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working on a small project with some people in berlin this week and I am having
allot of problems getting any changes to happen with the footsteps sounds for a
little mod they are using. I first tried editing game sound physics.txt to use
our
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Maybe you are using wrong frequency/sample/etc values for the sounds, I
remember the original HL only accepting mono/8KHz WAV files. Just check the
values of these things for default HL2 sounds.
2007/11/11, Adam Donovan [EMAIL PROTECTED]:
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I did look into the sound sample rate and they are all the same 44k, 16 bit
mono. My sound files are all the same format as valves so dont think thats the
problem. Actually when I made my sounds I just opened up the original valve
files and
Well there is no SendBlob sort of function anywhere in the dt_send and various
other networking files. It's not a huge deal, I just had to write my own
base-128 encoder, so that there wouldn't be any 0s in the data that went over
the wire. It just seems that Valve would want to support this
Hey,
A single-player mod im working on requires to use models from CSS, now
everything is working fine. Muzzle flash is in the right place and
recoil anim's are fixed, problem is... when the gun runs out of ammo
it will still play the recoil anim and show a muzzle flash. Any way to
stop the
Mod not showing up in the Steam-Servers-Internet-Game selector. This
appears to have started intermittently occurring about 2 months ago, according
to various users. It disappeared on a Steam update in the past, but usually
came back after a restart. This is no longer the case.
Has there
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All of my mods show up just fine here, weird!
Perhaps something in your GameInfo.txt is breaking this?
/ProZak
On 11/11/2007, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
Mod not showing up in the Steam-Servers-Internet-Game selector. This
Well, I won't discount the possibility that I've done something wrong there,
but it seems fairly simple. Here's my gameinfo.txt - I only removed the //
comments so it would be easier to read via email clients. Any ideas of what I
might try changing/adding/deleting?
GameInfo
{
game
As far as I know, you should be basing your current mods off the Source
SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId.
~~ Ondra
On 11.11.07 21:11 Uhr, [EMAIL PROTECTED] wrote:
Well, I won't discount the possibility that I've done something wrong there, but it seems
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No idea at all. Just tried copying yours into a mod of mine, and it shows up
just fine!
http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png
/ProZak
On 11/11/2007, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
Well, I won't
Try these two functions. Just wrote them then in like 3min, haven't tested
them. It allows you to send wchar_t strings.
All it really does is substitutes 0x00 for 0xFF. So you loose the use of
0x00FF and 0x characters.
I think I forgot to check for wchar_t string ending in the Encode
So, going to port the mod I'm working on over to the Ep2 SDK, however,
I'm wondering which I should go for, the Scratch, or the HL2DM SDK?
Could anyone lay out what the upsides and downsides are to them? From
what I've seen it *seems* like the HL2DM SDK is supported better, but
I could be wrong.
It depends what you are doing. The scratch is good if you want to
write your own game rules, the HL2MP is good if you want some
groundwork already done for you. Both start off which player classes,
lag compensation and prediction. I would advise HL2MP to newer coders.
As for the Ep2 SDK, it isn't
Take a look at the baseclass fire() function for bullets. It goes
through all the steps from leaving decals on the world and models to
throwing particles.
On Nov 11, 2007 10:24 AM, Josh Marshall [EMAIL PROTECTED] wrote:
Hey,
A single-player mod im working on requires to use models from CSS,
I believe there is a problem with trying to fade / change alpha on
certain materials.
On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote:
I have noticed the same thing in a few places, like GMod. Anytime
something nearby (perhaps just on the hud?) is changing opacity, it
flickers
Roger, thanks for the reply. : )
On Nov 11, 2007 6:03 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
It depends what you are doing. The scratch is good if you want to
write your own game rules, the HL2MP is good if you want some
groundwork already done for you. Both start off which player classes,
Any guess on whether the Ep2 SDK will give us the same options for mod
creation?
Ryan Sheffer wrote:
It depends what you are doing. The scratch is good if you want to
write your own game rules, the HL2MP is good if you want some
groundwork already done for you. Both start off which player
Valve is in a tough position with the cinematic physics, they will
have to most likely create their own version of the third party
application they used, and that is a lot to expect.
On Nov 10, 2007 11:21 AM, Τeo95 [EMAIL PROTECTED] wrote:
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Perhaps if Valve made available some documentation and examples on the
format of the files generated by that third-party tool, the community would
be able to create their own utility for this.
--
Jorge Vino Rodriguez
--
Somehow it sounds like if the specifications were that easy to work
with, Valve would have already released something for us.
//Adam Maras (memzero)
Jorge Rodriguez wrote:
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Perhaps if Valve made available some documentation and examples on
Just create a stub for it and throw the cleanup flag on top. Someone
is bound to see it and clean up the article.
On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote:
Never mind about creating that article, can't describe how they work :x
Jake Breen wrote:
I'll try and start an
It looks just like you run a model through a physics solver and save it as
an animation and that is about it to get the same effect as they have. Don't
know if they have any other fancier features that are used in conjunction.
Chris
- Original Message -
From: Jorge Rodriguez [EMAIL
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Well the name of the application would be a start, so the community'd know
what is to deal with :-)
/ProZak
On 12/11/2007, Adam Maras (memzero) [EMAIL PROTECTED] wrote:
Somehow it sounds like if the specifications were that easy to work
Done.
http://developer.valvesoftware.com/wiki/%24jigglebone
Ryan Sheffer wrote:
Just create a stub for it and throw the cleanup flag on top. Someone
is bound to see it and clean up the article.
On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote:
Never mind about creating that
http://en.wikipedia.org/wiki/Source_engine
quote:
Cinematic Physics oversees the destruction of a two-storey forest
shackDuring the July 2006 Electronic Arts Summer Showcase press conference,
it was revealed that former Weta Digital employee Gray Horsfield, special
effects destruction lead on
I think they might be using an XSI plugin.
On Nov 11, 2007 4:11 PM, Kevin Ottalini [EMAIL PROTECTED] wrote:
http://en.wikipedia.org/wiki/Source_engine
quote:
Cinematic Physics oversees the destruction of a two-storey forest
shackDuring the July 2006 Electronic Arts Summer Showcase press
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I'm not sure if i noticed it or not while playing through EP2 but does
the new EP2 engine support self-shadowing on models?
I just played Call of Duty 4 and was impressed with the self shadowing done
on the prop models and player models.
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I found the entity that valve made the gman self shadow with (decompile the 4th
episode 2 map I think), and basically it acts exactly the same as the player
flashlight. I can imagine its the same entity. From: [EMAIL PROTECTED] To:
Self-Shadowing can only be created by a special light ent, and the
flashlight.
caleb smith wrote:
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I found the entity that valve made the gman self shadow with (decompile the 4th episode 2 map I think), and basically it acts exactly the same
Yes, use the flashlight to do it.
http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html
- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 11, 2007 8:14 PM
Subject: [hlcoders] Self Shadowing on
In my case it is quite possible for 0xFF to occur, so I ended up doing, as I
mentioned previously, a sort of base-128 workaround like below. It works, it's
just really lame. Oh well, thanks though.
my_uint16_t my_htons(my_uint16_t i) {
assert(i 255*255);
my_uint16_t encoded_i = 0;
As far as I know, you should be basing your current mods off the Source
SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId.
~~ Ondra
I need some of the HL2DM content, such as models, so I don't think 215 would be
appropriate?
No idea at all. Just tried copying yours
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the base sdk has everything that hl2dm has + some more. infact, I believe thats
were most source games reference all there models from (hl2, hl2dm etc), to
save space. To: hlcoders@list.valvesoftware.com From: [EMAIL PROTECTED]
Subject: Re:
You can use the SDK Base SteamAppId but mount the HL2DM content in your mod.
[EMAIL PROTECTED] wrote:
As far as I know, you should be basing your current mods off the Source
SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId.
~~ Ondra
I need some of the HL2DM
I need to put a custom model (party hat!) on the heads of the players of
my mod. Someone's building the model for me right now; I (being rather
new to Source) need to figure out how to put this hat atop the heads of
my players. Of course, soon enough, the hat will be sort of unlockable,
so I
Sounds like you want an Attachment. I don't know anything about Modeling.
But i think you want something like the Silencer on the M4 in counter
strike.
- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders hlcoders@list.valvesoftware.com
Sent: Sunday, November
Your client is fuxoring messages...
But I don't know exactly if it is the case, but if it is not you can mount
the 320 app in your dll init functions. If they aren't there you can display
a message to user saying you are missing content the mod needs to run, etc.
Chris
- Original Message
Basicly make a bone where you want to attach the hat to. In code there is a
function that will give you the location of that bone so you can move your
hat to that location and parent it with the bone
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
In the QC file a modeller will define a location on the model that moves
with a bone specified in the attachment command. Then in code you can use
Attachment functions of CBaseAnimating baseclass to get a location ever
think of this attachment and move the party hat to this angle and location.
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