Sorry about the off topic but I found something out about my system tonight
that really pisses me off. Ive been having problems with my video and sound
card while running my mod on 2k, and I went to my sound card site to try and
figure out why. I go to the faq and the first thing on there is "Dis
I'm working on something like hlmod modification.(mainly for cs)
ant it contains some anti-cheat methods,
however,I'm not good at coding and english :),
http://free.prohosting.com/~deedee/bmx-v1.06b.zip (binary)
http://free.prohosting.com/~deedee/bmx_plugin_new.zip (source code)
_
i didnt know that the .smd file(s) are text files... thanks!
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Kevin "runab0ut" Navia
Web developer
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Ken Birdwell
Sent: Friday, February 22, 2002 6:26 AM
To: '[EMAIL PROT
Persuter is it ok if i mail u my .cpp for it and could u take a look at it
and just let me no if i'm on the right track, cuz i'm totaly lost with it
and i need this code for my mod.
RaZiEl
>From: "Persuter" <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: <[EMAIL PROTECTED]>
>Subject: RE:
void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity
*pCaller, USE_TYPE useType, float value )
That particular FollowerUse, you mean? The one in the CTalkMonster
class? :) You'll have to implement your own FollowerUse, StartFollowing,
and so forth in your class (hint: just copy
How to trace down your problem:
1) You see an error message you don't understand. Hmm, look up the error
message printout in the studiomdl sources. You'll see that it's in code
that deals with linking up hitboxes to the skeleton by name. Apparently it
can't find the bone named "Bip01 L Leg" in
Aighty... for my torch, if it were multiplayer no one else would be able to
see it unless a message were sent to them telling them where to put it. I
dont have a need for that so I dont do it.
Also what it looks like to me is that your dlight is HUGE. That is why the
effect is weird. (Im going
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I think I'm thinking of something else.
~Ghoul
Lets leave it at that...
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Ok...
Would the effect be visible by the other clients which play on the
server ??
- Original Message -
From: Roachfood - the-coming.com
To: [EMAIL PROTECTED]
Sent: Thursday, February 21, 2002 6:25 PM
Subject: Re: [hlcoders] DLIGHT problem
Actually as an after thought. I looked at my
looks like the html parse valve is using decide to strip your attachments?
> -Original Message-
> From: Cortex [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, February 21, 2002 13:33
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] DLIGHT problem
>
>
> This is a multi-part message in MIME
This is a multi-part message in MIME format.
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Ok :) so, here are :
http://www.halflifexpert.com/hl_albator/zo_tari_120001.jpg
http://www.halflifexpert.com/hl_albator/zo_tari_12.jpg
- Original Message -
From: botman
To: [EMAIL
> Ooops... I've forgotten to join the screenshot :(
> sorry !
>
> (I join 2 screenshots)
> --
> [ zo_tari_120001.jpg of type image/jpeg deleted ]
> --
> [ zo_tari_12.jpg of type image/jpeg deleted ]
> --
I don't think attachments are allowed on this list (to prevent the spread of
virii).
Je
This is a multi-part message in MIME format.
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Ooops... I've forgotten to join the screenshot :(
sorry !
(I join 2 screenshots)
- Original Message -
From: Roachfood - the-coming.com
To: [EMAIL PROTECTED]
Sent: Thursday, February
Actually as an after thought. I looked at my code and here is how i
allocate mine. My dlight is on the client side since its a single player
mod. I use it for my torch to light up a small area.
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight (2);
The (2) is because when its (1) I believe the
Cortex, try reattaching the picture or give us a URL... i think i know what
you are talking about because I had the same problem with mine. I just
wanna see the shot to be sure. :-)
Roachie
- Original Message -
From: "Cortex" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, Fe
the #include "talkmonster.h" is already in the hgrunt code
>From: "Mike Blowers" <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] hgrunt code
>Date: Thu, 21 Feb 2002 17:14:58 -
>
>You'll have to add :
>#include "talkmonster.h"
>to be able to
You'll have to add :
#include "talkmonster.h"
to be able to use the FollowUse code.
- Original Message -
From: "Lee Shaw" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, February 21, 2002 4:59 PM
Subject: RE: [hlcoders] hgrunt code
> right i implemented the slFollow task in
right i implemented the slFollow task into code but when i add in SetUse(
FollowerUse ); just like barney and sci's have in there code exactly under
MonsterInit(); i get 2 errors which i don't no how to fix but when the
SetUse( FollowerUse ); bit aint there then it compiles fine. this is what i
g
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Hello,
For some reasons, I need to have a temporary light in my
mod... I create it with a SVC_TEMPENTITY. It works...
But the result isn't as expected... Indeed, as you can see
on the picture I've jo
[EMAIL PROTECTED] wrote:
>
> I hope this information is told with the intention that it will be used to
> stop cheats..
Unlikely since you won't find cheat code on that site. But many
interesting ideas have emerged from Vasily's clientbot code. His
dll features an autoconnector, a spam filter, Wi
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Precisely. Oh and as a sidenote, the site with those files (
http://clientbot.narod.ru/download.html ) is deadly slow with .5k/sec download speeds
so I am downloading everything and re-mirroring for all those interested. Look at
www.moddev.n
The way we saw it, people are going to use OGC regardless so it was only
common sense to try it on our own mod to see what advantages it would give
people. That way, we can alter things to reduce/remove that advantage. In
theory anyway.
- Original Message -
From: "Nathan Taylor" <[EMAIL
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All I did was decompile in MS3D then import skeleton only. The only changes I made in
the qc where copy pasting in the old animations and updating it to look exactly like
the gordon one, but with the proper file names.
- Original Message -
maybe the changes you did by stripping the model modified the bones (model
skeleton)/bounding box properties of the model. so when you compile... it
just blurted out an error.
make sure you try compiling again with a proper .qc file.
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Kevin "runab0ut" Navia
--
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raarrra!!! |-|4><0rZ rrrr!!!
No but seriously, your points are very clear and I think with such source people may
find many a practical use for the OGC source.
- Original Message -
From: _Phantom_
Sent: Wednesday, February 20, 200
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Your expertise extend far beyond mine, besides I'm still in 9th grade algebra,
matrices aren't for a couple months. :)
Anyways, my errors sit mostly in studiomdl. I took the gordon model and stripped it
down to skeletal frame then I took my m
yeh, I was looking to see how the client dll works and came across that
clientbot. Then it was basically me, one other guy and the owner on the
forums. It was made originally for bots (POD pod I think was gonna use it)
but then it changed to cheating.
Because its on a GNU licence and ogc based th
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