());
return 0;
}
At 2006/07/16 01:31 PM, Jose Luis Gonzalez wrote:
Is correct, get's MyMod, but still show Half life 2 Deathmatch in some
linux servers.
Mensaje original
De: Scott Loyd [EMAIL PROTECTED]
Enviado: sábado, 15 de julio de 2006 10:20
Para: hlcoders
/07/16 01:31 PM, Jose Luis Gonzalez wrote:
Is correct, get's MyMod, but still show Half life 2 Deathmatch in some
linux servers.
Mensaje original
De: Scott Loyd [EMAIL PROTECTED]
Enviado: sábado, 15 de julio de 2006 10:20
Para: hlcoders@list.valvesoftware.com
text/plain from multipart/alternative ]
find const char *GetGameDescription() in *_client.cpp.
On 7/15/06, Jose Luis Gonzalez [EMAIL PROTECTED] wrote:
Hi, i recently compiled my Mod in linux and works well in local.
But, when i upload to a linux dedicated server, i have some problems
Hi, i recently compiled my Mod in linux and works well in local.
But, when i upload to a linux dedicated server, i have some problems. The major
problem is in the start, that shows:
Game.dll loaded for Half-life 2 Deathmatch
instead of:
Game.dll loaded for MyMod
What's the problem?. Is
Sorry for posting another time, but still don't work, i need some help with
this, if someone can help me.
Please, i need some help with this, any idea?
I don't know if this is correct (don't work). I use it in the
BuildTransformations Code with boneSimulated[i]=true for
i=(Arrayoftargetbones);
I use UTIL_SetSize to make a huge HULL, but still the same problem.
Also, is not related when you center the view in Dog, is always when you
raise the view. If you don't center the view in Dog (for example, some
meters left), Dog disappears too, and appears when you down the view.
What I'm doing
Here is the problem. Will be better if i show it with images:
Dog Model rendered:
http://img353.imageshack.us/my.php?image=dog17rz.jpg
View raised:
http://img414.imageshack.us/img414/9800/dog28oc.jpg
-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de
Luis Gonzalez
Sent: Wednesday, June 07, 2006 11:02 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Dog model problem in HL2DM SDK.
Here is the problem. Will be better if i show it with images:
Dog Model rendered:
http://img353.imageshack.us/my.php?image=dog17rz.jpg
View
Solved !!
A little problem in client code and GetRenderBounds override
Thanks Jay !!!
-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Jose Luis
Gonzalez
Enviado el: jueves, 08 de junio de 2006 0:35
Para: hlcoders@list.valvesoftware.com
Asunto: RE
HI. I'm working now in a sniper rifle for my mod. I have all the code now
implemented. Only one one one thing to finish him!!!.(Help,Help)
In the Zoom code for the sniper rifle, i need to make disappear the weapon view
model whe user turns on the zoom, and make it appear when user turns off the
Hi everybody. Sometimes, in my mod, players anim states don't work and you show
all players always like a static ragdoll, sliding along the floor.
Somebody tells me that this bug also happens in other HL2DM mods. This needs a
fix???
Someone have the same problem??.
Only happens rare times, but
Look here:
http://forums.thewavelength.net/index.php?showtopic=11309
You need to extract the model_anims.mdl from Half life 2 Deathmatch CGF.
Put in your mod like HL2DM, i hope it works too for gman :)
___
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Hi, in a mod created with the HL2DM SDK, when you press create server,
this only shows in LAN, never on Internet master server.
But, if i put in console map , when i open the map the first time i start
the mod
it showed in Internet master server.
Why Create server don't work like HL2DM,
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sv_lan 0 dont works. Always showed in LAN games. Do I need a .cfg or
something else like serverconfig.cfg ?¿?
sv_lan 0
Hi, in a mod created with the HL2DM SDK, when you press create server,
this
Hi everybody. I have a vulnerable entity that become ragdoll when i kill him.
In the code i make first the ragdoll entity and destroy the entity.
The ragdoll appears and mantain always in the map, but i want to dissolve or
make disappear this ragdoll after four or five seconds. Do you know a
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Fine!. I solve it!. Now i have a vehicle_Strider derived from Iservervehicle
and Works fine!!. Also CreateServerRagdoll works too.
This solve some minor bugs too I finded when other vehicles pass
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It's true, Jay, very very thanks. The problem is the derived class.
When I comment the SyncAnimation function, the problem solved (Although the
game crass when I disconnect, but
I will debug this, I
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Please, can someone help in this???. What is the problem with
CreateServerRagdoll?
How I can create the ragdoll in the point I wanted??. When I call the
function, the ragdoll creates just in the
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Thanks Jay, but don't work. If i call BecomeRagdollOnClient works perfectly.
I use InvalidateBoneCache before calling CreateServerRagdoll and don't work,
still appears in Spawn point.
I tell you
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Hi. I have problems when i kill a entity and the Server ragdoll.
The problem is that when I kill this entity, become ragdoll in the point
that he spawned before, not in the point I killed it.
For
Thanks Mike, i used InvalidateBoneCache and it works!.
I have released the pilotable strider mod v0.2.75, you can find the result
here. But in the forums, someone told me that now, when the strider is smoking
(low health), the same error happens in the NPC Strider, and the c_strider.cpp
is
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Hi everybody. I'm having problems with the strider legs and i found what's
the problem.
In the client side of the strider entity, I get the vehicle_driver_eyes
attachment for use it in my Strider
Hi. Somebody understand my mail?. Sorry, my english is no good.
I only want a way to call GetAttachment in the client side of the entity,
without touch setupbones.
I only added a ViewSmoothing function in the client side of the strider
for my vehicle purposes. This funcion gets the
Sorry for the previous e-mail.
Oh, and please tell us what areas you are having trouble coding so we
can add more/better examples for you.
- Alfred
Ok, i tell you:
First Area: HL2DM animations
I have imported succesfully the HL2DM models into the SDK. Using LEG_8ANIM
LegAnimparameter instead
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I want the HL2DM SDK because my mod plans are a little modifications in DM.
But also I wanted to learn more and more with the basics things like create
HUDS, gamerules, etc. So I'm learning too. So
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I change the pose parameter in this function in base_playeranimstate.cpp,
Using HL2DM animations.
void CBasePlayerAnimState::ComputePoseParam_BodyPitch()
{
// Get pitch from v_angle
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Hi all. I'm working in my SP project, Pilotable Strider.
I exported the Strider into the MP from scratch and it works, but is very
limited.
I want to make a multiplayer option on it. I made a new
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Hi. I want to make a vehicle like a vehicle_crane.cpp. In this code,
I want to rotate a model using the same controls of the vehicle_crane, and
i don't want the game_ui interface to do it, i want to
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This is interesant. Can we use the HL2DM models in the SDK?. What is the
correct way to do?, cloning the HL2DM weapons to the SDK and using the
animation layer sequences of the HL2DM??.
Looking in
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Hi all.
I'm working in a custom strider model using CBaseanimating class.
I have the next problem.
The sequence for ACT_IDLE (Idle01) have a pose parameter called
body_height.
If you
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_
De: Jose Luis Gonzalez [mailto:[EMAIL PROTECTED]
Enviado el: domingo, 09 de enero de 2005 15:10
Para: 'hlcoders@list.valvesoftware.com'
Asunto: About Pose Parameters
Note: I'm building
Thanks for your greetings. V0.2 of the mood will be released this weekend or
Monday. Stay tuned :).
The minimum to get Strider Work is gpGlobals-curtime+0.05, and stills
shake. (minor shake than 0.1, but not good).
Any feature to make the player follow the strider at gpGlobals-curtime?
Thanks
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Hi, i'm trying to move player view angle about 2 degree.
For example, player enters in a room and I want to automatically turn the
player from 2 to 45 degrees, how can i do that?
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