I tried the V:TM-B tool. It told me one of the .vpk files had ~2100
files then froze.
Renaming the extension to .vtf allows you to view the first .vtf in the pak,
but that's about it for now I think.
2008/11/8 [EMAIL PROTECTED]
Send hlcoders mailing list submissions to
I'm making a mod for Half-Life and apparently there is some ragdoll code
already in the Half-Life SDK's code.
I've had a look on Google, but the only tutorial is no longer being hosted,
so does anyone here know anything about this ragdoll code, or, if not,
whether it's a client side/server side
are
referring to they hacky method of simulating ragdoll-like behaviour through
animations.
2009/1/29 Tom Schumann schumann@gmail.com
I'm making a mod for Half-Life and apparently there is some ragdoll code
already in the Half-Life SDK's code.
I've had a look on Google, but the only
The problem with is that weapon_stunstick.txt from Half-Life 2 Deathmatch
points to v_stunstick.mdl which is on half-life 2 deathmatch.gcf, while the
model in source models.gcf is called v_stunbaton.mdl
Creating an Orange Box Multiplayer Mod and compiling it with only necessary
changes to code,
The .mdl in source models is v_stunbaton.mdl, so if you don't want to
mount HL2DM, I think weapon_stunstick.txt should point to
v_stunbaton.mdl
--
Message: 4
Date: Tue, 17 Mar 2009 17:18:14 +1100
From: Yaakov Smith m4ngr...@gmail.com
Subject: Re: [hlcoders]
What information do you need?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
As r2d2rigo said, use the TriAPI. I remember reading that that's how another
mod did it, though I can't remember the name.
Anyway, there's a TriAPI tutorial on the Wavelength that shows youhow to
make some simple 2D game in Half-Life; that could be helpful.
How did you do it?
2009/5/28 Neuwirth Christoph neuwirth.christ...@gmx.net
I got it working now. I just need to figure out a way to set a
startanimation. everything else is working fine.
regards
___
To unsubscribe, edit your list preferences, or
You need to make sure they're 24-bit .tga files or they won't load.
2009/6/7 Neuwirth Christoph neuwirth.christ...@gmx.net
I stumbled upon those files too, changed them and still get the
half-life logo.
Heimo Stieg schrieb:
replace these 2 files:
$moddir/resource/game_menu_mouseover.tga
Some Half-Life models are already split into multiple .mdl files, but I'm
not sure why. You might want to check out the studiomdl source and see why.
2009/6/8 Drak hlco...@wowway.com
If anyone has ever played Second Life, you know that you can Upload
animations to your model/avatar.
And
. barney.mdl (mesh and
whatnot) and barneyT.mdl.
/ScarT
2009/6/7 Tom Schumann schumann@gmail.com
Some Half-Life models are already split into multiple .mdl files, but I'm
not sure why. You might want to check out the studiomdl source and see
why.
2009/6/8 Drak hlco...@wowway.com
Have you tried running Team Fortress 2 again? I remember recently there was
a problem with Hammer's model browser because it was missing a .res file.
The .res file was added to Team Fortress 2's .gcf and was installed the next
time you ran Team Fortress 2.
Have you tried verifying the integrity of your cache?
Also, if you close your map, but not Hammer, does the 'Messages' box say
what files it's missing?
2009/9/13 Alex Kane lexywex...@aol.com
I have now reinstalled Steam in its entirety, and it STILL does not work.
This is a joke.
Matt
I'm not sure, but I remember reading somewhere that someone had found some
Steam files that referenced half-life.gcf and they thought it was Natural
Selection coming to Steam. I don't recall which files, but my guess would be
somewhere Steam\appcache\*.*
I had a quick look but didn't find any such
Have you tried doing the same thing in the singleplayer source? I remember
removing that block of code from the singleplayer source and it worked.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Have you set mp_allowmonsters to 1?
On 19 February 2010 07:33, Adam amckern McKern amck...@yahoo.com wrote:
Hey,
un-life - a MP project i was working on from the 2.3 sdk was built on SP
code, and allowed monsters straight out of the box.
If you want monsters in your MP mod, build it from
I didn't think that was possible yet.
On 11 May 2010 19:28, Janek jan...@gmail.com wrote:
Hi list,
I found that you must do a mod_big.tga picture to see this big icon in new
steam GUI but I don't know what to do to have banner of your game present
in
List view and the very big one in
I don't think so. I'd try looking on koders.com for a mod/plugin source
release from about that time.
On 16 July 2010 15:45, Nick xnicho...@gmail.com wrote:
is there any way to obtain a copy of the 10/31/2006 SDK Code Release ??
On Fri, Jul 20, 2007 at 10:59 AM, Tobias Kammersgaard
Maybe you could check the value of enginefuncs_t.GetPlayerAuthId on each
player (I'm not sure what a non-Steam player's SteamID is though, but I
think it may be PENDING).
On 30 October 2010 04:34, Krzysztof Krysztofiak sezam...@gmail.com wrote:
On Fri, Oct 29, 2010 at 6:36 PM, Sam
I think the TriAPI should give you the functionality required for the movie
rendering (minus the sound anyway). There may be a way to find the
coordinates of where to render somewhere in the world model's model_t
structure.
I recall seeing some physics code for Half-Life using Newton (it was
I believe it's the Quake engine with some parts of the Quake 2 engine used
very late in development.
I can't remember where I saw that though.
On 12 February 2011 09:30, Krzysztof Krysztofiak sezam...@gmail.com wrote:
Hello there, I'm still confused about GoldSource, i mean i know it's based
You could make the mod load a map on startup (with the +map mapname
parameter) and have entities in your map to freeze the player's moving and
looking and to display a menu that looks like the main menu.
On 13 February 2011 07:56, Marcus Posey witsalldonebe...@gmail.com wrote:
Best bet would
Are these the ones:
http://www.koders.com/info.aspx?c=ProjectInfopid=WMUMHVAZAYAHRMNYAUTLN74FXG
(in
sdkshaders/advanced)?
On 12 September 2011 01:55, Alexander Davidson aldavid...@gmail.com wrote:
Hey List,
Does anybody have the missing .cpp files for the shader DLL to compile the
Does the Quake source code help any? Where in the code are you accessing
these structures?
On 9 December 2011 10:09, Carlos Sola jorop...@gmail.com wrote:
Hello all
I know this question will get a negative answer but I don't loose anything
asking.
Is there a way to obtain structure
It might be possible with a server plugin, but I don't know whether anyone
has updated the the code to work with Portal 2, or whether the API could be
used to do what you're trying to do (though I suspect there's a good chance
it could). Here are some details anyway:
I didn't think it was possible to connect to a dedicated server on your own
computer anyway.
I've never tried to get around it, so I don't know what your options are if
you don't have another computer.
On 29 April 2012 13:00, Nick xnicho...@gmail.com wrote:
i am sorry joel. I don't know much
Have you ever done any GoldSource/Source programming before?
On 29 August 2012 11:40, Stuart Blackler stu...@sblackler.net wrote:
Hey all,
** **
I would like to develop a Server Plugin for CSGO. I just wondered where I
get started? I have good coding knowledge etc.
** **
Thanks
substantial though.
Is there an official SDK/Plugin sample for CSGO like there was for CSS?
Message: 2
Date: Wed, 29 Aug 2012 21:16:17 +1000
From: Tom Schumann schumann@gmail.com
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Starting
I thought that the map was kept in memory after in was loaded by design (I
don't know for sure though).
I remember it being brought up at some stage - someone wanted that
behaviour removed so they wouldn't have to restart the game every time they
recompiled a map.
I'm not sure about preloading
Would it work to send a different command that when called just calls
'retry' and whatever else you need to call?
On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote:
**
For about a decade now, we've had issues when multiple players try to
reconnect to our mod's servers
Are you getting any dump files? I don't think the engine should crash if it
can't find a model anyway.
On 9 June 2014 13:04, champkind . champk...@gmail.com wrote:
Hi all,
I had added support for NPC using this fork:
https://github.com/stephsch/Fixing_AI_In_Multiplayer
When I try
With regards to the second problem, it has been known for a while that the
method doesn't quite work as expected. Maybe check how other Source bots
work? I think RCBot2 might be open source.
Does the weapon_name command switch to the specified weapon? I haven't
done any bot programming in a while
Looking at how the other weapons work it looks like you need to do a trace
from your weapon in the direction that you're facing and then you can use
the edict_t* in the trace result.
Check out what CCrowbar::Swing does.
On 30 August 2014 23:26, Matas Lesinskas peon...@gmail.com wrote:
any
Is it the GoldSource VFileSystem009 you're referring to?
On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote:
Hello,
I’m just wondering if there is any documentation on how to use IFileSystem
version VFileSystem009.
I can’t seem to find anything that explains things like
Vanheer duo...@hotmail.com wrote:
Yes, it is indeed the GoldSource version, included with the github SDK
version that i’m referring to.
*Van:* Tom Schumann schumann@gmail.com
*Verzonden:* donderdag 11 december 2014 10:56
*Aan:* hlcoders@list.valvesoftware.com
.
*Van:* Tom Schumann schumann@gmail.com
*Verzonden:* zaterdag 13 december 2014 10:02
*Aan:* hlcoders@list.valvesoftware.com
Have you been able to instantiate an instance of it?
I played with it a while ago - I can't remember if what I did worked but I
didn't use the Mount method, I
Is there a skill.cfg with all the right damage/health values in your mod's
directory?
On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote:
Some more info from the console:
The NPC should play these faceposer clips and as the console says they are
missing. There is no scenes
I think Natural Selection uses fmod and it is now open source:
https://github.com/unknownworlds/NS
On 30 December 2014 at 00:44, Matas Lesinskas peon...@gmail.com wrote:
I need to program stereo .wav in goldsrc any ideas? I want to change old
mono to sterio, but I dont know how. I heard about
is even allowed to read from the
Program Files directory if UAC is enabled.
- ScarT
*From:* Tom Schumann schumann@gmail.com
*Sent:* Wednesday, March 25, 2015 11:45 AM
*To:* Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
I don't think the $basetexture
which
is very different, nothing is the same.
On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann
schumann@gmail.com
wrote:
I'm not sure about GameLogo.res - if you look at the GameLogo.res
in
Half-Life 2 (or any other Source game) what is the path relative
to?
On 26 March 2015
Other than that I'd just use the images from Half-Life 2 as a base.
On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:
Tom, i checked that but, to be honest, i didnt understand it a bit.
Anything else?
On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
wrote
I don't think the $basetexture parameter should be an absolute path - I
think it should just be HalfLife2RSIngameLogo1
What does the console say?
On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:
Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
with the
Have a look in the client code at StudioModelRender.cpp at lines 1827 to
1842 or thereabouts (line numbers from the code on GitHub - look for the
variables topcolor and bottomcolor if you can't find it).
On 21 April 2015 at 18:18, Matas Lesinskas peon...@gmail.com wrote:
were can I find
,but how about pev-colormap ? do you know what it does ? I
just found it in world.cpp
2015-04-21 12:15 GMT+03:00, Tom Schumann schumann@gmail.com:
Have a look in the client code at StudioModelRender.cpp at lines 1827 to
1842 or thereabouts (line numbers from the code on GitHub - look
I think animating.cpp and animation.cpp contain various functions for
loading data from models.
On 24 April 2015 at 22:40, Matas Lesinskas peon...@gmail.com wrote:
Hi, I want to make ragdoll physics in goldsrc somehow :), were can I
find bones and hitboxes coordinates?
.
On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com
wrote:
Which commentary text specifically?
On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote:
Guys, i need some help with another problem. So, i've been searching my
game's files for a bit and, I can't seem
Programming
hlcoders@list.valvesoftware.com
https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
Subject: Re: [hlcoders] Modding Problems
Alright I guess
On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann
schumann@gmail.com
https://e.mail.ru/compose/?mailto=mailto%3aschumann
In my client.dll I have CVAR_CREATE( somecvar, 1, FCVAR_ARCHIVE ); (so
that the cvar gets saved to config.cfg).
How can I get the value of somecvar from my server.dll? I know there
are pfnCvarValue and pfnCvarValue2 but is there something that can tell me
right away rather than waiting for a
Doing some investigation it looks like creating a cvar with
the FCVAR_USERINFO flag and then using pfnInfoKeyValue on the server-side
is the way to achieve this.
On 31 May 2015 at 17:23, Tom Schumann schumann@gmail.com wrote:
In my client.dll I have CVAR_CREATE( somecvar, 1, FCVAR_ARCHIVE
s exposed in steam_gameserver.h's
> CSteamGameServerAPIContext class can be accessed on the server side.
>
>
> The client side connects to the local Steam client instance, so
> whichever account you're logged in as will be used.
>
>
> Regards,
>
>
> Solokiller
>
&g
, go to the release archive and download v1.20.
>
>
> Regards,
>
>
> Solokiller
>
>
> Op 18/02/2017 om 3:56 schreef Tom Schumann:
> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should
> work
> > regardless of offline mode or sv_lan
>
As a sort of follow-up, steam_api_c.dll contains a reference
to SteamUser010. Is steam_api.dll what provides the ISteamUser interface,
or is there another .dll that does?
On 18 February 2017 at 12:56, Tom Schumann <schumann@gmail.com> wrote:
> Yeah okay. So ISteamUser has a GetSteam
Got it working:
https://github.com/tschumann/basis/commit/3814dc117c7323b48bdbd4f0df9e2ef1faa8579e
UserHasLicenseForApp doesn't look like the right thing as it only returns
true for the currently running app. ISteamApps might be the right
interface...
On 18 February 2017 at 22:04, Tom Schumann
ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary
app is owned by the current user.
On 25 February 2017 at 15:28, Tom Schumann <schumann@gmail.com> wrote:
> Got it working: https://github.com/tschumann/basis/commit/
> 3814dc117c7323b48bdbd4f0d
For the record I'm working with GoldSource but am still interested in how
to use this API for working out if a player owns a game.
How does it work in Source? Is it meant to be called and used from
client.dll only? Does client.dll always have the player's Steam ID
regardless of sv_lan or offline
What's the best way of storing information against each player from in a
plugin? I'd like to store a ready state for each player but I'm not sure
how to uniquely index each player - Steam ID would probably be ideal but I
don't think this would work in LAN or for bots.
ou can only use arrays, you could use the player index (That's
> > 0..32, 1..32 or something like that).
> > But that thing gets re-used, so you can have a bit of a cleanup problem
> > if you don't clean it up on all kinds of (dis)connects.
> >
> > Am 06.09.2016 um 13:47
master/sp/src/game/
> server/player.h#L374
>
> The others are somewhere nearby, too
>
>
> Am 08.09.2016 um 10:50 schrieb Tom Schumann:
> > It doesn't need to survive map changes or server restarts, just for the
> > duration of the round.
> > I considered the player in
n the server plugin
> sample, located in src\utils\serverplugin_sample.
>
> FindEntityByClassname is the function you'll probably want to use.
>
>
> Op 7/10/2016 om 13:29 schreef Tom Schumann:
> > Okay I've had a quite look and I think I've figured out how it all works
>
knowledge
of GoldSource but still haven't found an equivalent
to pfnFindEntityByString.
On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> wrote:
> Many thanks - I'll look into the AcceptInput method (there are no Linux
> binaries for what I'm working on but hopefull
probably got the code for
> it already.
>
>
> Op 3/10/2016 om 3:25 schreef Tom Schumann:
> > Is it possible to trigger an entity from plugin code? If there is, how is
> > it done? I'd look up how some Half-Life 2 game entity does it but I
Hm, looks like this isn't exposed through the Orange Box code - it looks
like the FindEntityByX functions that I can find operate on some sort of
global entity list rather than through some exposed interface - is that
right?
On 8 October 2016 at 06:41, Tom Schumann <schumann@gmail.com>
check the classname, which again is mod specific
> based on class layout, but it's not impossible.
>
>
> Op 7/10/2016 om 23:23 schreef Tom Schumann:
> > Hm, looks like this isn't exposed through the Orange Box code - it looks
> > like the FindEntityByX functions that I can
Is it possible to trigger an entity from plugin code? If there is, how is
it done? I'd look up how some Half-Life 2 game entity does it but I'm not
overly familiar with Half-Life 2's entity set to know which entity to look
at.
___
To unsubscribe, edit
Is Half-Life 2 strictly a requirement anymore? I haven't done a whole lot
with Source but I thought having the Source SDK Base installed was enough
to run a mod (and I think it gives you all the Half-Life 2 content anyway).
On 21 March 2017 at 04:30, 3Turtles <3turt...@videotron.ca> wrote:
> I
s a way to grab it locally.SM Sith Lord
>
> From: Tom Schumann <schumann@gmail.com>
> To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
> Sent: Friday, February 24, 2017 9:40 PM
> Subject: Re: [hlcoders] using ISteamUser::UserHasLicenseFor
gt;FindVar("mp_friendlyfire") .
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
> > Tom Schumann <mailto:schumann@gmail.com>
> > Sunday, June 25, 2017 1:31 AM
> > Is there a way to get a game .dll or engi
he max players is to get the IPlayerInfoManager
> interface, call GetGlobalVars, and then check the maxClients global value.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
> > Tom Schumann <mailto:schumann@gmail.com>
> >
Is there a way to get a game .dll or engine cvar value from a Source
plugin? I've had a bit of a poke around and couldn't see or find anything
obvious.
Thanks
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I'm trying to compile https://github.com/ValveSoftware/source-sdk-2013 in
Visual Studio 2017 which I know isn't supported, but I've generated a .sln
using the fix at https://developer.valvesoftware.com/wiki/Source_SDK_2013,
but I get compile errors which I can't figure.
Most of the problems seem
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now
I'm looking to use methods on a CBaseEntity from a bot edict_t *
I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a
guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I
get an
s are dufferent. So rule of the
> thumb: use the same compiler to avoid this kind of issues.
>
> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com> wrote:
>
> > Yeah I saw that but it looked their problem was not using Visual Studio.
> >
&g
and _crtDbgFlag and _crtBreakAlloc have both gone from being global flags
to macros defining function pointer types.
On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote:
> Possibly but I've compiled Source plugins without issue (I just didn't use
> the custom memory managem
y is already compiled. You're only getting the burden of making
> it work with a compiler with a different C++ runtime. Just install VS2013
> compiler and all the issues will go away.
> On Mon, 7 May 2018 at 06:41, Tom Schumann <schumann@gmail.com> wrote:
>
> > Well th
; However if you want to avoid installing multiple versions of VS you can add
> the 2015 toolset to VS2017.
> https://i.imgur.com/C8hpzJW.png
>
> This should make it possible as far as I remember.
>
> - scart
>
>
> On 7 May 2018 at 11:27, Tom Schumann <schumann@gmail
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now
I'm looking to use methods on a CBaseEntity from a bot edict_t *
I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a
guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I
get an
Excuse the late reply - this is what I'm doing:
// get this
void **ppThis = *(void ***)&(this->pObject);
// get the vtable as an array of void *
void **ppVTable = *(void ***)(this->pObject);
// the method we want is in the vtable
void *pMethod = ppVTable[this->m_EyePositionOffset];
this->pObject
table/offset rubbish?
>
>
>
> Would be a lot easier if that’s possible.
>
> - Josh
>
>
>
> *From: *Tom Schumann
> *Sent: *05 May 2019 07:48
> *To: *hlcoders
> *Subject: *Re: [hlcoders] creating a source bot plugin
>
>
>
> Excuse th
78 matches
Mail list logo