files ;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Monday, June 16, 2008 8:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
FYI, there's about 54MB of intellisense cache in that rar
maybe someone have any ideas of co-op in SP, with switching between characters?
please, post your code. :)
-- реклама ---
Чекаєте відсотки в банку?..
Навчіться заробляти більше! www.forexclub.ua
Sent: Sunday, June 15, 2008 2:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Watch out for copyright. It doesn't matter if you can get in touch with
them any more: it's still not your work.
Otherwise, bring it on! :-)
Ben Everett wrote:
Hmm, since
Good call :) At least I deleted the OBJ files ;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Monday, June 16, 2008 8:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
FYI, there's about 54MB
Most of this is done in Lua. I have a searchable version of all the
Lua code here:
http://code.garrysmod.com/
Here's how the balloon is made (Even though it doesn't make much sense)
http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
All
You didn't answer my question though :(
On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman [EMAIL PROTECTED]
wrote:
Most of this is done in Lua. I have a searchable version of all the
Lua code here:
http://code.garrysmod.com/
Here's how the balloon is made (Even though it doesn't make much
]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 4:30 AM
To: hlcoders
Subject: [hlcoders] Post your code!
Do you have any code lying around that might be useful to others? Why
not share it?
http://developer.valvesoftware.com/wiki/Category:Free_source_code
That sounds very good, openly releasing all of the content and code
like that is a great way to give that content life again and help
other community members and mods.
On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett [EMAIL PROTECTED] wrote:
Hmm, since Forsaken is now officially dead (can't get in
Should be good. :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 12:01 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!
Hmm, since Forsaken is now officially dead (can't get
I don't really understand the question. The entities are linked
already, in the engine. In what way do you mean linked on the client?
garry
On Sun, Jun 15, 2008 at 12:01 PM, John [EMAIL PROTECTED] wrote:
You didn't answer my question though :(
On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman
I can only assume he meant in your code how did you link two entities
created with lua together (say server/client entities)
However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
code you already have and just creating the same entity with the same
name on the clientside --
Do you think it would be okay if i post code snippets on how to do common
things in the SDK?
On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton [EMAIL PROTECTED]
wrote:
I can only assume he meant in your code how did you link two entities
created with lua together (say server/client entities)
I've got it to link the server Lua classes to entities, but I need the
server Lua entity to link with a client Lua entity. In C++ this is done
using the
IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro,
I've tried to unpick it but cant seem to generate the datatable
I just networked the name of the entity and loaded those scripts for
that clientside entity when it's created.
garry
On Sun, Jun 15, 2008 at 7:47 PM, John [EMAIL PROTECTED] wrote:
I've got it to link the server Lua classes to entities, but I need the
server Lua entity to link with a client Lua
That might do better here:
http://developer.valvesoftware.com/wiki/Category:Snippets
Nuno Silva wrote:
Do you think it would be okay if i post code snippets on how to do common
things in the SDK?
On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton [EMAIL PROTECTED]
wrote:
I can only assume
assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 4:30 AM
To: hlcoders
Subject: [hlcoders] Post
Forsaken? Nomen est omen.
But seriously, this place needs a few more open-source, open-content
mods. :) It's a sign of maturity; you have lots of such mods in the
Quake 3 community, which is with us since 1999, back when I didn't even
have a graphics card. Additionally, it might be a boon for
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 2:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Watch out for copyright. It doesn't matter if you can get in touch with
them any more: it's still
: Sunday, June 15, 2008 2:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Watch out for copyright. It doesn't matter if you can get in touch with
them any more: it's still not your work.
Otherwise, bring it on! :-)
Ben Everett wrote:
Hmm, since
: [hlcoders] Post your code!
Do you have any code lying around that might be useful to others? Why
not share it?
http://developer.valvesoftware.com/wiki/Category:Free_source_code
___
To unsubscribe, edit your list preferences, or view the list
for a map that
depends on the team.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 5:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
You could put it on ModDB too.
http
Programming
Subject: Re: [hlcoders] Post your code!
You could put it on ModDB too.
http://www.moddb.com/mods/3591/forsaken/downloads
Ben Everett wrote:
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
and FileShack to have them host it. You can already nab all art assets
I actually liked SI...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garrett
Sent: Sunday, June 15, 2008 8:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Yeah, that's what's killed Science and Industry 2. I
'
Subject: Re: [hlcoders] Post your code!
I don't have access to modify the Forsaken entry on ModDB anymore
unfortunately. I would have no problem throwing it up on Google Code, IF the
mod was still being actively developed. The problem was never updating the
code, just art assets and maps. You know
]) he could re grant you access.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 6:44 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!
I don't have access to modify the Forsaken
Do you have any code lying around that might be useful to others? Why
not share it?
http://developer.valvesoftware.com/wiki/Category:Free_source_code
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Hey tom, thanks for cleaning my wiki thingy up but you did add one error. :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 5:30 PM
To: hlcoders
Subject: [hlcoders] Post your code!
Do you have any code lying
Subject: [hlcoders] Post your code!
Do you have any code lying around that might be useful to others? Why
not share it?
http://developer.valvesoftware.com/wiki/Category:Free_source_code
___
To unsubscribe, edit your list preferences, or view
yeah
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 8:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Ahh, so SubPanel was just an example?
Mark Chandler wrote:
Hey tom
I'd glady share some of my code if anyone wants to know how I do
something specific in GMod. (Bear in mind that pretty much all of GMod
is scripted via Lua).
garry
On Sat, Jun 14, 2008 at 10:29 AM, Tom Edwards [EMAIL PROTECTED] wrote:
Do you have any code lying around that might be useful to
How did you link Lua client entities to server entities :)
On Sat, Jun 14, 2008 at 1:58 PM, Garry Newman [EMAIL PROTECTED] wrote:
I'd glady share some of my code if anyone wants to know how I do
something specific in GMod. (Bear in mind that pretty much all of GMod
is scripted via Lua).
Yeah Garry I would like to see how you coded balloons..:) as well as basic
functions like spawing an object(via a weapon trace im guessing) and
freezing it..Thanks for youe help the other day with the phycannon to by the
way, it worked..just now have to figure out getting the movment to be
32 matches
Mail list logo