--
[ Picked text/plain from multipart/alternative ]
2.3 is the latest, yes.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
[ Picked text/plain from multipart/alternative ]
I'm sure they have thought about it already, I doubt it would happen.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
On 12/18/05, DrBob [EMAIL PROTECTED] wrote:
...many different hand and weapon model combinations can be used
together without trouble...
Submodels? That's how most mods used to do it. Changing the body of the
model was 1 line in HL1, I'd
--
[ Picked text/plain from multipart/alternative ]
Ah good, I was trying to test Kreedz Climbing yesterday, and the one guy who
could make a server we could see in the browser gave us all that error. I'll
get him to install srcds then :D
--
Draco
--
--
[ Picked text/plain from multipart/alternative ]
as often as its neccessary, post on your site, post help wanted requests on
moddb every few weeks if you have trouble with it. Also make any pleas for
help look professional, Hi, my mod needs a modeler its going to be like cs
but with better guns
--
[ Picked text/plain from multipart/alternative ]
I just added a section on starting small and using your own progress in the
mod to bring potential modders to your team, as well as why niche mods are
hard to start and why to avoid starting one(DBZ mods and such, beleive me,
they are hard :o). I
--
[ Picked text/plain from multipart/alternative ]
hmm maybe, but go ahead and try it, if you can get a team going you will
love it. But be warned! It is hard to stay on such a project, you feel
obliged to stay true to the original and your creative freedom gets
suffocated by the fans who will
--
[ Picked text/plain from multipart/alternative ]
Sorry, going backwards a little here, but about realism. I tend to stay away
from that sort of gameplay, it bores me alot. Recently on the BG2 forums I
have been fighting to keep anal realism out of what is generally a rather
arcadish game. The
--
[ Picked text/plain from multipart/alternative ]
Aye, couldn't of said it better myself. I have been doing that during my
time asone of the BG2 coders and have been scolded on the forums plenty for
my apparent closed-mindedness. It does help to get some input though. I am
always running little
--
[ Picked text/plain from multipart/alternative ]
If you can get results from the blank one, stick with it, the hl2dm sdk is
very bloated and has ALOT of hl2dm stuff that gets in the way. If you have
something working already you should stick with it, your mod will load much
faster and you will
--
[ Picked text/plain from multipart/alternative ]
Learn the particle system inside out and you should be able to pull this one
off. When your little entity does the take damage func spawn a system to
have some pretty explosion looking effect. Other than that I think you are a
madman and wish you
--
[ Picked text/plain from multipart/alternative ]
I have thought about that too - sound or light are both waves, albeit in
different areas of the spectrum. Actors can react to both, I think. Can I
have
sound without actually having anything heard? ultrasound or something? :)
possibly, why
--
[ Picked text/plain from multipart/alternative ]
Thanks mate! I was looking for where that was called for BG2, I want to try
bigger and longer dust puffs like the HL1 version had(it was great for
seeing where you missed :) )
--
Draco
--
___
To
--
[ Picked text/plain from multipart/alternative ]
Is it possible to have a decal entity that you can move around?
flashlight? RPG laser sight? are they still entities with a sprite as their
model(e material I mean ;) )
--
Draco
--
___
To
--
[ Picked text/plain from multipart/alternative ]
I'm with Adam on this one, I have been waiting for too long for the new code
sdk's. I was expecting them right after DOD:S, then Lost Coast came out. So
please, a guesstimate on that would be great. Put us out of our misery here.
--
Draco
--
--
[ Picked text/plain from multipart/alternative ]
That's the worst estimate I've heard yet, you are probably right too :( I
just want to benefit from any bug fixes the HL2DM sdk has.
--
Draco
--
___
To unsubscribe, edit your list preferences, or
--
[ Picked text/plain from multipart/alternative ]
Thanks for the update David.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
[ Picked text/plain from multipart/alternative ]
No it won't, this is a steam issue it seems, as it affects both the HL
engines.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
You could EF_NODRAW them, then remove that a second or 2 after they spawn.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
My solution to the problem was unistall DOD:S, but the better one is just
play windowed(I didn't think of that one! I might have to grab it again)
--
Draco
--
___
To unsubscribe, edit your list
--
[ Picked text/plain from multipart/alternative ]
The target ID hud panel could be easily modified to play a sound for each
monster. If not, it's just a matter of firing a traceline, then checking
what you hit, then making the sound play for each entity you hit.
--
Draco
--
--
[ Picked text/plain from multipart/alternative ]
If it all downloaded, you could extract it with GCFScape
http://nemesis.thewavelength.net/index.php?p=25
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
--
[ Picked text/plain from multipart/alternative ]
Or you could just repeat it.
Anyways, the problem is being looked into, and is being dealt with one tool
at a time. The beta sdk is supposed to work better or something though. I
wouldn't know how to fix this, as I only use HLMV, Hammer,
--
[ Picked text/plain from multipart/alternative ]
This is a bad one D: A few of BGII's players have gotten kicked because an
admin has looked in spectator mode and seen them shoot somewhere they appear
not to be looking(we are missing the up/down angle) xD
It's just a missing network variable
--
[ Picked text/plain from multipart/alternative ]
You're right about having to be looking the same way as the gun, you pretty
much have to make the gun part of you, or you will miss every time. This
sort of aiming system you are talking about would feel more at home on a
console system or
--
[ Picked text/plain from multipart/alternative ]
of course, you play any light gun game and you can see how shooting at the
hip might work, but to get any kind of accuracy, especially with moving
targets, you need to shoot properly. Note that when you 'shoot from the hip'
you still move your
--
[ Picked text/plain from multipart/alternative ]
Do you mind if I use that map filter code in BGII? We were looking for a way
to reset round anyway, and I thought we'd have to reset every entity
individually :/
--
Draco
--
___
To unsubscribe, edit
--
[ Picked text/plain from multipart/alternative ]
This is ridiculous, because a 9mm
pistol round has considerable muzzle drop beyond that range and must be
compensated for by elevating the barrel and aiming with utmost care
simulating bullets in games is easy, replace the traceline crap with a
--
[ Picked text/plain from multipart/alternative ]
Look for the variable for whether you are zoomed or not, if you have trouble
finding it, look for the function that handles the zoom key(theres a file
for imput isn't there? search for the command name the zoom key is bound
to). You should be
--
[ Picked text/plain from multipart/alternative ]
Well, there must be more checks to it, also check out the hud element for
the zoom as well. This sort of thing could be hidden all over. If you get
reallly fed up with it, make a zoom yourself, with SetFov and maybe some
sort of scope effect.
--
[ Picked text/plain from multipart/alternative ]
Take a look through the code for mentions of the activity names and sequence
names of the hl2dm models, change them to css ones.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view
--
[ Picked text/plain from multipart/alternative ]
The other coder, Tjoppen, was the one who did that, here's a paste of the
function that handles it
http://www.rafb.net/paste/results/roN7bD43.html
it all seems to be done in MuzzleFlash_Pistol_Shared, but the code is
available if you want to
--
[ Picked text/plain from multipart/alternative ]
I would like to know how to do this too, at present BGII's HUD has a really
crappy looking method of making the health bar rise and fall, we need to
mask the bit we want gone. I found that the old HL1 EnableScissors function
was missing, so I
--
[ Picked text/plain from multipart/alternative ]
MSVC 7.1, other probly won't compile without problems. The next code
release, which needs to hurry up, will bring msvc 2005 support as well.
--
Draco
--
___
To unsubscribe, edit your list preferences,
--
[ Picked text/plain from multipart/alternative ]
Yes, and remember to start small. Get the sample plugin from the SDK to
print text, take commands. Just play around with it untill you get the hang
of it. This list and the forums Botman linked are filled with lots of
helpful and experienced
--
[ Picked text/plain from multipart/alternative ]
I have been having trouble with the VGUI2 code for the HUD. On my mod's HUD
we have 2 bars, stamina and health. The bars are these little vials of
liquid. The thing is, I can't get it to draw like it did in HL1. In the hl1
version we would mask
--
[ Picked text/plain from multipart/alternative ]
Ok, I'll try that tomorow, though when I looked at CHudTexture that wasn't a
member, I'll have to find another container for my base texture I think.
--
Draco
--
___
To unsubscribe, edit your list
--
[ Picked text/plain from multipart/alternative ]
Can you paste a snippet, we can't see how everything interacts.
Whatever needs reseting would probably be reset when you respawn the
players(you do that, right? not just teleport them?). If not, take a look at
all the checks on those things, and
--
[ Picked text/plain from multipart/alternative ]
I use that currently, but I can't get it to crop the top, only crop the
bottom.
int w,h;
int ystart = GetTall() - m_Base-Height();
m_Base-DrawSelf(0,ystart,ColourWhite);
int healthheight = player-GetHealth()* 1.05;
int healthy =
--
[ Picked text/plain from multipart/alternative ]
I can't see what's wrong with it :/ Are you keeping something or not keeping
something you should be keeping?
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives,
--
[ Picked text/plain from multipart/alternative ]
as you can see from this part
MapEntity_ParseAllEntities( engine-GetMapEntitiesString() ,
filter, true);
// print a message to all clients telling them that the round is
restarting
UTIL_ClientPrintAll( HUD_PRINTCENTER, Round
--
[ Picked text/plain from multipart/alternative ]
those commands are VGUI commands
and are handled by gameui.dll
Yeah, I want to redo the whole HL2 sci fi grey look and put in something
more in theme with the rest of my mod, but we have no control over that. I
wish I had the engine licence ;) I
--
[ Picked text/plain from multipart/alternative ]
A step in the right direction Kamran, excellent work. I'm more worried about
changing the style of the dialogs, but I may have to try this for BGII
--
Draco
--
___
To unsubscribe, edit your list
--
[ Picked text/plain from multipart/alternative ]
Thanks Alfred, any iterfaces youcan provide us would be great :)
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
In quake2 the railgun had an effect that was just a whole shitload of
sprites arranged in that awesome spiral pattern along the traceline used in
firing. Wow, that sounds like a particle system doesn't it? It would be easy
to replicate that
--
[ Picked text/plain from multipart/alternative ]
If you add lots of the SDK bots to a server, especially an listen server you
get a hell of a lot of CPU related lag as you strugle to process all of
them. This happens in other games too. If all else fails do what the
Brainbread team did, if no
--
[ Picked text/plain from multipart/alternative ]
It would be exactly the same leap we have been taking with HL2DM. If you
want something close to HL1 in source, the blank SDK is excellent, boasting
the old skool ladders, quakeish movement and a shitload of intentional bugs
:) The bugs are all
--
[ Picked text/plain from multipart/alternative ]
You are right though, it won't bring any advantage, you'll have to code it
through the existing sdk's. I just want to play it, that gauss gun was the
best gun any game had :D
--
Draco
--
___
To
--
[ Picked text/plain from multipart/alternative ]
It's nothing to do with the model, the blank SDK does it(that's what you are
using isn't it?). When I was stuffing about with that SDK, I ported some old
HL1 models from my first mod to it, the shotgun had the wierd animation
skipping problem
--
[ Picked text/plain from multipart/alternative ]
In fact, if you hadn't noticed, it's said no less than TWELVE times in that
digest you just posted.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
--
[ Picked text/plain from multipart/alternative ]
Yeah, I'm tempted to unsubscribe for a week or so just to dodge this crap
again.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
It is working very well in HL2DM actually :/
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
Wierd. Are you adding that sound script to the existing HL2 sound script
files? Make sure to extract them all from the GCF. This ensures that you
don't get some kind of incompatability. Maybe the engine isn't finding your
weapon_sounds file?
--
--
[ Picked text/plain from multipart/alternative ]
BG2 used to crash when there was too many telefrags at once. Falling out of
maps is a issue with badly placed spawn points(usually the bottom of the
player sticks through the displacement and falls through). Also, HL2DM
doesn't have lots of
--
[ Picked text/plain from multipart/alternative ]
I wish I could go to that, but I'm in Queensland :( It's in Melbourne,
right?
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
LOL, gmail collapses all the directly quoted bits, so I didn't actually have
to scroll down to read what you said :)
But yeah, really long :o I always cut off the quotes and only keep a
sentence or 2 that are relevent to my response.
I'll keep
--
[ Picked text/plain from multipart/alternative ]
Hi, everyone would of no doubt noticed that running against a wall(strafing
and moving forward works best) makes you run really fast. If anyone has
played kreedz climbing yet(I used to code for it) you might of noticed
moving against walls is
--
[ Picked text/plain from multipart/alternative ]
my guess would be in gamemovement.cpp where i made the changes to the
movement code. I don't have access to kreedz climbing's code anymore, but
ill pass that to soulfather
--
Draco
--
___
To
--
[ Picked text/plain from multipart/alternative ]
Cool. Thanks for that. I'll give it a try soon too. Soulfather will be
pretty happy if we can make that jittery prediction bug go away :D
--
Draco
--
___
To unsubscribe, edit your list preferences,
--
[ Picked text/plain from multipart/alternative ]
This might sound lazy, but can you see about digging that up and linking it
here? I'll go digging for it myself tomorow.
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list
--
[ Picked text/plain from multipart/alternative ]
It's amazing the amount of people we get here asking to get taken off the
list, when the Gnu mailman link is right down the bottom of each message (or
no less than 13 times during the digest you just posted at us). Just enter
your email address
--
[ Picked text/plain from multipart/alternative ]
So the wall movement thing didn't change things? Has kaos even tried it yet?
Using a variation on the line omega posted last week(i sent you the whole
thread) i got rid of the speed increase in bg2.
--
Draco
--
--
[ Picked text/plain from multipart/alternative ]
btw, Tjoppen looked at that line you changed and said Isn't that just like
currentspeed = mv-m_vecVelocity.Length();?
I tried it, and sure enough, it works the same. wall speed is gone :) thanks
--
Draco
--
--
[ Picked text/plain from multipart/alternative ]
I was expecting a SDK update when DOD:S came. Right now it's been a good 11
months since we had an update to the source code. I want this update so I
can put the BG2 code in it and see if it fixes a few problems we have with
the current sdk.
--
--
[ Picked text/plain from multipart/alternative ]
That is how you do it. You should now be able to access the weapons
m_bCurrentSpellType variable just like you do on the server via tthe client
class.
--
Draco
--
___
To unsubscribe, edit your list
--
[ Picked text/plain from multipart/alternative ]
It's just geometry. Ever since I worked on it(I did a slowdown when you
land, kinda like CS, but I added friction to do it, so players don't slide
when they land(big problem on their really difficult jumping puzzles)) there
has been some friction
--
[ Picked text/plain from multipart/alternative ]
They released a BETA, calm down ;)
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
[ Picked text/plain from multipart/alternative ]
CTetherHook::m_hookList;
So, every tether hook has an unique list of hooks?
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
Is this for specific types of entities?
For BG2 I was using messages to change hud data, Tjoppen used this instead
// Global list of client side team entities
CUtlVector C_Flag * g_Flags;
--
[ Picked text/plain from multipart/alternative ]
I think MSVC tries to be a little too freindly sometimes :) My C lecturer
had a laugh when I said that the compiler initilises everything to 0 :D Oh
well, in most cases that's not a bad thing to have, but it would promote
some bad habits if you
--
[ Picked text/plain from multipart/alternative ]
Sure, while we are all speaking for ourselves. Tjoppen and I at BG2 are more
than willing to take time to merge code if it means reductions in the sort
of bugs the SDK comes with.
Also, a request for when you do actually release it. The blank
--
[ Picked text/plain from multipart/alternative ]
They tend to come out for really good questions, or pedantic bug reports
(coughbloodykennycough :D)
--
Draco
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
72 matches
Mail list logo