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Hello,
I changed the subject because I felt it needed to be more fitting to the topic.
I have been thinking of posting a suggestion like this for a few weeks,
muddling it around in my head.
Basicall
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Most sexcellent, BG2 is always in need of more mirrors, I'll give it a look,
if its any good I'll get BP to plug it on our site :D
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Draco
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> Oky, so in this case one would need a seperate texture for
> each tread with a material proxy that references the entity
> it is bound to, to get the amount of offset to do.
Yes
> question would be... Lets say I have two tanks ont he screen.
> Does the each tank get it's own instance of the tex
If you support HL1 I'd be glad to get Wizard Wars hosted on it,
upgrading has always been a pita :(
Jeff
On 9/29/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote:
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> It will detect mods that are already installed and they'll show up in the
> li
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It will detect mods that are already installed and they'll show up in the
list, you'll be able to find servers and launch them but you just won't be
able to update them through the app if they're not hosted on vapour.
A linux version for servers
Any plans for:
HL1 mod support
Handling mods that are already installed
Linux servers
Jeff
On 9/29/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote:
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> >
> > P.S. I like steam, would rock if mods could distribute that way.
>
> Not
Oky, so in this case one would need a seperate texture for each tread
with a material proxy that references the entity it is bound to, to get
the amount of offset to do. My next question would be... Lets say I have
two tanks ont he screen. Does the each tank get it's own instance of the
texture an
A material proxy is the easiest way. You can animate the UV coordinates
easily as long as they are using a continuous tiling loop in texture
space or at least a looping repeatable section.
The easiest way to modify the UVs from a proxy is to set the value of
the basetexturetransform from the prox
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>
> P.S. I like steam, would rock if mods could distribute that way.
Not to derail the thread, but I've got a side project that might interest
you. I've written a similar program specifically geared toward mods, I've
got some screenshots of it
Hi,
I'm working on making a tank vehicle for sourcesdk. I attempting to
determine the best way to make animate tank treads within source. My
options seem to be:
1. Animate the treads geometry. To make this look good I have to have a
fair amount of extra geometry.
2. Create a materialproxy that so
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(This may get posted twice; I apologize in advance)
There's a pretty straightforward way to do it if sv_downloadurl is in use.
And by straightforward, I mean it can be done without too much black magic
and reverse engineering.
Given a list of se
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Quote by Chris James:
...he did after all follow it up with a valid message!
He did? I missed that. So its been proven that it's not spam by the original
sender? I must appologise.
Dan
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It looks like it's automatically inserted by his mail server - much like
Yahoo / Hotmail do to every email. I'd say his first "no subject" was just a
mistake, he did after all follow it up with a valid message!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Sorry about not changing the subject on the last email, noticed it as I
hit send. :-/
-Me
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Draco,
You are right; don't get me wrong I think overall Valve does a wonderful
job and have gone out of their way to help the community. However, I
still think it's rude to not even give the mod makers a heads-up as to
what parts of the code they will change with the update, let alone the
new SD
His second post has it too.
It looks like it's either his signature, or he has some worm/spyware that
inserts it as email is sent. (kinda like the way my virus scanner inserts
the verification thingie at the bottom)
-Original Message-
From: Dan Stevens (IAmAI) [mailto:[EMAIL PROTECTED]
Se
On 9/28/05, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote:
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> Good point Draco, I suppose it was wrong of me to say that, when they have
> started releasing names of mods they are following the progress of and are
> more than willing to help ou
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Perhaps, but if he didn't have an advert as his signature I would have given
him the benefit of the doubt.
On 28/09/05, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Actually I think he just hit send with no text on accident and that's why
> his key
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Good point Draco, I suppose it was wrong of me to say that, when they have
started releasing names of mods they are following the progress of and are
more than willing to help out if contacted. I suppose I am just as bad as
Dan, not thinking about
ATTN: I have back problems, and am on percocet and SOMA for back pain after a car
accident (not my fault), so forgive me if I seem a little "off". Anyhow, these
are my thoughts on this thread...
Firstly, PLEASE do NOT turn this mailing list in to a flame pit. I was happy
that at least 1 of the
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