[hlcoders] Who needs what SDKs?

2008-03-07 Thread Tom Edwards
I'm confused about what additional SDKs ( http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs )are required for different users. I'm using VCE2008 on Vista and didn't need to download anything! Who needs what? ___ To unsubscribe,

Re: [hlcoders] Who needs what SDKs?

2008-03-07 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] As far as I am aware, If you own a full professional edition of Visual Studio (2005 or 2008), you do not require any additional SDKs (they were installed when you installed Visual Studio)This is also the case if you are using Visual C++ Express

[hlcoders] use another library

2008-03-07 Thread Piotr SiĆ³dmak
I want to include a 3rd party library (1 .h + 1 .lib) so I do this: #pragma comment(lib,library.lib) and when I compile and run my mod I see some errors about unknown commands and not found .res files, then I want to call my CON_COMMAND that I just wrote but it can't be found (doesn't exist)

[hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Jed
Hey all. I want to play a sound file on a game event handled in my gamerules file. I just want to play it normally for each player with no apparent source - basically like a global sound. I know I want the EmitSound function ( or at least I *think* I do :) ) but it's got quite a few differnt

Re: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Tom Edwards
The simplest overload I can find is this one: voidEmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ) It's used by the playgamesound convar. I've no idea what the difference between soundtime and duration is though. :-s Jed wrote: Hey all. I want to play

Re: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread John
-- [ Picked text/plain from multipart/alternative ] You could make each client run a play command locally: engine-ClientCommand( pPlayer-edict(), play game/sound.mp3\n ); On 3/7/08, Tom Edwards [EMAIL PROTECTED] wrote: The simplest overload I can find is this one: voidEmitSound( const

Re: [hlcoders] Who needs what SDKs?

2008-03-07 Thread Adam amckern McKern
The Source SDK is compatible with Visual Studio 2005 and Visual C++ Express 2005 (The 2008s compile in release mode but not debug) You would also need an Edition of the DirectX 9.0c SDK as well if you want to compile the shaders. Adam --- Tom Edwards [EMAIL PROTECTED] wrote: I'm confused

Re: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] For world based things that our players say I use the EmitSound( sound.name, soundTime, duration ); as Tom mentioned, I'm fairly sure duration there just passes back how long the sound will take to play and soundTime is how far into the sound to

RE: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Jay Stelly
Duration is an output that tells you how long the sound will take to play. Soundtime is for sub-frame timing on wave playback. i.e. without a soundtime the sound will start on the next client frame. We use this for things like machine gun sounds that need to be played exactly 75ms apart