Ooooh, oooh, oooh! Can I say it please? please? Fucken' A! Ta!
It'll be ready when it's ready.
:)
On Wed, 2006-08-02 at 17:04 +1000, Wraiyth wrote:
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I know its only Tuesday, but do we have an updated ETA for the release Mike?
Matt
I thought the message got finally through but it seems it didn't or that no one
noticed. Anyway, I'm asking again:
Hello,
I'm new to this, so please bare with my newbiness.
I'm trying to create a static third person view for my mod. There is an article
on the wiki and an open-source mod already
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Only things are different when using modcode and not server plugins.
The modcode doesn't have these issues...
On 8/2/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
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You certainly do need access
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Smart arse ;)
On 8/2/06, Andrew Forsberg [EMAIL PROTECTED] wrote:
Ooooh, oooh, oooh! Can I say it please? please? Fucken' A! Ta!
It'll be ready when it's ready.
:)
On Wed, 2006-08-02 at 17:04 +1000, Wraiyth wrote:
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Renaming a model like that doesn't work; you need to recompile it under the
new name.
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ts2do
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This Portal implementation with teleports calls for a infinite stairs map :D
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(adn alike :D)
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There was talk of this over at ModDB. It's possible using just teleporters
and some cameras, methinks, but it would probably be better using portals.
-
This Portal implementation with teleports calls for a infinite stairs
map :D
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Jeremy Swigart wrote:
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You certainly do need access to a hell of alot more than what the server
plugins provide. The properties of the weapon is not in any way part of the
problem. It's finding out if the bot has a particular weapon, and then
Or you can hexedit the files and change the model names this way.
On 8/2/06, Aaron Schiff [EMAIL PROTECTED] wrote:
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Renaming a model like that doesn't work; you need to recompile it under the
new name.
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ts2do
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True dat. There may be hope on the horizon with this new SDK guy, so
hopefully we will see these things added in an upcoming SDK update.
True that if you have mod source code access you can make bots just fine,
I've been working on such bots for
Ok Jay, I got my attenuation problem fixed (attenuation was set way
too low, 140dB is darn loud). Now I have another question. We've been
having sound spacialization issues with our vehicles. They're space
vehicles so we got the whole 6 degrees of freedom thing going. The
sound spatialization
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There is no sound in space. :)
On 8/2/06, Daniel Menard [EMAIL PROTECTED] wrote:
Ok Jay, I got my attenuation problem fixed (attenuation was set way
too low, 140dB is darn loud). Now I have another question. We've been
having sound
Very soon. I worked through the last bug that I've found yesterday and
we're doing just a bit more testing before updating Steam. I'll let the
list know as soon as I have more news.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wraiyth
Sent:
Mike Durand wrote:
Very soon. I worked through the last bug that I've found yesterday and
we're doing just a bit more testing before updating Steam. I'll let the
list know as soon as I have more news.
-Mike
OT question:
Are you guys required to use Outlook or something? Every post I've ever
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Good idea! Remove sound entirely and call it a feature.
I don't think the players would like that very much though. :P
On 8/2/06, LDuke [EMAIL PROTECTED] wrote:
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There is no sound in
Jorge Rodriguez wrote:
Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing list, a software bundle that tries
Jeffrey botman Broome wrote:
Jorge Rodriguez wrote:
Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing
Dear List:
I have been looking at the sdk code all day. Trying to get a basic project
setup that would allow me to do some bot work. Specifically dod source. I
see there are some deficiencies in the plugin aspect and am looking at the
mod aspect.
I downloaded the sdk but am having some
Are you guys required to use Outlook or something? Every post
I've ever
seen to this list from Valve has been with Outlook, and it
always screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mailman for their mailing list, a software bundle that tries to
intricately
Still OT: Threading involving Valve employees works fine in Gmail as well.
On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:
Are you guys required to use Outlook or something? Every post
I've ever
seen to this list from Valve has been with Outlook, and it
always screws
up the thread
I guess that's just a small amount of the compile errors I am getting.
I wont burden the list by posting all of them :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Scott Tuttle
Sent: Wednesday, August 02, 2006 2:33 PM
To:
It works for me too in Outlook. (yeah, we have to use it)
But the archive does show the thread as being broken whenever I post to
it.
http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/threa
d.html
I'll see if there's some Outlook setting I can change to prevent this
from
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I would almost say.. let us test.. but if you do that, you have problaby
some folks screaming at you.
Still, if it's released as a seperated SDK, there shouldn't be many
problems.
Just promise me that this time you fix the SDK tools when the fix
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Wasn't the 2004 HL2 source leaked due a bug in Outlook?
On 8/2/06, Mike Durand [EMAIL PROTECTED] wrote:
It works for me too in Outlook. (yeah, we have to use it)
But the archive does show the thread as being broken whenever I post to
it.
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1. Turn off digest mode... It sucks when also replying at the list ;)
2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:
I guess that's just a small amount of the compile errors I
Jorge Rodriguez wrote:
Jeffrey botman Broome wrote:
Jorge Rodriguez wrote:
Are you guys required to use Outlook or something? Every post I've ever
seen to this list from Valve has been with Outlook, and it always
screws
up the thread groups. I find it rather humorous that Valve uses GNU
Mike Durand wrote:
It works for me too in Outlook. (yeah, we have to use it)
But the archive does show the thread as being broken whenever I post to
it.
http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/thread.html
I'll see if there's some Outlook setting I can change to
You can't compile a mod and run it with DOD:S (DOD:S is a mod).
Yes I thought this. Which was a source of my confusion when checking out
the server bot portion of the sdk wiki.
You need to make a plugin. Check out this list history for
posts related to
this. Bots that interact with players
Nah I wont use 2003. I just was reading the examples and such and obviously
the documentation is not sufficient. I wanted to do something simple and
just use their code to add a bot the the server. But obviously they have
no simple code to do this. However they should have such simple example
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I laughed really really hard when I read this. :P
On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Wasn't the 2004 HL2 source leaked due a bug in Outlook?
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I'm pretty sure they keep everything up to date now :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 02, 2006 2:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Upcoming SDK Release
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On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Wasn't the 2004 HL2 source leaked due a bug in Outlook?
I use gmail and threads work perfect for me. I setup my own filter in
gmail so i can sort them easily.
about the leak, i think it
For what it's worth, although vs2005 is not yet supported the new SDK
code has most of these errors fixed including the ai follower
compile-time assert in the single-player code (hasn't been fixed on any
of the community pages I've seen). We're just not quite done with the
support for vs2005.
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In the mod I'm working on, we occasionally see the message [Physics!]
FAILED. I don't see this code anywhere in the mod SDK, so it appears to be
from the engine. Anyone know what this means exactly? Perhaps valve can spit
out a more descriptive
Suppose that you have an entity created by the server out of the PVS of a
particular client. Then does the entity get created also on the client at
that time? Or is the creation not done until the entity enters the client
PVS?
-John Sheu
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It remains on the client with a dormant flag set.
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ts2do
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