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Yea I've been having great problems, won't even show the avatars :\ If you
do get it working can you please post it on the wiki or something
On 2/19/08, Cale Dunlap [EMAIL PROTECTED] wrote:
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Hi List,
My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.
This works fine, but now my combine players seem to be having gender
issues as they use female sounds.
Does anyone know how
Just thought I'd throw this out there before I started investigating
my code more thoroughly..
Is anyone using vehicles on the Orange Box code in their mod?
Specifically the jeep vehicle(s). Does it crash at all? In
multiplayer? Dedicated servers? More than 1 player seeing the vehicle?
If it's
I had similar problems back in the day but I can't remember the simple
solution off the top of my head. If I recall you could change it in
the player sounds script file to not use gender specific sounds by
re-configuring the
I think I also changed some of the code to do with gender in
Hey guys,
Anyone a student here? Bet you some are :D
https://downloads.channel8.msdn.com/Products.aspx
Free Developer software, if you can verify you are a student at one of
the recognised colleges or universities.
WOW :D
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sweet! nice find, thanks tom. Some nice bits on there :)
Tom
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From: Tom Leighton [EMAIL PROTECTED]
Sent: Tuesday, February 19, 2008 4:26 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Free Visual Studio 2005/2008 Pro?
Hey guys,
Global_actors.txt defines gender type of a particular model.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Tuesday, February 19, 2008 9:51 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Gender Swapping
I had similar
Thanks for the input Jed, that was where I'd already looked and come up
blank.
However, I just found what I was looking for in the global_actors.txt
script file, which is just a keyvalues file that specifies model names
and gender.
Thanks!
Jed wrote:
I had similar problems back in the day but
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Is there a fix to this bug yet? I have confirmed this on 2 different
computers.
The only things I did to the SDK was remove the DT_WaterBullet /
DT_WeaponCycler classes entirely, by commenting and removing files.
Bug Description:
Client and
Tom Edwards wrote:
What does Professional do that Express doesn't?
Go here...
http://msdn2.microsoft.com/en-us/vs2008/products/cc149003.aspx
...and you can compare features of what's in the Professional Edition
verses the Express Edition (click Expand All for easy browsing).
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Jeffrey
Not a lot, if we're being honest, but there are some things to make your
life easier, like a debugger that can switch between threads to show you
what each is doing, and C++ comes already set up to be able to include
standard Windows headers.
I'm not an expert by any means, but those are the ones
Can anyone get the command $collisionmodel to work with orange box sdk.
It always say the { following it is a bad command.
Example from a flag model for tf2 i'm trying to compile
Basic Info
$collisionmodel flag_phy.smd
{ --- Gives me the error
$concave
$mass 8.0
$inertia 1.00
I think this is just normal for source engine. Probably not much you
can do to fix.
On Feb 19, 2008 1:03 PM, Joel R. [EMAIL PROTECTED] wrote:
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Is there a fix to this bug yet? I have confirmed this on 2 different
computers.
The only things I
On Feb 19, 2008 6:22 PM, Andrew Simpson [EMAIL PROTECTED] wrote:
Not a lot, if we're being honest, but there are some things to make your
life easier, like a debugger that can switch between threads to show you
what each is doing, and C++ comes already set up to be able to include
standard
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That is caused by the tight tolerance values in the DATADESC. If you increase
the tolerance values for the predicted variables (network origin, velocity,
etc.), it fixes it. There's no way the client can predict that accurately. If
you
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We do have the jeep, airboat, jalopy in our mod and we haven't noticed any
crashes other than some simple crashes related to vehicles in MP.
On Feb 19, 2008 6:58 AM, Garry Newman [EMAIL PROTECTED] wrote:
Just thought I'd throw this out there
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I've been looking through lots of code trying to decide how to approach
this.
Basically when on a moving platform train there is a consistent prediction
movement issue. Basically I think that the
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