? Not that I had even thought of this before now, but it might be a way
for some mods to pay for some of the bandwidth required to host mod sites
and fund development.
Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
At 02:01 PM 29/12/2002 +, you wrote:
This maybe a little OT
At 01:35 AM 27/11/2002 -0500, you wrote:
Omega, Botman, and Commando,
Thanks for the information. I should have checked that first. I guess
that I was
thrown off by the comment in r_studioint.h: // True if using D3D/OpenGL.
NP Scott, I was also thrown off by that comment when I was trying
IsHardware() returns 0 if it's in Software mode, 1 if it's OpenGL, 2 if
it's D3D.
Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
At 04:02 PM 26/11/2002 -0500, you wrote:
On the client side, I know that IEngineStudio.IsHardware() can determine
if the player is using
them in when you get it working.
Rob 'Commando' Prouse
http://www.tourofdutymod.com
At 12:29 AM 23/10/2002 -0700, you wrote:
Welp got debugging full fledged, ran it through It goes through my init, my
vidinit, and even my draw.
and it steps through all the code cleanly yet It still doesn't display
?
A quick bout of debugging should cure your ills. Good luck.
Rob 'Commando' Prouse
http://www.tourofdutymod.com
At 02:24 AM 22/10/2002 -0700, you wrote:
Hey how's it going again :) it's annoying me.
Anyways, I've recently tried to establish a new hud element, In fact, I copy
and pasted the health
, but it is not
unlimited.
Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
reload6 reload6 fps 30 { event 5004 13
weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav }
Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
___
To unsubscribe, edit your list preferences, or view the list archives
.
Cheers guys,
FragMented
HL Rally PR Manager
http://hlrally.net
--
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Rob Prouse (Commando)
Tour of Duty
, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
___
To unsubscribe, edit your list preferences, or view
At 07:03 PM 05/10/2002 +0200, you wrote:
Wouldn't it be :
cout *p= *p endl;
/me bad too, I was typing too quickly and forgot the * :(
Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
___
To unsubscribe, edit your list
Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Some of our users have reported that when you run along a wall and hold the
Move Left or Right button so that you push into the wall, you run much
quicker. I tested this by adding the following code to
CBasePlayer::ItemPostFrame() to output the velocity of the player.
ALERT(at_console, Ground
.
This is all talking out of my ass; I don't have the code in front of me
and haven't touched this part of it in ages.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Commando
Sent: Thursday, May 16, 2002 4:36 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Speed
It sounds like you are using the same slot/position as one of the HL
weapons. There aren't many free slots, so you will have to find a free one
or remove some HL weapons. Also, don't forget that the slot returned by
iItemSlot() is 1 based and the slot in p-iSlot is 0 based, so the one in
We saw something similar with Tour of Duty when we added recoil to our
weapons in the PrimaryAttack. When playing locally or a lan game,
everything worked fine, but when playing on the network, I found that the
PrimaryAttack got called three times for every shot on client side. It was
as if the
Raz,
If you are using the 2.2 SDK, I have written a tutorial about everything
you must do to get a weapon working including the HUD. It is in the
tutorials section at http://www.tourofdutymod.com. Hope this helps.
Rob Prouse
Tour of Duty Mod
At 08:06 PM 4/27/2002 +, you wrote:
hey
i've
It sounds to me like the DLL that the game is loading does not match your
source code. Try deleting the DLL in your mod directory, then do a
recompile all. See if the DLL gets copied over properly. See if that helps.
Rob Prouse
http://www.tourofdutymod.com
At 06:38 PM 4/23/02 -0500, you
At 03:00 PM 15/04/2002 +, you wrote:
Commando wrote:
This should work on all systems;
No It SHOULDNT work on ANY system. There may be systems on which it
DOES, but that is a Bad Thing.
It will work on any Windows system (except maybe 95), but the original
question was limited to Windows
]
Thx for the tip (and thx to Botman too).
I've tried your 2 solutions. The one which is the more appopriate in my
case is the one from you, Commando (I like the EWX_POWEROFF flag :) ) !
The only trouble I ran into is that I don't know what should hToken be...
I took a look at MSDN... Now, I declare
Okay, here's a tough one and I don't really know how to approach it. I
want to take an angle (a weapon's accuracy cone actually) and convert it to
the number of pixels on screen from a player's viewpoint that angle would
cover. I know I will need to take the current FOV and the current screen
This should work on all systems;
// Get a token for this process.
if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES |
TOKEN_QUERY, hToken))
{
TOKEN_PRIVILEGES tkp;
// Get the LUID for the shutdown privilege.
LookupPrivilegeValue(NULL, SE_SHUTDOWN_NAME,
Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)
We are using TFC style menus for our player class selection. We
have 24-bit colour TGA files for each of
Thanks, but I should have been clearer, they are already 32 bit (24bit
colour) and transparent, but when HL converts them to 16 bit the palette it
chooses seems to be very limited (or at least not optimized for our
images), so I get banding in large areas of similar colours. If I knew
more about
Or, how about spending $0 for the FULL engine source for CrystalSpace? Is
is opensource, free, extremely well maintain and works on pretty much any
platform imaginable. I'll probably go with it for my next project ;)
Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com
At 09:55 AM
If that was the case, then he would hear no sounds, not the sounds from
another weapon. It is because he is using the Mp5 client side event. See
my other post on that, I am nearly positive that is his problem.
Rob Prouse
At 09:08 PM 03/04/2002 +0200, you wrote:
It could be just a sound
I stopped reading when I saw your PRECACHE_EVENT, you are using the mp5
event client side, so it is playing the mp5 fire sounds and the mp5
animations (if they are different). You must add your own client side
event code, not just change that line. It is a long process, so I will not
explain it
Cortex
What you need to remember is that most of the methods in CBasePlayer and
CBaseWeapon on the client side are just empty stubs that do nothing, or if
they do something, they need to do it using different information than on
the client side. I ran into the same problems as you when I was
I just found a horrible hack in the SDK that has been causing weird
problems for my mod and I thought I should post it here in case anyone runs
into similar problems. Some of the weapons in my mod depend on multiple
bodies in the model. In the 2.0 SDK, the body got sent automatically
whenever
At 12:56 PM 25/03/2002 -0800, you wrote:
This was done for the HLDM weapons, you can always remove that bit of code
for your own mod use.
I tried that, but then the wrong animation played sometimes when the player
spawned. That may be an artifact of our class selection system and the
fact
You are using a newer version of gcc which is a bit stricter on enforcing
the rules. SetThink(DoThink) should actually be
SetThink(CGenericMonster::DoThink); If you are starting from scratch,
then you should look at Botman's patches for the 2.2 SDK for Borland that
he announced a couple of days
At 10:22 AM 11/03/2002 -0600, you wrote:
So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...
PlaySound( misc/talk.wav, 1 );
...I don't see a misc
At 07:59 PM 01/03/2002 +, you wrote:
Okay, turning into a longer saga than I hoped I got the code altered to use
the shared functions in about an hour, nice and easy Only thing is that it
seems the m_pPlayer-random_seed is permanently 0
I'm guessing I missed some critical engine call or
At 10:26 PM 28/02/2002 +, you wrote:
Cheers for the answer guys
So if I was only interested in going a multiplayer mod, but didn't want to
do maps or models at first, the Standard SDK would be a good choice The
fact it includes mapping bsp software helps when it comes to map creation
Would
Botman's post for more info on that.
Commando
http://www.tourofdutymod.com
At 12:38 AM 17/02/2002 -0800, you wrote:
Thanks. I'm actually messing around with the babycrab monster, so I'll
see if I can get someone to reanimate it to move slower. I suppose that
since the model itself contains
;
If you need to do it server side, I think that adjusting
m_pPlayer-pev-punchangle.z will do the same thing, but I have not tested
this...
Commando
http://www.tourofdutymod.com
At 02:59 PM 17/02/2002 +0100, you wrote:
Hello,
in DMC, when you strafe, your view is... rolled. I don't
know how
At 04:36 PM 15/02/2002 +, you wrote:
maybe a conglomeration of website links like these would be a better idea.
Most of us learn by trial and error and by reading tutorials. Be careful
of some tutorials though. I have run into a few in the past that messed
stuff up in the game. This is
I am trying to simulate weapons pulling up and to the right when fired full
auto by adjusting the punch angle client and server side and this works
fairly well. The only problem is that the punch angle causes the point of
aim and the player's eye direction to move, but it does not move the
I don't know how Google manages to do it either, but my site gets searched
by google spiders about 200 times a month. That's 200 separate visits, not
hits!
At 05:25 PM 06/02/2002 -0500, you wrote:
--
[ Picked text/plain from multipart/alternative ]
Yes, of that I am aware. I am only stating
working?
Rob 'Commando' Prouse
Tour of Duty Mod
http://www.tourofdutymod.com
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
with the
crowbar, but it was not answered. To see if it was an SDK bug, I compiled
the release version of the 2.2 SDK and it works. The URL for that post is;
http://dynamic.gamespy.com/~wavelength/ubb/Forum3/HTML/008218.html
Any ideas?
Rob 'Commando' Prouse
Tour of Duty Mod
http
40 matches
Mail list logo