Something like this, GNU make assumed:
dependencies:
$(CC) $(CFLAGS) -MM -MG \
`find . '(' -name '*.c' -o -name '*.cpp' -o -name '*.S' ')' -print -o
-name ignore_this -prune` \
| sed -e '[EMAIL PROTECTED] :]*: *\([^ ]*/\)[^ /[EMAIL PROTECTED]@' \
| sed
Hi everybody. Sometimes, in my mod, players anim states don't work and you show
all players always like a static ragdoll, sliding along the floor.
Somebody tells me that this bug also happens in other HL2DM mods. This needs a
fix???
Someone have the same problem??.
Only happens rare times, but
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Hello,
Is there any way to do full screen post process steps from the shader API ?
Dan
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Hi,
I can't get DrawSetTextureRGBA to work. I use the following code:
http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp
(see the directory for other headers and libs)
DrawSetTextureFile works fine, and my renderer also works fine, because I
tried writing the buffer to a file. Also, I have
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[Sorry if this message wera already posted few days ago by me on hlcoders,
but my mail provider has a crash and I've lost my mails of four last
days...]
I'm making a freeze time for my mod, but how
Try it?
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[Sorry if this message wera already posted few days ago by me on hlcoders,
but my mail provider has a crash and I've lost my mails of four last
days...]
I'm making a freeze time for my mod, but
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 PROTECTED]
To:
It uses vgui::surface() to render directly to the screen (just simple 2d
rects).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, March 03, 2005 1:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re:
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
CQC Gaming
www.cqc-gaming.com
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I added a sample of this to the next SDK update (going out today).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly
Sent: Thursday, March 03, 2005 8:38 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Full screen postprocess
This is
You could always model it.
-Original Message-
From: Imperio59 [mailto:[EMAIL PROTECTED]
Sent: March 3, 2005 6:35 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Shield Effect.
Hey,
I was wondering if anyone messed around with the combine shields, i
found sheetsimulator.cpp
- Original Message -
From: Mike Dussault [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 03, 2005 5:52 PM
Subject: RE: [hlcoders] Full screen postprocess
I added a sample of this to the next SDK update (going out today).
Very cool :)
I'm a bit confused on how
Any heads up as to what is in the update today?
On Thu, 3 Mar 2005 15:52:01 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
I added a sample of this to the next SDK update (going out today).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly
Hi all.
Is there anyway I can print things on the client from the server?
Using Msg() only does it for the server.
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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It was just released.
Source SDK Update Released
March 3, 2005, 5:44 pm ยท cliffe
A Source SDK update is available and will be applied automatically
when Steam is restarted. The changes include:
Source SDK
* Added new example character model
* Added new character creation documentation
Can someone that does a merge let us know if it appears there are any
bug fixes, or word from Valve. Always good to know what bugs can be
checked off the list.
On Fri, 4 Mar 2005 02:01:01 +, Ben Davison
[EMAIL PROTECTED] wrote:
It was just released.
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