I don't have the code base in front of me so this is from memory.
At least up tot he EP1 SDK code base there was code still there related to
the old HL1 mouth movment control which worked by taking the amplitude of
the sound and moving a controller bone along and axis to make the player
model
On
and look at where
to pull the amplitude out (a normalised value).
// Jed
On 8 May 2013 10:40, Neico wrote:
> You're only able to get which player is currently speaking by
> pPlayer->IsSpeaking() was the function I believe, for the waveforms, they
> are hidden behind an interna
all
the helmet models, selecting a random one for the players class and stuff
to prevent the local player having it's head wear drawn in first person
view and handle the helmet getting shot or blown off.
// Jed
On 11 December 2012 16:15, Nick wrote:
> Jed's use of the model script t
s create the
attachment model as it's own entity and have it bonemerge and follow the
player around.
I had a bunch of other stuff which handles the helmet getting shot or blown
off and just spawning it into the world as a non solid gib that vanishes
after a while.
// Jed
On 30 November 20
Ah sorry,
I read your message on my phone and missed that part.
I'm not that up to speed on LUA but I think the HL2 Sandbox had some
sort of LUA Filesystem binding. Maybe you can find something in that?
http://www.half-life2sandbox.com/wiki/List_of_libraries_in_Half-Life_2:_Sandbox
- Jed
IFileSystem is your friend.
- Jed
On Apr 4, 2012 10:13 AM, "Melissa Zak" wrote:
>
> I am currently working on a co-op map-pack for portal 2 and wanted to
have the different courses and maps we are making to be initially be locked
and then unlock when you play them - like in the
I Googled Sam's email address.
Wow
On 2 November 2011 16:09, Psy_Commando wrote:
>> and got stabbed in the head a few times around 1989 too :(
>
> lmao, that explains a lot of things my virtual friend...
>
> On Wed, Nov 2, 2011 at 2:06 AM, Sam wrote:
>>
>> it's just one of me, and i lack t
gt;> >>
>> >>
>> >>On 5 October 2011 09:40, Saul Rennison wrote:
>> >>
>> >>You're emailing the wrong people. Check the list of Valve employee's on
>> >> their site and email the programmer's at a suitable time in Sea
3 Months?
Lucky you - I haven't got a single reply from anyone with a Valve
address in over 3 years!
On 5 October 2011 02:39, Psy_Commando wrote:
> Hi I was wondering is mdur...@valvesoftware.com still the address of the mod
> community manager ? I have never received any responses from that ad
ct. :/
Old-fart signing off...
On 14 September 2011 20:58, Ryan Sheffer wrote:
> Hey Jed
>
> Model precaching is very important considering the model first exists on the
> hard drive, and then it needs to be broken up once loaded.
>
> The model is loaded (FROM THE HARD DRIV
hat this model might be needed and
do some sort of preparation for it?
- Jed
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
ing 9-way plus
all the anims, QCs and macros are in the SDK. However I had to pull
them our with GCFScape.
- Jed
On 7 August 2011 21:17, Psy_Commando wrote:
> Thanks :)
> And no, I don't plan on re-using the marines models, but maybe the anims.
> Hopefully the smd and qc for the mar
mall - and he managed to get everything scaled down to
compensate.
- Jed
On 23 May 2011 01:02, Psy_Commando wrote:
> Hey thanks for the idea! I think I could work out some kind of hybrid map
> system, so I can fallback on bsp. It might turn out a little complex, but
> it's worth a t
f a second
after the original shot) but the actual shot only coming once.
I might have to dig deeper.
- Jed
On 24 January 2011 22:06, Maarten De Meyer wrote:
> I did some checking, and you are right. My issue is unrelated to the linux
> build, it just didn't show on windows or listenserver
d of chosen something else from the
beginning. I reckon trying to keep up with SDK changes has put at
least 2 years onto our development time. So much for the "release soon
and release often" advice Valve pushed.
- Jed
On 28 October 2010 21:14, Tobias Kammersgaard
wrote:
> Mike Dura
Thank god for GMail's "mute" function...
On 27 July 2010 05:46, Dexter wrote:
> IRONY OVERLOAD
>
> On Mon, Jul 26, 2010 at 9:19 PM, Cory de La Torre wrote:
>> Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we
>> need to build additional Pylons to stop this injustice.
>>
ke a prop physics when it becomes detached without
adding network overhead for position and velocity updates?
Searching the code I've not found any specific client side only model
entities apart from the gibs which use the temporary entity method.
Certainly nothing with bon
or instead. Valve do this to make you use their
alternate function calls.
You're choices are:
1) Find out what the Valve "equivalent" of fopen is.
2) Comment out fopen=dont_use_fopen; in your projects preprocessor defines.
- Jed
2010/1/5 Klaus Müller :
> Hey,
>
> I'
Thanks Ben. That seemed to fix it. I also found specifically adding
-DGAME_DLL to the compile option helped a bit as well.
- Jed
2009/12/16 Ben K. :
> If I recall correctly there is an #include in npc_talker.cpp or .h
> which you'll want to #ifdef out for GCC. With #ifdef _MSC_V
ut I see Valve have added relevant fixes there.
The current suspicion is that it's publix/minmax.h causing issues but
I'm not sure quite how.
So anyone got any insights, fixes or known work around for compiling
the Linux version of the OB code?
- Jed
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Well you'd need the models so the server can do collision and hitbox
detection and possibly "purity" tests for pure servers. Materials are
used by some games for player movement checks (slide/don't slide) and
some things like bullet penetration. While I know a lot of that is
client-side the server
o will care are those trying to decompile DMX files and
cant. For new models SMD will do for a while yet.
That said if Valve want to release the DMX file format (and I'll be
happy to sign an NDA if they wish) I'll have a go at making a Max
exporter/importer/transporter/howsyourdaughte
I concur.
I've been pushing the idea with Tony and Mike for at least 18 months. :)
- Jed
2009/9/21 botman :
> Everybody should just use COLLADA...
>
> https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema
>
> :)
>
> On 9/21/2009 8:
I would be very surprised if the compiler doesn't still support SMD
for legacy reasons.
Suppose I better brace myself for the inevitable flood of emails
asking me when I'll add DMX support to my plug-ins...
- Jed
2009/9/21 Andrew Ritchie :
> Unreal Tournament 2003 shipped with a ve
Have you tried running steam in compatibility mode or as administrator?
I'm running the Windows 7 RTM 64-bit and haven't had any issues with
the SDK launcher (yet).
- Jed
2009/9/13 Alex Kane :
> I have now reinstalled Steam in its entirety, and it STILL does not work.
>
I used CVS for 8 years and my last job and it was hellish. We use SVN
for our mod and I would never consider going back to CVS.
There are also some very nice SVN plug-ins for Visual Studio which
make it even easier to work with as well as the excellent TortoiseSVN.
- Jed
2009/8/24 Bob Somers
Without wanting to sound like I'm being rude, based on the
requirements you describe and the negatives you've pointed out, my
best and most sincere advice would be to choose another engine.
- Jed
2009/8/21 Fred Baba :
> Hello all,
> I'm a fairly experienced programmer (
as a backup.
>> + additional encrypted ftp backup
>>
>> On 8/19/09, Logan Baldock wrote:
>>> Harry Jeffery wrote:
>>>> H I really should get my code under svn before the next sdk update
>>>> is released.
>>>>
>>>> 2009/8
2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
works for me :)
- Jed
2009/8/19 Garry Newman :
> I've got offsite SVN and a windows home server.
>
> Windows Home Server is defo worth looking into just for day to day
> stuff. I could throw any of my computers
(sky).
- Jed
2009/7/29 Saul Rennison :
> All displacement handling is done in the engine. By simply having the mod
> code, you would be FORCED to use an entity and use the mesh builder to
> manually build the terrain menu. Make your own Hammer and customize VBSP to
> add custom terrain
assage but a warm welcoming
experience to inspire the next great ideas.
I could go on but you get the general idea...
- Jed
2009/7/24 Jorge Rodriguez :
> On Fri, Jul 24, 2009 at 2:41 AM, Minh wrote:
>
>> The .smd format is extremely robust the way accomodates reference meshes,
And I apologise for my spelling mistakes. I'm stuck in a hotel on the
other side of the world on a netbook with a keyboard too small for my
fingers :)
2009/7/24 Jed :
> I think Source works well for the room and corridor kind of engine but
> if you want anything more "outdoors&q
uction.
Seriously Valve - get serious about your tool set. Great engine, but
it feels like your content creation pipeline tools are from the
stoneage. As yourself this - why do people like myself and Nem make
the tools you do? Maybe it's because your own are so deficient... and
I *know* your using
Kohan, if you'd seen the grammar in e-mail I've received from people
with an @valvesoftware.com email address you wouldn't disbelieve that
Adam may actually have a game industry job.
That said, I agree with the sentiment that Valve is probably the last
game company pushing a BSP based engine? Afte
sue and of course it reads the VTF files. So you'ld just need to
write your shaders really.
- Jed
2009/7/13 Brent Lewis :
>
> For some reason clicking reply in hotmail caused this email to go straight to
> jed. *shrugs* Second try:
>
> OK. I found the shader source code in the
than link into the Valve stuff. Abstracting from that
will at the least give you some autonomy/portability and lessen the
chance of a Valve update borking your appl. That's was the reason we
developed HLLib/GCFScape/VTFLib.
- Jed
2009/7/12 Rodrigo 'r2d2rigo' Diaz :
> Model Viewer
>What's the deal VALVe? Don't want us to have tools that should be
> publicly available?
No. Now you have to buy them as DLC via Steam for the low low price of
$59.99 (or $129.99 if you live in Australia).
:D
___
To unsubscribe, edit your list prefere
I thought I smelled a "killcam" question :D
2009/6/12 Sykes :
> yea kinda.. "last moments before" death and all that :D
>
> though im understand there is some facilities to accomodate server
> side playback..
>
> all ideas welcome
>
> 2009/6/12 botman :
>> On 6/12/2009 7:25 AM, Sykes wrote:
>>> Mi
lves interest to stifle this kind of derivative
work - especially when its non-profit and could potentially lead them
to their next-big-hit.
As I said, I think Valve "get" this and are forward thinking enough to
see that this sort of incestuous breeding of content across their
games is a
acceptable. Of course that's my
opinion and not fact.
Then again I think it's a sad reflection on the litigious society of
today if a few modders would be stomped on from trying to learn and
innovate for fear of legal repercussion.
- Jed
2009/5/14 Jonas 'Sortie' Termansen
> Nice reasoning, so if I go into a shop and only steal eg a part of a computer
> thats okay? :-)
No, because that's theft of property, not breaking of copyright law. :P
- Jed
___
To unsubscribe, edit your list preferences, or view the li
You know, you could always pick up a pen and write him a letter. Less
intrusive than a call and its still his choice whether to answer or
not.
- Jed
2009/5/1 Dan L :
> Anyone live in that area where it wouldn't be long distance?
>
> On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger
I had some code for reading Source MDL meshes somewhere. Need to dig
around on my hard disk and see if I can find it.
- Jed
2009/5/1 Tobias Kammersgaard :
> The mesh output is incorrect as hell right now, so other applications like
> XSI and 3ds Max can't load the SMD files witho
I find it hard to believe that the weight maps are that hard to figure
out? Have you not looked at the compiler source to see how the structs
work?
- Jed
2009/5/1 Tobias Kammersgaard :
> Yeah I'm sure. The weightmap is fine, but the messed up mesh makes it look
> bad.
> He left the
Surely not! Valve take a shortcut and not implement proper metablobs?
You jest sir! ;)
2009/4/14 Garry Newman :
> Wasn't it just a bunch of env_cubemap spheres floating about?
> garry
>
> On Tue, Apr 14, 2009 at 11:59 AM, James Keith wrote:
>
>> Fine, you code up a NPC that has the properties o
http://www.wunderboy.org/sourceapps.php#mdl_tex
Try that. It will analyse your MDL file and tell you all the paths and
textures your model is looking for.
Might help you diagnose your problem.
- Jed
2009/3/5 Walter Gray :
> Hey All
> I've been working with a model for some time n
This is a weird one...
I've made a DispatchEffect handler which sends an effect from server
to client just fine. Done an attached debug and I can see the function
that calls it and can trace the client receiving it.
Problem is, if I call the Dispatch handling function from my player
class Event_K
gs that was doing it.
- Jed
2009/2/4 Jonas 'Sortie' Termansen :
> Hey List,
>
> I'm going to heavily utilize storytelling in my mod. I've decided to have an
> ingame TV Station tell important information. Traditionally I would have
> used a simple rendertaget and
These worked best ;)
http://www.wunderboy.org/blog/121
2009/1/29 Tony Sergi :
> Lol, we had 'fake' ragdolls in the last released version, but it was all done
> with animations. And I *was* working on physics stuff with novodex (now
> PhysX) and ODE. But I never finished it, nor did I actually i
Funny you should mention this.
It just started to happen occasionally in our mod about the same time
the "stuck" HL2.exe thing started happening as well.
2009/1/23 Yorg Kuijs :
> Hey list,
>
> weird issue some testers of my mod have been having, I only got this
> like once a long time ago, I al
To my great dismay and embarrassment I can't seem to get this working... :(
I want to make a client-side only model entity derived from
C_BaseAnimating to attach/detach to models. It's purely the server
side of the code doesn't need to know about it at all. I want to use
the bonemerge method to at
when doing an
attached debug on our mod, when I quit it I got an assert message for
tier2.lib which is not part of our mod's code - so I wondered if it's
something related to that. Sadly the message hasn't popped up since.
Any insights?
- Jed
___
gets
nothing back so for the last 20% of the load it fast-switches random
textures.
Anyway, basically I'm wondering if anyones got any ideas how I can
"re-init" in a way my proxy when the server loads a new level. I
thought about using the engine->flCurrentTime but it appears th
Surely it's using the shadow LOD of the model (if it has one) rather
than the LOD 0?
I know theres a QC command, use_shadowlod_materials, which I believe
tells VRAD to use the texture on the shadow LOD when calculating alpha
for shadows as well.
- Jed
2009/1/6 Matt Hoffman :
> VDC s
up in Google. I think there's even a full copy on
koders.com.
I think the only sensible solution is to have a closed SVN and publish
patches rather than the full code.
- Jed
2008/12/23 Nick :
> Because valve hates open source with a vengeance, and also some one
> posted the enti
Does running the compiler and storing the code on a 8Gb USB stick
count as an SSD drive? :D
- Jed
2008/12/8 Andrew Ritchie <[EMAIL PROTECTED]>:
> I'd imagine you might see some improvements with intelisense if you're using
> Visual Studio, and probably a bit of an improv
s with the Xerces library.
- Jed
2008/12/2 Andrew Watkins <[EMAIL PROTECTED]>:
> Can anyone confirm if the linux server dll can be built in Ubuntu 8?
>
> I haven't used any linux in quite a while, and even then it was only on
> university terminals.
> I've just instal
entities AbsOrigin() and it worked fine.
Thanks for the tips.
- Jed
2008/11/22 Jorge Rodriguez <[EMAIL PROTECTED]>:
> There is also ScreenTransform(). I don't know if it will work for you but it
> is worth noting.
>
> --
&
are in the map. The white arrows show
how the screen space position as apparently been scaled up.
Anyone got any suggestions?
- Jed
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Didn't we have a discussion about this a few months ago? I think I
started the thread. Someone posted a link to some example code that
did it.
- Jed
2008/10/23 frikazoyd <[EMAIL PROTECTED]>:
> Hi,
> I noticed in the isteamfriends.h API there is some code to grab Steam
> Comm
ldn't mind some clarification actually as I made some tree models
ages ago with 10 skins defined for each and if it is loading all the
textures I might just re-do them as individual models.
- Jed
2008/10/19 Minh Le <[EMAIL PROTECTED]>:
> actually, are you sure it loads all 5 sk
ot; in the client-side
constructor of my weapons class and I checked and my weapons are
predicted.
Can anyone shed any light on what may be causing doubling up of events
and how to get around it?
- Jed
___
To unsubscribe, edit your list
t the
skybox.
- Jed
2008/8/20 Yorg Kuijs <[EMAIL PROTECTED]>:
> Maarten De Meyer schreef:
>> but impact grenades should be peanuts. Check out
>>
>> void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t &trace,
>> Vector &vecVelocity )
I'm guessing because that forces it to use materials/models, etc from
the GCF and as you mod doesnt have a GCF and they dont exist in the
source base you get errors and missing textures. Same things happens
to our mod (EP1 based) if you try to use sv_pure.
- Jed
2008/8/18 Matthew Dryden &l
tions therein still not
functions even though I'm using a class derived from it? A debug
traces shows the code being called.
I'm at a loss here :(
- Jed
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
This thread might help a bit.
http://forums.steampowered.com/forums/showthread.php?t=649124
- Jed
2008/8/4 Xaz <[EMAIL PROTECTED]>:
> Thanks for the suggestions! I like the sound of trying to blend the
> animation from ragdoll, but didn't know this was possible. Are the
d
that can pull a persons iris print out of a 320x240 CCTV picture?
- Jed
2008/7/30 Kenrick Rilee <[EMAIL PROTECTED]>:
> Is there any way to batch resize textures and increase image quality? For
> example, it would resize, then run some algorithms on the image to improve
> image qua
}
So you'd be comparing the name of the weapon with a given string to
see if they match and then do something. Note the above ISNT real
code, just an example.
I still think you'd be better off just overriding the function that
plays the sound in each weapons own class.
- Jed
200
ns derived from from a common base
class.
- Jed
2008/7/30 Yorg Kuijs <[EMAIL PROTECTED]>:
> nah there's only a few sounds defined there
> but I found what I was looking for in the code, but again if I change this
> it will count that for all the grenades so I want to make someth
I think you'll find it's defined in the weapons script file.
i.e. weapon_mygrenade.txt
Theres a section that defines weapon sounds and these refer to sounds
defined in weapon_sounds.txt.
Hope that helps.
- Jed
2008/7/30 Yorg Kuijs <[EMAIL PROTECTED]>:
> Alright another qu
I usually just launch the game and then attach the debugger to the
HL2.exe process. Don't know if that will work for the dedicated
server.
- Jed
2008/6/14 Nuno Ramiro <[EMAIL PROTECTED]>:
> Will look into it :), thanks
>
> But still I prefer if there was a way to debug the s
Found reference to this. seems promising. Just need to figure out
exactly how to implement it.
The idea of only allowing the members of one group seems the easiest solution.
http://forums.alliedmods.net/showthread.php?t=60899
- Jed
2008/6/3 Tobias Kammersgaard <[EMAIL PROTECTED]>:
>
That sounds idea actually, but as mentioned by others - how on earth
would you implement it code wise? :S
- Jed
2008/6/3 Adam Maras (memzero) <[EMAIL PROTECTED]>:
> Could you invite the testers to a private Steam Communities group and
> hard-code the group ID into the mod instead?
people joining games
but actually stopping them completely so they can't make local listen
or LAN servers.
I've never gone this deep into the whole Steam side of things for
getting ID's or where would be a suitable or safe place to put the
check/reject code.
Thoughts? Sugges
your
entity du jour.
- Jed
2008/6/3 Patrick Gurney <[EMAIL PROTECTED]>:
> I'm working on writing a couple of entities that will give my player's head
> a "look at" effect. Briefly, I'm working in third person, so when there's
> something of interest
oders was constantly getting pointers to
things without checking they were valid and this was a cause of a lot
of our problems.
- Jed
2008/5/25 Erling K. Sæterdal <[EMAIL PROTECTED]>:
> I have tried this and it does not seem to work, im at a loss what I have
> don't work. If it c
Actually for VS2005 SP1 the official Microsoft line is to run VS as Admin O_o.
Still, I don't actually have Vista on my machine - I still run XP and
just have various Vista installed (32/64bit) as virtual machines under
VMWare for testing. :D
- Jed
2008/5/25 Ondřej Hošek <[EMAIL P
I'd also check you're running VS2008 as Administrator. I've had
problems in the past with it not writing output files because of
Vista's UAC.
- Jed
2008/5/25 Keith <[EMAIL PROTECTED]>:
> After following all the instructions on the Valve Wiki, using C++ 2008
> E
Alright then, if you're going to be pedantic lets take out Portal and
add Day of Defeat. :P
2008/5/18 Tom Leighton <[EMAIL PROTECTED]>:
> Actually Portal came from another game (not Source/GoldSrc engine based)
> but heh :P
>
> Ben Mears wrote:
>> Here's my opinion.
>>
>> Valve doesn't owe us anyt
Meaning?
- Jed
2008/5/3 Tom Edwards <[EMAIL PROTECTED]>:
> That isn't exactly secure though. :-p
>
>
>
> Steve Henderson wrote:
> > I notice that there is a ConVar listed in in_mouse.cpp:
> >
> > I think Andrew probably has the best idea.
>
.
I posted a better explanation with diagrams as a reply to your thread
on Steampowered:
http://forums.steampowered.com/forums/showthread.php?p=7582406#post7582406
- Jed
2008/5/3 Chad Lehman <[EMAIL PROTECTED]>:
>
> Hey Tobias,
>
>
> It worked! You just have to:
>
> 1)
as true or false and if true, scale down the
mouse input by about a quarter or so.
- Jed
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
I wouldn't mind seeing how they set-up the aimblend anims for deployed
MG's in DoD:S as well. It's got 9 way blend + a height pose parameter
too.
- Jed
On 14/04/2008, Adam Donovan <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> Ok so I'm trying to get
I'm using VMWare and it's still taking 10 minutes...
- Jed
On 07/04/2008, Tom Leighton <[EMAIL PROTECTED]> wrote:
> VMware is notoriously slower. Cant you try another box?
>
>
> Keeper wrote:
> > It takes me 1 hour to compile our linux server binaries. Is th
Never took me more than 10 minutes with a full compile.
- Jed
On 07/04/2008, Keeper <[EMAIL PROTECTED]> wrote:
> It takes me 1 hour to compile our linux server binaries. Is this normal?
>
> It takes very little time by comparison in VS2005.
>
> I have slackware 11 instal
like what sort of things should be handled server side, what
should be handled client, tips on getting around problems with lag,
prediction, etc?
Would be interesting to see what solutions people have come up with.
- Jed
___
To unsubscribe, edit your
what frame
of your VTA.
facerules_eyes.qci and facerules_xsi.qci are also important as they
set-up/refer to flexes you may not of set-up yet.
- Jed
>
>
> Tom Edwards wrote:
> > You're including a bunch of _xsi.qci files...weren't you using Max?
> >
> > Jak
you'll need to watch the percentage of other
frames as they'll tween so make sure each morph is the only one at
100% each frame.
You can then export the VTA with all the shapekeys in a single
animation which is what Valve use with the SDK examples.
- Jed
On 25/03/2008, Jake Breen <[EM
to help in the
process but nothing thats out there yet.
- Jed
On 25/03/2008, Sam Goldwater <[EMAIL PROTECTED]> wrote:
> Can anyone think of examples of Alyx quality facially rigged custom
> characters? Is it attainable only having the citizen model to work from?
>
> On Tue, M
eased as of yet."
Guess my worrying was a bit premature then. Just wish he'd answered my mails :D
Sorry folks. False alarm.
- Jed
On 24/03/2008, Cory de La Torre <[EMAIL PROTECTED]> wrote:
> Nope, but same for me, where is he?
>
>
> On Mon, Mar 24, 2008 at 3:34 PM, Je
st the suddeness that it
all went quiet. As I said we seemed to be on the verge of a new
release of the VTF tools and he almost always replies to my mails. I
haven't seen him on MSN either.
So just wondering if anyone has had any sort of contact with him,
mainly so I know
It says its on line 36 which is around the collision model command.
Try putting the { at the end of the line after the SMD file name
rather than on a newline.
- Jed
On 22/03/2008, Jake Breen <[EMAIL PROTECTED]> wrote:
> Okay..I can't seem to compile a model with physics with
fernt constructs and for the life of me I
can't find the "simple" version to do what I want.
So how should I call EmitSound to just play a WAV or MP3 file once
from gamerules with no origin, i.e. like a soundtrack?
- Jed
___
To unsubsc
.
However our mod compiles fine with the above set-up.
- Jed
On 07/03/2008, Tom Edwards <[EMAIL PROTECTED]> wrote:
> I'm confused about what additional SDKs (
> http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs
> )are required for different users. I'm u
er in
SoundEmitterSystem.cpp in the EmitSoundByHandle function. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.
Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for "gender" code should yeild th
There was something like that in the original HL2MV code release but
much of the code was missing and/or commented out, likewise the code
to open MDL files using the normal file dialog.
- Jed
On 04/02/2008, Jake Breen <[EMAIL PROTECTED]> wrote:
> I'm pretty sure hlmv can auto
with HL2MV
binaries often getting updated more often than the codebase I couldn't
be bothered to do the hack again... :|
- Jed
On 03/02/2008, Adam Donovan <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
>
> this seems rather retarded but w
Just a quick question - where are you getting the polycount from? Your
modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
15000 poly model anyway considering 3 verts per triangle even when
many are shared.
- Jed
On 30/01/2008, Ben Mears <[EMAIL PROTECTED]>
You tried normal maps?
I think the largest poly-count model I've seen in a Source game is the
Tiger tank in DoD which is ~11000 max.
- Jed
On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Well, it's a pretty
Hmm well as most of the apps I write are for XP & Vista, I need it
anyway. Can't say I've had any *issues* reported running our mod under
XP when it's been built with the VS2005 SP1 + Windows SDK combo.
- Jed
On 25/01/2008, Adam Maras (memzero) <[EMAIL PROTECTED]> wr
1 - 100 of 191 matches
Mail list logo