Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread 1nsane
OP doesn't translate all too well either, making your post equally confusing :D. On Sat, Jul 24, 2010 at 6:33 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: I find it ammusing that you follow the trend and use a more complicated vocabulary as well which will probably leave the op

Re: [hlcoders] HTTP-Request?

2010-06-28 Thread 1nsane
Couldn't you use a mysql database instead for this? On Mon, Jun 28, 2010 at 7:30 PM, Ash Dookun ashvin_doo...@hotmail.comwrote: Well what I'm trying to do is send a request to a webpage. To receive a result. I already have my PHP script set up. So that if a POST or GET item with the name

Re: [hlcoders] Taking high resolution screenshots?

2010-06-23 Thread 1nsane
You might try defining the resolution via the launch parameters and running it in windowed mode (-width -height -sw) On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter hun...@egaming-league.netwrote: Hey folks! I guess I'll find out most about this topic here - you guys probably know console

Re: [hlcoders] Taking high resolution screenshots?

2010-06-23 Thread 1nsane
feature used in pretty much all VALVe trailers since Day of Defeat Source, even though there's no chance that they'll actually release it, but, you can use 1nsane's parameters On Wed, Jun 23, 2010 at 12:01 PM, 1nsane 1nsane...@gmail.com wrote: You might try defining the resolution

Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread 1nsane
That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ To unsubscribe,

Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread 1nsane
They could just release everything that was made for Duke Nukem Forever as Duke Nukem Forever Episode 1. Then 10 years later release EP2. It would make perfect sense! On Thu, Jun 10, 2010 at 4:25 PM, Dexter dex...@linux.com wrote: Maybe they're releasing Duke Nukem Forever on a new Source

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread 1nsane
Also this, apparently: http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/ On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: From what I heard at http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1 , they

Re: [hlcoders] Happy St.Patricks Day

2010-03-17 Thread 1nsane
Hah, I was wondering why all the restaurants around the lake got full suddenly full (and it wasn't even a friday!). Now I remember why. On Wed, Mar 17, 2010 at 4:53 PM, Ben Mears benmea...@gmail.com wrote: don't spill any drinks in your keyboards! On Wed, Mar 17, 2010 at 12:49 PM, Patrick

Re: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc

2010-01-30 Thread 1nsane
Are you by any chance referring to the HTML MOTD panel? That just uses an Internet Explorer frame to open a web page/HTML file. On Sat, Jan 30, 2010 at 6:31 PM, Saint Thoth (hotmail) st_th...@hotmail.com wrote: HTML/JPG/GIF display in HL1 Goldsrc I've seen mods that can display HTML content

Re: [hlcoders] BSP V21

2009-10-28 Thread 1nsane
I attempted to load LFD2 maps in LFD. But didn't really get far. map c5m1_waterfront Host_NewGame Compact released 131072 bytes to the backing store Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in maps/c5m1_waterfront.bsp On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread 1nsane
And there's still some left. But hey, now this is super public! On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet azuisl...@gmail.com wrote: These exploits are already public, and have been floating around for years before anyway. On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman

Re: [hlcoders] generating a map overview image

2009-06-24 Thread 1nsane
What about starting the game in windowed mode with a custom resolution? Perhaps that would allow going over the max supported by the monitor and as such the screenshot could be made bigger. On Wed, Jun 24, 2009 at 12:53 PM, Joel R. joelru...@gmail.com wrote: You can create a 4000px sized image

Re: [hlcoders] (no subject)

2009-03-05 Thread 1nsane
Penis. On Thu, Mar 5, 2009 at 3:15 PM, homi h...@nadlanu.com wrote: please dont send mi this mesges. thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread 1nsane
But if valve finds this useful... Surely they could work something out. Not like bots would hurt their MP games. The opposite, would make them possible to play offline. On Tue, Dec 23, 2008 at 5:00 PM, Nick xnicho...@gmail.com wrote: Because valve hates open source with a vengeance, and also

Re: [hlcoders] Get/dump console output to file

2008-08-13 Thread 1nsane
If this is on srcds, add -condebug to your launch options. This will create a file called console.log which will log everything. If you are running this in developer X mode you will get all the console output logged. However... it will log evereything to that one file, so you can get 1gb text

Re: [hlcoders] Which are the other 3 mods that get access to the steamworks sdk?

2008-08-11 Thread 1nsane
Zombie Panic Source and Age of Chivalry? It would be nice if Valve finally started distributing mods for ?free? over Steam... that would make updating much easier for everyone and less random disconnects when the versions differ. On Mon, Aug 11, 2008 at 9:52 AM, Wiktor Deresz [EMAIL PROTECTED]

Re: [hlcoders] New Content Authoring Tools In Tonight's Update

2008-06-09 Thread 1nsane .
Particle Editor yay! :D On Mon, Jun 9, 2008 at 8:37 PM, Mike Durand [EMAIL PROTECTED] wrote: Hi All- Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for the particle editor, the commentary editor, and the materials editor. I'm still working on an SDK update that

Re: [hlcoders] splitskybox doesnt work

2008-06-01 Thread 1nsane .
On 20/05/2008, at 3:16 PM, Tony omega Sergi wrote: when i get home i'll upload a fixed version to tide you over till the sdk is updated. i actually fixed it a while ago. On 5/19/08, 1nsane . [EMAIL PROTECTED] wrote: What do you mean by doesn't work? I've got an older splitskybox here

Re: [hlcoders] Hosting Dedicated Server

2008-05-25 Thread 1nsane .
You are trying to run an EP2 mod on the EP1 dedicated server? Try using the Team Fortress 2 dedicated server and see how that goes :). On Sun, May 25, 2008 at 11:28 PM, Matthew Dryden [EMAIL PROTECTED] wrote: Hi all, I recently try to take our mod and host a dedicated server for it on my own

Re: [hlcoders] splitskybox doesnt work

2008-05-19 Thread 1nsane .
What do you mean by doesn't work? I've got an older splitskybox here... Guess I could upload it. Although I wanna know what you mean by doesn't work. You don't know how to use it does it crash or what? On Mon, May 19, 2008 at 10:50 PM, Adam Donovan [EMAIL PROTECTED] wrote: Ok so I guess that

Re: [hlcoders] Orange Box Engine: CVar attributes?

2008-04-30 Thread 1nsane .
What about FCVAR_REPLICATED? On Wed, Apr 30, 2008 at 1:48 PM, Tom Leighton [EMAIL PROTECTED] wrote: Never mind then :S My Bad Saul Rennison wrote: Tom, that won't work in server plugins as the client will just ignore that flag. Tom Leighton wrote: He said everything you need to

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-16 Thread 1nsane .
And you also confirm them yourself right? By logging into to their email accounts? I see, that might just work. On Sun, Mar 16, 2008 at 5:58 AM, Jorge Rodriguez [EMAIL PROTECTED] wrote: On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Yeah I wonder how

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread 1nsane .
OT: What is it with this recent bunch of retards? How can they subscribe themselves to the list, then confirm it and yet be unable to read the Unsubscribe message at the bottom while having the audacity to YELL at us to stop emailing him? I will keep on emailing the list, not him. On Fri, Mar 14,

Re: [hlcoders] Players getting stuck in physics objects.

2008-02-10 Thread 1nsane .
-- [ Picked text/plain from multipart/alternative ] Is this for TF2? If so, disabling turbophysics seems to allow physics objects to push/hurt or even kill players. That way boat props can be punched or otherwise hit (while on them) by a melee weapon and made to move whit out people getting stuck