To get back on track, here's the original email with .cpp file attached (and
lame topica ads removed). Knock yourselves out. =)
-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive
/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of James
Williams
Sent: Sunday, December 02, 2001 4:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] LOD stuff
To get back on track
Sounds like fun. I love that media file! Okay, I can't take it anymore,
what the hell
is OT???
OT = Off Topic.
-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)
E drive?
Yes. All my HL stuff is on it's own drive. (I'm not lame, really I'm not...)
-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)
I'll assume you already tried to do a Build-Rebuild All. If not, try
that first.
I did, yes. Same result.
If you have tried that try running dumpbin /exports (from the MSVC bin
directory) of the client.dll file to see if it can dump the exported
function names. Perhaps the client.dll is
The thing is, I've only changed one line in the file (to initialize the
system I was working on in HUD_Init), and that change was over a
month ago.
All I was doing when the error started occurring was playing with some
timings in some custom effects I was working on, called from the TriAPI.
Dave, are you from Infinity/Talking about Infinity that used to have their
site at http://www.games-fusion.net/~infinity and at one stage
http://cgi-bin.spaceports.com/~usmc/wow ?
Shimms: The Spaceports mod was Intensity, not Infinity.
-James Corvidae Williams ([EMAIL PROTECTED])
college classes start back up this week?
I don't start up until the week after next...
-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)
there. There's already info somewhere on the client system about
whether an entity's alive or not, since the engine knows when to
stop rendering it, but is there any way I can get to this or do I
need to write my own?
A cl_entity_t has a 'messagenum' field or somesuch that holds the index of
Why do you use %d ??? If your var (m_iAmmo1) is declared as int, you
must
use %i, otherwise, PlayerAmmo isn't valid :(
%i and %d are equivalent. Actually, %i is considered obsolete.
Besides, all specifying an invalid format character will do is give you
garbage.
-James Corvidae Williams
Is there a way to access keyvalue info in the map from the client-side?\
I keep on thinking you must be able to, since obviously the client side
has the map, but I haven't been able to find any way to do it.
The engine has the map, yes, but you can't get to it there. You'll need to
load the
Whats the PosInCone function? Is this something you have made?
If so would
a DotProduct test work the same way?
It's a quickie function I wrote that does a dot product with the viewangles,
yes.
-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums
Don't see why you would need a function like that; I believe if you pass
an origin outside the view cone to WorldToScreen, the X/Y/Z
coordinates it returns are outside the drawing area anyway (the Z
value would define the depth, negative values I believe are behind the
player).
It may, but
I'm not sure how to help you here but I was wondering, where did you find
the ogc source?
This thread is traveling in a dangerous direction...
-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive
On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess [EMAIL PROTECTED] wrote:
Are the SDK available anywhere online? I'd like to grab and read
during my lunch hour at work.
Docs can be found at http://www.valve-erc.com/srcsdk/ .
-James Corvidae Williams ([EMAIL PROTECTED])
I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list
for Valve's sake. :) If you've found any others, feel free to post
them here.
* Dropdown box in SDK window doesn't resize with window: Trivial.
* run_mod.bat
On Wed, 01 Dec 2004 15:12:29 -0700, Steven Guy
[EMAIL PROTECTED] wrote:
use around the path, it's not steam it's the dos emu, whenever you use
spaces in paths make sure to enclose it in
This is what it looks like, and it doesn't work:
c:\program files\valve\steam\steam.exe -applaunch 220
There's also #wavelength on irc.gamesurge.net, although I'm slightly
biased in that regard. :)
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-James Corvidae Williams ([EMAIL PROTECTED])
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thanks for the link but I'm not sure that is what is going on. I'm working
only in SP and not in the SDK folder at all. I simply modified the Magnum
to shoot twice instead of once. Then ran the mod. I then do an impulse 101
and my hud is up
Maybe this is what you are looking for:
http://blogs.msdn.com/korbyp/archive/2003/12/17/44236.aspx
However, if you don't have an SCC provider installed, that option
isn't even in the menu.
At least I don't see it in mine...
--
-James Corvidae Williams ([EMAIL PROTECTED])
If anyone could tell me how I would make the V_ models glow in first
person veiw it would be great:)
Take a look at this:
http://articles.thewavelength.net/209/
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-James Corvidae Williams ([EMAIL PROTECTED])
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I get it too. I noticed when I started firing things with gravgun.
Also happens when you use the secondary fire on the Combine Pulse
Rifle (that bouncy orb).
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-James Corvidae Williams ([EMAIL PROTECTED])
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On 4/29/05, SB Childe Roland [EMAIL PROTECTED] wrote:
new is a compiler command. I'm pretty sure that you have to call
delete for everything that you create with new. Someone please
correct me if I'm wrong about the SDK.
Not exactly... new is actually an operator, which can be overloaded
This has probably been asked several times before, but is there any
possibility of getting a Maya export plugin for OS X? If we had the
source for the exporter, we could likely port it without _too_ much
difficulty, but I believe all we have is the 3DSMax exporter. If a
port isn't done by Valve
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