Re: [hlcoders] PlayGameSound; 32000hz ERROR
Ondřej Hošek wrote: Audacity can do it. You can download it free-of-charge from http://audacity.sourceforge.net/. Open Audacity, import your file, choose "44100" under "Project Rate" in the bottom-left, do a File -> Export to WAV and you're done. Good luck. ;-) ~~ Ondra On 14.05.07 20:17 Uhr, Mukkan Yhtio wrote: Well I recorded some perfect voice overs; and they wont play due to "32000hz" rate. I don't know how the hell I can fix that without messing up the speed at which the wav files are played at... ultimatly rendering the files usless. Anyone have any idea what I can possibly do here? All I know is that 44100hz is the closest rate the source engine supports to 32000hz. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Ah right; thanks mate... Life saver! Thank god I didn't record all those sound effects to have to re-record them! X'D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making a Score Keeping system.
Ondřej Hošek wrote: Until I alerted Valve, steampowered.co.uk was offering Source aimbots. Your impersonation plan backfired and your credibility is gone. Imbecile. Next time, don't forget to clean up after your sorry ass. Assuming there is going to be a next time, since Valve's dogs are probably tearing you apart by now. I can hardly say anything but READ THE FUCKING SOURCE. Make sure you know about the people you're impersonating. ~~ Ondra Minh wrote: -- [ Picked text/plain from multipart/alternative ] when I was impersonating some guy and havent really been bothered to change it since. uhmm.. I think that pretty much killed any credibility you might have had... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders If I was still twelve, that would have made me laugh so much. Rage from people like you is what makes 90% of the internets humor. Look man Valve don't care what I do with that domain; I've already talked it over with them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making a Score Keeping system.
It's not really my email, it's just one I entered into Outlook express ages ago when I was impersonating some guy and havent really been bothered to change it since. I usually use my hotmail account; but I was in a hurry and just hit outlook express. [EMAIL PROTECTED] wrote: If I'm not mistaken here, your email address does not really invite people to help you on pretty much anything. Greetings I am attempting to make a score keeping system for Half-Life 2 DM using the SDK. The scoring system holds your "Deaths and Kills" possibly Score as well but I can just subtract deaths from kills to do that. The only problem is that I am not too sure where to start; I throught of writing the code in Event_Killed but then the score system wouldent be updated untill you died. I guess what I am asking is: Where's the best place fo me to write my code? How shall I get the players current Deaths/Kills? Much Thanks, JoeB ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Making a Score Keeping system.
Greetings I am attempting to make a score keeping system for Half-Life 2 DM using the SDK. The scoring system holds your "Deaths and Kills" possibly Score as well but I can just subtract deaths from kills to do that. The only problem is that I am not too sure where to start; I throught of writing the code in Event_Killed but then the score system wouldent be updated untill you died. I guess what I am asking is: Where's the best place fo me to write my code? How shall I get the players current Deaths/Kills? Much Thanks, JoeB ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ESCAPE VGUI MENU
Anyone know where the events for the VGUI menu are? I would like to call a few functions when people open and close the Menu GUI on HL2DM. Thanks; GrttaMod. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Particle Effects
For some reason when I create particles only other people in the multi-player game can see them. I myself cannot see them. Any idea where i'm screwing up? Basically in the client dll I have the particle code and in the server dll I have the dispatch is blah blah happens code. Thanks; Yanii ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A tool retuned an Error Code.
Uh the custom build output had a typo in it; I feel silly now. Anyway thanks for the help. :P On 17 Aug 2006 at 15:22, Benjamin Davison wrote: > -- > [ Picked text/plain from multipart/alternative ] > I get this error usually when I have HL2 running or something, it seems to > be an issue with the engine using the DLL's so the compiler can't copy them > over. > > On 8/17/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I'm always getting that compile error but it works good. > > Just check the date of the files in sourcemods/yourmod/bin. If that's oke, > > just ignore the error. > > > > On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Content-description: Mail message body > > > > > > client error PRJ0019: A tool returned an error code from "Copying to > > > destination folder" > > > > > > Yet another compile error I do not understand. If some one could assist > > me > > > with this I would > > > be very greatfull. > > > > > > Thanks; > > > Yanii > > > -- > > > > > > ___ > > > 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: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > -- > > ___ > 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
Those addresses are probably based in the CLIENT.DLL so you will have to get the base address of the client DLL for them to work for all users; even then next time steam updates the client.dll the locations of the addresses would have changed. And that's assuming that they arent dynamic. On 15 Aug 2006 at 13:56, Justin Krenz wrote: > I already have that part all worked. I just wanted to customize the > configuration panel. I found what I was looking for on my own. I found > a program called "TSearch" that lets you watch for changes in memory and > search for specific variables and was able to easily find the locations > I was looking for. > > Adam "amckern" Mckern wrote: > > You might want to read config.cfg in the cfg folder, > > and then apply a bind command in the code IE: > > > > if (pPlayer isCommander) > > { > > cvar->FindVar("bind q")->SetValue(cc_dropmedpack); > > } > > > > When the users exits what ever it is - i spose it a > > command console - you execute a backup copy of > > config.cfg > > > > if (pPlyaer isGrunt) > > { > > cvar->FindVar("exec")->SetValue(cfg/backup.cfg); > > > > Or if they exit the game while still in the console, > > execute the backup copy on the game shutdown. > > > > Adam > > > > --- Justin Krenz <[EMAIL PROTECTED]> wrote: > > > >> I'm assigning multiple commands to the same key. I > >> just want the > >> keyboard options panel to show that multiple > >> commands are bound to the > >> same key. I'm overwriting whatever the user is > >> doing in the keyboard > >> panel since the panel tries to keep only one key > >> bound to a command. > >> > >> Andrew Forsberg wrote: > >>> Tool tips is my guess. > >>> > >>> Or, are you dynamically changing a player's key > >> bindings? If not, the > >>> key bindings will be constants on the client, > >> right? > >>> On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart > >> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Given that plugins are server sided usually, what > >> do you plan to accomplish > if you can hack that? It isn't just a single > >> variable you need access to > most likely. > > On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> > >> wrote: > > Specifically, I want to be able to access the > >> GameUI's key bind list > > displayed in the keyboard options panel, to > >> manually tell it what key to > > show as bound to a command. All I need to do is > >> find the memory > > location where the panel stores the char for > >> each command in the list. > >>> > >>> > >>> ___ > >>> 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: > >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > > > > > Nigredo Studios http://www.nigredostudios.com > > > > __ > > Do You Yahoo!? > > Tired of spam? Yahoo! Mail has the best spam protection around > > http://mail.yahoo.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: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Physics
I owe a lot to that great man. One day I wish to shake his hand; look in his eye and say "Thank you, thank you Jay. You saved my life. You are a hero.". On 14 Aug 2006 at 14:08, John Sheu wrote: > Poking around the 'net, and I found something interesting. > > Looks like Jay Stelly is *the physics dude*, or something close to it ;-) > > http://www.mollyrocket.com/forums/viewtopic.php?p=836&highlight=&sid=20f3535e5990bc0bb1e006070caf4bde#836 > http://www.mollyrocket.com/forums/viewtopic.php?t=245&sid=a4324d73c111f33cb32964b87b50d844 > > ___ > 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL
YMaybe it didn't occure to you that maybe I have nothing to do with my email hosts content. If you check the steam forums a bit more often you would have noticed some guy was giving free ValveSoftware POP3 accounts. Talk about fucking discrimination; does it even matter if I had anything to do with that sites content? I working on a legit mod I think that's a bit better than developing that shit. And your not going to get me removed from the list so stop whining like a child; I don't even see what the problem is im not using this resource to help build a cheat so what should you care? I'm not the damn e-police; I can't make people change their site content so just grow up. On 12 Aug 2006 at 21:26, David Kiger wrote: > Holy crap! That is the worst analogy ever. It's more like saying > you're not going to help someone build bombs, even if they won't set > them off themselves. > > And personally, I agree. I'd love to see Valve remove you from this list. > > > On 8/12/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > That's like saying to an iraqi working a legit job that your not going to > > help them because you > > don't condone bombs or the people who make them. > > > > On 13 Aug 2006 at 9:47, Jonathan Murphy wrote: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > I do not condone cheats or their authors, you will now be ignored. > > > > > > On 8/13/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Content-description: Mail message body > > > > > > > > For some reason SUB_StartFadeOut() works in HL2_DLL but not in > > > > CLIENT_DLL. > > > > > > > > I really need to use SUB_StartFadeOut() does anyone know how I can get > > > > it > > > > into Client DLL > > > > or how I can resolve this problem another way? > > > > > > > > Thanks. > > > > -- > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > Lead Programmer for Resistance and Liberation > > > www.resistanceandliberation.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: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL
That's like saying to an iraqi working a legit job that your not going to help them because you don't condone bombs or the people who make them. On 13 Aug 2006 at 9:47, Jonathan Murphy wrote: > -- > [ Picked text/plain from multipart/alternative ] > I do not condone cheats or their authors, you will now be ignored. > > On 8/13/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Content-description: Mail message body > > > > For some reason SUB_StartFadeOut() works in HL2_DLL but not in CLIENT_DLL. > > > > I really need to use SUB_StartFadeOut() does anyone know how I can get it > > into Client DLL > > or how I can resolve this problem another way? > > > > Thanks. > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > Lead Programmer for Resistance and Liberation > www.resistanceandliberation.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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SUB_StartFadeOut() for CLIENT_DLL
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body For some reason SUB_StartFadeOut() works in HL2_DLL but not in CLIENT_DLL. I really need to use SUB_StartFadeOut() does anyone know how I can get it into Client DLL or how I can resolve this problem another way? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bogus Compile Errors
Oh man thank you so much - your a life saver. I had commented out the #ifndef CLIENT_DLL. Thanks again! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems Loading Mod
Certainly sounds like something to do with the DLL's not being loaded your right; I can't imagine why though - maybe one of the old DLL's was set to readonly and therefore it isnt being overwrite by the new one? Thats all I can think of sorry. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bogus Compile Errors
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body client error LNK2001: unresolved external symbol "public: virtual int __thiscall C_Weapon357::ActivityListCount(void)" ([EMAIL PROTECTED]@@UAEHXZ) client error LNK2001: unresolved external symbol "public: virtual struct acttable_t * __thiscall C_Weapon357::ActivityList(void)" ([EMAIL PROTECTED]@@UAEPAUacttable_t@@XZ) client fatal error LNK1120: 2 unresolved externals Has anyone any idea how I can resolve these? I have tried making scence out of them but evidently failed. I have no idea what this "ActivityListCount" is about? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders