I get the c_te_firebullets.cpp error, spent the last week trying to
find alternative ways of compiling but to no avail. How is it
possible for so many people to follow the same compiling instructions,
and yet the dll's just seem to compile randomly for everyone.
Also, dunno if this will get
I'd love to see mods being distributed via Steam. Paying for mods
doesnt make sence to me, yes as a developer I would love nothing more
than to get money for the work I do, but honestly I am going to do it
whether or not I am getting payed. Paying for a mod defeats every
principle that the mod
Couldnt you acctually make an entity in and of itself that is a spawn
point, but instead of attaching it to another entity, you used
something similar to parent but it's based on loacational objects.
Rofl sorry perhaps an example would be a little clearer,
If you have a game play that is based
The issue I see here is that if it were attached to the sides of an
APC, a malicious player could park the APC up against a wall and have
players spawn into the void or into a solid wall, or into places in
the map that they shouldn't be in (spawn on the other side of a wall
where an objective is?
If you could place the spawn inside the open rear ramp of the APC you
should be able to avoid this?
On Thu, 27 Jan 2005 03:30:02 -0800, Andrew Foss [EMAIL PROTECTED] wrote:
The issue I see here is that if it were attached to the sides of an
APC, a malicious player could park the APC up against
I don't like bumping threads but this issue is rather important, as if
Valve isn't even going to comply with their own API then server-plugins
are essentially doomed.
Hopefully someone can make a comment before this gets overrun with
another 40 irrelevant posts of Steam: Technology Failure.
On Thu, 27 Jan 2005 11:42:22 -0500, David Anderson [EMAIL PROTECTED] wrote:
I don't like bumping threads but this issue is rather important, as if
Valve isn't even going to comply with their own API then server-plugins
are essentially doomed.
I'm not sure I fully understand the problem. Are
Yes, I understand this - but it was relatively easy in HL1. Part of the
problem is that the interface name and version are concatenated as one
string, which makes it more difficult to request older versions iteratively.
It's not really a problem requesting things from the engine, since that
is
Couldn't u just re-create an alias? Would suck though, just create the
alias kill that executes kill, or just create a new random alias and execute
it each time.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday,
Josh wrote:
Couldn't u just re-create an alias? Would suck though, just create the
alias kill that executes kill, or just create a new random alias and execute
it each time.
:) It would point to the alias, not the command. If I did alias name
whatever, and then alias RANDOMTHINGIE name, it would
This is easy. All you need to do is modify the EntSelectSpawnPoint()
function in player.cpp to include your tank entity as a valid
spawnpoint. The trick is adjusting the player position relative to the
tank so that he doesn't spawn inside a solid. But that shouldn't be too
hard to do. The easy way
There seems to be a bug with the player.swim sound continuing to loop
after respawn if the player dies underwater. Is there a way to fix
this? I can't seem to find anything to force this sound to stop playing
except for using the stopsound command in the console.
--
No virus found in this
what if you park the tank under a low bridge? or flip it over? uh oh!!
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Ive worked on products with dual licencing before. Valve needs to make
it very clear that any mods made with the free version of the engine
are free, and that commercial development only happens when you pay
them money. There are always some *cough*Russians, Chinese*cough* who
will try, but those
strcat()
strcmp()
atoi()
char * restoffoo = foo[sizeofstuffidontwant]
Strings arent that hard... and they certainly arent ugly hacks.
Kids these days.. if every scrap of data doesnt have its own class,
factory and RPC interface, they call it a hack. ;)
On Thu, 27 Jan 2005 12:43:10 -0500, David
On Thu, 27 Jan 2005 12:43:10 -0500, David Anderson [EMAIL PROTECTED] wrote:
Yes, I understand this - but it was relatively easy in HL1. Part of the
problem is that the interface name and version are concatenated as one
string, which makes it more difficult to request older versions
iteratively.
--
[ Picked text/plain from multipart/alternative ]
So create something that first makes alias a variable or a console command?
lemme see the code Muhahaha!
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Hello,
I think the most important point in this discussion was completely ignored..
Aren't there any 'code analyzers'? I once had a shareware program that
could read my code, and make a sort of flowchart of it. I bet there are
way more advanced stuff out there that can easily dump out a
Kids these days.. if every scrap of data doesnt have its own class,
factory and RPC interface, they call it a hack. ;)
Listen here whipper-snapper, you're talking to someone who hand coded
portions of his mod in assembly ;]
There are some things that are considered good design and other things
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