RE: [hlcoders] Keeping track of information inside the game

2005-08-03 Thread Spencer 'voogru' MacDonald
Oh, Okay I see now. -Original Message- From: Jeff Fearn [mailto:[EMAIL PROTECTED] Sent: Wednesday, August 03, 2005 12:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keeping track of information inside the game No, it's the otherway around. If your program is not GPL

[hlcoders] New Game (What .res holds the chapters?)

2005-08-03 Thread Adam \amckern\ Mckern
This is for our team lead on nightfall, what .res holds the chapter selection's when you hit New Game Thanks Adam My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive

Re: [hlcoders] New Game (What .res holds the chapters?)

2005-08-03 Thread Spektre
Oddly, it's not in a rez. What you have is a set of files in the config directory, named chapter1.cfg, chapter2.cfg and so on. Those contain the name of the map file to run to begin that chapter. You've also got some VTFs in the \materials\VGUI\Chapters\ folder, named chapter1.vtf and so forth,

Re: [hlcoders] New Game (What .res holds the chapters?)

2005-08-03 Thread Adam \amckern\ Mckern
Thank You! --- Spektre [EMAIL PROTECTED] wrote: Oddly, it's not in a rez. What you have is a set of files in the config directory, named chapter1.cfg, chapter2.cfg and so on. Those contain the name of the map file to run to begin that chapter. You've also got some VTFs in the

Re: [hlcoders] Keeping track of information inside the game

2005-08-03 Thread Damien
It's only if you want to distribute MySQL with your program you run in to this problem. I'm developping a plugin using mysql... I won't distribute mysql, just my plugin. I have to point one thing : the goal of my plugin is just to have more fun with games I play very often Damien

Re: [normal] Re: [hlcoders] AI Pathfinding problem

2005-08-03 Thread Tei
El mar, 02-08-2005 a las 17:40, Ryan Lewellen escribió: A suggestion for you nodes; Place them at the very most, 256 units apart. What I like to do when I make my maps is to just put 1 node in the top left corner or something, and then copy. Then do paste special, and then make like 20 copies

[hlcoders] Linux srcds crashes with DevMsg and CNetworkVars

2005-08-03 Thread Nick
There seems to be a problem with the linux srcds, that isn't in the windows srcds. For example: DevMsg(Health: %d\n, m_iHealth); This will work on all windows servers with no problems. But will crash a linux server every single time with a segementation fault. Is there currently a workaround,

RE: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars

2005-08-03 Thread Alfred Reynolds
Try m_iHealth.Get(). It is just pure dumb luck that it works on windows (it happens to work because msdev puts the int value of the CNetworkVar() at the very start of the class, Linux has its type information there instead). - Alfred Original Message From: [EMAIL PROTECTED]

RE: [hlcoders] Panel input / VGUI context

2005-08-03 Thread Alfred Reynolds
Just use a frame and control mouse and keyboard input via the SetMouseInputEnabled()/SetKeyboardInputEnabled() control functions. Visibility of VGUI2 panels is controlled by the parent (if any parent is invisible then that panel is invisible). Keyboard and mouse focus (and whether it is enabled)

Re: [hlcoders] Panel input / VGUI context

2005-08-03 Thread Skyler York
Ah ok, so even if a frame is visible as long as it doesn't want input, then the input goes to the engine and the player view is responsive as normal. Then I can probably just make an invisible parent frame for the HUD elements that's always visible and enable/disable input. I really didn't need