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
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
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
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
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
Just to let those that use it or that would like to, there is a Maya 4 HL
exporter plugin avai;ible now.
Dave
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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),
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
__
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
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
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
>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
> 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
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
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