Re: [hlcoders] Replacing crowbar with custom weapon.

2008-01-14 Thread Adam amckern McKern
Just compile the qc file found in; sourcesdk_content\hl2\modelsrc\weapons\v_crowbar You need to export the animations to the same names or it wont work correctly, you will also need to size, and place the crowbar against the biped model in the sourcesdk_content\hl2\modelsrc\player folder (import

[hlcoders] 9 way blend animation.

2008-01-14 Thread Alvin Ng
-- [ Picked text/plain from multipart/alternative ] Was wondering if anyone can help me in making the 9way blending work? Been posting on many forums but nobody seems to be able to help. If anyone can point to me which direction or if there's any working tutorial or video? --

[hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread David Adams
-- [ Picked text/plain from multipart/alternative ] Hello, ive been looking for a way to modify the players view point and view angle in a hl2 mp mod. It seems easy to manipulate the players viewpoint and move him around the map by accessing the players SetLocalOrigin functions or

Re: [hlcoders] 9 way blend animation.

2008-01-14 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] You're going to have to be more specific. What exactly is wrong? How are you trying to make it work that's not working? In HL2 the default SDK already has nine way blending set up in the SDK, so unless you're redoing the player model entirely it

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] This is how I do it: // Update the current command with our view angles. VectorAngles( vecDir, m_pCurrentCommand-viewangles ); #ifdef CLIENT_DLL SetLocalViewAngles( m_pCurrentCommand-viewangles ); engine-SetViewAngles(

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread David Adams
-- [ Picked text/plain from multipart/alternative ] Thanks for the response, I dont want to change the player class unless I absolutely have to. It seems like the functionality is there already to modify view angle, but for some reason its just not working, maybe its not possible to do that

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread Minh
-- [ Picked text/plain from multipart/alternative ] The reason SetAbsAngles isn't working is because the viewangles is constantly being stamped over by the following functions void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) in the

Re: [hlcoders] 9 way blend animation.

2008-01-14 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Why don't you try to use the multiplayer SDK and see if your model works. If it does, then there is something wrong with your code (ie. you're not merging the animstate stuff with the singleplayer code properly) If it doesn't then, there's

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote: Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Adam Maras (memzero)
For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his team a chance. // Adam Maras (memzero) Nick wrote: It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Nick
It has been 4 months since September and still no code updates ? On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The psycological effect has already been enacted. I am doomed. On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL

[hlcoders] New update.

2008-01-14 Thread Jake Breen
Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option From the latest steam update...no changes to source sdk on my side...

Re: [hlcoders] New update.

2008-01-14 Thread John McBroom
I think it means you don't have to run the sdk with -engine to make it work with pre-orangebox games. On 15/01/2008, Jake Breen [EMAIL PROTECTED] wrote: Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods.

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Nick
According to this: http://developer.valvesoftware.com/wiki/SDK_Code_Updates the last code update was over 17 months ago? (aug 06) On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah Nick, remember this is Valve we're talking

Re: [hlcoders] New update.

2008-01-14 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] I'd also guess that, and that was likely the change Mike was waiting for before he pushed out the code update. On 1/15/08, Jeremy D [EMAIL PROTECTED] wrote: I'm ganna guess it changes the need to specify the engine version as a launch option.

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Yeah Nick, remember this is Valve we're talking about. An update every 4 months is almost unheard of! On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote: For goodness' sake, guys... it'll be out when it's ready. Give poor Mike and his

Re: [hlcoders] New update.

2008-01-14 Thread Jeremy D
I'm ganna guess it changes the need to specify the engine version as a launch option. But who knows. Jake Breen wrote: Anyone know what this changes? * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] http://www.youtube.com/watch?v=7WHptG35EWU -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] hmm, and how many other companies give you not only a managed SDK but; full /game/ source... a wiki... a mailing list... a forum... respond to inquiries for help and maintain regular communication with the populace... debug engine crashes under

[hlcoders] RE: No more missing files, getting debugger to run

2008-01-14 Thread Curtis Litchfield
-- [ Picked text/plain from multipart/alternative ] Thanks for the the help guys, it really helps to hear what things do in laymans terms. However when I start new instance I get the following error and nothing happens... The thread 'Win32 Thread' (0x964) has exited with code 0 (0x0). The

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Andrew Timson
Epic does. ;) On Jan 15, 2008 12:39 AM, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm, and how many other companies give you not only a managed SDK but; full /game/ source... a wiki... a mailing list... a forum... respond to inquiries for