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Maybe I shouldn't code when tired...
Anyway, a better message here.
The function ShouldCollide() checks which entities should collide and which
should not. The ShouldCollide() in the gamerules and other classes is called
by
Hello Tony,
Saturday, September 9, 2006, 4:13:50 AM, you wrote:
ToS Here's my convo a year ago I left it alone after this, I'm just going to
ToS assume the same thing stands:
Thanks! :) though it's still stupid, especially THIS-
Lots of reasons, one big one being that HL1:S is a product we are
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I'm sure it'd make a lot of modder's lives easier if they gave out the
source code to CS:S too - but I don't think that's going to happen.. so I
guess we're going to have to do at least some of the work ourselves.
On 9/9/06, Vyacheslav Dzhura
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I checked those things out, but they already look like this, it must be
codwise my problem lies.
HudDamageIndicator
{
fieldName HudDamageIndicator
visible 1
enabled 1
DmgColorLeft 255 0 0 0
DmgColorRight 255
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Anyway, in short:
I want to have a combine forcefield that only lets NPC/Players through based
on team. SourceForts also has something like this.
On 9/9/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
Maybe I shouldn't code when tired...
Hello Garry,
Saturday, September 9, 2006, 1:39:08 PM, you wrote:
GN I'm sure it'd make a lot of modder's lives easier if they gave out the
GN source code to CS:S too - but I don't think that's going to happen..
but hey! They didn't release code of original - not Source
Counter-Strike, but they
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Probably because it's not different enough to the general HL2 Source code to
warrent the effort of maintaining an entirely new SDK
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They really only have to include the hlsource cpp's and headers. Not have
them included in the project files.
On 9/9/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote:
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Probably because it's
Only reason I wanted it, was to make a mod of hl1 source, not port one over.
I just wanted to modify it and potentially hl1source:deathmatch, just for
fun.
Honestly, I don't need that source for anything im doing in hl2, I just
wanted to play with it and improve hl1 source a bit.
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Not sure I understand what's bad about all of this. Do you have a concrete
repro scenario from HL2DM, or does this only occur in mod code?
At 2006/09/08 12:30 AM, Ben Everett wrote:
Good catch!
Add it to the bugzilla, as you have a better idea of what is going on than I
do (busy bug fixing my
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Maybe you could provide us with an example. An entity that has the flag
FL_EDICT_ALWAYS and a child of that entity with a PVS check.
Anyway, can't you just prevent that the entity goes dormant on the client?
(C_BaseEntity::NotifyShouldTransmit)
Hi, this is Stefan from the Resistance And Liberation team.
I was told to post this here again, because it's more likely to get a
helpful answer, as it's more programming related than css or dods server
related.
Here we go:
A few days ago were offered a pub dedicated linux server
so i started
Hello,
In my game rules entity I have array which holds all players which
do join game (through ClientConnected event of my game rules
entity)... I have added int m_iPlayerId to CBasePlayer class and
when I gather all connected players I assign them some id to check
it in triggers. The
Intro to Linux Debugging...
a)browse to your hlds directory (where srcds_amd is, etc..)
b) export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH
c) gdb
d) file srcds_amd
- you should know if your system is amd, you can look at the srcds_run
script to see how it checks and uses each diff binary...
e) set
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