So, I hear steam was written using C++
*sorry*
Just trying my hardest to kill this topic
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I have managed to get func_useable_ladders working in multiplayer. Per
Yahn's suggestion I ported the HL2 gamemovement code to the sdk. The
tricky part is networking the ladders so that the client does bounce
when climbing. But yes, it is possible with relatively little work.
I'd provide you
Yeah, FX_FireBullets() is for multiplayer, it uses a filter with
UsePredictionRules(), so the shot code is run first on the client,
then on the server. When it's run on the server, it transmits a bullet
to everyone but the person who fired.
The reason player-FireBullet() is doubling tracers is
So, does anybody have an idea to handle this problem ?
tia,
Chuck
On Mon, 31 Jan 2005 16:07:15 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED] wrote:
ohh, ok then
--- Chuck Farly [EMAIL PROTECTED] wrote:
Yeah, but the problem is that the DISPLAY_MSG type
just accepts single
line
AGAIN, my mod idea about a Mule-ish clone.
map:
A heighfield alike map (can be a bsp)
netcode:
tweak or remove the player prediction, to able freely fly over the map
even with ping 2000
the game:
+ start with minimal resources
+ ability to build a few RTS alike structures
* mine
* power
Nice.
Don't suppose support to read straight from a GCF would be in the works
would it?
--
Russell DOOManiac Weed
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[EMAIL PROTECTED]
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Vyacheslav Djura wrote:
Yesterday I've released beta of my new tool - VTF Viewer. It allows to
browse folders
Hello DOOManiac,
Tuesday, February 1, 2005, 4:43:52 PM, you wrote:
D Don't suppose support to read straight from a GCF would be in the works
D would it?
That will be done in the next release. Current release is just a BETA. We
also plan on adding VTF creation.
--
Best regards,
Vyacheslav
To answer my own quest at least a bit (for the sake of the community):
At first I saw that the BaseActor class had m_izaIdleExpression and
AngryExpression and so on as variables that were
MAKE_STRING(scenes/expressions/blah.vcd). You can trace around and
then eventually find places that say
In hl2_player.cpp I added the line in ::Precache():
PrecacheModel(models/barney.mdl);
And then in the ::spawn() (same file hl2_player.cpp)
I changed the SetModel( models/player.mdl ); to:
SetModel( models/barney.mdl );
When I run the game and hit third person it doens't show any model. Is
So now I feel stupid. Even though the func_ladder entity has been
deprecated from the SDK, creating a brush and applying the ladder
texture to it accomplishes the same thing. So, if you don't want to
use the new HL2-style ladders all you have to do is create a brush for
the actual ladder (i.e. the
Josh Ferguson wrote:
Does anyone know how this works? The glass texture is similar...how
does it apply these properties in-game?
My guess is this in gamemovement.cpp...
//-
// Purpose: Determine whether or not the player
Correct, I knew about that...but how does the texture set the
CONTENT_LADDER flag on that brush? Does it happen when the material is
compiled with the $compileladder flag?
On Tue, 01 Feb 2005 13:48:02 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
Josh Ferguson wrote:
Does anyone
You need to go to the precompiled header option under c++ options for
the file and make sure this file is set to not using precompiled
headers
Or:
You can add #include cbase.h as the very first include in the .cpp
file.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Ok this is either a question or a request. I would like to be able to
access/change m_flStepSoundTime, but it is a protected value. I noticed
there is a SetSwimSoundTime function and was wondering if there is one that
allows us to set m_flStepSoundTime?
I would really like to be able to change
OK I think if you do engine-ClientCommand (pEntity, kill) it will still
kill them. It shouldn't make a difference because this command is mimicked.
I don't think it's actually sent to the client.
Josh
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For a mod, you can (in order of preference)
1. add accessor methods to CBaseEntity
(SetStepSoundTime/GetStepSoundTime)
2. make m_flStepSoundTime a public: data member
3. make whatever is modifying it a friend to CBaseEntity
Of course, doing any of this from a plugin is dicey since you
Neat. Best of luck to you. :)
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Russell DOOManiac Weed
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Vyacheslav Djura wrote:
Hello DOOManiac,
Tuesday, February 1, 2005, 4:43:52 PM, you wrote:
D Don't suppose support to read straight from a GCF would be in the works
D
I know this is old :) two monthes old, but anyway.
I've added some simple contextual shaping for arabic letters.
here's a screenshot (although I think nobody will understand it)
http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg
I basically reinvented the wheel and wrote my own code to do
I don't think there's a clean way for a mod to do this.
I think you could probably twiddle the sv_footsteps value from the
plugin, but you'd have to be able to do two things:
1) Get called just before a certain user's CUserCmds are read and
processed
2) Set the value of sv_footsteps on the
The vgui vertex has two members, and screenspace position (in screen
coords) and a texture coordinate (in normalized UV space). You can get
the screen dimensions from the vgui surface with
surface()-GetScreenSize().
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
It sounds like your prop is set to a collision group that doesn't
collide with the player or you've got the player set as the prop's
owner.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Maurino Berry
Sent: Friday, January 28, 2005 8:10 PM
Yah - that wasn't the problem. I'd assumed both coordinate systems
were normalized, which turned out not to be the case; it works just
fine after I realized that.
Thanks for the response.
Austin
On Tue, 1 Feb 2005 19:01:10 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
The vgui vertex has two
Yes in vbsp/textures.cpp:
// Handle ladders.
if ( ( propVal = GetMaterialVar( matID, %compileLadder
) ) StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_LADDER;
}
That's where the custom
This may have been mentioned before but was unable to find the post.
Is it possible to calculate the distance the bullet has traveled, and then
start to decrease the bullet velocity and FPS (would need to convert feet
per second to inches per second) depending on how far the bullet has
traveled,
studiomdl error LNK2019: unresolved external symbol public: int __thiscall
studiohdr_t::GetAutoplayList(unsigned short * *)const
([EMAIL PROTECTED]@@[EMAIL PROTECTED]) referenced in function void
__cdecl CalcAutoplaySequences(struct studiohdr_t const *,class CIKContext
*,class Vector *
I understand you can give the bullet a length to
travel, but dont think, or know, that you can reduce
its speed, and dem, the closer it gets to this point
Adam
--- r00t 3:16 [EMAIL PROTECTED] wrote:
This may have been mentioned before but was unable
to find the post.
Is it possible to
.net 2005?
head over to the erc, forums, it has a topic, and
fixes
Adam
--- r00t 3:16 [EMAIL PROTECTED] wrote:
studiomdl error LNK2019: unresolved external symbol
public: int __thiscall
studiohdr_t::GetAutoplayList(unsigned short *
*)const
([EMAIL PROTECTED]@@[EMAIL PROTECTED])
Is game_shared/studio_shared.cpp included in your project (and not
marked exclude from build )
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Tuesday, February 01, 2005 10:38 PM
To: hlcoders@list.valvesoftware.com
Subject:
Actually it is .NET 2003
I have been using the older sdk. (Not the most recent but the one before
that) and it worked no problems.
I wanted to start working on the newer sdk and did build with no changes and
errors.
Forgot to include the other error..
studiomdl warning LNK4075: ignoring
Exclude from build is set to No for studio_shared.cpp
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Yahn Bernier [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 02, 2005 1:47 AM
Subject: RE: [hlcoders] Linker error on fresh mod ?
Is
help tells me for LNK 2019 unresolved external symbol
'symbol' referenced in function 'function'
So your missing a include file, is the dbg mem manager
included in studio model?
--- r00t 3:16 [EMAIL PROTECTED] wrote:
Exclude from build is set to No for
studio_shared.cpp
r00t 3:16
CQC
Well that is kind of odd considering I installed it fresh?
is the dbg mem manager included in studio model?
Not sure what you mean...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent:
Ok after doing a diff between the older sdk and the newer sdk they have
added some things ...
int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const
{
return modelinfo-GetAutoplayList( this, pOut );
}
That is not in the older sdk Which is part of the link error...
studiomdl error
int count = pStudioHdr-GetAutoplayList( pList );
Around line 3090 in bone_setup.cpp
That line is causing the linker error.
I comment out line 3090 to 3105 and everything compiles.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To:
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