Re: [hlcoders] Accessing WndProc in HL2 SDK?

2005-09-23 Thread Andrew (British_Bomber)
-- [ Picked text/plain from multipart/alternative ] I was originally using Fmod for my mp3 player, before I stopped working on it. One of the guys at Valve was talking about working on an example such as an mp3 player so I stopped working with FMod and just decided to wait on that, but it has yet

Re: [hlcoders] Graphics made easy (tm)

2005-09-16 Thread Andrew (British_Bomber)
-- [ Picked text/plain from multipart/alternative ] Well done. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Using CZero content in a mod

2005-08-31 Thread Andrew (British_Bomber)
-- [ Picked text/plain from multipart/alternative ] You would need to get permission from Valve, Turtle Rock and Gearbox I believe, they were all contributors. I would suggest avoiding it, but if you absoloutly need to use it, then those 3 might be a starting point for requesting permission. There

Re: [hlcoders] Fading a weapon model out

2005-08-21 Thread Andrew (British_Bomber)
have you tried something like SetAlpha( 128 ); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] CSS content in a mod

2005-08-15 Thread Andrew (British_Bomber)
In your modinfo file just change the gcf to, 240 I think it is, 220 being HL2 and 320 being HL2MP. Then add the file path farther down to include cstrike and you can then use all the CSS content as you would normally use other content. Note that if you are using HL2DM content you can no longer

Re: [hlcoders] Keeping track of information inside the game

2005-08-01 Thread Andrew (British_Bomber)
Are you implying that saving persistant data from Half Life 2 is outside the MySQL license? I was working on a simple feature in one of my mods to throw data out to a MySQL database but if that is not allowed in the license what do all the Stats programs fall under? btw love the 404 :P

Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod

2005-07-30 Thread Andrew (British_Bomber)
That's just been put in the Skybox. Which makes everything bigger, by some factor, 16 I think. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Removing entity via code

2005-07-24 Thread Andrew (British_Bomber)
If it's a server entity then its' removal needs to be handled by the server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Max Players

2005-07-23 Thread Andrew (British_Bomber)
Shareddefs.h I think ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] How to animate the playermodel for any weapon?

2005-07-16 Thread Andrew (British_Bomber)
in the weapon_ txt file you will find that it either ammends or prepends an animation name for that weapon, fx in the mp sdk a grenade has gren ammended to it the player animation. ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Killing citizens

2005-07-15 Thread Andrew (British_Bomber)
I think it's player relationships or something to that extent. The game thinks you are friendly with them so hurting him is a no go. So you will either have to change his friendliness to you or alter the game's logic so that anyone is attackable. ___

Re: [hlcoders] Vehicle Prediction

2005-07-13 Thread Andrew (British_Bomber)
so in conclusion, not too many people have succesfully gotten vehicle prediction on to the client, and those who have, or have made significant progress are keeping to them selves. Sorry we couldn't help you more krenzo ___ To unsubscribe, edit your

Re: [hlcoders] ERROR

2005-07-13 Thread Andrew (British_Bomber)
Huh? Is he just asking for someone to compile his work? or for you to send 10 computers? WE HAVE NOT COMPUTERS HERE, PLEASE SEND TEN ON THE SNAIG MAIL ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] ERROR

2005-07-13 Thread Andrew (British_Bomber)
lol, I don't feel so bad now, if it was a joke. Too many of those email scams read exactly the same way though, and they take themselves seriously. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Modifying run speed

2005-07-12 Thread Andrew (British_Bomber)
there is a convar that is called hl2_walkspeed or something like that, and the same for sprint speed, just search through all the convars for it, then just increase it :D ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Calling client.dll command's in the server.dll??? Nub Asking Here

2005-07-11 Thread Andrew (British_Bomber)
Personally I would make a new hud element or something that can catch a message and then activate the overlay, or even just has it's own overlay code. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Andrew (British_Bomber)
lol, to some extent you have good points SB. however CSS did come free with HL2. The CS team was mainly 2 people, Gooseman and Cliffe, so I say Kudos to them for getting to Valve, and since it was free with HL2, I don't think it's too bad at all. now DoD:S is not free, it has a charge of some

Re: [hlcoders] I love VGUI

2005-07-10 Thread Andrew (British_Bomber)
it works on all panels. I use it on a normal vgui::panel no problem. I have had the same issue as you do, some panels draw fine without a background, and then others won't draw anything other than text without a background. I haven't been able to figure out why, I am just forced to draw the

Re: [hlcoders] Vehicle Prediction

2005-07-10 Thread Andrew (British_Bomber)
Bunk beds probably, it's a bit more of a drop, and will definatly not put you in a good mood ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Vehicle Prediction

2005-07-09 Thread Andrew (British_Bomber)
lol :D Those TF2 quotes are a conspiracy.. They are just there to give you that tiny glimmer of hope that it will some day release :P :P :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Andrew (British_Bomber)
Lol it seems like they are pushing the SDK for Mods and TC's more than plugins :D Maybe that's the way to go? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Player model

2005-07-03 Thread Andrew (British_Bomber)
If it's an HL2 SP mod, you will need to force it to play the animations, try stealing the HL2DM animations. The HL2SP player.mdl only has the HL1 style animations. ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] unsubscribe wsxcde [EMAIL PROTECTED]

2005-07-03 Thread Andrew (British_Bomber)
Where would we be without the botman? :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Hiding crosshair and viewmodel

2005-07-03 Thread Andrew (British_Bomber)
Why not add a check for if you are in third person, to the view model and cross hair functions that allow it to draw? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Third Person Camera Tutorial

2005-07-03 Thread Andrew (British_Bomber)
lol, it's amazing just how much of a headache one little return can cause ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] A real newb question :D

2005-07-03 Thread Andrew (British_Bomber)
It's daunting as hell, but I am assuming that unlike my crap hole university you have atleast covered C++ so you are doing well there. As for how things tie into each other it really starts to make more and more sense the more you work with it. ___ To

Re: [hlcoders] Debugging is a problem

2005-06-30 Thread Andrew (British_Bomber)
Bob: if you are still using this command line argument Command Arguments : -steam -applaunch 320 -dev -allowdebug -windowed -game d:\games\valve\steam\steamapps\SourceMods\HLMod +map sdk_3d_skybox and starting up the hl2.exe try changing the arguments to something like -dev -allowdebug

Re: [hlcoders] Making EditablePanel bg transparent

2005-06-29 Thread Andrew (British_Bomber)
I have replaced the Health panel with an image rather than the numbers, and when ever I set the background paint to false the image dissapears. The title remains but both the background and image dissapear even though the image is being drawn in the Paint() function. I have other panels that

Re: [hlcoders] Resetting entites on round restart.

2005-06-24 Thread Andrew (British_Bomber)
There is that UTIL_ that removes imediatly, but it has the nice little comment about better not have any pointers to the entity. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Selected a frame to show in an animated material

2005-06-22 Thread Andrew (British_Bomber)
I've seen that somewhere... I can't think of it ATM though. in on of my mods I have a gradiant to show the players health instead of numerics, and I just used an array of 10 hud textures and painted the appropriate one depending on the players health, fx. material[0] would be 100 to 91,

Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Andrew (British_Bomber)
That put a lid on that box didn't it?! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] How to add a certain delay to the server

2005-06-14 Thread Andrew (British_Bomber)
lol That's one way to stop the server doing anything :D you could also do for( int i = 0; i 6; i++ ) for(int j = 0; j 6; j++ ) for(int k = 0; k 6; k++ ) that would slow the server down quite a bit, but the best way would probably be something like creating a boolean

[hlcoders] Player info being sent

2005-06-09 Thread Andrew (British_Bomber)
I am curious as to how the server sends information for players. If I have a number of lives for a player, say 10, and each time the player dies they lose 1. That means say every 1 1/2 minutes the variable would change. However I have a HUD element that shows the players lives. This accesses

Re: [hlcoders] Player info being sent

2005-06-09 Thread Andrew (British_Bomber)
Ok, thanks, so that would mean that the best way would really be just a usermessage? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Hud element and background drawing

2005-06-05 Thread Andrew (British_Bomber)
I have been trying to implement a simple graph for the players health rather than numbers, and it works fine when I am drawing the background of the element. But no matter what I do to try and stop the background drawing my graph also stops drawing. I have the graph and label both painting in

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Andrew (British_Bomber)
Don't know really, the mod team decided they wanted 3 different gameplays, 2 of which were similar and the other 1 being completely different I thought I would break it into 2 gameplays rather than run checks everytime on whether a feature was enabled or not. I take it no one has every created a

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Andrew (British_Bomber)
Thanks guys for not completely taking the hand of me for that completely stupid question and my arrogance towards your original reply jeff :D In my youthfull thinking the soloution was Make very specific gamerules that can handle a specific gameplay, rather than a robust one that can handle

Re: [hlcoders] Player specific flags

2005-05-26 Thread Andrew (British_Bomber)
So you could have up to 32 flags total? I was affraid to touch those incase it was vital to only have 10, thanks for answering my unasked question :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Newbie question

2005-05-24 Thread Andrew (British_Bomber)
Transfer the declaration into a header file and then include that i the main cpp? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Use functions on an Entity

2005-05-24 Thread Andrew (British_Bomber)
I guess I must be in a very CS:S mood or something because I am reffering to it in most of my questions now... Anyway could anyone give me in lamens terms pointers on animating an entity such as the planted bomb in CS:S, that not only Animates the texture but also has a countdown. I tried using

Re: [hlcoders] Newbie question

2005-05-24 Thread Andrew (British_Bomber)
just a forward declaration of it in all of your cpp files? class CBaseAwesomeClass; I don't know if that will work but it's the only other thing I can think of ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Speed hack detection?

2005-05-23 Thread Andrew (British_Bomber)
If the client says its game time A and I'm here, then, it's game time B and I'm there, how is that in anyway difficult to calculate distance/time? This is only a problem if the client doesn't send or the server doesn't use the idea of game time. I would think that the issue is, that they

[hlcoders] Nightvision

2005-05-23 Thread Andrew (British_Bomber)
I appologize if this a really dumb question. I have my NVG completely finished except for the effect itself. I was hoping to recreate real nightvision by simply amplifying the original lights, except for the fact I can't get information about the original lights it's perfect... So I decided for

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Andrew (British_Bomber)
If the server knows that you are reloading and won't let you reload any faster, why can't it stop you from walking or running, hell even firing really fast? I know there are a lot of ambiguous cases like teleporters and stuff, but still it seems a bit odd that you can haul balls accross a map and

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew (British_Bomber)
It's very possible to do that, but as Jeff said you will get a lot more false positives just due to altering latencies rather than real hackers. In theory it is sound but unless you have a decent thresh hold on hacking speeds and just lagging speeds, a better way of doing this without banning non

[hlcoders] Slicing and Dicing Vtf's

2005-05-09 Thread Andrew (British_Bomber)
Lol to start out with I'm sorry if it's VMT's that are the acctual texture files, I can never get them the right way round, but... is it possible to scissor materials the same way you could with sprites? On the HL1 hud if you had 2 pictures in 1 file you could use 1 part of the sprite if

Re: [hlcoders] 2 questions

2005-05-07 Thread Andrew (British_Bomber)
Your team menu might be a simple issue of taking a look at the numbers define for TEAM_SPECTATOR and such. do a search for that. If you set your first button to do jointeam and then it gave the number 1 then you might have TEAM_SPECTATOR defined as 1 where as TEAM_REBEL and TEAM_COMBINE or

Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-06 Thread Andrew (British_Bomber)
lol, was it still solid or did sinor door just delete itself? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] code talk

2005-05-06 Thread Andrew (British_Bomber)
Dunno if the demo commands are open in the code, but you could just copy the way the screenshots create the file name and put it into the demo command then all you have to do is remove any checks for arguments and your done. All you would need to do is type record and it will record de_dust001.dem

Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-05 Thread Andrew \British_Bomber\ Ritchie
couldn't you just add that flag to the normal door rather than creating a whole new entity? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Attaching Objects to a player

2005-04-28 Thread British_Bomber
Is there anyway to Attach model to a players back that doesn't require recompiling the models? I have my object following the player and I am happy enough with it looking like they have a briefcase for trousers, it's just attaching it to their back (like the bomb in CS ) would make the Test Team

[hlcoders] Resetting touch() on an objective

2005-04-27 Thread British_Bomber
I have an objective, much like a flag in CTF, that the player can pick up and take back to his assigned capture point. I use a VERY simple model entity for this, it simply has Spawn, precache, touch and drop functions. Couldn't be much simpiler. They all work fine, the Touch sees if the toucher

Re: [hlcoders] Resetting touch() on an objective

2005-04-27 Thread British_Bomber
Thanks so much guys, got the problem sorted (For the most part ) and working perfectly :D :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Spectate in HL2MP SDK

2005-03-12 Thread British_Bomber
The HL2DM spec mode always returns false, try having it return the base class spectator start ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Multi passenger vehicles

2005-03-12 Thread British_Bomber
I am about to venture off into the land of vehicles, and I am curious if anyone else has managed to get a simple multiperson vehicle to work. I am sure it shouldnt be all that hard to get running since i dont want the passengers to do anything, and valve would appear to have set vehicles up for

Re: [hlcoders] Hiding models during intermission?

2005-03-04 Thread British_Bomber
nodraw? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread British_Bomber
Can you slice VTFs? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Hud round counter not displaying correctly

2005-02-28 Thread British_Bomber
where is the time being sent from and updated? Client or Server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue

Re: [hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
Shaders are well beyond my level of knowledge unfortunatly :( But it's amazing what you can do when you acctually look at the available public functions SetRenderColorA( SetRenderMode( and a little help from garry on the materials has put me on my merry way to getting it up and running. I

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread British_Bomber
I've had the RPG issue, not the stun batton one though, but it seems to be random, and most of the time it doesnt occur so I havent been to worried about it, but I would imagine like draco said, the easiest way to take care of it is just double check it is gone in the holster function.

Re: [hlcoders] RE: Because forks are fun!

2005-02-19 Thread British_Bomber
Was the Source engine built on the Q1 engine Michael? I though it was just the naming schemes and class setup were similar in design but the acctual engine was different. Hmm clever how they ported the Q1 engine all the way up to DX9 standards. Does id know about this aswell? They must be

Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread British_Bomber
Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes and their effects on the in house games? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Joining server if round in progress

2005-02-16 Thread British_Bomber
I'm not sure if this is the proper solution to that or not, but what I do is when the intial spawn function is called I manually set the players team to spectator, then the command on the MOTD opens up the team select. ___ To unsubscribe, edit your list

Re: [hlcoders] Joining server if round in progress

2005-02-16 Thread British_Bomber
Sorry for the 2 emails but I also meant to add that, that way when they select a team you can wait to spawn them until the round has started again ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Freeing VGUI Textures / Texture IDs

2005-02-16 Thread British_Bomber
VGUI has always been my down fall, but all VGUI panels are present at any given time, but hidden correct? If that is the case then my assumtion would be that in order to move the textures anywhere there would only be 1 place to go, destruction, but then you would have to reload them when they

Re: [hlcoders] Joining mod server through steam server window

2005-02-15 Thread British_Bomber
so does that mean that when you create a mod it will now include a game key in the Gameinfo? Thanks for fixing this guys :D Just out of curiosity though, why did you decide to use the Source Mods folder rather than mods being installed into the HL2 directory? Just too keep it clean?

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread British_Bomber
I'm sure there was a point in there somewhere, but this is just going to turn into flames. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread British_Bomber
Now, in all fairness I did offer him an option, and none of what anyone here has said really relates to who's prefference is right. Merely options that modders have open to them for what goes on with how their game is played. ___ To unsubscribe, edit

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread British_Bomber
Didn't Valve distribute plug in capabilities with the SDK? So if you are trying to say that plug in authors aren't allowed to create their plug ins, then why are mod authors allowed to mod for the Source engine? I can see why you would want to put safe guards on what you think should not be

Re: [hlcoders] Joining mod server through steam server window

2005-02-13 Thread British_Bomber
Yes I have the same concerns as you guys, it looks like the Steam Server browser doesnt load any of the mods that are in the SourceMods folder when i go to use it, in game it's fine but external to the game it wont show up. ___ To unsubscribe, edit your

Re: [hlcoders] HLS models, model veiwer and what happened to glow shell?

2005-02-11 Thread British_Bomber
Change the game config in the bottom right hand corner of the SourceSDK window to CS:S and then start HLMV to look at the CS:S models, as for HL:S I have no idea, I would imagine you can use them, try loading the HL:S game files in your mods gameinfo.

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread British_Bomber
Imperio, slap in a few checks to verify they are the values you want, and if they aren't then give some obscure error, blame DirectX and crash the game... Thus you have your weapons doing the damage you want, and if anyone complains you can blame it on Microsoft, problem solved :D

Re: [hlcoders] Velocity and teleport

2005-02-10 Thread British_Bomber
Right sorry about that, I thought by teleport you meant put a player at X X X location, rather than change how they were moving :D I suppose I was just stating the obvious in my respons then :D On Thu, 10 Feb 2005 14:02:34 -0500, Lance Vorgin [EMAIL PROTECTED] wrote: Bomber - that's what

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread British_Bomber
If they want an SMG to do 10 Cagillion damage just by looking at someone, then an SMG is Gonna do 10 Cagillion damage, they will find away, but I have to agree to some extent that the mod teams do tend to spend a lot of time balancing their game, and when they play on a server that has changed

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread British_Bomber
couldnt you just take the players velocity and when you send a slap command it just add's a number, say 30 to X and 20 to Y, to the players current velocity? I thought that's how the CS 1.6 and below slap commands worked. I never looked into them but I dont remember them teleporting people. :D

[hlcoders] Mp3 Playing

2005-02-09 Thread British_Bomber
Is there any way of either finding out when an MP3 is done plaing in HL2 or of queueing mp3's? I am going to implement an ingame mp3 player and would rather not have to include DirectShow, as others have, rather I want to use the built in mp3 player that HL2 already has. The playing of an mp3 is

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread British_Bomber
You can hard code the damage in, here is the code from the SDK weapon parse m_iDamage = pKeyValuesData-GetInt( Damage, 42 ); // Douglas Adams 1952 - 2001 as valve does here, you can too, once you have run the base parse you can add in your own values so it overwrites what

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread British_Bomber
of setting weapon damages? British_Bomber wrote: real quick though, does anyone know who Douglas Adams is? This is a joke, right? If not... http://www.douglasadams.com/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Steam: Technology failure

2005-02-01 Thread British_Bomber
So, I hear steam was written using C++ *sorry* Just trying my hardest to kill this topic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread British_Bomber
GO STEAM 3 to Valve for being ahead of the game, even though everyone bitches about it ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] moveable Spawnpoints

2005-01-29 Thread British_Bomber
Having not been able to look at the Source SDK, I am assuming you could just write a spawn so that it would spawn the player into a Sitting location in the vehicle, instead of driving it, they are in the back sitting on a seat, so when they want to leave they just hit use, to exit the vehicle.

Re: [hlcoders] MS VS C++ 6.0 source compile info

2005-01-27 Thread British_Bomber
I get the c_te_firebullets.cpp error, spent the last week trying to find alternative ways of compiling but to no avail. How is it possible for so many people to follow the same compiling instructions, and yet the dll's just seem to compile randomly for everyone. Also, dunno if this will get

Re: [hlcoders] Commercially released mods??

2005-01-27 Thread British_Bomber
I'd love to see mods being distributed via Steam. Paying for mods doesnt make sence to me, yes as a developer I would love nothing more than to get money for the work I do, but honestly I am going to do it whether or not I am getting payed. Paying for a mod defeats every principle that the mod

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread British_Bomber
Couldnt you acctually make an entity in and of itself that is a spawn point, but instead of attaching it to another entity, you used something similar to parent but it's based on loacational objects. Rofl sorry perhaps an example would be a little clearer, If you have a game play that is based

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread British_Bomber
what if you park the tank under a low bridge? or flip it over? uh oh!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders