Hi!
I am new in the list.
I am actually a Quake1 coder and I am interested to port some HL features to Quake1.
I am in this list to learn something about Half-Life.
Thanks!
1 saludo
Tei
___
To unsubscribe, edit your list preferences, or view
El Fri, 15 Aug 2003 10:35:12 -0700 (PDT)
Brian A. Stumm [EMAIL PROTECTED] dijo:
my 0.01 cents (99% crap):
maybe the better way can be to make a txt file with the name of all bsp maps in your
mod,
load these maps and move player to 0 0 4096, send a screnshots to client console and
move
to
El Sat, 16 Aug 2003 21:12:18 +0200
Rockefeller [EMAIL PROTECTED] dijo:
Related question:
Its posible to examine the HL netcode?
You know, the SVC_ events, the ParseBaseline data, the
Its modelindex send as a byte or a short over the net?
I am newbie. Where to get this info exactly?
El Fri, 15 Aug 2003 22:46:01 -0700
Michael A. Hobson [EMAIL PROTECTED] dijo:
ASP only runs on Micro$haft IIS -- the most remotely hacked web server
on earth.
maybe not:
apache-asp run ASP perlscript apps in any apache compatible system (wide range
support..)
Now... return to HLCODERS.
a lot more atmosphere and flexibility in map design
with HL features i guess.
Who knows? these headcrabs where funny :D
--Tei
Hi!
I am new in the list.
I am actually a Quake1 coder and I am interested to port some HL
features to Quake1.
I am in this list to learn something about
will make something powerfull than console scripts and
will
write full apps. And has QC is multiplataform, recompile will not be need (a MacOS/X
conprog.dat will
work for windowsXP ...)
Any proyect to add QuakeC support for Half-Life?
TIA.
--Tei
Example:
A small console app can provide smooth
El Tue, 19 Aug 2003 14:40:13 +0300 (EEST)
Jussi Kivilinna [EMAIL PROTECTED] dijo:
On Tue, 19 Aug 2003, Tei wrote:
I am newbie. I am surprising how flexible is HL.
Can be posible a zeroping mod for HL?
Yes.. most mods are.
A mod where hit/nothit is calculated clientside. All weapons
El Tue, 19 Aug 2003 17:19:26 +0200
Marco Leise [EMAIL PROTECTED] dijo:
May I go a bit off topic? Yes? Thx :D
I am about to create an alien jungle map and thought it would be the
best to split the jungle in 512x512 units squares and 'plant' some
models on them. The mod uses an altered vis code
El Tue, 19 Aug 2003 17:54:40 +0200
Marco Leise [EMAIL PROTECTED] dijo:
I have ear about some compiling utility that work like your altered
vis code (but will hidde also walls..(and for a old BSP version).
).. I fear If you profile your mod the fakevis function will be the
big dog.
El Sat, 23 Aug 2003 15:45:59 -0500
botman [EMAIL PROTECTED] dijo:
You wouldn't want to clamp jumping to the normal forward speed of a
player as jumping is a gathering of kinetic/potential? energy in the
skeletal/muscular system and a release quickly to accelerate, it has
to be somewhat
and rescue us from boredoom. Maybe this SmashTV
mod will have some fun, finnaly :D
[on-topic]
He!.. where i cand download the SRC for some HL mod? I will learn the
hard way, from code :D
[/on-topic]
-Tei
postdata:
The most fun game I have played whas Secret Agent from Apogee,
anyway.
postdata
Hello Mark,
Sunday, August 31, 2003, 11:20:07 PM, you wrote:
MG Hi,
MG Is it possible to vary the player models pitch (pev-angles.x) (for
MG aligning to slope, say). Reason I ask is everytime I try and change it, it's
MG back to '-10' by the time it gets to the next frame and I can't see
voogru wrote:
Try to give it a model, I had a wierd problem with using SET_VIEW and
v the
entity did not have a model.
Hmm, so what do I do if I don't want it to have a model?
Tony
server send to client entitys with model, if a entity not have model,
not send
you can attach a camera
NDA.
WARNING. NO DISCLOUSURE AGREMENT. IF YOU CONTINUE READING THIS MAIL,
YOUR SOUL; YOUR CAR; YOUR WHOLE LIFE; WILL BE OPTIONALLY OWNED BY
[insert ominous name here] CORPORATION. PRESS [Pg Down] IF YOU AGREE
OR [Reset computer] IF YOUR DISAGREE.
About:
JSB I'm not sure which version of hl it started in, but I've really noticed
JSB this lately.. I don't know how easily it can be fixed (or if anyone
JSB there at valve will even fix it, it's just irritating), again this is
JSB another post where that I'm not sure where to send it; so I'm posting
Message-
G From: [EMAIL PROTECTED]
G [mailto:[EMAIL PROTECTED] On Behalf Of tei
G Sent: Tuesday, September 09, 2003 8:50 AM
G To: [EMAIL PROTECTED]
G Subject: Re: [hlcoders] sobig @ valve
G Maybe not.
G I know some new malware (virus concept is now outdated) pick email
G address from various
Humm... maybe its posible to add some support for ODE for HL?
Most interactions where at engine side, I suspect, but maybe you can
overwrite these with values from a real phisic library like ODE.
ODE work as GPL **OR** BSD, Its ok to use for something comercial :]
__About
Will be sad if HL2 will not have a linux dedicated servers. For
perfomance, and popularity issues.
__Some Guess___
But I guess Valve will have to fix a lot of mistakes that windows
coders make:
This is from a valve BSP file :
From: tei [EMAIL PROTECTED]
P To: [EMAIL PROTECTED]
P Sent: Friday, September 12, 2003 12:21 AM
P Subject: Re: [hlcoders] Half-Life 2 rendering api
__About
Will be sad if HL2 will not have a linux dedicated servers. For
perfomance, and popularity issues
If you play half-life you need steam to authenticate yourself.
Apparently Steam uses the same port that QuakeWorld clients use (UDP 27001) .
This means you can't run both at the same time.
Read more here:
http://www.fuhquake.net/forum/viewtopic.php?t=1706
Seems like Valve is triing to
Hello.
I am a modder, and I am testing some new alien technology forgothen,
and forbidden for humans eons ago, something called Steam.
My system is localiced Spanish, as start as a HL+CS Retail, but bored
of retail, I have remove (now is CS Mod ). Installing Steam is now
stoped with this:
It doesn't freeze.
It just takes a while.
It took me about 15 mins to do it, when all I had selected was half-life
itself.
BAS It took me 5 hours to transer my current install of hl + tfc over to
BAS steam, its cache convert deal. And thats prior to it downloading anything.
BAS After the 5
He.. whats about a Agent USA mod for HL?
http://www.spacejunk.org/review.php?ID=132
Bin Laden is spreading a killing machine fungus and you are a CIA
agent that travel from city to city with the only available vaccine.
If you get yourself infected becomed in a zombie state, waiting other
player
RBB I'm having trouble doing this for hlds. I create my shortcut with the
RBB target:
RBB C:\Program
RBB [EMAIL PROTECTED]
RBB server\hlds.exe -console -game cstrike +maxplayers 32 +sv_lan 1 +map
RBB cs_assault
RBB Working directory is C:\Program
RBB [EMAIL PROTECTED] server.
RBB I get an
Where this info come from?
This work for everthing media?
:D
time to learn the hard link function of NTFS volumes :D
http://www.clourd2.com/slash/steam2.gif
G Just install them in your steamapps\email\game\mod\maps folder, it
G should work fine (did for me)
G -EvilGrin
G -Original
I run hl.exe -window
problem:
my hl.exe (46/1.1.1.0) not free the mouse with console down.
To free the mouse, you need to use a menu option... but then.. mouse
not work ingame!
Some code in hl.exe center the mouse every frame to window_center_x,
window_center_y. Will be nice if this code
Can you give more details on the exact error message?
WON will not be retired until we have resolved all the important
issues
with
3rd party mods (i.e running and debugging them).
Hehehe... all?
I know a site that list 400 mods
http://mods.moddb.com/?mf=tmf_gme=1start=400
maybe
Commenting that:
http://collective.valve-erc.com/index.php?faq=source_mod_faqprintable=yes
Ask: What is the maximum map size for Half-Life 2?
Valve: The maximum map size is currently set at +/-16384 units (16x
the horizontal area of Half-Life 1, 64x overall volume).
Mods can choose their
This doesn't really relate to HL at all, but is there something I can
use to locate redundant code and unused variables quickly?
FZ Visual C++ with warning level 4? :) At least for the unused variables.
FZ Florian.
I guess can be easy to automate a perl script that collect any
function
I am newbie, and this post whas surprising for me. Its the monster
name data available client side? If not, you are breaking
client-server model, your hud data (monster, health,etc..) will show
only in the server, but not at other players. I guess you already know
that
Maybe the hud stuff work
hello.
1. videos
will be nice if future versions of HL1 engine support
video-as-texture, or videos-fullscreen, like .roq or with some cheap
encoding technology (bink maybe not be posible)
I think that the actual console is lame. With a looped video animation
you can have somethine nice...
Hello Cortex,
C Now that HL2 is nearly coming out, do you really it's worth trying to
C implement new things in HL1 ? I personnaly think it'd be a lost of time...
C Now, all the mods will move to the HL2 engine, and no more players will stay
C on HL1 (or at least in the months following the
Hello Cale,
Saturday, September 20, 2003, 1:17:07 AM, you wrote:
CMD Not Quake 1 graphics engines, which HL1 was based on. No shaders... yes
CMD Quake 2, but they only used parts of the netcode of the Q2 engine.
Thats doest not matter.
99% Quake2 or Quake1 engines implement, can be theoricall
I doubt to send this, has most people think that is late to have HL1
suggestions, but.. he!.. maybe some people will get this idea and use
in some way, or something. Only for fun factor, more suggestions here:
- -
I have a idea, that work, about 2D games with a Half-Life engine
(HL1/HL2.. )
Hello Cortex,
Sunday, September 21, 2003, 1:42:50 PM, you wrote:
C For your debug question, here's a post of Alfred (from VALVe) 3 days ago :
C ##
C Alfred Reynolds wrote:
To debug in steam you will need to do the following:
1) Install steam.
2) Run steam at least once and launch
FilePlanet is removing some mods and tools, the raw2map (refered in my
last mail about terrain engine with half-life1 ) is not more at
FilePlanet, to solve this is have uploaded this tool to my own webpage
here:
http://telejano.berlios.de/option/raw2map2001[1].04.17.zip
Thats all.
querybot :admin masskick;restart;
querybot :close
Heee.. adding a command interface to query some asp or php app may
introduce Half-Life at internet world complextravaganza and
flourismystique, much beyond simpleworld and one-way minds!
duh!.
Tei, free freak features fuggestions for free
Hello Sniper,
S Is it somehow possible to determine the exact center point of a brush based
S entity that has a brush based origin? The usual call to Center() is
S worthless.
S Center() returns pev-absmin + pev-absmax * 0.5.
S Absmin and absmax however are generated by using the model's
Maybe this only have sense if you plan to generate games that will use
the Steam distribution method (also paying method? maybe this doesn't
not care). This is suppose other reason Valve breaking the rule #1...
KISS: keep it simple, stupid. Murphi Laws is all about how actually
Steam work, but I
Hello Charlie,
CC We're running some NS playtests under Steam, and one of the big problems were
having is something called a Host_Error. Suddenly, everyone on the server will get
kicked off the server, and will be
CC back in their Steam UI. Written to everyone's console is this ominous error
I doubt thats true.
People hare overexted because HL2 looks like the more amazing release
from... from... Quake1 maybe. I am over-excited, too.
Anyway If this occur, not problem. Valve will suthdown 2/3 projects
that will start from the leaks, and the code will become older has
Valve enhance
pseudocode:
New function:
fun MoveToEnemy
{
if (visible(me.origin, enemy.origin) )
{
enemy.lastseenbysomehome = enemy.origin
me.lastseelocation = enemy.origin
walk (enemy.origin)
}
else
if (visible(me.origin, me.lastseelocation) and visible(me.lastseelocation,
SB The code being leaked, means competitors etc, can learn
SB from the code. Beyond that it gives cheaters an upperhand
SB and will expose any security holes that would have better been
SB fixed in private.
SB -sb
Hehehe... WOW!
This is a snip of code from Kernel32:
¦KERNEL32.DLL ?FR
Quoting myself:
---
Rule #1 Never use Outlook Express
Troyan solved. Period.
Rule #2 Kill anithing unknom from memory (use Wininternal
Administrator pack if need to log file and register access is paranoid
enough)
Keystroke solved. Period.
Rule #3 Use Linux for server
Hello Vyacheslav,
Friday, October 3, 2003, 7:22:45 AM, you wrote:
VD Hello tei,
VD well, yeah... You TheBAT (http://www.ritlabs.com) instead of Outlook. Believe me
- it is much
VD better, much more stable and secure. Besides it doesn't use any
VD Internet Explorer controls...
Yea, actually
Hello tom,
t Hi folks,
t a question: will valve port HL2 to Linux? If they made a dedicated server
t for Linux, the engine has to compile. And then it's only a small
t step to port the whole application.
Posible? maybe.
A good thing? maybe not.
Small market? Not all Linux user will want to use
I suggest not to use these binarys, and still ask Valve to do a real
binary for platform X (X= Linux, Mac, ... ), at least for
singleplayer.
t How ask? Everytime I sent them an email, I don't get any answer.
t Perhaps they aren't interested in it? Maybe.
t tom
Maybe, but read about the people
Hello tom,
Then again, hindsight really is 20/20 - you wouldn't be having this
problem if you used linux as your corporate desktop :)
t But under Linux there is no 'Visual Studio', and someone who comes
t from the win32 world doesn't want to miss this tool, although i think
t vi/emacs make is
Hello Stan,
Hi folks,
a question: will valve port HL2 to Linux? If they made a dedicated server
for Linux, the engine has to compile. And then it's only a small
step to port the whole application. They only need to implement
SB Not true by any means. It would be extremely difficult to
SB
Hello Marco,
ML (sorry, valve :/) I still think this is too conservative. Valve can't always be
there with a HL update when a new cheat appears. So these independent developers like
UnitedAdmins are needed and
ML they really do a great job and have good morals. They harm absolutly noone when
Cool.
I can make a Quake1 mod, with all wad files, and bsp files. As my
engine load Half-Life maps, can make a perfect clone of Counter-Strike
mod, or maybe a singleplayer mod about terrorist :D
ToS Bad example, the license says we're allowed to do that.
ToS -omega
ToS example:
ToS You
But maybe I can isolate hl content at one zip, and quake1 content
other zip:
zip1:
- engine
- gameprogsdat
- extramdls
- extrasounds
zip2:
- counter-strike maps
- wads
auto installer (download zip1 and zip2 and install)
Or this is gray area? or illegal?
Hehehe... what a mine field is
Hello Daniel,
Soo.. its illegal or gray area to *distribute* a zip file with all cs
maps with the wad needed?
Or... Its legal to distribute and is illegal to use these files?
DK 'Use' not 'Distribute'
But maybe I can isolate hl content at one zip, and quake1 content
other zip:
zip1:
-
Hello Daniel,
DK Possibly not illegal to distribute (unless it is with the expicit purpose
DK of using them with your q1 cs clone), but illegal to use them with ANYTHING
DK that isn't HL (so you can probably use CS textures in Op4 for example).
Where you have read that?
At SDK_EULA?
But you
list? You stupid cunt.
James
Manip writes:
http://www.thedrydock.net/adminspace/manip/Compile_Half_Life_2.txt
- Original Message -
From: tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, October 05, 2003 10:28 AM
Subject: [hlcoders] Re: Re: HL2 Source
Heee
You can use and distribute anything for hl, *IN* hl =
1) You can use anithing for hl, *IN* hl (Ok)
2) You can distribute anything for hl, *IN* hl (problem)
How i distribute something *IN* hl??
Example
zip file conents:
b.bsp
w.wad
t.txt
Whats changes are needed to be correct? Whats *IN*
Hello Brian,
Sunday, October 5, 2003, 8:44:22 PM, you wrote:
BAS On Sun, 5 Oct 2003, Manip wrote:
what is interesting about that? That is what I heard just after the news
broke on Slashdot. Obviously it isn't accurate but it was so soon after the
original post...
BAS your news
Hello.
This mail is about illegal software and steal code.
Some guy is reporting to use a SO nicknamed LINUX that include
steal code from SCO and break DRM USA laws to reproduce DVD.
I guess he use this illegal software to run bs-linux.com and I
suggest to remove bs-linux.com DNS entry
is: What implications will this have with all the other
game manufacturers?
Of course iD software wouldn't download the leak and rip off sections of
code (hopefully), but what if one of their employees comes into posession
P of said leak and is 'inspired' by it?
My opinion (tei):
My hobby
Hello Slash,
I agree with your conclusion, but not with your ideas.
S I think the code itself is not what is important- it's
S the ideas behind the code. I'm sure Carmack could code
S all the features of HL2 himself, but it takes a highly
S inspired and innovative team like Valve to come up
S
Hello Brian,
Tuesday, October 7, 2003, 5:52:39 AM, you wrote:
So I'm adding my own query api to the server via a engine-hook-mod
deal... I want to grab info like map, hostname, ip, port etc like the
SERVER PROTOCOL from the SDK allows. So I used pfnCVarGetString(ip) to
grab some of
. If you have
fun hacking, download Uplink game.
If you want to fight DRM, send slow letters to your
Congressman. Query him publically. If you want you piece of pie, *make
better games*.
Let other people have his fun with Valve.
-Tei
pd:
my english is crap
Hello Andrew,
AS I actually think that to a degree the DRM present in Steam and HL2 is
AS actually an improvement on what we get currently.
Why?
AS For a start, Steam allows me to access a copy of HL2 from anywhere that has an
internet connection,
AS and I can instantly start downloading it
Hello Phil,
P Firstly, I would encourage you to get your definition of 'hacker' correct
P before you start shaking your finger at them.
Open Letter to Hacker Community was better than
Open Letter to Hacker, Cracker, ScriptKiddie, Virii, Troyan Makers
etc... people.
I know hacker mean a guy
Had not obligation other than be fair and make friends. Soo If you
remove Q1 compatibility from Worldcraft... you gain enemys!.. not
good. Ooops... maybe compatibility is droooped ? maybe... but is
forbid at the license AND people as discovered a way to workaround
(HACK HACK HACK) the
Enough for me.
I am sorry for my complains, this is a nice coders mail list, or its
the target. So.. I will forget all about and return to make more
bluffy suggestions to the HL2 team or HL1 modders here.
Return to the roots.
:]
--Tei
posdata1:
I have send a mail to the webmaster
ToS A long time ago when I first started working on Omega Wing I totally
ToS removed all the regular weapon support and re-wrote it all. This
ToS included removing all the code for the viewmodel, because I wasn't going
ToS to have them.
hum,,
ToS Now I need it back, so I compared sdk's and
Hello Tony,
ToS No, it's not drawing at all.
ToS It's never hitting StudioDrawModel.
HL have 3th person camera? I know with thirdperson viewmodel not draw,
but viewentity is show.
Its normal that viewmodel is hidden at 3th person.
___
To
===
ON THE FLY GAMEMENUS.RES WITH CONSOLE?
===
Can be cool to generate this menus from console:
menuclear
addmenu Chat Room connect chatroom0.mypeskiserver
addmenu TFC Room connect chatroom1.mypeskiserver
addmenu
I have a simple mod idea, and maybe is already coded:
- HL1 minimal, scheleton.
A mod that run, only, not more than the lines needed to build and launch
by the engine.
Can be usefull to make total conversions, and to add stuff in a
incremental way. Also usefull to learn HL.
If the code is
Jeffrey botman Broome wrote:
Manip wrote:
Oh also, if your having trouble finding this information instead of
making
just a blog why not focus some attention on helping others in your
current
situation get going :)
Something Wiki (http://c2.com/cgi/wiki) based would be nice for users to
be able
maybe you can examine the code that macros generate, most compilers have
the option to see this code (cl.exe will have this option!.. ) ,maybe
some problem corrupt what you want.
other suggestions is to rewrite your code other way or disable
temporally the compiler optimization options (#pragma
somewhere is the buffer, If you can draw your thing after the d3devil
think or after the opengenius thing will work, I guess. How to get this
buffer? I dont know.
Tony omega Sergi wrote:
Yeah, with D3D you need access to the object; which isn't exposed in hl.
I was able to grab the direcSOUND
Marco Leise wrote:
Am Sun, 26 Oct 2003 22:15:57 - hat Geoff [EMAIL PROTECTED]
geschrieben:
Surely OGG Vorbis (http://www.vorbis.com) would be a better choice than
mp3? :)
-EvilGrin
Believe it or not, I have the OGG Vorbis SDK on my PC :)
But I think there is not much difference between OGG
I have work at a some cyberlocal. My experience about config files is
that every user have is own, or use one from other user and edit. As
users move from comp to comp in cyberlocals or move from cyberlocal to
cyberlocal or from home to cyberlocal (and somethimes from home to
work!) can be very
Jeffrey botman Broome wrote:
tei wrote:
I have work at a some cyberlocal. My experience about config files is
that every user have is own, or use one from other user and edit. As
users move from comp to comp in cyberlocals or move from cyberlocal to
cyberlocal or from home to cyberlocal
maybe the value is send over the net and cant be enlarged withouth a
pen^H^H^H rearrangement of netcode
Sniper wrote:
It'd also be nice if the precache limit could be upped to 1024 rather than
512 (?). While you're on the topic of models, that is.
-Sniper
Sven Co-op Lead Programmer
Alfred Reynolds wrote:
I want to change the functionality of the engine when a model fails to
load. Right now if you have developer mode set it will throw a fatal
error and quit. This is good for developers as it quickly exposes
problems BUT lots of users also have developer 1 set and they don't
Cool. Maybe this stuff can be recycled to use for RPG mods :D, or
graphic point click adventures :D
Alfred wrote:
Apart from the obvious functions (i.e GetFileSize()) they are changes
for CS:CZ. There is a tutorial system in CS:CZ to help newer players
learn the ropes.
Daniel Koppes wrote:
What
[EMAIL PROTECTED] wrote:
Hi,
I'm using the following code to respawn players in a metamod plugin for
Counter-Strike.
It works wonderfully on windows but _crashes_ my linux server when I enter the
command.
Here's the code... any insight on why it could be doing this?
-David
0,0,1 is also black for human eyes
Kyle wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
In regards to these functions relating to the vgui:
LoadTGAForRes(
setImage(
Is there any way to load a TGA file and draw it without a transparent
Rockefeller wrote:
Kyle wrote:
But you gota admin omega, my nazi account with your name with the
swastika
avatar was damn funny!
It might be the fact that i'm german, but i don't see ANY fun in calling
someone a nazi, in no case. Never.
Rockefeller
I hate people with skin no power of 2 :D
[..]
Rockefeller
I hate people with skin no power of 2 :D
posdata:
Oh dawn!..
I forgot to give credits to the original autor of the posdata test
somewhere in the net. I am sorry for that, the original message (OT),
and this (OT). Crap!.
That is not mine:
In order for (some) games skins to
Stan Bubrouski wrote:
On Wed, 2003-11-26 at 17:21, Ogre wrote:
Hi,
It sounds like you are using some version of Windows... There are a plethora of registry keys
that you can use to lock down the desktop, internet settings, and even the specific applications
you do not wish the users to use.
Florian Zschocke wrote:
S. Hendriks wrote:
Therefor a little request, could steam just only do this ONCE? Its okay
when steam updates and such and then overwrites my original file but it
would be just ok if it did this once, so i don't have to 'mess around'.
How about if Steam had a CVS like
Humm... thats remind something...
I have make a test, eons ago, in my own engine. We have some special tag
for gibs to autofade out. The result whas horrible laggy because the
changes where soo often that the engine whas need to send every update
for every gib for everyframe.. ARGGH!!...
Can be
Deadman Standing wrote:
Or just make the client side handle the fade so the server sends only 1
message and clients do the rest.
Yes. I suspect with HL its easyer this way... and maybe handle some
fake damage with torchs and others decors. footsteps, of course
(already at hl), heathbeats
Hehehe... too long withouth more funny Tei suggestion for the incoming
HL1/HL2 engines(*).
New Suggestion:
- Split Screen Support.
* Ability to split the screen 2 and 4
* Ability to attach a viewport to a entity
* Support to attach a input device to a viewport controler
* Server ability
Tony omega Sergi wrote:
- Split Screen Support.
* Ability to split the screen 2 and 4
* Ability to attach a viewport to a entity
* Support to attach a input device to a viewport controler
* Server ability to receive random viewport controler.
* Ability to play demos has splitscreen,
/remove wires/tris from gray to white. The numpad can
be usefull to navigate this word. Press (s) to save, press (l) to load.
(t) can be usefull to retarget to nearest node or whatever is posible to
retarget on PVS tree. (I know very littel about PVS itself)
--Tei
free has beer postdata:
I know a vis
Codiac wrote:
You can do a lot of this stuff using Spirit of Halflife
http://spirit.valve-erc.com/
Jeff.
Cool mod!. Very complete. Huge.
+ about that:
You can use entitys to change some mod values, like player model, speed,
...weapons models, damage, skin.. So a new map can dramatically
I think actual VIS tools where really 'simple' apps. Not easy to
understand, how work or what generate (but not imposible, you can read
good papers aboud vising somewhere in the net)... but small apps.
I think can be posible to enhance vising tools in more complex ways that
actually.
A good
Some guy has written a interesting article about gamma here:
http://www.quakesrc.org/forum/viewtopic.php?t=2534
I know is not directly Half-Life applicable, but maybe can be a
interesting paper to read.
Avec plaisir/Que les aproveche/Good food men!
___
Sniper wrote:
Brings up a very good point.
Almost everyone on the planet feels the need to set their monitor brightness
to 85,000,000 for some reason. What the hell happened in the last few years?
Shadows are no longer apart of gaming either, and level designers these days
tend to make maps
I am sorry if you found something not legal in the refered page. Hem..
maybe whats a better idea to share this linke with a icq with other
hlcoders people and get opiniones before to post that here. I am sorry
if whas a bad idea. I think not. :~
___
To
Maybe this can help somehome in this hlcoders list.
1 saludo
Tei.
Original Message
Subject: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer
for 3ds max r6 !!
Date: Thu, 15 Jan 2004 03:26:34 +0100 (CET)
From: Helmut Berger [EMAIL PROTECTED]
Reply-To: [EMAIL
Matt wrote:
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?
fake usefull response:
qBasic use some library with the same name of some qbasic library?
you can try filemon (from wininternal
Sniper wrote:
This doesn't look LEGAL to me. Unless he had support from Valve, he
downloaded the illegal version of Half-Life 2 to do this. Why does he have
the Half-Life 2 models in pictures all over the place?
Pathetic.
-Sniper
I agree with you.
Looks like he use illegal content to test the
Marco Leise wrote:
:( ... what about the model importers in the QuArK level editor now? Are
they all illegal, because someone had to look at released source code
from Quake or the Half-Life SDK and use some models as test cases? I
wrote an article about the structure of Half-Life models now and
Marco Leise wrote:
I know the license :[
Ok, I *used* some files from the SDK to aquire the basic knowledge of
the file format and used case studies with other parts of the models.
I
*reproduce* some code as soon as I try to read in Half-Life models no
matter what code I use, right?
We can
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