From the few animated textures I have seen, it is all in the vmt file. What
the frames are and the speed to animate.
Would it not be the same for textures in the HUD?
Dave R. Meyers
OZ Deathmatch
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SB
the way to missing models, does anyone have these models
or is everyone missing them?
Dave R. Meyers
Starbreaker
PS I was not sure which list to post this to, so I posted it to both
___
To unsubscribe, edit your list preferences, or view the list archives
based game tonight, but just not sure which
one, but I am sure that I don't want to play game X. So I check the box for
Game X, then check another box to find all severs but game X.
Just an idea that I thought might be useful to more than just me..
Dave R. Meyers
Starbreaker
You can make feature
Look at the crossbow code. The rebar bolt already does this. When you
shoot at a far target, the bolt drops, and it drops a lot if you are
shooting really far.
Dave R. Meyers
Starbreaker
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent
\env_detail_controller.h
Dave R. Meyers
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Has any one checked the ability to get Bloodlines resources(Maps, models,
textures...) into HL2?
Just wondering as they are both built on Source, but Knowing Troika was
involved makes me worry.
Dave Meyers
___
To unsubscribe, edit your list
Man, long subject, but no other way to say it...
Are we really gonna get the SDK sometime close to the release date of HL2?
You know how website rumors are, but PHL usually is on the up and up.
Dave R. Meyers
Aka Starbreaker
OZ Deathmatch
I have been using .net pretty much since it came out, and yes there is a
learning curve, but it is not that bad if you stick to what you know and
then slowly add new things. I find some of the features very helpful, my
favorite would have to be the collapse all feature that will collapse
Visual Studio .Net 2003 in use here.
Dave R. Meyers
OZ Deathmatch
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
them some where. But
you will need the sprites if you want to litter the battle field with
different colored blood splatters.
Dave R. Meyers
OZ Deathmatch
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Sorry if this is a repeat of a dead forum, but I just moved and finally got
almost everything set back up and missed the last 3 months or so of this
list, but
Was there ever a word on how or if we
with the origin of the model.
This
link should help out.
http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows
_tutorials/weapons/compiling.shtml
-Original Message-
From: Dave R. Meyers [SMTP:[EMAIL PROTECTED]]
Sent: Saturday, January 19, 2002 2:32 AM
Is there an easy way to rename the skins inside a model?
The reason I ask this, is that I am going through and trying to add the
DM_Base.bmp to teh view models, so that the view models show the team color
of the player. It works just fine, but I had to decompile the view model,
import the smd,
Just to let those that use it or that would like to, there is a Maya 4 HL
exporter plugin avai;ible now.
Dave
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
Have you looked at the model info in the sdk??
There is a folder with player models in it, and it looked to me that there
was a tfc hwguy in there. All the base components, Qc file. bitmaps.
everything you need to compile and make it run. the qc file is huge.
Just a thought.
Dave
Ok, I have been cheating on this newgroup I have been reading others.
What I have seen, is numerous requests for a few things, that I think sound
resonable.
1: a cvar to allowdownloads of everything EXCEPT bsp files. so that players
can get sprays and custom models. but not choke
Does anyone know if viewmodels are affected by the topcolor/bottom color
command if palated correctly?
What I am hopeing for is being able to make 1 viewmodel, that I can use in a
team play style game, that will change colors to math the team color.
Just makes life a bit easier I think.
Dave
also not modified the shared files, or client dll. This is for a
server side only mod?
Any ideas?
Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch
___
To unsubscribe, edit your list preferences, or view the list archives
fallback_dir modname
you can also specify many many dir, before it gets to valve.
Dave
- Original Message -
From: Nicemice [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 08, 2002 12:13 PM
Subject: [hlcoders] Alternate Mod Dir
Hi,
is it possible to add an alternate
This was kinda of my thinking, but I E-mailed many people, and have not
gotten any word back. From any mod teams.
I know people who code CS, TFC, and OP4 watch this list, so I hoped that by
post this question they might respond.
Also the thing you forgot to add below, is the hours spent making
Using the newly finished Infinity mod, I can remove
all the specified entities from any map, then go back in and place what ever
"stuff" I want.
So I can run any map under a mod that supports the
files written buy Infinity, so my question is this:
If I want create 'dat' files for Counter
http://list.valvesoftware.com/mailman/listinfo/hlcoders
- Original Message -
From:
Christopher Long
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 4:13
PM
Subject: [hlcoders] what is the process
for subscribing to this mailing list?
Is there an
Fixed. It was not freeing the memory correctly.
Dave
- Original Message -
From: Dave R. Meyers [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 1:08 PM
Subject: Re: [hlcoders] Removing items at level start
The exact error I get is :
ED_Alloc: no free edicts
It looks to be just a check to make sure the file exists. The thing is
though that it allows for up to ten more files of the same name + X.
crossfire.dat
crossfire1.dat
crossfire2.dat
then it is supposed to figure out how many files there are, then generate a
random number, and pick one.
I forget what info_ thingy it looks for, but Opera had the same problem and
they wrote a nice little fix for it. Are you using custom maps that might
not have this entity in it?
Just a thought.
Dave
- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
Ok, in my items spawn functions, I set the flags to kill_me, and so the
items do not spawn or respawn. But the problem I am getting now is that
when I go back into the map to start to add my own stuff where I want it, I
get an out of edicts error, which I understand is from having too many items
hud,txt is a good place to start. that or the weapon file itself, but I
believe the hud.txt is the right file.
Dave
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 11:02 AM
Subject: [hlcoders] Weapon slots
Folks,
OK, I got it now.
int CCrossbow::GetItemInfo(ItemInfo
*p){p-pszName =
STRING(pev-classname);p-pszAmmo1 =
"bolts";p-pszAmmo2 = NULL;p-iMaxAmmo2 =
-1;p-iSlot = 2;//This is the
"bucket"p-iPosition = 2; //
This is the position in the bucketp-iId =
WEAPON_CROSSBOW;p-iFlags = 0;return
1;}
A
Once I am awake, I will look through my code, and see what I can tell you.
I remember adding something about info_intermission to the OZ code, for ctf.
So that a player was spawned there, then to the team spawn they selected in
ctf style play. But I can't remember right now, and want to go back
I followed the tut on HL Programming planet, and I have a functioning vgui
menu.
Now, I want to make use of the commandmenu.txt. But if I have anything in
it, the game crashes. I remove the text, game runs fine, but no menu.
Anyone have an idea what is going on?
I copied the commandmenu.txt
. I cannot for the life of me figure out where to reset it???
Any help would be much appreciated, or even a what the hell are you
thinking. 8)
Thanks,
Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch
else if ( FStrEq(pkvd-szKeyName, defaultctf))
{
if ( atoi(pkvd
great, but the problem is, I want to use some maps, that
do not have those as prefixes, and I do not want to add every map name to
the list.
Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch
___
To unsubscribe, edit your list
nope, that is right on, but I also tried that(first idea as a matter of
fact), and for some reason it would always stay 0. never change to 1 or 2?
But you do have the concept right.
Thanks for the quick reply, I am off to bed now. Maybe when I wake up, I
will have more ideas. happens
About the fileplanet thing.
Well let me see, I hoave my own webpage, that I pay for myself. With about
500mb storage. Cost a little bit. Then I also have the OZ website
supported by fileplanet. I have not received anything about a storage
limit( but I only put OZ stuff there), and I get all
Ok, here is a copy of a log I received from Sparken how is helping me get
the rho-bot code back into OZ under Linux. He is using the egcs version
recommended by valve (egcs 1.1.2?). Now the code compiles and runs just
fine without the bot code, but once the bot code is added, then run this
This is a check I make to see if the player has a crowbar, then if he does
not, give him one. Works fine for me.
if (!pPlayer-HasNamedPlayerItem(weapon_crowbar))
pPlayer-GiveNamedItem( weapon_crowbar );
Dave
___
To unsubscribe, edit your
I think your best bet might be to open the dedicated.* file if you are
running under windows, or type make in the dedicated dir if you are running
linux. worked for me.
Dave
___
To unsubscribe, edit your list preferences, or view the list archives,
I started to think that might have been the case too.
After reading over the code, it looks to me like you could code your own dll
of some sort, and set it to be called if whatever key was set.
And yes it looks like that could be used to seriuosly tweek the hlds.exe you
get when you compile
I had this problem with one of my thinks. I
believe I fixed it by renaming the think to runethink, and explicitly calling
that think when my code needed that think.
Dave
- Original Message -
From:
q9806774
To: [EMAIL PROTECTED]
Sent: Wednesday, November 14, 2001
is this, why did not all of the loops
have to change? and would there be a problem with the value ever being
passed to the wrong counter?
I mean I know it has something to do with scope, but this just seems odd
that not all loops gave errors??
Dave R. Meyers
aka Starbreaker
www.starbraker.com
40 matches
Mail list logo