You might have to resort to what I did with my HL1 mod, add bots. This might
be a problem if you have no idea how to make bots, but hopefully a good open
source HL2 bot might come along. Hey Botman, You gunna make bots for source?
Jason 'Draco' Houston
- Original Message -
From: Michael
GMan's pawn. The story isn't really about the ending, the HL
story was always about what happened around you, and you were just some guy
trying to make it out of a situation(one that was forced apon you) alive.
-Draco
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Who's to say HL2 exposed 100% of the functionality of the Source Engine.
has anyone played Vampires:the masquerade - bloodlines yet? That game uses
much more of the source engine than HL2 does. HL2 serves it's purpose, it
uses the features that it needs to use. Vampires on the other hand has
myself, but I always mess up such things. anyone know of a way to run it on
msvc 6?
-Draco
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Thank you:)
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different headers for each. I don't think they matter.
-Draco
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on the server dll, when i try to build it tells me that te_firebullets and
weapon_shotgun cpp files are trying to output the same obj file, so the
project may not even begin to build.
they try to output
\$(IntDir)\$(InputName)1.obj
how do i change the output in msvc 6?
-Draco
-Draco
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I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it. If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.
Is it possible to fix the Voice (coming over the built in voice chat)
to a specific
would be black and white and the screen would have some sort of crackly
thingy over it(kinda like how manhunt had that static effect on the screen)
Sounds stupid, but it would be interesting to make
-Draco
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http://articles.thewavelength.net/548/
http://articles.thewavelength.net/395/
http://articles.thewavelength.net/410/
then it should be all good. if you get lost look at a mod that you already
have for steam and see what they did.
-Draco
- Original Message -
From: Vyacheslav Djura [EMAIL
I have only one error on the client side code to go(i am using the bare
bones code)
// This links our server-side call to a client-side function
DECLARE_CLIENT_EFFECT( Sparkle, SparkleCallback );
that line gives the error
Compiling...
c_sdk_env_sparkler.cpp
well, in summary, mat, if you want to change how the HUD is drawn or how the
player selects weapons or something similar, the client side is what you
want. but if you want a new weapon or model, a new game mode or bots or
something, you will need the server side code
-Draco
do you have all functions for drawing the text, a key bound to chatting or a
way to bind that key?
does it allow you to hit a key and type, then not display the text? or does
it not allow you to type in at all?
- Original Message -
From: Hasan Aljudy [EMAIL PROTECTED]
To: hlcoders [EMAIL
i tried to get a map to load, but it wouldn't. I can't be bothered copying
the textures and models over to get it to run. bloodlines probalby has some
sort of engine modifications as well, but the resources should still work.
-Draco
- Original Message -
From: Dave R. Meyers [EMAIL
,
least laggy way of implementing this? Any help would be greatly appreciated.
-Draco
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nice work mate:) will have to keep this in mind.
-Draco
Lead coder for Perfect Dark
contributing coder for Kreedz Climbing
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Vyacheslav Djura, if you get this working, post link to it here,
would be useful:)
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hey guys, merry christmas to you all, have a good time:)
-Draco
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Did you ever MOD HL1? The SDK was just normal HL with DM. It was a
excellent place to start a MOD from. There was nothing too complicated
about the actual game, some of the weapons had some great functions
that gave clues on how to do things like bullet penetration. If you
started at CS most
I thnk that's what he's asking. I can't help you, I never learnt how
to use the debugger myself, can someone tell him how to do it?
-Draco
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good idea, I have 6 invites as well, GMail is so easy to use with this
list:) who wants them?
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Do a search all files for code that changes a FOV value, you should be
able to find what FOV is called in the code, I haven't looked too much
into source yet. if theres a change of FOV inside the code for the
vehicles, or in some way associated with the vehicle, comment it out
untill the snap
please point out where it is? thanks
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sure it will be some sort of
if (pPlayer-team == TEAM_SPECTATOR)
{
return false;
}
thing like that.
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I don't get what you mean. but adding a if that returns false when in
spectator mode in your should spawn function will stop the spawning
while in spectator problem
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Coder for Perfect Dark
http://perfectdark.game-mod.net
Thanks Botman:)
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This is an excellent idea, great work:)
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Me neither, but I have heard of December-ween
(www.homestarrunner.com)
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I'm guessing it's done the same way as HL1. I think its in const.h,
just copy one of the flags and make the number on it bigger
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search the code for the existing flags specifically, where they are #define 'd
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Also, you can reuse values. In my MOD FL_RADARBLIP is the same as
FL_IMMUNEWATER, they arenm't used at the same time so it doesn't
effect each other.
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Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
I'm pretty sure it will. Remeber that these flags can be any value
that fits into the flag variable(its a bit i think). check what can be
used as a bit
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Coder for Perfect Dark
http://perfectdark.game-mod.net
No, this is a bug that needs fixing immediately, to maximise the
effectivness of plugins :(
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annoying :( If anyone knows a work around to
this I would be grateful, right now I'm training myself to use the
steam menu again lol
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http://perfectdark.game-mod.net
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;
m_pActiveItem-pev-renderamt = 50;
So, I thought that would make my weapon glow... No dice.
If anyone could tell me how I would make the V_ models glow in first
person veiw it would be great:)
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Thanks:)
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http://perfectdark.game-mod.net
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and CBasePlayer
classes available for plugin authors to see
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Coder for Perfect Dark
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?
Spamvertised
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of those classes available on their website, just
like with their FGD. simple.
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the source SDK will compile under MSVC 2003(or 7.1) but will(with some
tinkering) work with MSVC 6 and above.
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of that
ent, not a CBaseEntity pointer. How would change that edict_t pointer
into CBaseEntity?
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And the one botman posted presents it in a better tree, sometimes the
mailman archive screws it up
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Don't worry bout this, I found the way to get a ent from a edict
CBaseEntity *pEnt = CBaseEntity::Instance( tr.pHit );
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Hey guys, if you are interested, my first project for Source will be
to do HLDM using the HL:S models and such. I will release the code if
and when it's done.(I'll be getting MSVC 7.1 so I can start this next
week or so)
Might be usefull
**
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Coder for Perfect Dark
http
in the gun to whatever max clip is.
Also, if you want to show a clip dropping out(like in the specialists)
precahce the ammo model for that gun and EjectBrass it(or whatever
Source uses to make ejecting shells)
--
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Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
could load each one.
Personally, old clips sounds like a crappy idea, but that's just me,
you go right ahead and try it.
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Coder for Perfect Dark
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type (0)
Yeah, thanks HL, I Wubb J00 too.
This only occures when i fire off a message, because i tired
commenting the 'dont fly strongbad' stuff. So, any ideas on why I am
createing a message with a bogus message type?
--
**
Draco
Coder for Perfect Dark
http://perfectdark.game
Oh crap, forgot to mention, this is for HL 1
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Coder for Perfect Dark
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Thanks, now it crashes for entirely different reasons, I should be
able to fix it :D
whats the message name limit for HL2?
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But wouldn't it be safer to not let the users play with this stuff,
hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
how the txt files work)
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
type or something like that needs changeing to make ducking
movement same speed as FullWalkMove
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Coder for Perfect Dark
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Thank you all very much.
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simply find
where they are read and replace it with constant. I do suggest that
you leave the precache values be, so that the base class can precache
everything(i friggin love that!)
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Draco
Coder for Perfect Dark(sorta coder for KZ mod)
http://perfectdark.game-mod.net
, but I can not browse out of the HL2 GCF file, I'm sure theres a
way to view outside of it, but I don't know.
If you guys could help with my problems I would greatful.
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
--
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%3 %4 %5 %6 %7 %8 %9' on there params(afterall
we have to assume that everyone else who uses our mods is stupid)
if you need anymore details tell me.
--
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Coder for Perfect Dark
http://perfectdark.game-mod.net
Thank you botman :D
also, soulfather says Hi
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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the topic be please.
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excellent :D thanks
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Look for a decent, open source mud client written in C++(or c even),
snatch the networking code from that and put it in cl_dll maybe? Using
VGUI2/key bindings etc, you could probly make a really nice MUD client
in HL2
--
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Draco
Coder for Perfect Dark and Kreedz Climbing
British_Bomber wrote:
I'm sure there was a point in there somewhere, but this is just going
to turn into flames.
lol, you missed it, it was about 15 posts ago :D
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Draco
Coder for Perfect Dark and Kreedz Climbing
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Find out the entity name for ragdolls, search through all
entities(forget func for that, its in util.cpp if memory serves) with
that class name and call a function to destroy it(base ent should have
one)
--
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Coder for Perfect Dark and Kreedz Climbing
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with Source, not the mod, but I played CSS to see if it had slide, it
doesn't. Can anyone tell me how to ELIMINATE this slide altogether, or
could VALVe just send me their gamemovement.cpp for CSS and put me out
of my misery, lol
ANY leads you people have will help
--
**
Draco
Coder
shall have to remeber that snippet :)
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I'd say that when you launch your HL2DM based mod you are launching
HL2DM, not HL2. check what applaunch it uses(gameinfo.txt i think)
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Coder for Perfect Dark and Kreedz Climbing
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The engine is new, but if something worked in Q1 Valve might have
decided to keep it. Note that it would be something very minor, and
have most of it changed.
--
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
)
{
pPlayer-m_fFrictionTime = 0;
pPlayer-m_bHasJumped = true;
pPlayer-m_iFriction = 4;
}
}
I think thats it
--
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Draco
Coder for Perfect Dark and Kreedz Climbing
...
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try the other game rules sets. infact, check to see what one is
gettiong installed on creation of server
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in the script set to 1.
I have done this method of cloning a weapon to about 5 other weapons,
they do the same thing, yet the mp5 itself doesn't. Any tips on how to
get it to fire 1 bullet would be appreciated
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Coder for Perfect Dark and Kreedz Climbing
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or you could make your own function that simply has UTIL_REMOVE(this); in it
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I would set the ragdoll ent's think to whatever the base entity uses
to destroy itself and it's nextthink to 5 seconds
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stubs instead. I will try to use a different
fire function, maybe whatever the HL2 weapons use. I'll try it now.
Thanks :D
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http://perfectdark.game-mod.net
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compatable with the model(preferably the latter).
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So where exactly do we change our code to conform with the new system?
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Thanks
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Thanks! I'll try this tomorow, maybe I'll have GMan walking soon.
Anyone know how I would go about getting the little guy rag dolling
properly?
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
, m_pPlayer-edict(), m_usFireGlock2, 0.0,
(float *)g_vecZero, (float *)g_vecZero, 0, 0, 0, 0, ( m_iClip == 0 )
? 1 : 0, 0 );
any ideas?
--
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Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
He means if the map uses models etc too. Isn't there a way to include
all that stuff into a bsp now?
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This morning I was tweaking the pistol whip and looked at the code and
said WHAT DOES THIS HAVE THAT MY EVENT DOESNT! Then I saw it
if ( EV_IsLocal( idx ) )
:0 how could i be so blind!
thanks for the reply anyway
--
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Coder for Perfect Dark and Kreedz Climbing
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the crosshair is done in HL2 with a font, perhaps change the size you print?
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try doing something to the ragdoll after its dissovled, if the game
crashes then you would probly have a null pointer and can consider the
ragdoll gone forever
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Coder for Perfect Dark and Kreedz Climbing
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Make people on IRC be excited that you're compiling it.
hahahahaha, me too!
I ususally go I grow bored of this, wheres my cake? 10 mins into it,
I'm developing the programmers physique!
--
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Draco
Coder for Perfect Dark and Kreedz Climbing
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I can't find where to set player spped in HL2MP sdk, it's like it
clamps it so i can go no higher than 220 or something, i can set it
lower with the sv_maxspeed cva though. anyone know where its clamped?
--
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Coder for Perfect Dark and Kreedz Climbing
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thanks for your reply:) I'll see if it works later
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none worked, any other suggestions?
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() )
{
//etc etc etc
That's one way of doing it. The other way would be change GetMaxSpeed
to return 320 or whatever, but then you can't set the max speed in
different places.
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Coder for Perfect Dark and Kreedz Climbing
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So what exactly does this bug look like? it jumps all over the joint?
its not doing any wierd anims? perhaps a small clip of the bug would
help us
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
Yeah, this would be usefull for custom greetings or to display the
users previous stats or something on join
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[pulling a monkey out of his pocket] Here, look at the monkey. Look at
the silly monkey! [one juror's head explodes]
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(short g sound), not like
jib(long g sound).
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And I'd imagine you would just mount it's GCF and load it's
directories to use your mod with LC
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I previously was using the existing HL weapon ents as my weapons in my
mod, but they were recoded to be a completely different one. This
looked stupid in the console Draco has killed SomeGuy with Squeak
when I shot them with a silenced pistol;) . I found out how to
actually get your own weapons
does. ;)
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can someone help me with this? This is really weird, nothing seems to
work for this gun. I even set it's ammo back to 9mm to no avail, it
just wont accept ammo. Is there a problem with having numbers in the
name of the ent or something?
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radius would expand untill I could see what someone with long ping
could see. but then again, wow sucks hard.
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agreed. plus, we're all smart people (except for nuclearfriend :p) you
can find a way to get your plugins working under the real api
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Yes, I love that one too, was the bane of my early attempts to make
weapons in source ;)
Nice to have your errors say HERES WHAT YOU DID WRONG YOU BAFOON!
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You and Doug Lombardi must get along great. You both like to use perhaps
alot :))
They also use the letter e i noticed
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