RE: [hlcoders] CSS server plugins

2007-07-08 Thread taytrrs
Jonathan--check out what's going on over at www.sourcemod.net.  See the 'dev
docs' section.  Much of the groundwork might already be done.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Selander
Sent: Sunday, July 08, 2007 2:16 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] CSS server plugins

I've created customizations using amxmod x for CS 1.6 and it is now time
for me to take on CSS as well. I need to be able to create similar
plugins like the ones for 1.6 which use mysql for verifying users and
creating statistics. What should i use to make such plugins? I read
about the "server plugin" api which is similar to metamod for 1.6, but
what i'm after is something similar to amxx which uses metamod.

Thanks

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Re: [hlcoders] CSS server plugins

2007-07-08 Thread Stephen Swires

Wait for SourceMod to come out, that's the AMX Mod X of the Source Engine.
http://sourcemod.com

Jonathan Selander wrote:

I've created customizations using amxmod x for CS 1.6 and it is now time
for me to take on CSS as well. I need to be able to create similar
plugins like the ones for 1.6 which use mysql for verifying users and
creating statistics. What should i use to make such plugins? I read
about the "server plugin" api which is similar to metamod for 1.6, but
what i'm after is something similar to amxx which uses metamod.

Thanks

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[hlcoders] CSS server plugins

2007-07-08 Thread Jonathan Selander

I've created customizations using amxmod x for CS 1.6 and it is now time
for me to take on CSS as well. I need to be able to create similar
plugins like the ones for 1.6 which use mysql for verifying users and
creating statistics. What should i use to make such plugins? I read
about the "server plugin" api which is similar to metamod for 1.6, but
what i'm after is something similar to amxx which uses metamod.

Thanks

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[hlcoders] settings.scr and sv_lan

2007-07-08 Thread Ben Everett
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that if you include an option in settings.scr for sv_lan, that
no matter what you change the setting to inside of the Create Game dialog
that the change does not take place. Is this by design?

--


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RE: [hlcoders] Crashing on Debug

2007-07-08 Thread Ben Everett
rom Steam or Visual
Studio
> as
> normal.
>
> Point 1 may be the case for you.
>
> On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
> >
> > Add
> >
> > -allowdebug
> >
> > to your command line... You're missing it and usually that crashes
me :)
> >
> >
> > Ben Everett wrote:
> > > It ran fine until I swapped over to Vista x64, and that is when
the
> > issue
> > > started. The other programmer on the project has no problem at all
on
> > > Windows XP.
> > >
> > > As far as the DLL it is crashing on when it's trying to load, as
> > stated...
> > > it's Steam.exe that crashes. And this is before HL2.exe is even
> > launched. I
> > > do have an MDMP of the crash.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
Hyperjag 3
> > > Sent: Wednesday, July 04, 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk
base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and
that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.
Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1
%2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our
modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory
set
> to
> > >> source sdk base. Command line arguments are: -dev -windowed -sw
-game
> > >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> > >>
> > >>
> > >>
> > >> This is under VS2005, Vista x64. Any suggestions guys?
> > >>
> > >> --
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > _
> > > http://liveearth.msn.com
> > >
> > >
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RE: [hlcoders] Crashing on Debug

2007-07-08 Thread Mike Durand
 As far as the DLL it is crashing on when it's trying to load, as
> > stated...
> > > it's Steam.exe that crashes. And this is before HL2.exe is even
> > launched. I
> > > do have an MDMP of the crash.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
Hyperjag 3
> > > Sent: Wednesday, July 04, 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk
base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and
that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.
Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1
%2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our
modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory
set
> to
> > >> source sdk base. Command line arguments are: -dev -windowed -sw
-game
> > >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> > >>
> > >>
> > >>
> > >> This is under VS2005, Vista x64. Any suggestions guys?
> > >>
> > >> --
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > _
> > > http://liveearth.msn.com
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2379 (20070704) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
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archives,
> > please visit:
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> > >
> > >
> > >
> >
> >
> > ___
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archives,
> > please visit:
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> >
> >
> --
>
> ___
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>
>
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RE: [hlcoders] Crashing on Debug

2007-07-08 Thread Ben Everett
 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk
base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and
that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.
Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1
%2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our
modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory
set
> to
> > >> source sdk base. Command line arguments are: -dev -windowed -sw
-game
> > >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> > >>
> > >>
> > >>
> > >> This is under VS2005, Vista x64. Any suggestions guys?
> > >>
> > >> --
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > _
> > > http://liveearth.msn.com
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2379 (20070704) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
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archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> > please visit:
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> >
> >
> --
>
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>
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Re: [hlcoders] NPC-ai-scripts

2007-07-08 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Take a look at schedules and tasks, that's where I'd start for AI work.

http://developer.valvesoftware.com/wiki/Schedule
http://developer.valvesoftware.com/wiki/Task


On 7/8/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> There are no scripts. You need to know c++.
>
>
> On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
> >
> > hi all
> >
> > how can i edit the ai of an npc ?? ware are the scripts located ??  wat
> > dir
> > are they in?
> >
> > i dont have c++
> >
> > plz help!!  thanks and kind reguards steven .
> >
> > _
> > Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> > http://get.live.com/mail/features
> >
> >
> > ___
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> > please visit:
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> >
> >
>
>
> --
> -omega
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Re: [hlcoders] NPC-ai-scripts

2007-07-08 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
There are no scripts. You need to know c++.


On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
>
> hi all
>
> how can i edit the ai of an npc ?? ware are the scripts located ??  wat
> dir
> are they in?
>
> i dont have c++
>
> plz help!!  thanks and kind reguards steven .
>
> _
> Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> http://get.live.com/mail/features
>
>
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Re: [hlcoders] Vehicle pose parameters instability

2007-07-08 Thread maarten
Hi Jay/list,

I can confirm this fix does not solve the problem. I was wondering of the
CNetworkArray fix was in the SDK code and if so, if you could share it
with us? It's definately somewhere in the sending from server-side
poseparams to clientside poseparams that there's an error. I copy the
'steer' param over to the player where it's networked too, since the
player is holding the steering wheel, and that one is nice and constant -
proving that serverside the input is clean. I also monitored the poseparam
as soon as I could in the client and there it was already corrupted.

It's only visible with vehicles, but boy is it a graphical showstopper.
I'd love to get it fixed since

1. were probably going public soon and
2. I'd hate to see this bug celebrate it's first anniversary, I feel old
enough as it is ^^

If it should help, I can easily make a video of the problem.
Thanks for any help/info,

-- Maarten



> Sorry, that didn't fix it for me :(


- Original Message -
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, January 30, 2007 4:11 PM
Subject: RE: [hlcoders] Vehicle pose parameters instability

I fixed a bug in Portal with CNetworkArray.  The symptoms sound similar
to this where a networked array would not get the correct values on the
client.  Because of the nature of the bug you could actually update
element zero and get the values networked properly.  You might try
forcing element zero to update:

// add something like this to your vehicle think
float flTmp = GetPoseParameter(0);
SetPoseParameter( 0, flTmp + 0.5f );
SetPoseParameter( 0, flTmp );


Does that fix the problem?

Jay


-Original Message-
From: [EMAIL PROTECTED]
[EMAIL PROTECTED] On Behalf Of Minh
Sent: Tuesday, January 30, 2007 3:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Vehicle pose parameters instability

 Yea, I have the same problem as well. The pose parameter
 keeps flickering to 0.0f. If you check the values of the pose
 parameter on the server and client, I believe you'll notice
 that it only flickers on the client, which leads me to
 believe that it's not getting sent to the client properly.
 It's odd how this only happens with vehicle entities, while
 other entities don't exhibit this pose parameter flickering.



- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, January 30, 2007 1:52 PM
Subject: [hlcoders] Vehicle pose parameters instability


> This is a problem we've had over half a year, but I've only
discovered
> this mailing list now and I think my mails to Yahn are somewhere in
> his spam-archives :)
>
> Ever since we ported to the newer SDK version of august last year,
> we've had problems with our vehicle's pose parameters. It's been a
> while since I've debugged this but from what I remember the pose
> parameters received client side are incorrect. E.g. when we're
> steering the vehicle, the wheels turn, but when the steering angle
> stays constant the wheels snap back to forward position.
Physics still
> act normal, the steering is taking place, it's just the pose
> parameters that are incorrect. E.g. suspension is all over
the place
> too. I know of other mods that suffer from the same problem.
>
> I'm not sure if this is a known issue or not, but any help or
> clarification on the subject would be appreciated. It's not
blocking
> as our vehicles work fine, but visually it's a serious turnoff.
>
>
> ___
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[hlcoders] NPC-ai-scripts

2007-07-08 Thread steven belmans

hi all

how can i edit the ai of an npc ?? ware are the scripts located ??  wat dir
are they in?

i dont have c++

plz help!!  thanks and kind reguards steven .

_
Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
http://get.live.com/mail/features


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Re: [hlcoders] game-options-scripts

2007-07-08 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
The whole thing was actually pretty simple, the main change I made was
re-creating the CVarToggling that Valve did with their Options menu (just
derived VGUI Controls that toggle the CVars). I'm a bit surprised no one
else had done it before to be honest, it was pretty simple.
Aside from that, most of the video settings are CVars anyway, just gotta
figure out which ones control what. The part I anticipated would be
difficult is the resolution changing and subsequently refreshing the video
to apply the changes (without restarting the mod). I haven't really looked
into it though, but I guess everything else wouldn't be overly difficult

As for the server stuff I honestly haven't looked into that. I think theres
some stuff on the Dev Wiki that has info about the protocol but I don't know
anymore about that aspect of than you, sorry.

If I get a chance in the next few days (got some time off work) then I may
just bite the bullet and try and re-create a majority of Valve's Options
Menu

Matt

On 7/8/07, Oliver <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Matt,
>
> I looked at your code for the sample options menu and it looks like it
> provides your users with a way to change console variables easily through
> a
> gui, which is cool.  Have you had any luck re-creating the functionality
> of
> Valve's option menu?  We'd love to create our own options menu that allows
> players to:
>
> 1) change playername (know how to do)
> 2) change player model (know how to do)
> 3) change graphics options (don't know how to do)
>
> Another question: have you had any luck modifying or finding the
> underlying
> code that runs the server browser panel?  We want to provide the
> functionality of the server browser panel but it's look and feel doesn't
> match the rest of our mod at all.  The only thing we really need is how to
> implement query that will return the list of servers and their
> information.
>
>
>
>
> On 7/8/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > All that stuff (Options menu, single player menu etc) are all a part of
> > GameUI.dll, theres no way to modify the code for them (ie the CVars
> > they're
> > linked to) unless you re-code the entire menu.
> > I've got code floating around on my website (www.wraiyth.com) with some
> > controls and an example Options Menu that you could use to replace the
> > existing one (just open your panel instead of the current one) but it'd
> > take
> > a fair bit of work to do.
> >
> > On a sidenote, if you want people on this list to take you seriously,
> you
> > need to work on your spelling and grammar.
> >
> > Matt
> >
> > On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
> > >
> > > hi all
> > >
> > > can somebody plz tell me ware i can find the scripts for the option
> > menu??
> > > wat dir is it in ??
> > >
> > > I cant  seem to find them in my mod files. The only thing i can find
> is
> > > optionsSub (multiplayer,video,..) .RES
> > >
> > > but you cant add or edit stuf in thare .they only display the fields
> and
> > > the
> > > name of thows options fields!!
> > >
> > > plz help !
> > >
> > > thanks in advanssteven
> > >
> > > _
> > > Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> > > http://get.live.com/mail/features
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > Matt Stafford (Wraiyth)
> > http://www.wraiyth.com
> > NightFall HL2 Mod - http://www.nightfallmod.com
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
--

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Re: [hlcoders] game-options-scripts

2007-07-08 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Matt,

I looked at your code for the sample options menu and it looks like it
provides your users with a way to change console variables easily through a
gui, which is cool.  Have you had any luck re-creating the functionality of
Valve's option menu?  We'd love to create our own options menu that allows
players to:

1) change playername (know how to do)
2) change player model (know how to do)
3) change graphics options (don't know how to do)

Another question: have you had any luck modifying or finding the underlying
code that runs the server browser panel?  We want to provide the
functionality of the server browser panel but it's look and feel doesn't
match the rest of our mod at all.  The only thing we really need is how to
implement query that will return the list of servers and their information.




On 7/8/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> All that stuff (Options menu, single player menu etc) are all a part of
> GameUI.dll, theres no way to modify the code for them (ie the CVars
> they're
> linked to) unless you re-code the entire menu.
> I've got code floating around on my website (www.wraiyth.com) with some
> controls and an example Options Menu that you could use to replace the
> existing one (just open your panel instead of the current one) but it'd
> take
> a fair bit of work to do.
>
> On a sidenote, if you want people on this list to take you seriously, you
> need to work on your spelling and grammar.
>
> Matt
>
> On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
> >
> > hi all
> >
> > can somebody plz tell me ware i can find the scripts for the option
> menu??
> > wat dir is it in ??
> >
> > I cant  seem to find them in my mod files. The only thing i can find is
> > optionsSub (multiplayer,video,..) .RES
> >
> > but you cant add or edit stuf in thare .they only display the fields and
> > the
> > name of thows options fields!!
> >
> > plz help !
> >
> > thanks in advanssteven
> >
> > _
> > Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> > http://get.live.com/mail/features
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> NightFall HL2 Mod - http://www.nightfallmod.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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Re: [hlcoders] game-options-scripts

2007-07-08 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
All that stuff (Options menu, single player menu etc) are all a part of
GameUI.dll, theres no way to modify the code for them (ie the CVars they're
linked to) unless you re-code the entire menu.
I've got code floating around on my website (www.wraiyth.com) with some
controls and an example Options Menu that you could use to replace the
existing one (just open your panel instead of the current one) but it'd take
a fair bit of work to do.

On a sidenote, if you want people on this list to take you seriously, you
need to work on your spelling and grammar.

Matt

On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
>
> hi all
>
> can somebody plz tell me ware i can find the scripts for the option menu??
> wat dir is it in ??
>
> I cant  seem to find them in my mod files. The only thing i can find is
> optionsSub (multiplayer,video,..) .RES
>
> but you cant add or edit stuf in thare .they only display the fields and
> the
> name of thows options fields!!
>
> plz help !
>
> thanks in advanssteven
>
> _
> Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> http://get.live.com/mail/features
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
--

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[hlcoders] game-options-scripts

2007-07-08 Thread steven belmans

hi all

can somebody plz tell me ware i can find the scripts for the option menu??
wat dir is it in ??

I cant  seem to find them in my mod files. The only thing i can find is
optionsSub (multiplayer,video,..) .RES

but you cant add or edit stuf in thare .they only display the fields and the
name of thows options fields!!

plz help !

thanks in advanssteven

_
Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
http://get.live.com/mail/features


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