On 4/26/05, Jonathan Dance [EMAIL PROTECTED] wrote:
Hey everyone,
I was wondering if anyone knew anything about compiling for BSD--when
we distributed our server SO's for linux, some guys are running
FreeBSD with linux emulation and it wouldn't work for them. They can
run CS:S just fine
On Mon, 14 Mar 2005 13:16:00 -0700, Michael Kramer
[EMAIL PROTECTED] wrote:
How do I make it so the code can information from afile like a .res
file or .cfg or even a .txt just a simple script? I want to make it so
you can adjust weapon specs in game using a built in menu and i just
want to
On Tue, 15 Mar 2005 16:14:57 -0800, Heritage [EMAIL PROTECTED] wrote:
Uhm looks like its in the code a few times, but commented out
Perhaps is was commented out because that function got removed
sometime during development of HL2.
But adding that line of code only causes the game to crash upon
On Sat, 05 Mar 2005 14:58:50 +0100, Black Panther
[EMAIL PROTECTED] wrote:
Why does the airboat swim and the jeep sink?
Where are the parameters responsible for this defined?
My guess, IPhysicsObject::SetBuoyancyRatio() in vphysics_interface.h
(haven't actually looked at the code though).
On Thu, 24 Feb 2005 23:58:24 +, Knifa [EMAIL PROTECTED] wrote:
It's HL2 and I'm using TraceLine.
I just tried using TraceHull, but I don't get what hullMin and hullMax
are supposed to be.
I tried them just the start and end of the trace, but that didn't work.
What are they for/What
On Wed, 23 Feb 2005 18:56:56 +, Giles Millward [EMAIL PROTECTED] wrote:
Hi,
Is there any reason why sometimes the number of 'player_hurt' events for
a specific players exceeds the number of 'shots' reported by the client
console in CS Source.
Falling damage? Grenade damage? Other types
On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote:
I think its okay. Everything works perfect while your the server.
Minidumps?,,,
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
Jeffrey botman Broome
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On Sat, 19 Feb 2005 19:53:27 +0100, Frank Weima [EMAIL PROTECTED] wrote:
Is there any website which displays all those filters/usermessages?
Lance told me: Filter, 10 // 10 = shake.
Is there a website with some other usermessages/filters? :)
See this...
On Sat, 12 Feb 2005 00:50:49 +1000, Draco [EMAIL PROTECTED] wrote:
When I try to run my game straight from the steam games menu it
crashes and says that server.dll is a debug build. it says this even
if i build with the release SDK configuration.
The default solution configuration is not
Every weapon in every MOD should be insta-gib. :P
Where is Holy Wars: Source?
(don't you people EVER trim posts when you reply?)
Jeffrey botman Broome
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Sigh. Gmail has spoiled a generation. :(
Jeffrey botman Broome
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On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Pray tell, where do you encounter this error? (the list server just had
a patch applied to fix a mailman exploit).
Go to this page...
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Click on the hlcoders
On Sat, 05 Feb 2005 16:03:06 +, Ben Curley [EMAIL PROTECTED] wrote:
Hi this my first post, and im a novice c++ coder, so please go easy :)
Im working with the MP source code and im changing the behaviour of the
frag grenade,
in basegrenade_shared.cpp I have added a new method called
On Thu, 3 Feb 2005 18:16:02 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
I should of asked more specifically where would this be accomplished at?
In YOUR code. See the Ask Dr. Math post I made earlier in this thread.
There isn't already any code in the Half-Life2 SDK that handles
real-world
On Wed, 2 Feb 2005 23:19:25 +0100, Frank Weima [EMAIL PROTECTED] wrote:
Jeffrey,
I put the code in serverplugin_empty.cpp.
Server plugins ONLY run on the server. You can't check for files on
the client using a server plugin.
The only way you can check for files on the client is to create
On Sat, 29 Jan 2005 16:45:26 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
I need to implement .gcf support, but currently have no time to
write it in Delphi and thought about using HLLIB but NEM's site
doesn't function as it should and I can't download it anywhere.
If someone has
Flamebait. Don't feed the trolls. :)
Jeffrey botman Broome
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On Thu, 27 Jan 2005 11:42:22 -0500, David Anderson [EMAIL PROTECTED] wrote:
I don't like bumping threads but this issue is rather important, as if
Valve isn't even going to comply with their own API then server-plugins
are essentially doomed.
I'm not sure I fully understand the problem. Are
On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
(you'd think a large software corp such as Valve was more up-to-date
with development techniques...).
I'd say Valve's techniques are just fine. The game runs good on
most machines. The game has sold many copies
On Wed, 26 Jan 2005 12:37:02 -0600, jeff broome [EMAIL PROTECTED] wrote:
How much did the SDK code again?
Ick..., code = cost.
Jeffrey botman Broome
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On Wed, 26 Jan 2005 22:15:57 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this
to be nice. As I tried explaining earlier, modsupport is a *very* strong
selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but
On Thu, 27 Jan 2005 12:16:28 +1000, Grant Christensen
[EMAIL PROTECTED] wrote:
Well then obviously thunderbird is bloated ware as well, and all it
does is read mail doesn't it?
Hmmm, maybe Valve could scrap Steam and use Kermit instead?
Check out the features:
- Error-free file transfer.
On Tue, 25 Jan 2005 18:56:05 +0100, Frank Weima [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is this possible in C++?
I'll assume you mean when creating your own client (not trying to get
a server plugin to do this
On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah [EMAIL PROTECTED] wrote:
Hello all,
snip
What negatives do you see?
Thanks,
Mike
I hope you are independantly wealthy and have a full 40 hours a week
to spend on such a project, because that's about what it will take to
put something like
On Fri, 21 Jan 2005 23:40:11 +0100, Frank Weima [EMAIL PROTECTED] wrote:
Hello,
Is it possible to make a screenshot on a connected client and upload it to a
server?
If not, is there anything to make an upload from a file of the client? (just
a made screenshot)
It is if you are the one
On Sat, 22 Jan 2005 00:05:25 +0100, Frank Weima [EMAIL PROTECTED] wrote:
That's too bad because I was thinking to make it for CS:S on my server.
How did the old Punkbuster it then?
Was it the way clients had to use a program which took the screenshot and
uploaded it?
Like: program takes
On Fri, 21 Jan 2005 19:08:13 -0600, Justin Harvey [EMAIL PROTECTED] wrote:
You should pick up a book on basic 3D math, like '3D Math Primer' or the
like.
Yes. 3D math is good. You want to create an offset vector that is
constantly lerping (use google.com to find lerp) between the
original
On Thu, 20 Jan 2005 13:25:26 +1000, Draco [EMAIL PROTECTED] wrote:
Thanks, now it crashes for entirely different reasons, I should be
able to fix it :D
whats the message name limit for HL2?
Ummm, probably 13 characters, or maybe they've gone all out and made
it 14 characters! ;)
Jeffrey
On Sat, 15 Jan 2005 15:44:15 -0600, DOOManiac
[EMAIL PROTECTED] wrote:
Thanks for the help. That's the -g option correct? If so, then yes.
I tried r at the (gbd) prompt, and it tried to startup, but then said
there was no process. Here's a copy paste:
I suspect your script to run gdb is
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as other
objects?
http://www.valve-erc.com/srcsdk/console/developer_console.html
Check some
But, when i try to loop through the available players, i seem to get an
error at in this code:
for ( int i = 1; i = 32; i++ ) // EVIL: shouldn't just assume
maxplayers is 32!!!
{
edict_t *pPlayerEdict = INDEXENT( i );
if (pPlayerEdict) // valid
If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin?
Here's some that I've tried (you'll need to include the appropriate .h
file yourself). The commented ones
[EMAIL PROTECTED] wrote:
In response to your last question:
http://list.valvesoftware.com/mailman/private/hlcoders/
The valvesoftware.com archive isn't searchable.
Jeffrey botman Broome
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On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
Hmm,
I added the following, to add the key.
static ConCommand startprone(+prone, IN_ProneDown);
static ConCommand endprone(-prone, IN_ProneUp);
Well, take that out and add...
static ConCommand toggleprone(prone,
On Wed, 5 Jan 2005 20:20:12 -, Mark Ingram [EMAIL PROTECTED] wrote:
Hi, know this is slightly off topic, but how do i ignore date and time
differences in beyond compare? Just tried todo a diff between old HL2 source
code and updated source code and its flagging every file as different
On Fri, 24 Dec 2004 00:26:55 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
I am trying to improve vtf2tga, so it can convert several textures in
a row, but I've noticed that program's RAM usage doesn't decrease
after one texture has been converted. I mean when I convert 3 textures
in a row
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