Or just set the hostname field :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Monday, May 02, 2005 11:29 PM
Subject: Re: [hlcoders] g_pGameRules
i think it has to do with gameinfo.txt
thinking in the CWeaponBleh i could add my own CBlehReticle class for
each weapon, that way every weapon could be unique. Is that even possible?
Just looking to see how others have done this.
r00t 3:16
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I think it is kind of odd they didn't include the source for that but I am
sure they have there reasons.
r00t 3:16
CQC Gaming
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- Original Message -
From: "NuclearFriend" <[EMAIL PROTECTED]>
To:
Sent: Friday, April 29, 2005 9:59 AM
Subject: Re: [hlco
The source is not there then ?
Ok just making sure I don't need bifocals :P
r00t 3:16
CQC Gaming
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- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Friday, April 29, 2005 8:44 AM
Subject: Re: [hlcoders] Vtex
Is the vtex.exe source included with the sdk?
r00t 3:16
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10, 10 ),
Vector( 0, 0, 14 ) <-- no idea?
);
r00t 3:16
CQC Gaming
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- Original Message -
From: "Jonathan Dance" <[EMAIL PROTECTED]>
To:
Cc: "Tim Jones" <[EMAIL PROTECTED]>
Sent: Wednesday, April 27, 2005 10:21 PM
Subject: Re: [hlcoders]
Never mind I am way to tired to be doing anything right now lol..
GCFScape was running also which is why it kept giving me that error closed
it and all works now ...
r00t
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, April 27, 2005
MountFilesystem( 321 ) failed:
SteamMountFilesystem(3700,321,0x3a1fbfc=,0x3a1fd
0c) failed with error 106: Failed to resize the cache fileHit a key to
continue
Anyone know what would cause that?
I have steam running also so not sure what the deal is.
r00t
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happening.
r00t 3:16
CQC Gaming
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- Original Message -
From: "Matt Boone" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, April 27, 2005 4:17 PM
Subject: RE: [hlcoders] HitBoxes ?
Do your hitboxes extend outside of the bounding box?
-Original Message-
From:
I was wondering if anyone found a fix for this ?
I think one of the valve guys asked for a stack trace to be sent to them was
just wondering what came about this?
r00t 3:16
CQC Gaming
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- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To:
Sent:
Crap I thought I tried that lol maybe not I will give it a whirl.
r00t 3:16
CQC Gaming
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- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To:
Sent: Friday, April 22, 2005 9:39 AM
Subject: [hlcoders] RE: View vectors in a hud?
You can ju
I can not for the life of me figure out how to find out if the person turned
left / right / looked up or down.
I thought it was GetViewOffset or GetVector or something but I can not
remember.
Maybe I am just tired
r00t 3:16
CQC Gaming
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Ben,
welcome...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To:
Sent: Thursday, April 21, 2005 9:18 AM
Subject: Re: [hlcoders] Drawing crosshair to the screen
Thanks for the contribution :) Might come in handy som
Well 800x600 lol
Like I said it is just an example.
With very small modification to that code you can get it to work at any res.
r00t 3:16
CQC Gaming
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- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Thursda
Yea, kind of funny really.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To:
Sent: Thursday, April 21, 2005 7:53 AM
Subject: RE: [hlcoders] IsDead() is Alive() bug? hl2mp sdk
After some quick poking
ypos , 403 + 10 , ypos + 1 );
}
|
This will just a draw
|
Hopefully someone finds this useful.
r00t 3:16
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f odd i guess.
r00t 3:16
CQC Gaming
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- Original Message -
From: "Heritage" <[EMAIL PROTECTED]>
To:
Sent: Thursday, April 21, 2005 2:17 AM
Subject: Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk
When a player is not in your view, you dont receive any
ot.
Would be nice to have that as an option though.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Draco" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, April 20, 2005 3:12 AM
Subject: Re: [hlcoders] Valve is it possible?
yeah, with no bloat, just the playe
HL2MP SDK
I was using the pPlayer->IsDead() which will keep track of alive players.
Everything worked until someone killed another player with a physics prop.
Eg: Exploding Barrel.
IsDead() did not reconize that player is dead.
Ok no big dead so I changed the code around a bit and use
pPlayer->IsAl
I was wondering in the next SDK update, if it would be possible to include a
Base MP SDK that does not have example code.
Just the base class no SDK Sample code ?
That was it is ALOT easier to create mod.
Then the MP SDK (sample sdk) and HL2MP SDK
Could be better used as a guide.
Would this be poss
otify
case FRAME_NET_UPDATE_START:
C_BaseEntity::SetAbsQueriesValid( false );
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, April 13, 2005 9:51 PM
Subject: [hlcoders] Re: C_Embers::C_Embers() causing a
falling snow I wonder
if this is causing this?
Thanks botman for pointing me to this topic..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, April 12, 2005 8:58 PM
Subject: [hlcoders] C_Embers::C_Embers()
c_baseentity.cpp (1326) : Assertion Failed: s_bAbsQueriesValid
Not quite sure what is causing this at this point. Anyone else run into this
problem?
r00t 3:16
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hehe
r00t 3:16
CQC Gaming
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- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To:
Sent: Monday, April 11, 2005 10:43 AM
Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip?
Heres another thing, throw all your grenades away ap
. It should force the player to reload. This
happen to the weapon the in HL2MP Sdk. Not sure why this happens at the
momement.
r00t 3:16
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hehe
r00t 3:16
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- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To:
Sent: Saturday, April 09, 2005 8:26 PM
Subject: Re: [hlcoders] SDK update has optimized bandwidth usage?
Yeh it brakes all my animations :P
On Apr 10, 2005 1
Well running a check on the entire hl2mp sdk only 3 files were changed.
c_baseanimationoverlay.cpp --> cl_dll
BaseAnimationOverlay.cpp--> dlls
player_lagcompensation.cpp --> dlls
That everything for the hl2mp sdk ?
( Sorry did not check the MP SDK )
r00t 3:16
CQC Gaming
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Thanks,
I will look around there and see what I can find.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "ChromeAngel" <[EMAIL PROTECTED]>
To:
Sent: Monday, April 04, 2005 12:39 PM
Subject: [hlcoders] RE: Was not sure where to ask about this but model
/ secondary
fire buttons...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To:
Sent: Monday, April 04, 2005 11:06 AM
Subject: RE: [hlcoders] Disable keys
You need to either stop that bit being sent (by using an if statement on
Ca
Well that is what I was unsure about, as the texture is specified in the .qc
file when you compile the model. So from what I can tell we just need to
make different models with different camo.
That is probably the easiest, alot more work on the modelor side though...
r00t 3:16
CQC Gaming
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problem is I can still see the muzzle flash and the bullets
decreasing. However no bullets (traces) are happening...
So I would imagine I need something serverside also?
r00t 3:16
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hange the texture via the game ? If code was added?
Or would it just be easier to create the models with different camo's and
just precache them all?
r00t 3:16
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proxy");
filter.AddKeep("player_manager");
filter.AddKeep("player");
filter.AddKeep("info_player_deathmatch");
filter.AddKeep("info_player_rebel");
filter.AddKeep("info_player_combine");
filter.AddKeep("info_player_start");
filter.Ad
nel() = 0;
\src\public\vgui\IPanel.h(76): virtual void DeletePanel(VPANEL vguiPanel) =
0;
\src\public\vgui_controls\Panel.h(167): virtual void DeletePanel(); //
simply does a { delete this; }
r00t 3:16
CQC Gaming
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- Original Message -
From: "Alfred Reynolds" <
.
I also did a find in entire solution and RemoveAllPanels is only located in
4 places
which are all in vgui_teamfortressviewport.cpp / .h
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To:
Sent: Thursday, March 31,
ferenced memory at
"0x00cb11cc" The memory could not be "read"
Tracing goes to here
in vgui_teamfortressviewport.cpp line 346
vgui::ipanel()->DeletePanel( vPanel );
Any idea as to why this would happen?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
_
CK2;
}
Which does not work as expected.
How could I disable the attack keys ?
r00t 3:16
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thanks.
r00t 3:16
CQC Gaming
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- Original Message -
From: "Steven Guy" <[EMAIL PROTECTED]>
To:
Sent: Monday, March 28, 2005 6:58 PM
Subject: RE: [hlcoders] Running server?
Use Source Detecated Server under tools but currently it's not working for
so
t did not.
r00t 3:16
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actually I believe it is set in the hl2_player.cpp
with
ConVar hl2_walkspeed( "hl2_walkspeed", "150" );
ConVar hl2_normspeed( "hl2_normspeed", "190" );
ConVar hl2_sprintspeed( "hl2_sprintspeed", "320" );
Around line 67 in hl2_player.cpp
#define HL2_WALK_SPEED 150
#define HL2_NORM_SPEED 190
#define HL2_SPRINT_SPEED 320
c_hl2mp_player.cpp that what you looking for ?
r00t 3:16
- Original Message -
From: "Draco" <[EMAIL PROTECTED]>
To:
Sent: Sunday, March 20, 2005 2:20 AM
Subject: [hlcoders] Player speed in
Do we have access to these in the hl2mp sdk ?
Or would we need to write our own ?
Eg: ban / kick etc
r00t 3:16
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How do you create a filter, which would filter out worldspawn, team_manager?
r00t
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Nice work,
r00t 3:16
CQC Gaming
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- Original Message -
From: "Kyle Keating" <[EMAIL PROTECTED]>
To:
Sent: Sunday, March 13, 2005 5:18 AM
Subject: Re: [hlcoders] Spectate in HL2MP SDK
I was able to get a player floating. Leave it up to valve to have a
m
Well I have made a thread for every little thing, Some things yes, or some
things that do not make alot of sense.
But whatever ill figure it out.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
T
, so you didn't look more like an ass.
You could of just said, "check here or there"
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Justin Harvey" <[EMAIL PROTECTED]>
To:
Sent: Friday, March 11, 2005 9:45 AM
Subject: Re: [hlcoders] Weap
Forgot to mention, the server side will have options to disable weapons if
the server admin wants this.
eg: restrict_primary m4
or something similar.
After looking through the sdk it seems this is all done client side, for
hl2MP sdk for selecting a weapon...
r00t 3:16
CQC Gaming
www.cqc
flash
Something like that for the ConVar
Just not sure if these should go into the game rules or where to place these
kind of options...
r00t 3:16
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Launch the game for the first time via steam itself.
Then the bat file will work.
r00t 3:16
CQC Gaming
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- Original Message -
From: "Kyle Keating" <[EMAIL PROTECTED]>
To:
Sent: Thursday, March 10, 2005 4:48 AM
Subject: [hlcoders] Create new mod does not wo
Does spectate work in the HL2MP SDK?
spectate command does not give an error but I do not seem to go into spec
mod?
r00t 3:16
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How do you hide the player model and weapon model during an intermission?
I know where to do this, just not sure the function or flag to set?
r00t 3:16
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I was trying to look to see how they did this in Counter - Strike. It does
not seem to use sprites, or icons to drawl the crosshair to the screen.
So I wonder how they did it?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Imperio59" <[EMAIL PROTECTE
What about using a font file / hud element then just animating the element
depending on the spread?
and possibly selecting different fonts (halflife2.ttf ) ?
Hope that makes sense.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Imperio59" <[EMAIL P
Wonder how the did it for cs ?
r00t 3:16
CQC Gaming
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- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?
Simple, use an animated texture instead of a font fo
other way of doing this ?
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Ok nevermind it seems that the valve.rc is being read in the mod dir. The
file is not there by default so it needs to be added.
Once added you can add exec server.cfg and the server.cfg gets read from the
mod directory.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From
doesn't get read no matter where I
put it?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Monday, February 28, 2005 7:22 PM
Subject: [hlcoders] server.cfg not being parsed?
Using the HL2DM sdk, where does
something like that.
The MP SDK however works like it should?
I also added mp_roundlimit which does not work either when setting it in the
server.cfg it uses the default which is 1 minute.
r00t 3:16
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Nevermind I figured it out, I had the wrong font set. It seems that if you
have
m_hTextFont as the font it will not work :P
It is now working sorry for the emails..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
T
Oh forgot to mention,
When the timer gets to around 10 seconds the hud will change red. This also
works in-game
So the hud works just the timer isn't being displayed.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "British_Bomber" <[EMAIL PRO
"%d:%.2d", mins, secs);
surface()->DrawSetTextPos(xpos, ypos);
// surface()->DrawSetTextColor( 255, 0, 0, 255 );
for (wchar_t *ch = unicode; *ch != 0; ch++)
{
surface()->DrawUnicodeChar(*ch);
}
}
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "British_
this up email me.
Been using it for 2 days now and works good, and the cvs server is remote
and it seems to be quite quick on commits / updates etc.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Mike Dussault" <[EMAIL PROTECTED]>
To:
Sent: Sunday, F
urface()->DrawUnicodeChar(*ch);
}
}
I have been working on this now for a couple of hours and looking through a
couple of other classes this looks right.
r00t 3:16
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I figured this out...
Now if the timer would show in game all is well :P
r00t 3:16
CQC Gaming
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- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Sunday, February 27, 2005 9:25 PM
Subject: [hlcoders] Event firing but.
I setup
tracing when the event fires "roundtimer" is 120 ( 2 minutes)
But in the hud when tracing it is always 0
Anyone have any ideas why this could happen?
r00t 3:16
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ine it
> will add most of the files then it will start spewing out this error.
>
> Perforce Client Error:
> Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE
>
> Weird, it adds alot of files then spams that error.
>
> On Fri, 25 Feb 2005 14:52:42 -
Nice on perforce I was working on this today for our mod.
Couple of questions though (yes I know :P )
I didn't see much mention for client side setup.
How do you go about setting up things on the client side?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "B
Yes, they are in the source engine.gcf file actually, incase anyone was
wondering...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Daniel Jennings" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, February 22, 2005 9:41 PM
Subject: Re: [hlcoders] Assert error
emove them?
It would be nice if the next hl2dm sdk update has these removed or has the
included script / models included :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Daniel Jennings" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, February 22, 2005 8:12 PM
S
I run with developer 2 on startup and it asserts before it can do anything
in the console. Then it gives a memory address error.
But i think I figured it out, I am removing all hl2dm weapons not needed :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Oscar B
Not sure exactly looking into it more,
This is a fresh install of the HL2DM sdk nothing changed...
Thought maybe someone else had this problem :)
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Adrian Finol" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, Februa
data file for: %s\n", GetClassname() );
// Remove( ); //don't remove, this gets released soon!
}
When launching the HL2DM sdk it starts to load a map and gives an assert which
breaks at the above code.
What weapon is it looking for? I have all the script files in the scripts
directory?
I figured out what it was..
I feel like a knuckle head, but I was using the everthing project instead of
the game_sdk project. HL2DM sdk uses the Game_sdk, everything works now.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Mark Ettinger" <[EMAIL PROTECTE
Tried that, It is not compiling the hl2dm sdk for some reason.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Mike Dussault" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, February 22, 2005 1:46 PM
Subject: RE: [hlcoders] Debugging HL2DM Sdk
What's th
I think you replied to the wrong thread?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Draco" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, February 22, 2005 3:17 AM
Subject: Re: [hlcoders] Debugging HL2DM Sdk
try the other game rules sets. infact, check to
under those but the system can
not find the path error when I try to open one of the files.
Maybe I got a screwed up download?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 19, 2005 9:46 PM
Subjec
Anyone having this problem in the HL2DM sdk?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 19, 2005 9:46 PM
Subject: Re: [hlcoders] Debugging HL2DM Sdk
Also while doing more testing...
ot be made to the hl2dm_ files ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -----
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 19, 2005 9:39 PM
Subject: [hlcoders] Debugging HL2DM Sdk
Anyone try to debug this ?
It will not allow me to go int
Anyone try to debug this ?
It will not allow me to go into the hl properties to add the debug options.
Client or Server projects.
Box comes up and says unspecified error
Any ideas what might cause this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Thanks..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Draco" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 19, 2005 8:56 PM
Subject: Re: [hlcoders] Getting currently connected players
HL1 had this handy little function in the game rules
int Co
/ kits
etc.)
r00t 3:16
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Nevermind I figured it out. It seems you have to launch the mod via steam
first, then the batch file will work afterwards.
r00t 3:16
CQC Gaming
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- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To:
Sent: Friday, February 18, 2005 12:02 AM
Su
Installed the hl2dm sdk compiled and went to run using the run_mode.bat file
and get the following
Failed to load the launcher DLL:
The specified module could not be found
r00t 3:16
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Ok, thanks Yahn
That is kind of what I figured...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, February 16, 2005 10:25 AM
Subject: RE: [hlcoders] Intermission
No, you need to have your own tim
, then reset again when the
next round starts?
Or what would be the best way to do this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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this.
r00t 3:16
CQC Gaming
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extent. For the people who do decrypt them It won't do them no good because
they will not be able to encrypt them with a different key...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Beppo" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 10, 2005 4:0
Botman, I wasn't sure how to word that. But you are right.
That is what I really meant. How to tell where a traceline actually hit the
player.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
Is it possible to determine where bullets actually hits a target?
eg: head, neck, chesh, stomach, arm, leg, foot
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Draco" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 05, 2005 7:54 AM
Subject: [hlcoders] Ducking movement speed
I am trying to do some code for the kreedz climbing mod(because no
else seems
Yes that was it sorry for sending that to the list should of did more
looking.
Did that once before had %i for a float lol..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Tony Paloma" <[EMAIL PROTECTED]>
To:
Sent: Friday, February 04, 2005 11:2
being like
285683963456398639086903486930869038690386093860938609386398306.00
+/- seems to occure if I keep tapping the trigger quickly. That probably
shouldn't happen (NO CODE WAS CHANGED)
Is there a reason this is happening?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
--
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?
Anything greater then the max range does not have damage inflicted, anything
less then the min range would not have damage inflicted.
Is this correct?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Oscar Björhn" <[EMAIL PROTECTED]>
To:
Sent: Thursday, Februa
*/, BULLET_IMPULSE(200, 1225), 0);
What affects does this have on the bullet if any? in the MP SDK ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Yes I understand that but some weapons travel faster some slower.
Which is what I kind of meant...
I should of asked more specifically where would this be accomplished at?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "James Freedman" <[EMAIL PROTECTE
I was looking at where the tracelines happen.
A bullet will travel 1000 inches in 30msecs ? Is that correct?
Is it possible to slow this down or speed this up?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Andre Bandarra" <[EMAIL PROTECTED]>
To:
Also forgot to ask in the last post.
What determines the bullet velocity ?
I have been looking through the code and was quite sure, of what causes the
bullet velocity to take place.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Hasan Aljudy" <[EMAIL P
Anyone figure out how to get crosshairs in the MP SDK, sort of like the ones
in CS S?
That bloom as you run etc?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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r00t 3:16
CQC Gaming
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- Original Message -
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, February 02, 2005 6:28 PM
Subject: Re: [hlcoders] Weapon ballastics
Iwas thinking .. why don't you just pre-calculate the spot where the
b
I think you want GetVehicleEyeOffest or something similar.
Then adjust the players offset bases on that?
Not looking at the code right now but in a few I will look at it...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: " Childe Roland" <[EMAIL PROTECTE
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