RE: [hlcoders] Animated HUD Icon

2005-03-28 Thread Dave R. Meyers
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

[hlcoders] Missing Models for Ammocrates

2005-03-21 Thread Dave R. Meyers
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

RE: [hlcoders] Server query protocol

2005-02-22 Thread Dave R. Meyers
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

RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Dave R. Meyers
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

RE: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-21 Thread Dave R. Meyers
\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

[hlcoders] Vampire Bloodlines and HL2

2004-12-08 Thread Dave R. Meyers
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

[hlcoders] Is it True that we will get the SDK around HL2 relase date?

2004-11-02 Thread Dave R. Meyers
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

RE: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/

2004-10-26 Thread Dave R. Meyers
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

RE: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Dave R. Meyers
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

RE: [hlcoders] Problems with Blood color

2004-10-18 Thread Dave R. Meyers
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

[hlcoders] Getting third party mods listed on steam

2004-08-30 Thread Dave R. Meyers
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

Re: [hlcoders] view models

2002-01-19 Thread Dave R. Meyers
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

[hlcoders] model skin names

2002-01-18 Thread Dave R. Meyers
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,

[hlcoders] Maya 4

2002-01-16 Thread Dave R. Meyers
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:

Re: [hlcoders] Using different player models

2002-01-16 Thread Dave R. Meyers
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

[hlcoders] MP map transistion.

2002-01-16 Thread Dave R. Meyers
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

[hlcoders] View models

2002-01-14 Thread Dave R. Meyers
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

[hlcoders] Water currants???

2002-01-08 Thread Dave R. Meyers
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

Re: [hlcoders] Alternate Mod Dir

2002-01-08 Thread Dave R. Meyers
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

Re: [hlcoders] Question about the EULA again

2002-01-07 Thread Dave R. Meyers
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

[hlcoders] Question about the EULA again

2002-01-06 Thread Dave R. Meyers
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

Re: [hlcoders] what is the process for subscribing to this mailing list?

2002-01-06 Thread Dave R. Meyers
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

Re: [hlcoders] Removing items at level start

2002-01-04 Thread Dave R. Meyers
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

Re: [hlcoders] access keyword

2002-01-04 Thread Dave R. Meyers
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.

Re: [hlcoders] HLTV Spectator

2002-01-04 Thread Dave R. Meyers
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:

[hlcoders] Removing items at level start

2002-01-03 Thread Dave R. Meyers
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

Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers
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,

Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers
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

Re: [hlcoders] StartDeathCam()

2002-01-01 Thread Dave R. Meyers
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

[hlcoders] vgui newbie question.

2001-12-31 Thread Dave R. Meyers
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

[hlcoders] world.cpp Keyvalues

2001-12-30 Thread Dave R. Meyers
. 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

Re: [hlcoders] world.cpp Keyvalues

2001-12-30 Thread Dave R. Meyers
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

Re: [hlcoders] world.cpp Keyvalues

2001-12-30 Thread Dave R. Meyers
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

Re: [hlcoders] what a bloody n00b

2001-12-27 Thread Dave R. Meyers
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

[hlcoders] Linux problem

2001-12-25 Thread Dave R. Meyers
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

Re: [hlcoders] Server Side Weapon Entity weapon_* Owner

2001-12-08 Thread Dave R. Meyers
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

Re: [hlcoders] ghostinj.dll?

2001-11-28 Thread Dave R. Meyers
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,

Re: [hlcoders] ghostinj.dll?

2001-11-28 Thread Dave R. Meyers
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

Re: [hlcoders] EXPORT problem

2001-11-15 Thread Dave R. Meyers
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

[hlcoders] syntax and ansi compliance

2001-11-14 Thread Dave R. Meyers
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