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?
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Thanks,
Lachlan
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To
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
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
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.
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[ Picked
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:
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[ Picked text/plain from multipart/alternative ]
Who would host the content? Steam content servers, or would be an external
hosting, that is ported through
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
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
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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
)
{
// 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
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
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
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
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
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