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Hi,
I would like to know how to get where players are located client side -- I
mean from a player point of view.
Using pPlayer-GetLocalOrigin() for non-local players will return the last
position sent by server.
As there is interpolation
guess the cvars hostip and hostport are containing
the data you are searching. const ConVar *hostip= cvar-FindVar( hostip
); const ConVar *hostport = cvar-FindVar( hostport ); -archy Janek
Le_Vert wrote: -- [ Picked text/plain from multipart/alternative ]
I wanted to say an SDK function
--
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It is weird to see that you still encountered this problem coz it has normally
been fixed in an engine update done few months ago.
I don't have to use this tip now. You don't need anymore steam.inf server side
neither client side.
But seeing
--
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Hi all,
Does any of you knows how to get IP address and port of the server on which a
player is client side ?
Does any of you knows how to get IP address and port of the server server side ?
Is there functions for that ?
NB : I'm sorry for
-- [ Picked text/plain from
multipart/alternative ] Type status in the console. On 10/30/07, Janek
Le_Vert [EMAIL PROTECTED] wrote: -- [ Picked text/plain from
multipart/alternative ] Hi all, Does any of you knows how to get IP
address and port of the server on which a player is client
--
[ Picked text/plain from multipart/alternative ]
Thank you very mutch Stephen. Sounds really good.
I'll try that asap.
From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re:
[hlcoders] Modifying a Client ConVar not declared in client.dll Date: Fri,
26 Oct 2007 19:56:50
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Hi,
I would like to modify cl_updaterate.
I assume I'm client side and want to get value of cl_updaterate then modify it
after.
I imagine it is something like :
int value = engine-GetClientConVarValue( localplayerindex, cl_updaterate );
value
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Hi all,
I was very surprised this morning discovering that HL2_EPISODIC is declared in
the preprocessor parameter.
I was thinking that it was only for Episode1 and not for HL2MP.
Does anybody (probably from Valve) can confirm me that this
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Hi,
It seems that Orange Box does not modify the way HL2MP, CSS and DODS are
working like they are still using old engine. Is an update plan for them ?
_
Retrouvez Windows Live
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Hi,
My mod is based on hl2mp. appID is set to 320.
I would like to know if HL2MP will be affected by the new engine with orange
box or if current HL2MP will continue to work as of today.
In case there is a new hl2mp with orange box, will
Once the new SDK is out you may want to update your mod to take advantage of
the newer engine, but until then you should make an update to the old one.
-Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL
PROTECTED] On Behalf Of Janek Le_Vert Sent: Thursday, October 04
#Mount_Steam_Application_Content
Once the new SDK is out you may want to update your mod to take advantage
of the newer engine, but until then you should make an update to the old one.
-Mike -Original Message- From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Thursday
--
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Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my
mod, gpGlobals-curtime (server side) never changed : it stays to 1. all
the time. When a first player joins, it starts counting seconds.I don't
understand
] To: hlcoders@list.valvesoftware.com Subject: Re:
[hlcoders] FW: gpGlobals-curtime frozen Date: Fri, 28 Sep 2007 16:37:49
+0100 If you're in singleplayer the game pauses when you have the console
up.. could that be the problem? garry On 9/28/07, Janek Le_Vert wrote:
-- [ Picked text/plain from multipart
could try comparing against gpGlobals-realtime in the mapcycle code, which
will advance whether or not players are on the server or the game is paused or
not. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL
PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, September 28, 2007
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, September
28, 2007 8:41 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders]
FW: gpGlobals-curtime frozen -- [ Picked text/plain from
multipart/alternative ] I'm not in singleplayer. I 'm using HL2DM base SDK
(appid
Hi all,
I would like to know (server side and client side) value of sv_voiceenable.
My first try was to decalre a extern ConVar sv_voiceenable and send its
value in a message to clients but compiler was not able to link
sv_voiceenable as sv_voiceenable is not part of the dll.
Second try was to
though and it would also just
give you access to the server-side value if I'm not mistaken.
But then again isn't sv_voiceenable just a server-side-only cvar anyway? :P
- Ben K.
Janek Le_Vert wrote:
Hi all,
I would like to know (server side and client side) value of
sv_voiceenable.
My first try
the keyvalue properly to return the good image index to display. I
don't understand why it doesn't show the image properly.
Any idea ?
From: Janek Le_Vert [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sv_voiceenable
Date: Mon, 13 Aug
Ben,
You can have this problem if you can't use DirectX 9c or later. I suggest
you to ask your beta testers who have this problem to create a shortcut and
add -dxlevel 70 at the end of the command line in the target field. It will
force to use DirectX 7. Let us know if it fixes the problem.
Oh I forgot. Of course, the thing I expect is receiving events in my main
panel (the one wihch is containing buttons).
The best event are :
- OnCursorEntered with a pointer to the child which sent it
- OnCursorExited with a pointer to the child which sent it
[EMAIL PROTECTED]
From: Janek
, 3 Aug 2007 10:17:11 -0700
You need to subclass Button and implement OnCursorEntered etc. there,
not in the parent Panel.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Le_Vert
Sent: Friday, August 03, 2007 10:12 AM
To: hlcoders
Wanted to say PostActionSignal.
sorry.
From: Janek Le_Vert [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] VGUI : event when mouse pointer enters/exists a
panel
Date: Fri, 03 Aug 2007 19:21:11 +0200
I thought there had
Hi all,
I spent hours trying to understand how I can catch a speciall event. I hope
you'll be able to help me.
I have a Panel which is including buttons (which are panels too). I want to
execute a specific function when my mouse pointer is on a button (it is
entering in the GetBounds area of
No, but you're new Button class could post one via the PostActionSignal
route
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert
Sent: Friday, August 03, 2007 10:21 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] VGUI : event when
Normally the bullet start at pPlayer-Weapon_ShootPosition() with
pOwner-GetAutoaimVector angles.
Tracer effect are using this inputs.
It is what I understood.
From: Garry Newman [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re:
Put your icon_mourning.tga file in your root folder (where gameinfo.txt is).
Then
icon icon_mourning
int your gameinfo.txt
Should be ok.
[EMAIL PROTECTED]
From: Rob Crowther [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To:
into this but didn't want to respond
until I had something useful to report. I'll let you know.
-Mike Durand
Valve
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert
Sent: Wednesday, March 21, 2007 1:07 AM
To: hlcoders@list.valvesoftware.com
Subject: Re
I was expecting an answer from a Valve's guy like Yahn or Alfred. But
nothing ? Is my problem odd ? Or is it so trivial that you don't want to
answer ? Your help will be more than appreciated ;-(
From: Janek Le_Vert [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders
don't want to
answer ? Your help will be more than appreciated ;-(
From: Janek Le_Vert [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Disconnect: This Steam account does not own
this game. message
Date: Tue, 20 Mar 2007 17
My mod is based on hl2mp. As HL2 is not required to play HL2MP, normally it
is not required to play my mod.
The problem is that guys who have HL (solo) can play my mod but guys who
only have the multiplayer pack (not the HL2 solo) have a message saying
Disconnect: This Steam account does not own
not own this
game. message
Date: Tue, 20 Mar 2007 05:10:29 -0700 (PDT)
Janek,
Check that 315 is the only appid in the gameinfo.txt
if there is a line that says 220, then you may need to
remove it.
Adam
--- Janek Le_Vert [EMAIL PROTECTED] wrote:
My mod is based on hl2mp. As HL2 is not required
: This Steam account does not own
this
game. message
Date: Tue, 20 Mar 2007 05:10:29 -0700 (PDT)
Janek,
Check that 315 is the only appid in the gameinfo.txt
if there is a line that says 220, then you may need to
remove it.
Adam
--- Janek Le_Vert [EMAIL PROTECTED] wrote:
My mod
this
game. message
Date: Tue, 20 Mar 2007 14:11:37 +0100
--
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Make sure you've installed Source SDK Base, which can be found under the
Tools tab in Steam.
/ProZak
On 20/03/07, Janek Le_Vert [EMAIL PROTECTED] wrote:
My gameinfo.txt contains a 215
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