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Hello,
I am trying to create a custom fire entity (Valve's looks pretty, but wont
work for a molotov effect), and the server entity works just fine. I tested
it with a mix of engine-ClientCommand and then implementing the damage
logic.
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Hopefully someone from Valve can help me out,
I just re-installed Steam a few days ago from a clean install, and I
downloaded the Source SDK, but I now get this message when I t ry to `play`
it:
MountFilesystem( 221 ) failed:
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That worked, thanks! :)
On 10/5/05, Andrew Timson [EMAIL PROTECTED] wrote:
On 10/5/05, Josh Coyne [EMAIL PROTECTED] wrote:
I just re-installed Steam a few days ago from a clean install, and I
downloaded the Source SDK, but I now get
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Same to me as well :)
On 9/12/05, CommandoSR [EMAIL PROTECTED] wrote:
I did this according to what you said, but HL2 crashes with the
following error:
Runtime Library
Runtime error!
Program hl2.exe
R6025
-pure function call
[OK]
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Okay, Thanks.
Josh
On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
The bsp files support assets geting compresed into
them, i think this is the nearest it can get. (look up
pakrat)
Please prove me wrong
Adam
--- Josh Coyne
:[EMAIL PROTECTED] On Behalf Of Josh Coyne
Sent: Tuesday, September 06, 2005 4:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Pak file in Source?
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[ Picked text/plain from multipart/alternative ] Okay, Thanks.
Josh
On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED
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Ya know what I'm not a good listener, I didnt see the uncompressed word in
there. Nevermind. Thanks for the response though :)
On 9/6/05, Josh Coyne [EMAIL PROTECTED] wrote:
Awesome, thanks Jay!
When you say not as optimized, would the game
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Hello guys,
I havent seen it anywhere so I figured I would ask here. Does the source
engine support .pak files like the original Half-Life? if it does not is
there an equivalent format (other than .gcf of course) that is used?
Thanks,
Josh
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I remember reading somewhere on how to set up parametric animation(that CS uses) for
your own mod, and how to set up the .qc files and such. Does anyone happen to have
that somewhere, or the link for
When it comes to reading players into cl_entity structs, is there any simple
way to check if the players in question are in the local players PVS/PAS ?
I ask because I'm doing alot of things client side such as blood trails and
laser beams and last time around i ran into a big problem where blood
;
return true;
}
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
Sent: Sunday, May 16, 2004 7:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] client side PVS/PAS ent question
When it comes to reading players into cl_entity structs
, but could dig into
specifics with you if one particular aspect is troubling you.
Josh Coyne wrote:
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Couldn't seem to find anything in the hl coders archive, so here goes:
It doesn't seem like the 2.3
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Couldn't seem to find anything in the hl coders archive, so here goes:
It doesn't seem like the 2.3 code easily lets you make someone an observer. In The
Wastes i want to add survival mode, where
To the best of my knowledge hlcoders is not a recruitment station; but
rather current hl coders discussing actual code. There are places that will
list people who are looking for work in upcoming mods; such as the halflife
help wanted section on planethalflife.com and i believe a few other places
You can precache it client side, something like:
int handle = gEngfuncs.pfnSPR_Load( texture_name );
- Original Message -
From: Mike Beamish Blowers [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 7:29 AM
Subject: Re: [hlcoders] tents and sprites
I don't think
Thanks mate
I realized my linked list for client side entity's crashed in debug mode,
now i remember why i put //TODO: STL there :)
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, June 24, 2003 8:20 AM
Subject: Re: [hlcoders] Compiling HL In
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Are there any links available on how to get a Profile/Debug HL client.dll or
server.dll running properly? mine always crashes :0
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Has anyone else had any seemingly rare problems where their mod gave some people an
unusually high choke?
In one server on the first map, My choke was nearing 100 and It was as if i lagged out
but
Yea i know what you mean. The only real message I changed between last
version and this is fixing a problem with our 3rd person laser beam effect.
They had a tendency to pop up in the middle of nowhere
so I popped the code from the weapon classes into the player class This is
at the very top of
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Hi
I'm coding in a last man standing game mode for my mod and seem to be running into a
problem. The logic code works perfectly, however when someone disconnects the game
hangs when the round should
All of those should be possible, for the nerve gas I'd use some sort of
client side particle system for a cool effect :)
not sure on bicep.dll though.
- Original Message -
From: Damakalaka! [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 03, 2003 11:40 PM
Subject: [hlcoders]
Yea theres a way but im not entirely sure how...
- Original Message -
From: Entropy [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 29, 2003 12:13 AM
Subject: RE: [hlcoders] Models and memory management
Ken Birdwell wrote:
It rarely happens, but you can't count on
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Ive been working on using C++ in external dlls that are later loaded at runtime; and i
have a question: While i need a function to new a class, do i need one for delete
or can i just call delete ptr;
wat
- Original Message -
From: Starbreaker [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, December 08, 2002 6:50 PM
Subject: Re: [hlcoders] [EMAIL PROTECTED]
lol, my 2 cents. 8)
- Original Message -
From: Philip (Fiber) [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
owned
- Original Message -
From: Eric Smith [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 02, 2002 1:21 PM
Subject: RE: [hlcoders] VAC
We're working on having additional mods take advantage of the VAC security
modules. We'll release more information when we're ready.
o u knoe :
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, November 10, 2002 6:02 PM
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need
more sleep?
snip
Valve's programmers need more sheep?
Ya, c'mon we all
cool. how do you do the uh, colors
- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 29, 2002 2:40 AM
Subject: RE: [hlcoders] Fog in Software Mode?
You don't actually have to do that, nor do the sounds seemed muffled.
By just
could you layer colored quads using billboard code? Wouldn't that be faster
? granted it wouldnt be as smooth as GL fog but it'd probably look similar.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 28, 2002 11:56 AM
Subject: Re: [hlcoders]
probably safer just to use sprgen.exe source.
I'm fairly sure the format has changed somewhat, considering Quake used a
global palette whereas in HL it's per-texture/sprite
- Original Message -
From: Francis DeathWish Woodhouse [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday,
Yea i've done it before, i use it client side to reference entities that
dont need server side information. I was just saying i dont think the SDK
provides an automated way to do it.
- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED]
To: Josh Coyne [EMAIL PROTECTED]
Sent
The only thing that pops immediately in my head is parsing the .bsp manually
:\
- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 12, 2002 12:08 PM
Subject: [hlcoders] Checking for a specific texture on level
I've been wondering, would it
*shrug*
I suppose you would piss off some of your fans, but alot of em would finally
upgrade if you moved to SS2 or UT2003 if they liked your mod that much.
The Opera mod is doing the same thing and alot of their fans are gonna
upgrade for it :)
- Original Message -
From: Daniel Koppes
well he does have a point. linked lists arent exactly the fastest things
around. They however are easy to implement; so chances of bugs, and further
yet memory leaks are lower if you understand what the concepts are. In the
end i suppose it just boils down to personal preferences.
- Original
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Thats right. second time i tinker with the HUD and it doesnt like me being here.
This time im trying to tile a scanline sprite across the screen for our mod's Thermal
vision. the scanline sprite is
Do i need to? i referenced the sprite directly
- Original Message -
From: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 23, 2002 2:53 PM
Subject: Re: [hlcoders] The HUD Owns me
This time im trying to tile a scanline sprite across the screen for
nevermind..
allright i did it the hud.txt way and it worked. i think i fudged the
GetSpriteRect but it works now :X
- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 23, 2002 3:12 PM
Subject: Re: [hlcoders] The HUD Owns me
Do i need
turning and acceleration are somewhat different; acceleration in HL is
generally when you move forward slowly then of course build up speed... if
you mean that then you need to look around in the pm_shared.c file, and i
believe from there PM_PlayerMove
- Original Message -
From: Georges
or graduation in my case
- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 28, 2002 4:52 PM
Subject: RE: [hlcoders] Quiet List
Finals week for highschoolers...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On
i think u have to include stdafx.h maybe
I got that error when i did that in Win32 coding and putting that first
thing fixed it.
- Original Message -
From: Big Ogre [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 14, 2002 4:29 PM
Subject: [hlcoders] Newb questions
Hi, newb
:X
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 2:51 AM
Subject: Re: [hlcoders] Re: triApi speed problems
is it supost to use 3GB or are you just a sloppy programmer :)
- Original Message -
From: David Flor [EMAIL
D:
nastey
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 11:09 AM
Subject: RE: [hlcoders] Re: triApi speed problems
Generally, if I remember correctly, under a standard Win2K installation,
the applications take 2Gb and the
hmm
a possible idea could be a string table maybe
an array of string/code structs, like
typedef struct
{
char cStringId[256];
int iId;
}weaponchar_id_t;
then you could perhaps have like
weaponchar_id_t WeaponCodes[] = {
{ WEAPON_GARAND,2 },
{ WEAPON_1911, 1},
NULL,
//
macros dont work in string blocks, at least not in MSVC
- Original Message -
From: Dynerman David M [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 06, 2002 11:20 PM
Subject: RE: [hlcoders] string to #define
That wasn't the question Marcelo, what I thought (and was wrong)
up with a lot of string
compares. The particular method I am thinking of ( I might be remembering
some magical C++ dream I had ) acutally involved converting a string into
a
variable name directly.
But I'm most likely on crack.
From: Josh Coyne [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED
hmm, test for a null pointer?
if(hpll_info != NULL)
ConsolePrint(hppl_info-name);
else
ConsolePrint(Null Pointer);
or something similar . :)
- Original Message -
From: Nate Lovallo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 03, 2002 10:18 PM
Subject: [hlcoders]
/http://hlpp.valveworld.com/tu
ts/s
pectator.htm
- Trevor
- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 01, 2002 6:59 PM
Subject: [hlcoders] Spectator VGUI (Observer)
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This should help.
Please note that Ive been working on it the past 2-3 days, so it still may
have a bug or two; however I comment my code so hopefully you can understand
most of it. :)
The bulk of the round timer code is in CWastesLMS::Think, with
lol; i see
thanks for the tip, ill just paste the code here
It's a mere 199 lines, which while its very basic, should at least show you
the basics of this stuff... I do have some debug messages in there to show
when a round starts and ends
Again, i wrote this over yesterday and today, so it
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Hey, Are there any guides on the web(or just general info here) about setting up a
chasecam similar to well... almost every round based mod(CStrike,AHL,DoD,etc)
Our mod has Last Man Standing, and I
hmm;
that may be a better solution. thx.
- Original Message -
From: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 29, 2002 3:30 PM
Subject: Re: [hlcoders] Scope Sprites
Yes, it does... here's how I did it, I'm calling this from
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has anyone here had some experience with making a blackout portion on the HUD(using
sprites) to simulate a scope, on a sniper rifle(or in my case a scoped revolver)?
I'm having a bit of trouble, as
a good place to start(where i did anyway) is to just look at the CGlock
class and look in there
the HUD placement i believe is iItemSlot, and ItemInfo functions.
- Original Message -
From: Lee Shaw [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 27, 2002 4:06 PM
Subject:
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Hey guys.
Is it possible to scale an image (pref TGA) in the VGUI? like if i want a certain
texture to appear 2x size,or resize to another resolution, etc.
Regards,
Josh
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Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne
Sent: Friday, April 26, 2002 3:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI question
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Hey guys
i remember coding on a 200 K6-2... fun.
- Original Message -
From: Lord Booga [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April 25, 2002 3:51 AM
Subject: Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update
hardware survey results...
700 mhz? You're lucky - i
I think that was their 'streaming' software screwing up on you.
An ingenious way to bypass the strict memory limitations of the PS2 was to
chop up the city streets into blocks and only render the block you're in(and
maybe some neighboring blocks)
- Original Message -
From: Nathan Taylor
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