Right, which was what I was explaining. The title of the original
message was ogc required to play??, which is why I made the disclaimer
about humor.
-Original Message-
From: Tom [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 31, 2001 2:40 AM
To: [EMAIL PROTECTED]
Subject: Re:
Oh I am so sorry but that is wicked 1337 hahaha I hate Counter-Strike... - Original Message - From: Dave R. Meyers Sent: Monday, December 31, 2001 3:54 AM To: [EMAIL PROTECTED] Subject: [hlcoders] ogc required to play?? A regular on my server sent me this screenie of an attempt to play
No comment other than - http://www.snpclan.com/myg0t/img/hax0r-strike.jpg - Original Message - From: Leon Hartwig Sent: Monday, December 31, 2001 4:15 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] ogc required to play?? Maybe this was humor, but just in case...successful exec's don't
well not all of it, just the bits called from draw
normal triangles. Heres just a test quad which is affected:
gEngfuncs.pTriAPI-RenderMode(kRenderNormal);gEngfuncs.pTriAPI-CullFace(
TRI_NONE );gEngfuncs.pTriAPI-Brightness( 1
);gEngfuncs.pTriAPI-Begin( TRI_QUADS
Yes, but what CAUSED the error? I see this mention about anti hacks -
but tell me how come it would crash my card under a particular mod, and
not under HL or CS? It's less likely to be a problem with a built in
anti-hack issue I'd imagine.
andrew wrote:
they should have, I was the one to
Folks,
Need a few pointers/tips/tricks to clean up the map after a round end.
I have completed code to reset func_breakable's, doors and any monsters.
Just need some pointers to clean up (remove) everything else like
weapons, dropped items etc..
Regards,
Ron
For removing dropped
its great! ever thought of doing some kind of DanceDanceRevolution-Life
mod? could be funny...
well anyway: I really like the 1st video (and i'm downloading the second).
Its great, its funny, and its innovative (and i'm not beeing paid to say
that ;) )
And btw: Happy New Year to everyone ;)
I had the same problem with TriApi (when I
moved, color disappeard) :(
The solution I found was to draw a colored sprite. Not very
clean,
but it works :)
I saw a thing about this... go in
"valve\hw\3dlabs.cfg", you can read this :
// Paletted texture support doesn't seem to work on
Happy New Year to everyone on the list I really
think that we have a positive impact on the HL mod community and I hope we
continue our trend into the next year.
Party hard tonight J (Just dont
drive afterwards)
david
Poor little me isnt doing anything. See ya
all on IRC, for the loser IRC new years party!
- Original Message -
From:
Neale
Roberts
To: [EMAIL PROTECTED]
Sent: Monday, December 31, 2001 12:22
PM
Subject: Re: [hlcoders] Happy New
Year!
Happy New Year!
I followed the tut on HL Programming planet, and I have a functioning vgui
menu.
Now, I want to make use of the commandmenu.txt. But if I have anything in
it, the game crashes. I remove the text, game runs fine, but no menu.
Anyone have an idea what is going on?
I copied the commandmenu.txt
I was wondering if anybody here knew how to compile my mods .dlls like
valves .dlls are compressed? AKA instead of 2-3MB strait out of the SDK
compiles I'd have the valve 500-950KB files?
Thanks +)
___
To unsubscribe, edit your list preferences, or
they arnt zipped, they are simply compiled not as debug. Make sure u compile
using release and not debug mode (project-options and select release I
think). The debug code adds the extra 1-2 megs into the dll
- Original Message -
From: Kevin Whittaker [EMAIL PROTECTED]
To: [EMAIL
oh! LOL never looked at the size diff =)
I feel dumber now. . =)
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 31, 2001 5:16 PM
Subject: Re: [hlcoders] Compile Zipping
they arnt zipped, they are simply compiled not as debug. Make sure
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