Which brings up the question... how do you test if it's owned? Or is there a
tech thing going on that blocks the mount if you don't own it?
Quoting Mike Durand [EMAIL PROTECTED]:
Hi All-
So the answer from Valve is: you must own Episode One in order to mount
either 'episode 1 shared.gcf' or
Why not implement blunt weapons simply as extremely short ranged combat weapons?
The main reason that jumped out at me was to differentiate damage types - blunt
versus sharp. Other than that, any other particular reason why they are
different?
___
To
It's sort of a no brainer really. You could make a SIN mod (if they allow
modding) or you could make a HL2 mod. But making a SIN/HL2 mod would really
start to cross some bizarro legal/EULA boundaries. Could you use Red Orchestra
content in your HL2 mod? Both on Steam. But it's a pretty good
Quoting Garry Newman [EMAIL PROTECTED]:
What's to stop a client just
binding a key to vgui_screen_opendoor 234 or whatever? Or am I being
simple about it?
Could you do some kind of basic encryption of the command? I know it's just
security by obscurity but it might be a simple approach that
with a 20' crowbar coming at you...
In
Quoting John Sheu [EMAIL PROTECTED]:
On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
Justin that looks pretty sweet btw - but let's see you hit an asteroid
get
some real physics going :D
That's my project, BTW :-P
And yeah, physics
Justin, what kid of physics do you mean? Physics props interacting with the
world, etc?
Justin that looks pretty sweet btw - but let's see you hit an asteroid get
some real physics going :D
Quoting John Sheu [EMAIL PROTECTED]:
On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote:
Has
Also, be sure you are actually running the same DLL you're building - it's not a
problem with the dll copy step in the release build is it? That kind of stuff
always drives me nuts because in my mind I'm thinking But this HAS to work!
Quoting Garry Newman [EMAIL PROTECTED]:
Did you check out
This morning I was working on something, and ran both the 3d party
mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin
Later, I went back to run them again, and began getting odd DLL errors. First,
trying to build a model with studiomdl gives me this output (which I've
suggested there.
Quoting [EMAIL PROTECTED]:
This is different fro mall the
http://developer.valvesoftware.com/wiki/SDK_workaround stuff posted earlier?
At 2006/05/28 08:33 PM, Tim Holt wrote:
This morning I was working on something, and ran both the 3d party
mdldecompiler.exe with out any
Yes, that fixed it. Copied all dlls from hl2mp bin folder into sdk bin and now
the model compile runs.
/me pokes Valve to fix ASAP for all the little people
Quoting Tim Holt [EMAIL PROTECTED]:
Hmm possibly/probably (?) - I confess I hadn't seen that. This is a HL2MP
based
mod so I assume
)
{
pEnt-Simulate();
}
Quoting Scott Loyd [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
ClientEntityList()
cliententitylist.cpp/.h
On 4/25/06, Tim Holt [EMAIL PROTECTED] wrote:
I would like to get an entity list for a client HUD element
I would like to get an entity list for a client HUD element, ideally calling
something like FindEntityByClassnameWithin on the client side. The problem is,
this is a server side thingey, so no luck.
Any advice on a clean way to do this? The console cl_showents command seems
like it would be a
I was looking at that code actually. Ideally I'd like a solution that let me
query any kind of entity but I could probably live with specific ones.
Quoting Jason Houston [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Is this for specific types of entities?
For BG2 I
Since HL2 is the core game that any mod will build from, wouldn't it be OK to
distribute those models?
Quoting Nick [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Does this also apply to models? I know GMOD distributes various hl2 models
(in the official installer).
Players seriously don't give a hoot about hacks - only results IMO. If they see
it and go oh cool, this is different it's gotta be a win for a mod.
Quoting Aaron Schiff [EMAIL PROTECTED]:
...and it's an overall hack...btw
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So what changed in hlmv though? Why is it now doing this?
Quoting Alfred Reynolds [EMAIL PROTECTED]:
That IP address is the Microsoft certificate revocation server, nothing
to do with the Source engine. A quick google suggests that this is a
feature in dx9 when starting up a driver.
-
Off the top of my head, this is what you want to do if you want to replace
npc_combine and/or npc_civilian with german and/or american soldiers from DOD
to use the AI. Current combat AI for both is quite good and they will fight
and behave reasonably well with a few adjustments, especially to the
.
Quoting Tim Holt [EMAIL PROTECTED]:
Off the top of my head, this is what you want to do if you want to replace
npc_combine and/or npc_civilian with german and/or american soldiers from DOD
to use the AI. Current combat AI for both is quite good and they will fight
and behave reasonably well
Are you talking multiplayer or single player?
If single, then what I'd do is take the DOD:S player models and weapon models,
and graft them onto the npc_citizen or npc_combine AI, and then rebuild the
DOD:S weapons to work under HL2. The whole NPC ai/squad/combat/assault system
lets you create
Is it completely failing to find the muzzle attachment point? I know when
ever I run into a WTF? error it always seems to be something I'm assuming
like that, which actually isn't true.
Quoting Michael Kramer [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Im having
How many listers will be at GDC this year? I'm attending to go to the Serious
Games Summit (and the conference as a whole). Anyone else?
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If you were going to code up the effect yourself, could you just write a VGUI
screen panel (CVGuiScreenPanel) that display the chosen text? With the VGUI
screen in-game you can pull off some pretty nice displays beyond just text,
plus it scales based on player range.
Depending on your
One of the best tricks for getting the map to feel really big is to decrease the
player size and point of view. Doing this, scaling everything in the map to
match, plus slowing down the player gives the illusing of much much larger
areas.
It takes a number of edits in the code to make it work.
the displacements and everything
to scale as well? And models?
Tim Holt wrote:
One of the best tricks for getting the map to feel really big is to
decrease the
player size and point of view. Doing this, scaling everything in the map
to
match, plus slowing down the player gives
Last time I tried it, an ent_fire player in a MP game (with cheats on)
actually acts on every single player. I was going to go AFK from an internal
game test and did an ent_fire player ignite for fun - thinking I'd light
myself on fire before I left. It lit every player on fire in the server...
This and the vectorized aiming idea should get together - dynamic movement of a
player hand in a v_ model seem to go (pun intended) hand in hand.
Quoting Jay Stelly [EMAIL PROTECTED]:
So you're suggesting to simply replace the RagdollBone() call
with my own data transformations?
yes
Why can't anyone just answer the guy's technical question with some insight into
how to do it instead of lecturing him on whether it's proper or not? Sheesh!
Personally I'd like to use this exact type of thing to allow the player's hand
to interact with things in-view without actually moving the
In my mental design for the medical application, I always figured I'd have the
game behave normally most of the time, but have a modifier key to activate the
aim but don't look mode. One could alternately have something like this for
look but don't change aim mode. Think about say a deployed MG
Welcome to the internet! :^)
Quoting Aaron Schiff [EMAIL PROTECTED]:
...you'll experience jerks
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So I never tried it, but I was thinking of doing the same thing for a medical
simulation I was working on a while back. Specifically, I wanted the player to
be able to place and use a stethoscope (done as a weapon) while watching an EKG
type readout.
Good luck on it, it would be worth giving it
brick in it would be described as
Brick unless there was a more exact match to the given texture.
Tim Holt
Quoting Che [EMAIL PROTECTED]:
Hey Alexander,
Of course, please post what you can far and wide. Feel free to give out
my email address [EMAIL PROTECTED]
And many thanks
picked up.
Is that sort of thing doable?
Many thanks,
Che
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
Cc: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 5:41 PM
Subject: Re: [hlcoders] Blind
brightness: the louder the brighter. Consequently, silence means
black, and a loud sound means white, and anything in between is a shade of
grey.
--- end quote ---
Quoting Tim Holt [EMAIL PROTECTED]:
I could create the levels for you - the software part I unfortunately don't
have
time
Grr... broke mdldecompiler.exe - giving the Extra App ID set to 211, but no
SteamAppID. error when you browse to the .mdl to decompiler. Dave, etc. -
think you could help us understand why this error occurs, what tool makers can
do to fix it?
Quoting David Speyrer [EMAIL PROTECTED]:
This is a
Worked fine for me until update. Not with the beta SDK though.
Quoting Aaron Schiff [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
it's been broken for a while
On 1/17/06, Tim Holt [EMAIL PROTECTED] wrote:
Grr... broke mdldecompiler.exe - giving the Extra App ID
If you haven't done so go check out Darwinia. It's got various little
particle things that are kind of cool in a cyber space way.
Quoting Julian Moschüring [EMAIL PROTECTED]:
hey,
so, you only want to graphically simulate WLan AdHoc networks with the
source engine and make the physical
I was wondering if anyone has any thoughts on how to create a desert mirage
effect in a game. Something like the effect you see on the runway in the
picture at http://www.defenselink.mil/photos/Mar1998/980312-F-7910D-007.html
It's basically a very strong refraction that effectively is creating a
I put up a new page on the Valve Wiki to talk about what makes a successful mod
team. I thought I'd email here to see if I could get a few additions and war
stories from you the list members, since many of you have recognizable names as
long time mod developers, etc.
PROTECTED]:
Tim Holt wrote:
I coded up a new version of shot_manipulator.h this morning which some
people
might be intersted in using. What it does is replace the calculation method
for random shot point generation with a biased calculation that
statistically
puts more bullets in the middle
I coded up a new version of shot_manipulator.h this morning which some people
might be intersted in using. What it does is replace the calculation method
for random shot point generation with a biased calculation that statistically
puts more bullets in the middle of the circle than on the edges.
The idea also of programatically controlling the locations of the viewmodel
hands is interesting too. Programatically as in you say Put attachment point
X on view model at given coordinate. I was talking about this at a conference
a while back for medical applications. I wanted to have a player
I was looking at the base code that calculates bullet cone of fire or
randomness in Source today, and comparing it with the calculation method in
GoldSrc (HL1). They are different. I'm curious if anyone could help me grok
the differences, and just what the effect would be for bullet spread.
Woops - hit send button while editing - here's the right one...
I was looking at the base code that calculates bullet cone of fire or
randomness in Source today, and comparing it with the calculation method in
GoldSrc (HL1). They are different. I'm curious if anyone could help me
grok the
Answering my own question a bit maybe. Someone check my math on this? I may
have missed something...
If you go with straight default values, you have...
bias = 1.0;
shotBiasMin = -1.0;
shotBiasMax = 1.0;
Applying those values to the forumula below, you get
shotBias = ((1.0 - -1.0)
Well me. I missed the second + UTIL_SharedRandomFloat( shared_rand +
iShot, -0.5, 0.5 ) in the goldsrc method - which takes it back up to +/-1 max
range.
At least I know a) the code better and b) not to trust my math :^)
Quoting Tim Holt [EMAIL PROTECTED]:
Answering my own question a bit
Mine actually doesn't work right now. Application not found - it doesnt' seem
to perform the update anymore when I start it. I haven't tried the various
kludges like logging out and in or nuking the blob file yet - just figured it
was a problem related to this other one.
Quoting Alfred Reynolds
Current changelist for the beta is available here:
http://developer.valvesoftware.com/w/index.php?title=SDK_Beta_Changelist
rcid=20783
Quoting [EMAIL PROTECTED]:
Can we get a brief overview of the changes at all? I'm scared that there
might be a lot of potentially breaking things and I'd
Just thinking out loud w/o looking at code...
I bet there's some way to modify the env_smokestack code a bit to make them
persistent and update on say, range to the viewer instead of just having a
direct line of sight.
Maybe clone the smokestack code to create a new entity, and give it a new
Here's something for someone to try. Given the pretty generic look of the file
format, one has to wonder if other entity types would work in there?
Quoting Benjamin Davison [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Tommorow i'll try and get a map with commentary
I've been doing that in a project. I've put the player at 1/4 scale for large
outdoor terrain based gaming. A few things I ran into or did...
* Create one master scale constant and use it to factor everything you can
* Scale the POV height
* Scale the bounding boxes/hulls
* Scale the
Using NPC and weapon code as templates can have interesting side effects. In
the medical mod project I worked on, the doctors (npc_civilian based code)
had a tendency to run over and grab the stethoscopes and other weapon-like
objects off the table.
Quoting garry [EMAIL PROTECTED]:
--
[
://www.cstrike-planet.com/steamskins/
So why does it have a skin menu in settings?
On 10/10/05, Andrew Foss [EMAIL PROTECTED] wrote:
Steam is not skinnable enough.
On 10/9/05, Tim Holt [EMAIL PROTECTED] wrote:
The irony is that before windows, people complained about inconsistent
UI
The irony is that before windows, people complained about inconsistent UI
design, and found the Mac then Windows UI a blessing to unify things. Guess if
you've watch things long enough you see it goes full circle. Frankly, I welcome
our UI standard overlords!
Quoting Andrew (Bromfitsen) [EMAIL
I started a suggestion list on the discussion page. You should add it to my
list.
http://developer.valvesoftware.com/wiki/Talk:UIBugs
Quoting Sylvain Rochette [EMAIL PROTECTED]:
Another good option will be to have the posibility to remove the game you
dont want. Like a Hide Game or someting.
You should post this stuff on the wiki page. There's a nitpick section that
color issues would fit into well. I'm not nitpicking your nitpicks BTW - I put
up most of the ones that are there already :^)
Quoting Benjamin Davison [EMAIL PROTECTED]:
--
[ Picked text/plain from
to control
the vent (for some weird reason) so take a look at that.
From: Tim Holt [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] poser parameters in a v_ model?
Date: Tue, 6 Sep 2005 13:43:04 -0700
Is there any reason one
Is there any reason one couldn't put a poser parameter on a v_ model's arm, so
that code could control where the arm is positioned?
I'm thinking of how to make very fine action controls that have to be dynamic.
Getting a pointing finger to exactly hit a button rather than vaguely poke at
the
If you can get the material, can you then get the UV map info and figure out
where on the material the contact is? With that you could start to do simple
zone areas on the material.
Quoting [EMAIL PROTECTED]:
I want to be able to group faces/triangles of a collision mesh in one of
my models
My i'm not a lawyer guess is that this is not the case. Valve certainly is
the final rights holder, etc. of the content. It would be nice to get some
kind of clarification on this though.
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
Andrew (British_Bomber) wrote:
--
[ Picked
Smell away, the point is to create a visualization system, not a multiplayer
frag fest :^) Also there's no LOD nor any number of other optimizations going
on (yet).
Also, smell the fact that it is a paying job to develop it over a 2 year period
(just started 2 months ago). I'm trying to wave a
visualization,
it is not.
On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote:
Smell away, the point is to create a visualization system, not a
multiplayer
frag fest :^) Also there's no LOD nor any number of other optimizations
going
on (yet).
Also, smell the fact that it is a paying job
/background020003.jpg
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
Tim Holt wrote:
So exactly what is the legality/status/etc. for using CZero content in a
HL/HL2
mod? Legit? There's a lot of music in there that's actually got some
interesting potential uses, plus models.
See this thread
. In Oct/Nov there will be the Serious
Games Conference in Washington DC.
Tim
Quoting Kamran [EMAIL PROTECTED]:
Cool, what's it about?
Tim Holt wrote:
Work actually - I work at OSU and currently am doing two different serious
games mods using HL2. There's a lot of interest in using games
So exactly what is the legality/status/etc. for using CZero content in a HL/HL2
mod? Legit? There's a lot of music in there that's actually got some
interesting potential uses, plus models.
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serves me.
Quoting Ian Warwick [EMAIL PROTECTED]:
It's possible you just need to subclass from vgui::Frame rather than
vgui::Panel, and mouse input will work, this is what I did.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: 18 August
] On Behalf Of Tim Holt
Sent: 18 August 2005 18:51
To: hlcoders@list.valvesoftware.com; Kamran
Cc: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Accepting mouse input in the overview map
I was thinking of tackling this by having the mini overview be as it
is now - no mouse
I was thinking of tackling this by having the mini overview be as it is now -
no mouse interface. But then also an alternate overview map which is actually
a modal dialog - like the MOTD display is (have to click OK to continue).
Quoting Kamran [EMAIL PROTECTED]:
That's pretty impossible, if
Basically isn't that all carrying around a small physics prop via use is?
Just in that case there's no view model with a hand.
Quoting Tei [EMAIL PROTECTED]:
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió:
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote:
Maybe just make the view
I'd like to add the standard CMapOverview overview to my project. Player holds
down key, map pops up. Player lets go of key, map goes away. Would I be
correct in basically duplicating the code here and there that manages the
scoreboard (except the intermission drawing, etc.) and replace it with
Ah never mind, I answered my own question (with some help from Ginger Lord)
and documented it on the wiki at
http://developer.valvesoftware.com/wiki/VGUI2:_Overview_Display
Quoting Tim Holt [EMAIL PROTECTED]:
I'd like to add the standard CMapOverview overview to my project. Player
holds
down
Of course what you really need to have for that swinging weapon is for it to
know just where it impacted, and stop swinging at that point. Then play a
clunk impact sound at that point, based on what you hit.
Could one totally get away from the idea of a swing animation and instead
directly
a VPhysics object that's attached to
the player at a point and tries to stay oriented forward, and it will
interact naturally with the environment. Just my two cents.
On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote:
Of course what you really need to have for that swinging weapon
Joshua, I'm also very interested in this. I'm working on a forest visualization
project at Oregon State University, and had considered SpeedtreeRT as well.
I have a hunch where you would integrate it, or how. Take a look at
DetailObjectSystem.cpp - which handles the detail stuff (fading out
is at
1/4 scale to increase the appearance of the size of the map.
Quoting Ben Davison [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
A bit OT: But did you advertise this mod on hl2world, because I remember
seeing something like this and being amazed.
On 8/9/05, Tim Holt
I want to bounce an idea off the list and see if anyone thinks it's hair brained
or not.
I want to create a display environment with a lot of detail objects. Like on
the order of 100,000 of them or more. Trees specifically. But instead of
being defined by ground material and the detail.vbsp
This debate is pretty rediculous. The very idea that somehow using MySQL makes
you tied up in some kind of legal space is just mind boggling. Almost like
debating the Microsoft Windows EULA. As if you'd dump Windows (as a HLCodder)
purely because you don't agree with terms and conditions.
Which of course would be against the basic Valve SDK license I imagine - to
charge or profit off your mod. So again, not a problem is it?
Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]:
I thought the keyword was, if you use MySQL in a program that's for
commercial use, you have to pay
Some kind of persistence framework would be pretty useful for a number of mods I
imagine.
Was the original poster looking for something that stored persistent data on a
server by server basis, or a centralized server for everyone playing the game?
If centralized, it seems like a web-services
It's probably in the skybox
Quoting DAV [EMAIL PROTECTED]:
Hi,
Any idea of how they enlarge the Alien Slave model we can see here:
http://www.planethalflife.com/potd/index.asp?id=497208
How did they do it?
Thanks,
davcin
___
To
@list.valvesoftware.com
Subject: Re: [hlcoders] Some questions on map size/scale
I would also like to know how to set this, however I doubt I
will use it... but I've wondered about this too.
Tim Holt wrote:
Back to the original quote from the SDK FAQ...
Mods can choose their own unit
According to some SDK FAQs...
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 own unit scale for the world. For example, 1 unit
could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will
.
Physics, player view height, player bounding boxes, etc. That's the kind of
scaling stuff that needs more than just me saying Make it so!
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
Tim Holt wrote:
Which leaves the part about setting the unit scale. Any pointers from
anyone
about
I wanted to re-reply to this now when I've got a little bit more time.
Actually, there is a rather new and thriving movement to use games for more
serious uses. The phrase Serious Games is often used to describe them.
What are Serious Games? Well there are a lot of different definitions, but at
I'm suprised there isn't more sharing of source code - basically open source
modules for specific features like this, HUD display elements, etc.
Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]:
The problem is that if you make something that has to be included in the
mod source code, no one will
I'm very much with you on that Alfred. I will quickly leave any server with
crazy stuff on it. And don't worry I know who to blame :^)
Server side stuff can be sort of intersting in a good way though - it is in a
way a chance for people to mod a mod. For example someone made smoke
grenades for
Purely from a players point of view, the rape that some server side plugins do
to players is the worst sin of all. As soon as I see any server side plugins
active on a server, I leave. I don't want annoying sounds downloaded to me,
menus, screen displays, or key rebindings etc.
On the other
Check the m_Type value in npc_citizen.cpp (if you're approaching this fro the
code point of view).
If you're setting them up in a map, go to the Type Keyvalue, which you can set
to Default, Downtrodden, Refugee, Rebel or Unique
Quoting Spektre [EMAIL PROTECTED]:
I'm having a problem trying to
of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
a quick dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv
Quoting Tim Holt [EMAIL PROTECTED]:
Interesting - thanks Yahn, I'll check that out.
A post in the VERC forums suggests maybe the DrawFilledRect
Part of a prototype/demo mod looking at ways to teach/convey medical training
via games. A serious games project.
Quoting Ben Davison [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Seems very cool, what is it for?
On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote:
I
I've been doing conventional HUD type displays, and have been using the
DrawLine graphics primitive to draw various graphics items on them just fine.
Now I want to take one of those displays and have sitting in 3d game space via
the vgui_screen entity. It works up to a point, with my text
Use your imagination - you can do a lot more than just that with it :^)
Probably for cs 1.6's riot shield
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com
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From Martin Otten @ Valve...
there is such a command envmap (not in software mode) that
saves .bmps for ll 6 box sides (using the current origin). use
cvar gl_envmapsize n to set the size of these images n*n ).
I think this isn't used for skyboxs, but for environment maps,
placed on
From: Vyacheslav Djura [EMAIL PROTECTED]
Hello Tim,
btw, I thought there is some console command to create set of sky
files from your current position. Is it true?
--
Vyacheslav
Level-designer
Deep-Shadows(http://www.deep-shadows.com)
Yes Vyacheslav, that's exactly
I would swear at one point I saw something on how to take a set of shots
while in-game that would create a skybox. You know, the ft,bk,lf,rt,up,dn
files in gfx/env. But of course now I can't find the reference.
Does anyone know how to do this at all?
Tim Holt
DoD Mapping
The Palladium is public by Microsoft however MS employees decided it would
be fun to release other details such as the trusted code part which
means
microsoft checks anythign and everything before its runtime, this infact
won't be practical and...
Sounds like Steam to me :^)
--
[ Picked text/plain from multipart/alternative ]
I have a hunch that They Who Give (aka Valve) would not conciously NOT
release the SDK nor just forget.
Daniel Koppes wrote:
Uh. I imagine if he wanted to know the relevance in the cosmic sense of time
he would have asked some nutcase
--
[ Picked text/plain from multipart/alternative ]
ramble
Some of this security stuff is nuts. This guys problem is like me
contacting someone and saying Oh better watch out! Someone could break
the glass on your house and GET INSIDE! The creative imagination can
come up with a million flaws
friends after dinner.
Chris Bokitch wrote:
lawn mowing mod? where can i get that? it'll be at the expo for sure!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
Sent: Friday, June 21, 2002 8:40 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Fwd
Driving up walls is good? :^)
Or do you mean up slopes?
Jorrit Heusinkveld wrote:
i got working vehicles but i can`t get them drive up a wall like in cs
this is my code:
void CFuncVehicle :: Stop( void )
{
pev-speed = 0;
}
void CFuncVehicle::Wall( void )
{
TraceResult
] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Thursday, June 06, 2002 11:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Confusing bit of code in the HL AI
--
[ Picked text/plain from multipart/alternative ]
Hmm, must be getting really close to next HL release, the Valve
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