Re: [hlcoders] Weapons anims

2002-01-16 Thread Cortex
Yes I did several times since I've SDK 2.2 - Original Message - From: _Phantom_ To: [EMAIL PROTECTED] Sent: Wednesday, January 16, 2002 4:29 AM Subject: Re: [hlcoders] Weapons anims Just a minor point, when switching to the 2.2SDK you did do a COMPLETEreco

RE: [hlcoders] .net and the HL SDK

2002-01-16 Thread Michael Shimmins
I agree, the IDE is allot nicer, and you can do stuff like collapsing functions etc: http://www.tae-mod.com/~shimms/cppnet.jpg etc. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mi

Re: [hlcoders] Using different player models

2002-01-16 Thread Mike Blowers
I had a very similar thing happen just last week... Our modeller added a couple of ref_aim_ and ref_shoot_x animations to our player model.. I checked through all the code I'd written to understand why the animations weren't being called, as they weren't being played... I added an ALERT i

Re: [hlcoders] Server CVAR's on Client

2002-01-16 Thread Florian Zschocke
Varlock wrote: > > code into source files instead. I decided to make it inline, but THAT didn't > work at all. It was giving me unresolved external errors even though the > function existed. When I took out the inline keyword, it compiled. I tested, > and it worked great! Inline functions have

[hlcoders] VALVE : Crash bug found !!

2002-01-16 Thread Cortex
Hello,   I found a crash bug in one of a map I've made. I don't know if this bug is actually known, but I point it out anyway :)   When a func_breakable triggers a trigger_counter (using its "target on break" field), HL crashes and goes back to Windows.   I haven't looked into the code for t

[hlcoders] Maya 4

2002-01-16 Thread Dave R. Meyers
Just to let those that use it or that would like to, there is a Maya 4 HL exporter plugin avai;ible now. Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcod

Re: [hlcoders] Using different player models

2002-01-16 Thread Pat Magnan
That's just what I don't understand about this. I know for a fact that a TFC model has more weapon animations than a HLDM one, so there's got to be some kind of limit, or method of telling the engine that my model includes more anims. I wish it was as simple as the weapons models (a big enum),

Re: [hlcoders] Using different player models

2002-01-16 Thread Dave R. Meyers
Have you looked at the model info in the sdk?? There is a folder with player models in it, and it looked to me that there was a tfc hwguy in there. All the base components, Qc file. bitmaps. everything you need to compile and make it run. the qc file is huge. Just a thought. Dave __

[hlcoders] MP map transistion.

2002-01-16 Thread Dave R. Meyers
Ok, I have been cheating on this newgroup I have been reading others. What I have seen, is numerous requests for a few things, that I think sound resonable. 1: a cvar to allowdownloads of everything EXCEPT bsp files. so that players can get sprays and custom models. but not choke bandwi

Re: [hlcoders] Maya 4

2002-01-16 Thread Nathan Taylor
On a related note: Maya 4 is releasing a PLE (Personal Learning Edition) in February for any and all to download.  Comparable to gmax Maya 4 PLE will offer ALL the features of Maya 4 standard but it will (as far as I know) block import and export, will have a special file format to block commercial

Re: [hlcoders] MP map transistion.

2002-01-16 Thread Nathan Taylor
On a related note.  With my 56k doom machine file downloading can be a real pain and it does not help not being able to see the progress bar in HL.   As you may (or may not) have noticed when you join the server it has the black box showing server name, connection time and status in the bottom-cent

Re: [hlcoders] MP map transistion.

2002-01-16 Thread Andrew Foss
>As you may (or may not) have noticed when you join the server it has the black box showing server name, connection time and status in the bottom-center of the >screen, well if you are downloading something the little bar that shows up is conveniently placed underneath the status bar so you can no

Re: [hlcoders] Server CVAR's on Client

2002-01-16 Thread Reedbeta
> Inline functions have to be defined in header files. Almsot none > of the curret compilers can handle inline functions defined in > source files. Inline functions defined in source files are fine, as long as the function is only called inside the same source file. You can't use prototypes or e

Re: [hlcoders] Hull3?

2002-01-16 Thread Jeff Fearn
Ok, still have not resolved this :( Basically when we try and make a player model oversized the hitboxes remain standard player sized even though the model is much larger. So shooting the model in the groin will get you a chest or head shot. Whereas shooting the model in the chest or head has no