Two methods, now watch out, these are intense.
1) The document with the list of changes
2)// or /* */
woah, that was crazy...
-Lakario
- Original Message -
From: Philip (Fiber) [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 22, 2002 12:02 AM
Subject: RE: [hlcoders]
Yea, how do change from SDK to SDK because I have a lot of uncommented
spagetti code that seems to blend in nicely with the current HalfLife
code (there should be a 'highlight changes' button).
There is. It's called BeyondCompare...
http://www.scootersoftware.com/
...just compare all the
Some Interesting Things We Found Out During FLF 1.5's Development Part
#1
In the course of developing Front Line Force 1.5 we (the 2 coders, omega
and I) hit upon some stumbling blocks which I thought I would post (to
save other mod-makers time if they hit it)
I'll be posting problems as they
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I'm waiting for 2.0.0.0 myself...
Nathan Taylor wrote:
You still have till 1.1.1.0 for that.
Woah I like the sound of that ;)
- Lakario
This has been another thrillingly useless mail from the mind of Nathan,
cheers.
- Original Message
We've made a change to the function:
const char *(*pfnGetPlayerAuthId)( edict_t *e );
This function will now return the string BOT as the AuthID for fake
clients. This is the only change.
-Eric
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This is a multi-part message in MIME format.
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Hey all,
I've already asked this question before and didn't get a clear response, so
I'll ask again:)
Will the engine updates that Condition Zero will bring be available to *all
mods*, and not just
yeah i guess they are, but by the time CZ comes out Unreal2 with its
5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
out too...i know open-ended modifications are nice to have, and trust me
i LOVE HL, and have since it was released, but i'd like to work with an
engine that
im guessing they aint never gonna release HL2 or TF2, i mean we havent heard
anything about it in ages, the UT team manage to push out new UT games
extreamly quickly, im not sure why valve would not do this unless it was
because they had scrapped it complelty. I mean they managed to get CS:CZ out
yeah i guess they are, but by the time CZ comes out Unreal2 with its
5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
out too...
Actually, you can't tell me there are really 100,000 polys on the screen.
But it looks like. I guess the biggest thing why the HL engine is
Is there going to be a HL2 that delivers? And will it be released before I
pass away?
That depends on how long it takes someone to kill you! :)
Jeffrey botman Brome
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I have a vague theory about this, wildly speculative, but who cares?
Valve can effectively replace the entire engine, piece-by-piece. That way,
the game code is mature and stable, the renderer can be updated to current
tech, all while (and this is the important bit) *maintaining compatibility
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 22, 2002 12:56 PM
Eric Smith wrote:
You won't be able to authenticate with WON using the
pre-release installer.
Run with +sv_lan 1 in your command line and you should be fine.
Is this the same case with the
Leon Hartwig wrote:
No, the purpose of the Linux release is to actually test it out there in the
wild, so it does authenticate. :)
Ah, but I guess I would have to use a Steam client to connect.
Dang.
Florian.
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get a copy of SeriousSam 2... 300,000+ wpolys
- Original Message -
From: Adam Saltsman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 22, 2002 8:33 PM
Subject: [hlcoders] 1000+ are nice?
yeah i guess they are, but by the time CZ comes out Unreal2 with its
5000+ tri models
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 22, 2002 1:43 PM
Ah, but I guess I would have to use a Steam client to connect.
Dang.
No, the 3109 RC1 Linux release will also accept connections
from standard
Half-Life clients (updated to 1.1.0.9 before connecting).
Eric,
You're right on the money. That fixed it. I tested NS for awhile and
didn't see any big problems, so as far as I'm concerned, 1.1.0.9 is good to
go. Thanks for the fast response.
-Charlie
Send hlcoders mailing list submissions to
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Why not release an entirely new HL on a new engine that is maybe
half-compatible with older mods, release SDK, allow mod authors to do a
total conversion, or allow those just starting to get working on a newer
engine? HL will go out (if it isnt already) if there isnt an engine
update. People now
Here is the server_studio_api_t struct. Do you already know about the
Server_GetBlendingInterface() function that you need in your server DLL? I
can't remember exactly what Eric did or didn't explain in his message a
while back.
typedef struct server_studio_api_s
{
// Allocate
Hey all, having a bit of a problem here:
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector
origin, BOOL animate )
{
CSprite* pSprite = GetClassPtr( (CSprite *)NULL ); -- This line
pSprite-SpriteInit( pSpriteName, origin );
pSprite-pev-classname =
Leon,
Yes he did include everything but the server_studio_api_t
In any case, thank you so so so so much - I've been dying to fix this
for about 4 weeks now, and its done. Hitboxes are perfect now!
I'll write up a summary of the problem and post the fixes so other mod
teams can quickly resolve
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