You just have to modify the user.scr file in your mod directory :) The
syntax is the same as settings.scr :)
- Cortex : mapper coder www.hlalbator.fr.st
- Original Message -
From: Commando
To: [EMAIL PROTECTED]
Sent: Friday, April 12, 2002 9:30 AM
Subject: [hlcoders] How to add
Reedbeta wrote:
Proletarier aller lander, verignt euch!
(Workers of the world, unite!)
My English teacher has a big poster on her classroom wall with the above
statement emblazoned on it.
You got it almost right:
Proletarier aller Laender, vereinigt euch!
Florian.
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Since I'm only fluent in Spanish and English...
Hasta la victoria siempè!
-Ernesto Guevara
- Original Message -
From: Reedbeta [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April
I've noticed that a few mods have added items to the
Multiplayer-Customize-Advanced menus. Does anyone know how to do this or
the location of information or a tutorial?
Take a look at the settings.scr and user.scr files.
Jeffrey botman Broome
___
I am trying to get the origin of brush based entities, specifically a
func_bomb_target. pev-origin is all 0, pev-absmin and absmax. VecBModelOrigin
returns -1, -1, -1.
I am trying to support CS de type maps, as they fit my mod well. I already have
HLDM working properly :}
I am using
It sounds like the func_breakable you are spawning is setting the size of the
entity and thus messing up the VecBModelOrigin() calculations.
Do you have UTIL_SetSize(), UTIL_SetOrigin() or something similar in your
func_breakable code somewhere?
The min and max values for the brush model
It does not get that far. The func_breakable gets created in PlaceDTO(),
which will no becalled unless the origin can be determined. This is the spawn
function for the entity I use to handle the func_bomb_target:
LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE);
void CSwarmCSDE::Spawn()
Now I am getting an access error, strange thing is the only thing in the
stack window is SW! 043442f7(). I don't get this when using swarm or hldm
maps...I think that stack windows is hiding something.
Jeff.
Perhaps there is an entity in the Counter-Strike maps that also exists in HLDM
but
Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)
We are using TFC style menus for our player class selection. We
have 24-bit colour TGA files for each of
You need to use a 32-bit TGA
24bit color and 8bit alpha
HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms
From: Commando [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 11:54:59 -0400
A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can they
be any size you want?
TheTinySteini
You need to use a 32-bit TGA
24bit color and 8bit alpha
HL will change the color to 16bit and use the
yea the max is 256x256 and it must be in sizes of 16 (or 8 can't remember)
but HL will give you an error if it's wrong I beleive
-Ms
From: Sebastian Steinlechner [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr
Actually you can have at least up to 512x512 as we use them in TAE.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
Sent: Saturday, April 13, 2002 3:11 AM
To: [EMAIL PROTECTED]
Thanks, but I should have been clearer, they are already 32 bit (24bit
colour) and transparent, but when HL converts them to 16 bit the palette it
chooses seems to be very limited (or at least not optimized for our
images), so I get banding in large areas of similar colours. If I knew
more about
Yeah we experienced the same thing, just pointing out it is possible,
sorry should have been clearer.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris Glein
Sent: Saturday, April 13,
since tgas are turned into a texture in memory (i am assuming) and *most*
video cards only accept square textures and *most* can only do up to 512x512
*or less* it causes problems sometimes.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Christopher
I was an original Qoole purchaser back a few years - used it for Q1 TF
mapping. I loved it EXCEPT for that exact error you mentioned. Drove
me so crazy having to fix maps all the time. I chucked it and went
standard.
Kuja wrote:
Even tho valve just released the new version of WC (valve
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