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,
--
[ 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
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)
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
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
--
[ 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
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
--
[ 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
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
9 matches
Mail list logo