[hlcoders] Initialization

2005-12-11 Thread Lachlan Gunn
Hi, In order to do certain things in my mod I need to use some third-party libraries which need to do some initialization/termination work. Is there a certain place where I can call these functions as the mod is loaded? -- Thanks, Lachlan ___ To

[hlcoders] Threading

2005-12-03 Thread Lachlan Gunn
Hi, Is there a way in which I can spawn a thread in a cross-platform way? I'm making a ranking system, and would rather not force the client to wait for a response from the server or a timeout before changing maps. Also, what would be the best way to use HTTP from the mod? Is it possible to do

Re: [hlcoders] Using odd compilers

2005-10-13 Thread Lachlan Gunn
The deprecated functions are there because MS decided to dump the standard C functions and replace them with overflow-safe[r] versions (they may get merged into a new C standard, who knows). AFAIK however, there isn't a way to make it work under other compilers. On 10/13/05, Kirk McDonald [EMAIL

Re: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Lachlan Gunn
One idea, what about a service where mod-makers can register their mod and a download URL? That way the file doesn't need to be hosted by Valve, but could still be accessed from Steam. On 9/29/05, stalker333 [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked

Re: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Lachlan Gunn
Why not both, with space on Steam servers for those who are willing to pay? On 9/29/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Who would host the content? Steam content servers, or would be an external hosting, that is ported through

Re: [hlcoders] Third Person View

2005-09-11 Thread Lachlan Gunn
That will show you how to implement a key to change it... but otherwise, if you want it permanently, use the HL2_Player::Spawn function but do: ClientCmd(thirdperson) Instead of input-. Lachlan Gunn wrote: Thanks everyone, I have that working, but there are two more problems I have: When

[hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
Hi, Sorry if this is an amazingly stupid question, but how would I go about switching a player to third-person view? There is a function in CInput, but I cannot find an instance to call it from. -- Thanks, Lachlan ___ To unsubscribe, edit your list

Re: [hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
input-CAM_ToThirdPerson(); Where am I supposed to put this in? Because I've put it in the player spawn code, but it's still in first personI'm not sure when I'm supposed to switch to third person. } in_camera.cpp, line 56 On 9/10/05, Lachlan Gunn [EMAIL PROTECTED] wrote: Hi

Re: [hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
) { // no thirdperson in multiplayer. return; } #endif #endif you probably have to comment this lines Lachlan Gunn a écrit : input-CAM_ToThirdPerson(); Where am I supposed to put this in? Because I've put it in the player spawn code, but it's still

Re: [hlcoders] Third Person View

2005-09-10 Thread Lachlan Gunn
simpler) question is this: at what point am I supposed to switch to third-person mode? Entity spawn is too early, what would be an appropriate time? Any help with these would be much appreciated. On 9/11/05, Lachlan Gunn [EMAIL PROTECTED] wrote: Ok okay, thanks, I'll give it a try. On 9/11/05

Re: [hlcoders] Another Newbie modding question!

2005-08-27 Thread Lachlan Gunn
On a related note, is there a way to do command-line builds? Because I haven't been able to find any information about this, so I'm still left somewhat confused as to whether it's possible (I'm used to GCC on *nix, so I though it was always possible, but MS appear to tie it to the IDE). On

[hlcoders] Video playback

2005-08-02 Thread Lachlan Gunn
Hi, this is probably a question that more experienced users have solved repeatedly, but I cannot seem to find it documented, so here goes: I am trying to display pre-rendered video (both in-game and as cutscenes). I assumed that the best way to do this would be to modify the texture at runtime

[hlcoders] Cutscenes

2005-07-20 Thread Lachlan Gunn
Hi, this is probably a bit of an obvious question to those in the know, but I'm not too sure at the moment. I'm trying to make pre-rendered cutscenes for my mod, and have found a library (AviKit) which can decode frames for me. However I am not sure how to render these frames as a texture inside