Hello Jeffrey,
Tuesday, September 12, 2006, 1:27:03 AM, you wrote:
JbB From what I remember, there isn't any way to customise the menu
JbB interface in HL1.
Uhm I am talking about STEAM version of HL1, which has resource
folder containing various .res files which can be modified and you can
add
Hello!
Is it possible to make custom menues for generic Steam Half-Life?
For example I want to modify multiplayer create server menu so that
it displays thumbs for maps, or actually resembles chapter selection
window?
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Best regards,
Slava mailto:[EMAIL
Hello Tony,
Saturday, September 9, 2006, 4:13:50 AM, you wrote:
ToS Here's my convo a year ago I left it alone after this, I'm just going to
ToS assume the same thing stands:
Thanks! :) though it's still stupid, especially THIS-
Lots of reasons, one big one being that HL1:S is a product we are
Hello Garry,
Saturday, September 9, 2006, 1:39:08 PM, you wrote:
GN I'm sure it'd make a lot of modder's lives easier if they gave out the
GN source code to CS:S too - but I don't think that's going to happen..
but hey! They didn't release code of original - not Source
Counter-Strike, but they
Hello,
In my game rules entity I have array which holds all players which
do join game (through ClientConnected event of my game rules
entity)... I have added int m_iPlayerId to CBasePlayer class and
when I gather all connected players I assign them some id to check
it in triggers. The
Hello Aaron,
Yes, I also figured out that :) the weird thing is that after switch
being done you still look at the same direction :|
I create tempPlayer (which is not even a client), copy to him params
of first player, then copy from 2nd to first and from temp to 2nd...
Friday, September 08,
Hello everybody! :)
Is there any source code released for Half-Life 1: Source?
I just don't believe Valve didn't do that :(
Why???
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Slava mailto:[EMAIL PROTECTED]
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Hello Jeffrey,
Friday, September 08, 2006, 10:05:16 PM, you wrote:
JbB But they did originally release the HL1 game source code
JbB It's not like there's anything super-secret in the HL1:Source single
JbB player code anyway. It's just a conversion of the original HL1 single
JbB player source.
Hello Everyone!
I am trying to figure out how to do switching of active player
between player and fake client - bot. Main probablem is that I don't
know where to start - where is the code which processes input of
player? where is code which attaches view camera to the view of
current
Hello Ben,
Sunday, July 30, 2006, 9:34:41 AM, you wrote:
BE There is also GCFScape.
and VTF Explorer :)
http://www.hl2source.com/?content=projectsid=vtftool
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Best regards,
Vyacheslavmailto:[EMAIL PROTECTED]
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To
Hello John,
Wednesday, June 07, 2006, 7:27:46 AM, you wrote:
JS Besides the risk of annoying a bunch of coders, you might also consider
JS (preferbly before posting) that we really can't help you here.
I perfectly know that! I wrote in beginning of my email that I am
aware of what I am doing,
Hello all,
I perfectly know that this is programming forum, but I'll still post
that here cos I already saw [and felt on myself] how Steam support
works and maybe you guys (from Valve, or other) will read that and
know the answer...
1. I've installed Steam at work and only on my
Hello,
Unfortunately I don't have Lost Coast at the moment and we are
testing new version of VTF Explorer (with .VMT support) and we have
found several strange things happening.
First this one:
http://xs.to/xs.php?h=xs52d=05435f=error.jpg
Error converting from RGBA16161616F to
Hello Adam,
Sunday, August 14, 2005, 6:19:35 AM, you wrote:
AaM You can look if you wish, how ever i will copy and
AaM paste
AaM ADVANCED -
AaM src\sdkshaders\advanced\sdk_shaders_advanced.txt
My God! :) Never noticed that they were in SDK!
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Best regards,
Vyacheslav
Hello Adam,
In addition to previous letter - but what to do if I need params of
shaders such as glass, water, etc. SHADER_PARAM stores somewhere all
params of the shader, so this can be possible to make some console
command to enumerate params of the specified shaders. I guess this can
be
Hello Adam,
Sunday, August 14, 2005, 2:55:40 PM, you wrote:
AaM If you open the sln/vcproj in the same file, you will
AaM be able to edit the shaders direct, and find there
AaM params
I seem to somehow misunderstood you, soory, but there are only sources
for most common shaders i.e.
Hello,
Is it possible somehow to get list of ALL specified shader's
parameters? So that I can know what vars can be used with this
shader.
I am making something like .fgd but for VMT's for the new version of VTF
Explorer and that would be great help.
Thanks a lot! :)
--
Best
Hello Jeffrey,
Monday, August 1, 2005, 5:18:33 PM, you wrote:
JbB Use the metamod version, which is Steam compatible?...
JbB http://forums.bots-united.com/showthread.php?t=340highlight=steam
Thank you very much, trying... :)
JbB ...Vyacheslav, I thought you didn't have Steam due to network
Hello all,
Always wanted to ask - how it is possible to make Botman's HPB to
work in Steam version of Half-Life?
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Best regards,
Vyacheslav mailto:[EMAIL PROTECTED]
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Hello Jay,
Monday, June 27, 2005, 8:23:40 PM, you wrote:
JS The only other bit of information is how they are positioned. There's
JS an attachment point called placementOrigin that tells the code where
JS to put them. Usually we modeled these pieces in place over the original
JS object, then
Hello everybody,
I want to fully understand how breaking of objects works in Source
engine. I figured out that all that is stored in .phy files of model
in a manner of script but I've found no info about that in Source
SDK documentation. And what about physics mesh??? How break entries
Hello Ian,
Monday, May 9, 2005, 11:29:37 AM, you wrote:
IW Can't you just ask for donations?
Nope. PayPal doesn't work in my country plus it is not so effective.
Valve programmers, you read this list, please advice me whom should I
contact asking this question or I am allowed to do so?
e.g.
Hello tei,
Monday, May 9, 2005, 4:50:08 PM, you wrote:
t note to self: Never run on bankrupt tryiing to get money from shareware
t *tools*, users are too greedy. *tools* dont fit the shareware model.
I hope there will be some percentage of people who will agree to
support further development. Who
Hello Michael,
Sunday, May 8, 2005, 12:19:33 AM, you wrote:
MAH If you use any Valve Software source code in your utility,
MAH you may not charge money for it at all, as far as I can
MAH tell. Not linking to Valve DLL's is not sufficient.
I am not going to use ANY of Valve's code. VTF Explorer is
Hello john-sheu,
Sunday, May 8, 2005, 2:37:57 PM, you wrote:
jsarc A good idea in any case. I don't see why they would have a problem with
jsarc it, but it's polite to ask anyways.
Ok, but whom should I contact? It is really hard to get some reply
from them, though they read this list.
P.S.
Hello,
I am going to make next major releases of VTF Explorer shareware same way
that Quark does.
I guess there won't be any legal issues if I'll get rid of using
Source Engine's .dll for loading .vtf's?
If I am not right, please correct me.
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Regards,
Vyacheslav Dzhura
Webmaster
Hello NuclearFriend,
Saturday, April 30, 2005, 5:41:32 AM, you wrote:
N You may be able to get enough source from vtf2tga to reverse the process
N (tga2vtf). The updates to the Source SDK shouldn't take that long either..
N And are worth it.
I am sure that it worth, but SSDK *REQUIRES* CSSOURCE
Hello NuclearFriend,
Also can someone please send it to me? I'd like to add VTF creation to
VTF Explorer and I have no opportunity to update my Steam SDK - I have
dial-up and didn't do that process for several months. Thanks a lot!
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Best regards,
Vyacheslav
Hello coders,
Can someone please send me zipped source code of vtex?
I can't use SDK because I haven't launched Steam for a month and I have
dial-up.
Thanks a lot for the response.
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Best regards,
Vyacheslav mailto:[EMAIL PROTECTED]
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