But +mouse1 in chat does nothing unless you click the Filters option, and
in the menu its used to select a menu button/tab/whatever. It isn't used to
shoot there.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Bugs only in this thread please, put questions somewhere else.
Yaakov Smith wrote:
What is the command to go prone?
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Same problem here. Even with the String::CRC32 package installed, I get
the second error.
Garrett wrote:
I was messing around trying to compile shaders, and I've come across a couple
of issues.
In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl,
there's a line at the
Quick update, running shadercompile.exe with the -verbose command yields
this:
Running distributed shader compilation...
E:\Projects\GoldenFistOB\src\materials
ystem\stdshaders
well, that worked...
After VMPI_Init
After VMPI_FileSystem_Init
After Shared_ParseListOfCompileCommands
omitted
Yeah it looks like the old shadercompile.exe is on pub steam, added that to my
list.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: March-18-09 3:57 AM
To: Discussion of Half-Life
What is the command to go prone?
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Hi,
I just adjust my melee attack collision code to use
UTIL_EntitiesInBox() so it support multiple target hit. But the function
is enter a finite loop and never return. I can't debug more deeper,
because I don't have a engine code. Does anyone counter this problem?
Please help me with
Post the code that uses it.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Charkrid
Pornpitackchaikul
Sent: March-18-09 5:13 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
+alt1
On Wed, Mar 18, 2009 at 8:49 AM, Yaakov Smith m4ngr...@gmail.com wrote:
What is the command to go prone?
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Didn't valve used to have a bugzilla? Maybe they would be more useful there.
2009/3/18 Walter Gray chrysal...@gmail.com
Bugs only in this thread please, put questions somewhere else.
Yaakov Smith wrote:
What is the command to go prone?
___
No, right now it's more useful to either post here or email me directly.
Posting here is probably better though because then people can see what other
people posted. Bugzilla is a pain for me to check right now.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
Check the bounding box you are sending it. It doesn't clamp to the world
bounds and will loop for a long time if you send it invalid bounds.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Tony Sergi
Just another note, the ServerGameDLL interface is still version 005 in the
code, but in TF2 it is 006, and i believe this is causing some problems with
my current plugin, also if there are any other interfaces still to be
updated in code? Thanks,
-[rcbot]cheeseh
On Wed, Mar 18, 2009 at 3:00 PM,
In game/shared/sdk/weapon_sdkbase.cpp, a couple of calls to
MDLCACHE_CRITICAL_SECTION() were added. This compiled in the scratch
solution from the beta SDK, but gave me an undefined error once I merged my
mod in.
Adding #include datacache/imdlcache.h solved the problem.
And thanks for the
There's a small fix for this problem that works for me.
Go inside the buildsdkshaders.bat and comment the set SDKBINDIR= out.
After that open up the buildshaders.bat and change the line (73 74) from:
if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile
set ChangeToDir=%SDKBINDIR%
Okay, but that doesn't answer my question: is there a way to change the model
that the arms use? Just off the top of my head, weapons in HL2DM must
certainly support multiple arm models, since combine have shiny gloves and
rebels don't. How is this accomplished?
On Tue, Mar 17, 2009 at 6:12
Here's the steps that I think you would need to do.
-Decompile the viewmodels that you want to use
-Load the decompiled viewmodels into a 3D program such as XSI or Maya
-Modify the viewmodel by changing it's mesh geometry and/or re-texturing it
-Create any new animations that are needed (such as
Models can have multiple skins. You can switch between the skin for
different materials on the model.
--
Jeffrey botman Broome
On 3/18/2009 6:57 PM, Idrox Gedrono wrote:
Okay, but that doesn't answer my question: is there a way to change
the model that the arms use? Just off the top of my
Good point. But you would still have to compile the new skin into the
model, right? I think you would still need to decompile the model and
apply the new texture/skin to the model in a 3D program and then export
the new reference SMD for the model with the new texture/skin. You would
also need
Very well. The arms model must not change, then, but instead the skin on the
arms. Half-Life 2 Deathmatch has skins for both rebels and combine. The
question is, then, how (and where) do you change the skin of the player's
weapon in code?
Ben Mears wrote:
Good point. But you would still
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