Re: [hlcoders] New anti-cheat update...
-- [ Picked text/plain from multipart/alternative ] Be an officially Valve sponsered mod? ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
-- [ Picked text/plain from multipart/alternative ] What do you mean an entity? A monster, weapon, something else? Different entities have their own way have animating. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Screenshot format
-- [ Picked text/plain from multipart/alternative ] All my screenshots go to the root HL directory has bmps. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lists are back up again
-- [ Picked text/plain from multipart/alternative ] I could forward all my spam to you if you want, then you'd get e-mails. :) ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241
-- [ Picked text/plain from multipart/alternative ] SQUAD! FOXTROT NINNER! WE'VE GOT HOSTILES! FIRE IN THE HOLE! Wee! ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] So, valve is dead?
-- [ Picked text/plain from multipart/alternative ] It's called April Fools. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] So, valve is dead?
-- [ Picked text/plain from multipart/alternative ] Yea, the past few days I've been getting very few mails from the list. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering in Black and white.
-- [ Picked text/plain from multipart/alternative ] Don't forget all the model textures! ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam
-- [ Picked text/plain from multipart/alternative ] You already can.. http://www.steampowered.com/ ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam
-- [ Picked text/plain from multipart/alternative ] Its built for broadband users. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam
-- [ Picked text/plain from multipart/alternative ] Thats why you go out and buy it if you have 56k or slower. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PM_CalcRoll
-- [ Picked text/plain from multipart/alternative ] I think it is used in some mods, like DMC, but not HL itself. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
-- [ Picked text/plain from multipart/alternative ] Why are you using D3D? ~Ghoul Lets leave it at that ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
-- [ Picked text/plain from multipart/alternative ] Oh, well, I'm happy with my GF2 and OpenGL ~Ghoul Lets leave it at that ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
-- [ Picked text/plain from multipart/alternative ] Heh heh, Ghost busters ~Ghoul Lets leave it at that ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
-- [ Picked text/plain from multipart/alternative ] Wow, I can hardly see it Those screens look pixelated hmm ~Ghoul Lets leave it at that ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
-- [ Picked text/plain from multipart/alternative ] But its real name is the gluon, is it not? ~Ghoul Lets leave it at that ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
Re: [hlcoders] What is C#
-- [ Picked text/plain from multipart/alternative ] Well, from what I know, which isn't much, its a more complex version of C/C++ ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re:OGC Source etc.
-- [ Picked text/plain from multipart/alternative ] I think I'm thinking of something else. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hgrunt code
-- [ Picked text/plain from multipart/alternative ] You can't just throw the code together and hope it works, C++ doesn't work that way. By merging I mean taking the base code then modifying it to fit into the CSquadMonster code. I can't really explain this step by step.. it would take ages. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re:OGC Source etc.
-- [ Picked text/plain from multipart/alternative ] I hope this information is told with the intention that it will be used to stop cheats.. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hgrunt code
-- [ Picked text/plain from multipart/alternative ] Well, the simplest option would be to make hgrunts TalkMonsters not SquadMonsters but then they would lose their ability to work together. You could also merge the CTalkMonster follow code into the CSquadMonster code. ~Ghoul ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Monster Speeds
-- [ Picked text/plain from multipart/alternative ] I would guess its the speed of the animation.. or, something to due with the models. Unless your changing Controllers or other flying mosters. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLTV
-- [ Picked text/plain from multipart/alternative ] Why not just throw info_player_starts into your mod? Its not like its that hard. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making WorldCraft's editing area bigger?
-- [ Picked text/plain from multipart/alternative ] Its quite possible to extend the WC grid, autolycus from Valve gives and example himself (read reply 29). Although it may not be helpful in this instance, it does work to an extent. Read: A HREF=http://www.chatbear.com/cgi-bin/board.pl?action=viewthreadthreadid=19,997368827,28664id=56501boardid=653view=threads;http://www.chatbear.com/cgi-bin/board.pl?action=viewthread; threadid=19,997368827,28664id=56501boardid=653view=threads/A ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Observing...
In multiplayer_gamerules.cpp, InitHud() function, do pl-StartDeathCam(); and to show the MODT VGUI menu do one of these tutorials: http://hlpp.valveworld.com/tuts/vguitut.htm And then back in InitHud() do pl-ShowVGUIMenu( 2 ); Of course, you will have to modify the team select menu (number 2) to fit your mod, as its designed for TeamFortress 1.5. ~Ghoul
Re: [hlcoders] Observing...
Yup, go here: http://hlpp.valveworld.com/tuts/spectator.htm ~Ghoul
Re: [hlcoders] entitys and their targets.
Well, the non-coding solution would be to use a trigger_auto with a delay, and then make the button have a master that the trigger_auto targets. ~Ghoul
Re: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
E drive? ~Ghoul Lets leave it at that...