewhere between zero
and minus one but something in my gut says it can't be done. I know
Is Valve still working on this? Has the backend been written?
- Original Message -
Check out the Valve Player Persistence API , which shows you how to do
this type
of DB stuff. I can't remember the URL, but there is a mirror of the d/l
here
Many thanks for your answer, Ken.
There's part of your question that indirectly deals
with reading data off of a PS2 disc, with all the
Sony copyright and copy protection issues.
Well, my spanish version PS2 HL is just a normal CD
(not a DVD), so I simply read it with my CD drive
without any
botman wrote:
This was brought up a while ago, but nothing much was said on the topic.
Has
anyone gotten any deeper with the block problem for trains?
Trains have a limit of 6 or something (I haven't a clue the exact number)
of
players before it stops functioning and gibs someone or such.
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