Error: Could not delete file
C:\Hasan\Mods\src\dlls\$(IntDir)\$(InputName)1.obj : Access is
denied.
havent fixxed that yet, im working on it, ill tell you if i can get them to
compile, by the way thanks for the link to the converter you gave earlier
I also get tens of could not find some
are they available anywhere offline ! pdf etc ?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of ChessMess
Sent: 01 December 2004 18:53
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 SDK Docs Available Online
Thanks!
On Wed, 1 Dec 2004 13:22:15 -0500,
on the server dll, when i try to build it tells me that te_firebullets and
weapon_shotgun cpp files are trying to output the same obj file, so the
project may not even begin to build.
they try to output
\$(IntDir)\$(InputName)1.obj
how do i change the output in msvc 6?
-Draco
Can't access the site through this stupid firewall :(
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Draco
Sent: 02 December 2004 09:10
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 SDK Docs Available Online
are they available anywhere offline ! pdf
no but i wish there was would be very usefull and make it so we dont
have to save each page by hand.
On Thu, 2 Dec 2004 08:48:31 -, McCormack, Chris
[EMAIL PROTECTED] wrote:
are they available anywhere offline ! pdf etc ?
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I dont think anyone at valve is on a decompile team
On Mon, 29 Nov 2004 10:57:37 -0800, Andrew Foss [EMAIL PROTECTED] wrote:
speaking of test maps: will a coder please up VERTEX_BUFFER_SIZE?
thank you.*
(of course, that's because I probably didn't run vis and I used a BSP
decompiler to get
Can some kind soul run wget on the site and tar/zip the resulting contents for
us plebs that can't access the site online please ?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Stephen
Micheals
Sent: 02 December 2004 10:07
To: [EMAIL PROTECTED]
Subject:
What is the projected release date for this?
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Can some kind soul run wget on the site and tar/zip the resulting contents
for us plebs that can't access the site online please ?
TA-DA-DA ZIP'D!
http://perfectdark.game-mod.net/sdkdocs.zip
enjoy lads:) they are divided into a folder for each category, dont expect
the links to work though
It's actually quite easy to get VS for free if you're a comp sci/soft
eng student. Many colleges will give away any software required to
complete your courses. It's not hard to convince people that you need
VS to complete a course if you're a students with programming-related
courses. :-P
--
Ahh let me clarify. I wasn't meaning the actual code and whatnot, I'm
talking about SDK/Mod Support. Such things as Epic releasing all the
video tutorials and whatnot. What they do to empower the MOD community
vs what Valve is doing.
I personally, and maybe this is because I'm new, expected a bit
I was printing them off one by one... Thanks Draco!
On Thu, 2 Dec 2004 22:23:42 +1000, Draco [EMAIL PROTECTED] wrote:
Can some kind soul run wget on the site and tar/zip the resulting contents
for us plebs that can't access the site online please ?
TA-DA-DA ZIP'D!
Any sins Valve may commit tend to be covered up by the fact that they
don't force mod authors to use a scripting language. More power.
--
Bob Aman
http://www.rapidcanvas.com
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ChessMess wrote:
Ahh let me clarify. I wasn't meaning the actual code and whatnot, I'm
talking about SDK/Mod Support. Such things as Epic releasing all the
video tutorials and whatnot. What they do to empower the MOD community
vs what Valve is doing.
I personally, and maybe this is because I'm
This is the reason Epic is pushing and trying to open up their
community with videos / tutorials / contests / etc:
http://www.unrealtechnology.com/html/powered/released.shtml
Unreal: The Game, is just a playable tech demo for their engine. I
think they make their REAL money with the engine
I had to pay money for them to install the software on my laptop.
-Kuja
Bob Aman wrote:
It's actually quite easy to get VS for free if you're a comp sci/soft
eng student. Many colleges will give away any software required to
complete your courses. It's not hard to convince people that you need
On Thu, 02 Dec 2004 10:50:00 -0500, Jeff 'Kuja' Katz
[EMAIL PROTECTED] wrote:
I had to pay money for them to install the software on my laptop.
-Kuja
Cute. Any particular reason you didn't do it yourself?
--
Bob Aman
http://www.rapidcanvas.com
___
is that wiki ready yet? I think it's time now for a coding wiki ..
On Thu, 4 Nov 2004 02:04:49 +1000, Mr Bond [EMAIL PROTECTED] wrote:
Hi guys,
I'm the webmaster of www.hlfallout.net (a HL2 fansite). Bahamut e-mailed
me about possibly starting up a wiki-type site for Half-Life 2/Source
I'll be happy to edit and contribute as I can. I'm glad someone took
the ball and ran with it, after I proposed the idea then ran away and
threw a temper tantrum. :)
My apologies to whoever it was I was arguing with about it. Was a bad
weekend all around. shuffles feet
Now I'm ready to get
When I booted my computer today, Steam put up a message with a link to install
the HL 2 SDK. I clicked on the link, and my modem chunked away for several
minutes on my broadband connection. During that time there were no status
messages from Steam and when the modem activity stopped, no
check your game list .. run the SDK, it should look a little
different. There is a Create a Mod option in the list .. etc.
On Thu, 2 Dec 2004 12:55:05 -0500, Peter Immarco [EMAIL PROTECTED] wrote:
When I booted my computer today, Steam put up a message with a link to
install the HL 2 SDK. I
We'll all I can say that, as someone who is new to modding for HL(2),
the more tutorial type information available the better. I just had
the impression that Epic tended to provide more for the beginner then
Valve seems to have. I look forward to climbing the 'learning' ladder,
and I look to as
I'd like to ask the community veterns out there what thier favorite
URLS are for modding news, tutorials, and documentation. Covering
coding specifically, and mod development in general.
--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com
I do not yet have the SDK (getting for christmas), but I have a
question about the possibilities with it. If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.
Is it possible to fix the Voice (coming over the built in voice chat)
to a specific place in
ChessMess wrote:
I'd like to ask the community veterns out there what thier favorite
URLS are for modding news, tutorials, and documentation. Covering
coding specifically, and mod development in general.
About the only ones you really need are:
http://articles.thewavelength.net/
I have lots of ideas with the new stuff:
- Hunting MiniMod (hunt birds, fish and headcrabs)
- Rainbow Warrior Mod (explosions spawn birds, weapons increase health,
all melee weapons replaced by love phrases)
- Universal Perl Makefile for Half-life2 SDK
- Write ofuscated Perl scripts that
I am meeting exactly the same problem as Colin Dabritz.
No specific output such as errors, just a message saying the build has
failed.
I am not sure what cause the problem, might be the linker or some general
configuration properties.
Would be great if someone could post his vs 2003 .net studio
Hello,
Is it legally to ask someone send me zipped code from the SDK, or
this violates some laws? Or it is too heavy?
My connection is 3kb/sec and my friend who has fast internet can't
send me anything because all international mail to my country is
blocked.
Thank you very much.
--
About the only ones you really need are:
http://articles.thewavelength.net/
http://collective.valve-erc.com/index.php
Mind you, there's not a lot of content yet on HL2 coding anywhere, but
many of us haven't gotten a good enough look at the SDK yet to
legitimately create any of that content.
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it. If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.
Is it possible to fix the Voice (coming over the built in voice chat)
to a specific place
-- Forwarded message --
From: SB Childe Roland [EMAIL PROTECTED]
Date: Thu, 2 Dec 2004 17:37:33 -0600
Subject: Voice Chat related
To: [EMAIL PROTECTED]
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it. If the
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
With the plugin interface, it is possible to use IPhysicsObjects and
CBaseEntities?
And if so... how do you go about doing it, i'm having some problems.
--
That would be me, and I still love ya ;)
- Bruce Bahamut Andrews
Dave Sanders wrote:
I'll be happy to edit and contribute as I can. I'm glad someone took
the ball and ran with it, after I proposed the idea then ran away and
threw a temper tantrum. :)
My apologies to whoever it was I was arguing
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it. If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.
Is it possible to fix the Voice (coming over the built in voice chat)
to a specific
I had an idea when I was going for a ride this morning. OLD TIMEY HLDM!
replace all the player models with charlie chaplin, when you fire your gun
the screen comes up with BANG! or ZAP! and when you frag someone it says
Oh, crap or something. like some old silent movie. all the textures/models
Yes, read the game dll code and copy it. We haven't provided a sample of
this because it will be pretty involved. We have discussed providing
some interfaces to help manage entities between mods and plugins, but
nothing concrete has come out of it yet.
- Alfred
Original Message
From:
I got one too. I am going to make a server plugin, for linux. Its
nothing fancy about that.. yet. I was thinking about a OpenGL render
plugin that allows serveradmins to play in linux :) This will be a very
big project, so I will have to cutdown on all details.. what do you guys
think? I know it
I would like to do it real time. I'm not sure if the controls are
located in the engine or not. Can Valve elaborate?
On Fri, 3 Dec 2004 10:52:10 +1000, Draco [EMAIL PROTECTED] wrote:
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities
Alfred Reynolds wrote:
Yes, read the game dll code and copy it. We haven't provided a sample of
this because it will be pretty involved. We have discussed providing
some interfaces to help manage entities between mods and plugins, but
nothing concrete has come out of it yet.
How would the plugin
We just released a fix for server plugins note loading under Steam,
restart Steam to get it. The path details for loading a plugin have also
changed, the .vdf file should specify the filename relative to the bin/
directory of the server (i.e if you copy your binary into the base bin/
directory
The engine only knows about edict's, CBaseEntity (and CBasePlayer) are
constructs of the game dll. A plugin is free to have their own version
of it (memory for it is allocated by the game dll/plugin).
The main problem is when the game dll tries to use its version of
CBasePlayer on the version
I wish I could help you Vyacheslav but I don't know how to get this software
on a CD-Rom such that it would be unlocked when u get it.
Sorry
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vyacheslav Djura
Sent: Thursday, December 02, 2004 4:29 PM
To:
More specifically I'm having problems figuring out how to create a physics
constraint between two objects. Also, creating an entity in the game seems
to require either CBaseEntity or an EntityFactoryDictionary neither of which
I know how to use. Can EntityFactoryDictionary be hooked like the other
thanks for the update alfred. Will get to playing around with the
plugin shortly.
On Thu, 2 Dec 2004 17:35:25 -0800, Alfred Reynolds wrote:
We just released a fix for server plugins note loading under Steam,
restart Steam to get it. The path details for loading a plugin have
also
changed, the
I'm trying to figure out the whole rcon protocol. I've tried things like
all the log_* stuff, none of them work, only log works for me in source.
Also, I've written an IRC bot that use to use the old IRC protocole, now
I have to get it to work on tcp, GAH! what port is the TCP and can
someone
In the My First Mod tutorial, it says to set the active configuration
to Release HL2, but I only see Release SDK in that list. When I test
the mod, I end up with CS weapons, not HL2 weapons.
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VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..
I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)
What do I have to do?
Thanks Alfred!
Two quick notes -
It does not work on the Steam client dedicated server, only the stand-alone
version.
Has the Steam client server received an update?
Also, wouldn't it be more prudent to use the /addons folder as the default
store for binaries? My rational for suggesting that is
Hello code folk,
As i'm sure you're all aware, the default Create a new mod code has
two annoying bugs in it:
a) the terrorist player model won't play any animations (and gives
errors to this effect)
b) all prop_physics_multiplayer cause major collision errors when you
bump into them. either
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