This Portal implementation with teleports calls for a infinite stairs map :D
_
\
\
\
\
\
\
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(adn alike :D)
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try to make:
$ make clean
maybe some temp files are worseuglifielobotomized in a bad way
also check your mod on other HL installation, to avoid
firewall/installation bugs dependencies
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Theres the C version:
float VectorNormalize (vec3_t v){
float length, ilength;
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
length = sqrt (length); // FIXME
if (length) {
ilength = 1/length;
v[0] *= ilength;
On jue, 2005-09-29 at 16:42 +0930, Lachlan Gunn wrote:
One idea, what about a service where mod-makers can register their mod
and a download URL? That way the file doesn't need to be hosted by
Valve, but could still be accessed from Steam.
Yet another design can be to Valve somewhat host mod
On mar, 2005-09-27 at 12:45 -0500, Ben Everett wrote:
I wasn't trying to bash Valve, far from it... more along the lines
of constructive criticism. If everyone thinks that (pardon my French)
everything they shit is gold, nothing will ever get done. Implementing a new
shader effect is
El mié, 31-08-2005 a las 14:55 +0100, Ian Warwick escribió:
Cool, there are so many existing shaders (and no docs apart from a list
of them),
Wait. Thats exactly what Wikis are for. And theres is a hl2wiki..
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Serius Toys... humm
...but software its not like real world. On real world you can't use a
50 tons truck because its very expensive. On the software world its
cheap to use a 90 tons truck, you dont need to use your personal car, or
your childrens toy truck.
There IS engines designed for
El lun, 22-08-2005 a las 02:59 -0700, Joshua A. Jacobo escribió:
Our Fellow Developers,
On second thought, I'll be more specific in my questioning. We want
to author flex sliders (morph targets), that a user can define (through
a VGUI app) and upload to any server that he/she connects to.
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 model 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.
El jue, 11-08-2005 a las 11:28 -0500, Jeffrey botman Broome escribió:
Chris Adams wrote:
OK I've done some debugging for the particle error.
The text below is my output from when I fire the pistol - the Assert() that
it mentions is the line *after* the DevMsg line, so you can see that
El mié, 10-08-2005 a las 17:22 +0100, Tom Edwards escribió:
I'm looking into producing a mod that involves widespread player
creation of static brush entities. The biggest problem with that is
lighting - instancing them /should/ be simple enough, but lighting them
correctly looks to prove a
El lun, 08-08-2005 a las 08:49 -0500, Jeffrey botman Broome escribió:
[..]
Threads in games are REALLY hard to do properly. Game developers
working on next generation consoles (Xbox360, PS3, etc.) are spending a
lot of time and effort trying to create game engines that will handle
multiple
El mar, 02-08-2005 a las 17:40, Ryan Lewellen escribió:
A suggestion for you nodes; Place them at the very most, 256 units
apart. What I like to do when I make my maps is to just put 1 node in
the top left corner or something, and then copy. Then do paste special,
and then make like 20 copies
Jeff Fearn wrote:
From the FAQ:
# Will mods be able to set maxplayers 32?
Our plan is to allow a mod to go above this on a per-mod basis.
No promises yet on that :)
Did this ever happen? If so what is the absolute max and how is it set?
[mod idea warning]
Hehehe.
What can be fun?
Skyler York wrote:
Or maybe even an RTS-style game like NS or the old CC:Renegades
multiplayer, where you can choose to be a certain unit and just play
it out on a large battlefield. That would certainly take up more than
16 players per team if you consider a mixture of land, air, water
units,
Ronny Schedel wrote:
...
But the completly opposite happens, now we have much lesser control than
ever a coding interface can provide us. The old coders have to do what the
company wants. Very bad situation. We need a new MOD without control of a
company.
I wrote this program to solve the
[EMAIL PROTECTED] wrote:
Hi,
I'm trying to find a way to disable every hitbox except the head in
CS:S. I am prepared to learn what it takes to do this.
Sound like a fun mod/cs gamemode. But you sould emit metal impact
sounds (and maybe sparks) to help the player that a shot doest not
Ronny Schedel wrote:
If it would be need 5 years to implement the logic of like CS, then anyone
should change his job immediatly... You dont need to invent the wheel a
second time, the grafic stuff is already there and can be used, there is
only the gamelogic left. To summarize it for CS:Source:
Jeffrey botman Broome wrote:
...
From Valve's point of view, it's no different than someone creating a
Columbine mod or a Porno mod. Even if Valve had nothing to do with the
content on that server, that game reflects poorly on Valve because it's
running on an engine created by Valve. Valve
Maurino Berry wrote:
You know after reading this again.. if you're trying to simulate realistic
bullets, I've got a suggestion...
This very topic has been discussed on the list eons ago. Maybe can be a
good idea to search olders mails for conclusions.
Oh no yet another half-life2 wiki! :D
Well..
Great initiative from Valve. Maybe somewhat late, because the hl2
community its already mature. And the existing HL2 wikis where run for
years. So.. welll.. this its good and neat.
How this will change the HL2 wiki wars? will this new wiki
Whats about to save?
Maybe sould be posible to spawn with a probability.
If p=0.5, theres a 50% probability that will spawn a entity.
Code function to exit early if spawn return a null pointer.
the code p to become smaller has the remain pool of posible entitys its
less.
entitys == 1 - p =
Tim Jones wrote:
I realize this is an old thread but I'm running into problems getting
the system you've described to work.
It seems to work ok for maps with a limited number of entities but when
the number increases to roughly 550 entities I get an ED_Alloc: no
free edicts error.
Basically I
Jeffrey botman Broome wrote:
tei wrote:
I am newbie at HL.
Its the deletion instantaneus or its executed before the end-of-frame?
Count your entitys, maybe this will help for debugging purposes.
When you UTIL_Remove() an entity, you set a flag to 'true' that says
Hey Engine, when you
Jeffrey botman Broome wrote:
[EMAIL PROTECTED] wrote:
I'd like to change a little part of the HL2 Code to make the server
wait for
everyp layer to be connected after a level change in Deathmatch. I
have had a
look in the bool CServerGameDLL::LevelInit() function in
GameInterface.cpp.
There
chickens,.. who cares of chickens? what everybody want its a mod Kill
the kittens with Domo-kun player models !!
http://cardhouse.com/travel/japan/domokun.htm
McCormack, Chris wrote:
Good luck with that btw, as_highrise was one of the best cs maps ever.
-Original Message-
From:
Draco wrote:
You and Doug Lombardi must get along great. You both like to use perhaps
alot :))
They also use the letter e i noticed
--
Draco
e?, i?
bah!
With the T letter and half-life2 you can build fighting mechs.
http://img284.echo.cx/img284/6472/gmrobotwars00019pl.jpg
Wow!
http://www.facepunchstudios.com/forums/showthread.php?t=21286
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theres more info about pragma once here
http://www.quakesrc.org/forums/viewtopic.php?t=4531highlight=pragma
hp wrote:
Hello kingkoozime,
so
#ifdef _WIN32
#pragma once
#endif
is only valid on vindows i assume. but i dont know how to replace it
so linux compiler will understand it.
and is
Andreas Kang wrote:
Hello, I'm a newb and i was just woundring howto change the root username?
In that way make the server more secure.. :)
and im sure that you guys know that :)
Thats not a good idea.
You may use your box shell trough ssh, then copy/download files with
rsync trough ssh.
Andrew (British_Bomber) wrote:
...
So I decided for right now just to use our mod's original NVG
effect a massivly bright dlight. Simple enough except for the
fact that the dlights I use decided not to have an option for their
brightness. Am I just blind?
I have no idea even how NVG
Tony omega Sergi wrote:
What sucks about Dlight is that in hl2 you need dx9 to see them. If you have
anything less they just don't show up (and I currently only have a gf4mx) so
I can't even work with them.
Kinda silly, hl1 has dlights regardless of dxlevel. Care to explain why
dlights can't
you are new here?
:DDD
r00t 3:16 wrote:
lol that is kind of cheating and I didn't even look at that file.
I will check the file out however.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To:
customizable, this able to
finnetunning network usage.
--Tei
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Jeffrey botman Broome wrote:
tei wrote:
I have a new idea for networking.
Its really simple and substandard, but also can be nice for some modders
out here.
Trown away vising. Use a circular radio to limit visibility. A
customizable radio. Then force the render to know about the radio
And If everything else fail, Garris Mod let you create any image you can
dream of, with added fx.
A hacky way to use ingame screenshots its to fake real architecture if
the player view its far or static. Other than that, may be outdated.
Jay Stelly wrote:
I'm not sure it's applicable to what you
and terminate
return text;
}
And here its my actuall crappy version:
char*Sys_ConsoleInput(void) //Tei version
{
static char text[1024];
static int index;
int len;
char c;
//cin.rdbuf()-setbuf(NULL, 0);//me vomit over a C++ book
Why fake holograms when you can make REAL holograms with half-life?
A real way to make 3d holograms its to save 1 s demo. Then load the demo
with timespeed lowered to zero, and unsticky the player view to move
around the map.
got Matrix?
Yet another interesting device its to put the camera
Philip Searle wrote:
Andrew Hammett wrote:
I saw a reference a long time ago that VALVE would be publishing the
specifications of the .dem file format for the Source engine at some
point.
Does anybody here know anything about it?
Andrew Hammett
www.caleague.com
The latest SDK has the file format
Man, I love this mail list.
What will be the next topic? home made fision bombs?
:DDD
McCormack, Chris wrote:
hehe this thread is insane, I think some of the contributors may possibly be on
FBI watch lists :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf
hum?.. maybe you are wrong, the developpers address sould be 0xCAFE
[EMAIL PROTECTED]
just kidding :D
note to self: Never run on bankrupt tryiing to get money from shareware
*tools*, users are too greedy. *tools* dont fit the shareware model.
Steve Tilson wrote:
VALVe Corporation Contact
nice article,
, fun to see the paradox of this littel modern miracle of FPS games :D
Guys more aware of accuracy sould play instagib alike mods, something
with clientside damage calculations. Unfortunally much more weak to cheats
LDuke wrote:
That's because the server and client are never exactly
I have a idea.
Actually you spawn units. 1 rocket, 1 waypoint, etc..
Thats cool because its simple, a entity its a object (1:1)
But Its poor because everything its disconected and dont interact.
My idea its to spawn groups of something (superentitys)
Then you can spawn explosions, and any
Imperio59 wrote:
Nuclear, i had the same problem on one of my builds a while back with
the scoreboard, there IS a way to debug and still make it act as if it
was running without the debugger:
You need to launch the game, then attach to the hl2 process. It will not
have done all the safe memory
[OFF TOPIC]
Size: 6378.14 Km tall.
Screenshots:
http://telejano.berlios.de/option/bigevermap1.png
History:
A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to
test limits and have fun.
Links:
http://forums.inside3d.com/viewtopic.php?p=1458#1458
poke poke, Its the horse dead?
Jakob W. Nielsen wrote:
Since when is a game engine defined by the format of its resource files?
LOTS of engines can read BSP trees; it doesn't make them Q1 engines by
any standard.
http://c2.com/cgi/wiki?DuckTyping
If it WalksLikeaDuck and talks like a duck, it must
I have a question:
How people debug his mods?
- With a Zoo map?
- Help by some beta tester guys?
- Its the debuggint buil-in in code?
What its the favorite HL2 map for testing purposes?
Do people here waste hours of precious precious coding time beta
testing his own mods?
McCormack, Chris wrote:
or maybe having the files on a filesystem that suffer from the same
disabilitties as windows?
ergh... CPM? FAT?
Jeffrey botman Broome wrote:
Ratman2000 wrote:
But when i than look in my Sounds folder is see, that all File Names
are all
small type
Are you running a Linux dedicated server or Win32
From a gamer to a coder:
And, whats about driveable turrets?
British_Bomber wrote:
I am about to venture off into the land of vehicles, and I am curious
if anyone else has managed to get a simple multiperson vehicle to
work. I am sure it shouldnt be all that hard to get running since i
dont want
E.T. - Apparition Developper wrote:
Hi,
I'm curious whether it's possible with current Source engine to reload
or switch all level lightmaps on demand.
I would like to ask too wheter it's possible to load multiple BSP's.
Whats about to compile a BSP map with collisions and vising, but
Another alternate nice idea:
The sniper on GCMod for BF1942 have a dropable hidden carpet that looks
like a rock or something similar. This camo its much more useable than
grass. Even if other players notice the camo, dont know if the camo its
populated, so will fire against the camo, but the
You can delate farter, and uninteresting.
And move to a simulated phisic, or not phisic at all. And avoid swawning
that much using a cycle for decor stuff. etc
Ben Davison wrote:
Deleting physics objects untill the server becomes stable?
On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED]
Here its a tool to delete binary intermediate crap:
http://www.lost.co.nz/main/software/misc/mfcclean.html
Ben Davison wrote:
http://img54.exs.cx/img54/9443/src2ao.jpg
I am going to try and breaking the files down like you suggested.
On Mon, 28 Feb 2005 00:35:31 -0500, r00t 3:16 [EMAIL PROTECTED]
Maurino Berry wrote:
Please bare with me while I try to explain this crash, let me begin by
saying I'm using the very first mp sdk source with no updates... and debug
build is not helping at all. Perhaps the most frightening aspect of this
crash is its consistancy between game launches, and its
GREAT article, ET. Very informative ! :D
E.T. - Apparition Developper wrote:
[..]
Half Life 1 seems like Quake 1 engine core with pluggable renderers
(SW/HW/D3D) implemented in similar way like NPRQuake
(http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form
raw world engine.
by private email, posting, or with this dynamic site:
http://www.servicios-dpi.com/fun/mainloop.php
--Tei
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Ruari O'Sullivan wrote:
Consider a mod using some kind of persistence to track stats, or reward
players across games for putting in effort. This isn't so far-fetched; a
mod could easily be a multiplayer persistent RPG somewhere between the
instanced worlds model of Guild Wars and the more general
British_Bomber wrote:
I'm sure there was a point in there somewhere, but this is just going
to turn into flames.
hummm...
Remeber that modding its something coders do for fun.
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Oskar Lindgren wrote:
[quote]
if (top 128)// the artists made some backwards ranges. sigh.
[/quote]
So, whats the story behide this line? Dont make me guess.
/ Oskar Lindgren
The paletted imaged for Quake skins whas designed with special colors
mean, but the artist fail to protect these so
Beppo wrote:
I do not disagree, only for a little aspect... if you want your mod to be
this or that way and not another and someone changes it to become that
other, then it comes close to hitting the original mod authors right into
their faces. Not all mods out there do wish to fit for every
Lance Vorgin wrote:
[...]
There will
always be classic servers as well, so why would you not want to give
people the opportunity to improve your mod?
Maybe If you ask a artist type of guy, the response will be NO. Its that,
so not changes allowed. But If you ask the type of guy play with sources,
I dont know HL, but we on Quake move the player 1 unit up*, to avoid
friction. This whas needed or the player will not move, even if you add
'40284 40284 40284' to his speed.
Yet another option can be to remove ON_GROUND flags or something similar,
etc... the problem here can be friction.
*On a
Yea.
You think Its a nice day, then BANG, you died. And the whole day its ruined.
This universe its odd, 42 its not even power of two. Rats know why.
British_Bomber wrote:
*looks at book collection above computer*
I knew it rang a bell, but I wasn't aware he had died. Botman, I
appologized for
Yeah after I sent this mail I realised that the traces are occuring and
it does look like a decal limit, the reason I didnt feel the frag
damage is because you cannot shoot yourself, How do i increase the
deacal limit? also the decal limit is reached on the frag explosion, as
I can then detonate
This version work:
a href='steam:-applaunch 30 +connect 216.255.199.157:27016'Launch/a
Thats your one:
a
href=steam:%20-applaunch%2030%20+connect%20216.255.199.157:27016Launch/a
Brian A. Stumm wrote:
I dont get it, nothing seems to work. This was working fine before and my
client is up to date.
Its aim precission on a BSP engine with BBOX collisions really sexy?
That?
I want to play your mod :D
Andre Bandarra wrote:
Ok. I think i got the idea..
.Since a tick is no larger than 30msec,
a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a
single tick while it will move
Martin wrote:
Hi,
Hi!
This evening I'm
going to try it with Beta1 but it would be nice to get it working with
EE because so everyone in our team can have access to the code.
Martin Fink
Try this info page:
http://www.sourcewiki.org/wiki/index.php/Compiling
If you sucesfully work with the
AGAIN, my mod idea about a Mule-ish clone.
map:
A heighfield alike map (can be a bsp)
netcode:
tweak or remove the player prediction, to able freely fly over the map
even with ping 2000
the game:
+ start with minimal resources
+ ability to build a few RTS alike structures
* mine
* power
S. Hendriks wrote:
Little children could we stay on topic like grown ups?
The subject is STEAM, we shared our points. If nobody has something to
say that could make this 'discussion' fruitable, i'd say, we stop this
discussion right now.
My secret plot its to bomb the Valve hq with Richard
lb.cortina wrote:
Localized versions of Source games (HL2, CSS) doesn't know
where write some files.
First time I've seen it, it was with screen-shots.
The file isn't written because the game doesn't find the
hl2/screenshots folder.
...
Good hunt! :D
This folder doesnt exist because it is named
Adam amckern Mckern wrote:
Thanks
[..]
Tei, you find the best stuff, and tell us about it,
keep it up!
If you are really interested on up to date new concept for developers,
here its a new thing.
Its 50% wiki, 50% irc. Somewhat developers oriented. Lack of CVS gens,
and Its not open source
off-topic
N suggestions:
* Avoid daylight, code at night
* Buy a C++ book. (-- this its very valuable tip, but I think will be
ignored because you will think its something rude )
* Teamup with other guy. (-- blame he your bugs. You can have fun with
bugs + asserts + friends )
* Start a software
You dont need Valve for that. You can write a script to track
changes/commit changes to your personal CVS.
Something like this, but better, that its unfinished.
#!perl
$file = foobar_SDK.cpp;
$oldpath=oldsdk/;
$newpath=newsdk/;
$new = $newpath . $file;
$old = $oldpath . $file;
$c =
Hi!.
I think this modeling app its interesting even for coders. Its a new
system impresive because its easy and powerfull. Dont really need a
interface, Its like drawing 2d, but cooler.
A good route:
Read webpage and download the bins
About Takeo Igarashi
*
I have no idea, but I have code from Quake1 with something similar, that
maybe can help you. Unfortunally I dont know much about the .mdl format
and the loading stuff,..
This is a Quake1 function:
//Caches the data if needed
void *Mod_Extradata (model_t *mod) {
void *r;
r =
/me exit from shadows
I have tried that thing on my engine moths ago. And result on a dificult
thing, also because I sux as a coder.
http://telejano.berlios.de/option/rollhead1.jpg
I suggest contacting other moders guy with already working code and ask
for a copy paste. I see some Q3 mods that
humm...
Its the vising/pvs/phs info still correct if you move ViewOffset?
Hasan Aljudy wrote:
There was a player method to get forward, right and up directions ..
not sure exactly what is it .. something like EyeVectors(forward,
up, right) where you pass vector pointers to it and it puts the
Gregg Reno wrote:
OK - got it to work. For the benefit of anyone else trying to use VC++6.0:
- Installed SP5
(http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx
)
- Tried to install processor pack but if failed because it won't install on
If for some reason the installer
...
latest drivers, which have additions only for 6xxx family. I've
downloaded them and... nothing happened. I've set settings to minimum.
Still everything starts to shake after game launch, when only main menu without
background map
is loaded, or after 10-15 minutes of the game.
hummm...
And
StealthMode wrote:
Best wishes for a Merry Christmas to all who read this list. And if you are
of other religious backgroundHAPPY HOLIDAYS! Have a safe and happy new
year!
Where its my grav gun, Santa?
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Jeffrey botman Broome wrote:
Chris Adams wrote:
Does anyone have any suggestions for putting these new changes into our
own code?
If you have the money to buy Araxis Merge, it does a REALLY good job of
helping you merge 2 (or 3) source code directory trees together.
You can install NXN for free
Josh wrote:
Yea that's what I was thinking :( I was really hoping to not do that, as a
LOT of functions will need to call that function. (I'm working on a war3 mod
for CSS, just building the groundwork). So every time someone is shot /
died that will be called twice. Doesn't that seem
MMORPG sound like a game feature, not a engine one. If you implement a
entity.SleepToDisk(), or entity.WakeFromDisk() you have persistent
worlds. I think.
Bruce Bahamut Andrews wrote:
..
I'd love to see a mmorpg on the HL2 engine, though that random company
that leased it doesn't sound entirely
some people learn modding this way
actually this chunk of code and this line its very valuable to
understand how thing work
no new modders = community dyiing
Hasan Aljudy wrote:
Indeed, I don't like copy-paste tuts. I don't see the point of writing
a open this file, find this line, and add this
Nice.
Another solution can be to add a tiny HTTP webserver to steam, and able
Dedicated Server to query files to my Steam app :D
Timeline:
1) I make the mod Yadda, with files foo.mdl and bar.wav
2) I publish the info somewhere
3) The dedicated server owner query to Steam my mod.
4) Steam give my
Has other nice guy say (botman?) you can always cheat (maybe use fliing
vehicles but fake a water plane, or something similar) or has Jay say,
you can optimize the sdk for your purpose
total conversions are much more about breaktrough than to continue
clonning stuff... its normal to push the
Matthew Lewis wrote:
Two questions:
3 answers:
Maybe you use the event log builtin on windows:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/reportevent.asp
For Linux you have the syslog demon/app, here info:
man syslog
:*)
$ syslog -f
Mike Blowers wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black White.
I've been searching through the SP SDK, but I can't find
Alfred Reynolds wrote:
I will look at adding condump.
- Alfred
Thanks Alfred. I expect this will help a lot because you have lots of
warnings and info on console, very valuable data can be interesting to
have onto a condump0003.txt file to review/debug/parse.
A legion of log-analizers await out
Hasan Aljudy wrote:
MSVC's edit and continue can do that ..
Debug-Apply Changes to Code
[...]
- flush_serverdll, a command to force windows to unload the server.dll
file, so we can overwrite this with a new version and reconnect to see
changes (not need to restart the whole engine, dawn!)
Thanks.
I have notice that path command work, and generate valuable data about
loading path.
Anyway, failed to load resources generate warnings.
Hasan Aljudy wrote:
Yes it is.
If my info is correct, whenever your mod tries to load any resource
(map/model/texture/anything) it looks first in the mod
Ruari O'Sullivan wrote:
[...]
Hopefully Valve will be looking at an advance access program
for modders in the future so we can respond to engine changes when they
become necessary, or the first thing you know about a problem with your
mod is when it starts segfaulting everywhere from SF to Sydney.
Manip wrote:
I got that, the problem I'm having at the moment is GetUserMessageInfo()
crashing the server each time it is called. Here is what I'm using:
char name[128] = ; int sizereturn = 0;
bool boolrtn = false;
boolrtn = srvdllfwd-GetUserMessageInfo(x, name, 128, sizereturn);
Whatever x is
HEe...
Normal users NEED a automatic patch system. Like windowsupdate, or steam.
ME, you and powers users dont need that, and hate that, but we are less
than 8% of users*
As a windowsupdate alike tool, Steam work ok. Ok, Its somewhat slow
starting games for some reason, but works.
And yes, we, the
Ruari O'Sullivan wrote:
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
My experience on
Hasan Aljudy wrote:
http://www.hl2coding.com/wiki/
well, someone finally made it!
It's kinda empty now .. so go post stuff there!
(btw, plz don't tell me there is already hl2world, as they support the
stolen build and I wouldn't consider them a good part of the
community, their contribution is
Carmen Bartoli wrote:
i used the prjconverter and opened the new dsw
successfully, tried compiling before i touched
anything, and i get 54 errors and 4 warnings!
anyone have the same problem?
Do not start from scrach with prjconverter, other people has already fix
the main problems, here its
Indexing the doxygen data works like a charm:
http://hl2sdk.wolferix.de/index.php/TE
:D
r00t 3:16 wrote:
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Not a wiki site but here are the project docs for the entire hl2 source sdk
everything project
What its the netcode entity limit?
http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7
I dont understand this:
g_TEBeamEnts.m_nStartEntity = (start 0x0FFF) | ((1 0xF)12);
g_TEBeamEnts.m_nEndEntity = (end 0x0FFF) | ((1 0xF)12);
hee... Its the limit 4095?
Yahn Bernier wrote:
The engine currently has this entity limit:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1MAX_EDICT_BITS)
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