Will we be getting that awesome DoF/Motion blur stuff? That would be
awesome for rendering screenshots in GMod..
On 2/18/06, Michael Kramer [EMAIL PROTECTED] wrote:
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Awesome, good work..:D
On 2/17/06, David Speyrer [EMAIL PROTECTED] wrote:
I'm quite sure someone has probably noticed this before - but I'm almost
positive it hasn't been raised here. Anyways, I'm having issues with
SRCDS in that whenever the server crashes - it never produces a valid
mdmp (its always 0kb!). I've tried this with both my mod and cstrike
(typing in
mdmps from SRCDS have always worked fine for me. The sheer number
present in my srcds directory should be enough to prove it =) I'm
really not too sure how to fix your problem, but when you compile your
mod do you include mdgbon? Just a shot in the dark.
On 2/18/06, Pongles [EMAIL PROTECTED]
Hello, Andrew Orner,
Did you try that round reset entity code posted awhile back? We're still using
it online, seems to work well.sprinting and all works...thing is that
it only works online, not offline..
=== At 2006-02-17, 20:03:06 you wrote: ===
Hi, I know that the
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Sounds good, now we just gotta go back to waiting for it :'(
And Garry, i'm sure I read somewhere that they could not get those effects
running in realtime.
On 2/18/06, Garry Newman [EMAIL PROTECTED] wrote:
Will we be getting that awesome
Hello, David Speyrer,
No Way!! HDR for HL2MP SDK? ...as for VC2005 support, does that mean other
older IDES like 2003 not supported anymore or ummm is it worth to use the
latest?
=== At 2006-02-17, 18:35:47 you wrote: ===
Lots of stuff, including things like HDR, the commmentary
I couldn't find any such code when I looked before.. I'll look in the
archives again, though. Do you know whereabouts it was posted?
-- Andrew
Gus wrote:
Hello, Andrew Orner,
Did you try that round reset entity code posted awhile back? We're still using
it online, seems to work
Hello, Andrew Orner,
Here, try this
http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/3245584.html
=== At 2006-02-18, 09:23:10 you wrote: ===
I couldn't find any such code when I looked before.. I'll look in the
archives again, though. Do you know
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as you can see from this part
MapEntity_ParseAllEntities( engine-GetMapEntitiesString() ,
filter, true);
// print a message to all clients telling them that the round is
restarting
UTIL_ClientPrintAll( HUD_PRINTCENTER, Round
I'm replacing the built-in menu of my mod with my own custom menu.
Everything's working except one thing... how do I use the commands
OpenOptionsDialog and OpenLoadGameDialog and Quit? They seem to be
Commands, but I don't see any console commands relating to them.
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Kamran A
Get Firefox! Safer,
I understand that, but to it'd be awesome for rendering screenshots.
On 2/18/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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Sounds good, now we just gotta go back to waiting for it :'(
And Garry, i'm sure I read somewhere that they could not
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On entity based map change it'll crash to console with the error
Host_Error: UserMsg: Not Present on Client 104
anyone got any idears on what things will cause this wird error?
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you have to use your own engine commands...those commands are VGUI commands
and are handled by gameui.dll
On 2/18/06, Kamran [EMAIL PROTECTED] wrote:
I'm replacing the built-in menu of my mod with my own custom menu.
Everything's working
Yes, but what engine commands can I use to show those panels?
Aaron Schiff wrote:
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you have to use your own engine commands...those commands are VGUI commands
and are handled by gameui.dll
On 2/18/06, Kamran [EMAIL PROTECTED] wrote:
I'm
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None...you'll need to open your own custom menu with a command you
register...there are no engine commands to control it
On 2/18/06, Kamran [EMAIL PROTECTED] wrote:
Yes, but what engine commands can I use to show those panels?
Aaron Schiff
Arrrgh, so how could I let the user change the options? Would I have to
make a whole new options panel? And if so, how in the heck could I do
all of that?
Any Valve devs want to lend some advice? The normal menu is so bland and
is hard to work in. If only there were a magic way to simply display
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I looked into it...if you wanted to replicate the game menu, you'd have to
clone every dialog box that it opens...even the quit query dialog
On 2/18/06, Kamran [EMAIL PROTECTED] wrote:
Arrrgh, so how could I let the user change the options?
Hmmm, sounds like a bit of work. I think I will just do a hybrid and see
how it works out. Thanks.
Aaron Schiff wrote:
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I looked into it...if you wanted to replicate the game menu, you'd have to
clone every dialog box that it opens...even the
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those commands are VGUI commands
and are handled by gameui.dll
Yeah, I want to redo the whole HL2 sci fi grey look and put in something
more in theme with the rest of my mod, but we have no control over that. I
wish I had the engine licence ;) I
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well it's very possible to take time and clone it...*VERY POSSIBLE!!!*
On 2/18/06, Jason Houston [EMAIL PROTECTED] wrote:
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those commands are VGUI commands
and are handled by gameui.dll
Except I have no idea where to start! :-( Would you create a new panel
and load control settings from the Source Engine .res files? Then what
about commands?
Aaron Schiff wrote:
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well it's very possible to take time and clone it...*VERY
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You need experience in making vgui first
http://developer.valvesoftware.com/wiki/Category:VGUI
On 2/18/06, Kamran [EMAIL PROTECTED] wrote:
Except I have no idea where to start! :-( Would you create a new panel
and load control settings from
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