cool ill check it out
 
----- Original Message -----
From: Neale Roberts
Sent: Wednesday, November 14, 2001 4:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Problem with Client side animations
 
 
It's an alternative to mp3 compression, but royalty-free.
 
 
----- Original Message -----
Sent: Wednesday, November 14, 2001 9:28 AM
Subject: Re: [hlcoders] Problem with Client side animations

Me? Commercial0?  HAHAAHAH!! I laugh at you. I could never hand code something commercial.   What's Ogg-vorbis?
----- Original Message -----
From: Neale Roberts
Sent: Wednesday, November 14, 2001 4:27 AM
Subject: Re: [hlcoders] Problem with Client side animations
 
Isn't there a royalty issue with mp3 support? I suspect it probably won't affect free mods, but it's possibly worth considering Ogg-Vorbis as an alternative to mp3 if you do something commercial :)
 
----- Original Message -----
Sent: Wednesday, November 14, 2001 9:03 AM
Subject: Re: [hlcoders] Problem with Client side animations

o if only i hadn't tried to add mp3 support, I can't get client dll to compile due to weird errors...
 
----- Original Message -----
From: _Phantom_
Sent: Tuesday, November 13, 2001 10:30 PM
Subject: Re: [hlcoders] Problem with Client side animations
 
make sure you have recompiled the client.dll for the new HL dll else it all goes pear shapped.
Had the same problem for a while, did my head in until I realised I had a 2.0SDK client.dll in the cl_dlls dir, deleted it and it all worked fine :)
this happened despite me setting cl_dll 0 in teh liblist.gam file.. :/
----- Original Message -----
Sent: Tuesday, November 13, 2001 10:18 PM
Subject: Re: [hlcoders] Problem with Client side animations

On a related topic,
 
I made a single player coding test mod, I edited player.cpp, player.h, clinet.cpp, healthkit.cpp, and h_battery.cpp.  I changed healthkit.cpp and h_battery.cpp so the wall chargers never run out.  As for the others, I programmed a parachute style thingy.
 
Anyways, I compiled it all and ran the mod and everything worked all nice like except for the weapon animations.  They made the appropriate sounds and flare (lighting when fired) however there were no animations at all.
 
Why?
 
----- Original Message -----
From: Commando
Sent: Tuesday, November 13, 2001 5:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Problem with Client side animations
 
I have written a knife based very closely on the crowbar in the SDK.  Since
I ported it to the 2.2 SDK, the client side animations are not working
correctly.  I have gone through my code line by line and compared it with
the crowbar code.  I have made everything the same except for the models
and animations.

My EV_Knife function is not getting called, although the primary attack is
getting called in both client and server dll's.  The PLAYBACK_EVENT_FULL()
is getting called in my primary attack.  This means that hit animations
work fine (they are not scripted), but the miss animations don't
work.  Also, I ported all my other weapons without a problem, so I think I
know everything I need to change (if anyone is interested, I have a list of
changes need to add weapons within the new 2.2 client side scripting model)

From what I can tell, in HUD_WeaponsPostThink() in hl_weapons.cpp,
from->client.m_iId is being passed in as 0 for the knife when it should
actually be 1.  Because of this, the knife isn't being selected as the
current weapon.  Does this ring a bell?  Anyone know where I should be looking?

This same thing was also reported to the wavelength forumns with the
crowbar, but it was not answered.  To see if it was an SDK bug, I compiled
the release version of the 2.2 SDK and it works.  The URL for that post is;

http://dynamic.gamespy.com/~wavelength/ubb/Forum3/HTML/008218.html

Any ideas?



Rob 'Commando' Prouse
Tour of Duty Mod
http://www.tourofdutymod.com


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