There are tons of resources for understanding the map compile error messages, this isnt
the place to look.
About the encryption stuff. My server The SillyZone uses several ways to keep the maps
seperate.
One way is having all of the ent data encrypted in the map file, and have it decrypted
by a
Also, another quick WC question...A mapper buddy of mine made a concmap and
it turned out fine, then added an ending which was fine, but too big. Then
he deleted it and compiled fine. then added the same one, but only smaller
and is now getting a ton of these errors
Warning: Leaf portals saw into
Hi all, I have a modified my zoom tute, on bigguys site ages ago, to be
fully client side and sdk2.2 friendly. Please take a look and give me some
feedback on style, layout etc.
http://swarm.edgegaming.com/team/darthbobo/tutes/zoom.php3
Gots to update my personal site, it is way outta date ;}
Th
Is there a way to encrypt a compiled map or CRC it so that it can only be
run on a specific server without the use of a server-side (3rd party) DLL?
For example, I have heard that the nao_ maps on GirlPower2 and some of the
newer maps for TheSillyZone (both TFC Servers) have this so that the maps
/me wishes I had Linux installed now to get involved with this one!
Gareth "InNeedOfTherepy" Llewellyn
Half-Life The Beginning
www.HLTB.co.uk
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Hey Valve guys, is there any chance of Valve letting me (or anyone) port WC
to Linux? Can be open or closed source, I'd prefer open. Maybe something
like how ID have allowed GTK-Radiant to be done. I'd be prepared to sign any
NDA's etc as required.
Jeff 'DarthBobo' Fearn
[EMAIL PROTECTED]
__
> Worldcraft uses MFC's CObject serialization system to read and write RMF
> files. The RMF file holds runtime class type information so that the
objects
> can be automatically constructed as the file is read. After each runtime
> class block are the raw data members of each object. There's no met
Worldcraft uses MFC's CObject serialization system to read and write RMF
files. The RMF file holds runtime class type information so that the objects
can be automatically constructed as the file is read. After each runtime
class block are the raw data members of each object. There's no metadata
d
Does anyone know the file layout for worldcrafts rmf format? Also does
anyone know the differences between the file layouts for wc2 map files and
wc3 map files?
Thanks, DarthBobo.
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Hello,
In case this interests one of you, I solved my big weapon anim bug !
After long days of vain prospecting, I found the cause of my bug. I had
the old delta.lst file !! I didn't know I had to copy the new one from the
'Valve' folder after installing the 1108 patch...
I hope this message
I've already gone through that code, just that I have no idea how to start
implementing all that server-side. I know everything is in
CStudioModelRenderer
but there are so there so much information that is based on client
information
that I don't know where to start.
Also, I am not using any cust
This is a multi-part message in MIME format.
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http://list.valvesoftware.com/pipermail/hlcoders/2002-January/001406.htm
l
> -Original Message-
> From: Georges Giroux [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 15, 2002 7:49 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Bo
At 04:36 PM 15/02/2002 +, you wrote:
>maybe a conglomeration of website links like these would be a better idea.
Most of us learn by trial and error and by reading tutorials. Be careful
of some tutorials though. I have run into a few in the past that messed
stuff up in the game. This is so
well, at least I live up to my own standards ;) not knowing jack about the
SDK and its internals etc..
Maybe I should just STFU, sit here and read the list!
> -Original Message-
> From: botman [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 15, 2002 10:50
> To: [EMAIL PROTECTED]
> Su
I'm liking what i see... thanks!
still, there arent many comments, and no example code...
but i can't be too picky i guess.
*shrug*
maybe a conglomeration of website links like these would be a better idea.
>
>1) and partly 2) are found on the Metamod page:
>
>http://www.metamod.org/dllapi_note
Unfortunately GetBonePosition server-side will not return to you the
transformed
bone position as far as I know, since I've been struggling with that and
GetAttachment
server-side. You have to mimic the transformations that happen client-side
on the server-side,
concerning the bone transformations
> maybe a hack.. but get the bone position server and message it to the
> client?
> yeah yeah yeah, I know its a hack.. but if it works would yah use it?
>
> -Ron
By the time the network message got to the client, the bones would have
already move to a new position. It won't work that way.
Jeff
maybe a hack.. but get the bone position server and message it to the
client?
yeah yeah yeah, I know its a hack.. but if it works would yah use it?
-Ron
> -Original Message-
> From: Cortex [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 15, 2002 07:16
> To: [EMAIL PROTECTED]
> Subjec
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unfortunately, I want to get the bone position client-side... But anyway, server side,
GET_BONE_POSITION could be used.
- Cortex : mapper & coder www.hlalbator.fr.st
- Original Message ---
Well, what I wonder about that is, is there a nice way to get that bone
position from the client to the server?
>From: "Cortex" <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Bone position
>Date: Fri, 15 Feb 2002 11:21:20 +0100
>
>This is a mul
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Thx :)
Now, I've got a pure C++ problem :(
How can I access a CStudioModelRenderer function ?? There isn't
any object of this class... I wanted to make a function which returns
the actual position of a
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