Re: [hlcoders] Trains

2003-01-09 Thread Pat Magnan
botman wrote: This was brought up a while ago, but nothing much was said on the topic. Has anyone gotten any deeper with the block problem for trains? Trains have a limit of 6 or something (I haven't a clue the exact number) of players before it stops functioning and gibs someone or such.

RE: [hlcoders] SDK Licence applies to HL PS2?

2003-01-09 Thread Kratisto
Many thanks for your answer, Ken. > There's part of your question that indirectly deals > with reading data off of a PS2 disc, with all the > Sony copyright and copy protection issues. Well, my spanish version PS2 HL is just a normal CD (not a DVD), so I simply read it with my CD drive without an

Re: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread JR
Is Valve still working on this? Has the backend been written? - Original Message - > > Check out the Valve Player Persistence API , which shows you how to do this type > of DB stuff. I can't remember the URL, but there is a mirror of the d/l here > http://www.edgefiles.com/index.php/file?

Re: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Jeff \"Codiac\" Fearn
> I help moderate the VERC Wanted forums and someone recently posted a request > for a programmer to create a database system for an on-line RPG mod using > HL. Now my knowledge of the networking side of HL is somewhere between zero > and minus one but something in my gut says it can't be done. I k

RE: [hlcoders] SDK Licence applies to HL PS2?

2003-01-09 Thread Ken Birdwell
Officially: "We're planning to add those to the SDK. When we do they would be available under the SDK license." There's part of your question that indirectly deals with reading data off of a PS2 disc, with all the Sony copyright and copy protection issues. Valve can obviously NOT give you permis

Re: [hlcoders] Trains

2003-01-09 Thread Sniper
Ahh okay, I was thinking it was linked to an engine function. I didn't look into it much recently. I just remembered someone asking about the issue on here a while ago. -Sniper - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 09, 2003

Re: [hlcoders] Trains

2003-01-09 Thread botman
> This was brought up a while ago, but nothing much was said on the topic. Has > anyone gotten any deeper with the block problem for trains? > > Trains have a limit of 6 or something (I haven't a clue the exact number) of > players before it stops functioning and gibs someone or such. This is a rea

[hlcoders] Trains

2003-01-09 Thread Sniper
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This was brought up a while ago, but nothing much was said on the topic. Has anyone gotten any deeper with the block problem for trains? Trains have a limit of 6 or something (I haven't a clue the exa

Re: [hlcoders] models flickering

2003-01-09 Thread Chris 'Tal-N' Blane
I'm not suggesting that you take it all but it does solve the juddering problem for NPC's in motion. Yeah and i know that Spirit isn't fantastically stable for multiplayer but as i said, you don't need to incorperate it all. - Original Message - From: Pat Magnan <[EMAIL PROTECTED]> To: <[E

Re: [hlcoders] models flickering

2003-01-09 Thread Pat Magnan
At 07:46 PM 1/9/2003 +, you wrote: I'd suggest you pick up the Spirit of HL source code as this was solved by Laurie. Not really, trust me, the movewith stuff doesn't work too well on Network games. We incorporated it, and things just don't work right. Client side prediction may actually m

Re: [hlcoders] models flickering

2003-01-09 Thread Chris 'Tal-N' Blane
I'd suggest you pick up the Spirit of HL source code as this was solved by Laurie. - Original Message - From: botman <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 09, 2003 7:03 PM Subject: Re: [hlcoders] models flickering > > Everyone knows that monster models will "

Re: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Chris 'Tal-N' Blane
Ok thnx, I'll pass the information on. - Original Message - From: botman <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 09, 2003 5:19 PM Subject: Re: [hlcoders] Creating a persistant statistic database? > > > > I help moderate the VERC Wanted forums and someone recent

Re[2]: [hlcoders] quicksave

2003-01-09 Thread Vyacheslav Djura
Hello Botman, >> this question is pretty simple I think :P >> How can I disable quicksaves?... Never worked on such problem :P b> ... b> Take a look at the DispatchSave() function in the cbase.cpp file. Thank you very much :-) -- Vyacheslav Level-designer Deep-Shadows(http://w

Re: [hlcoders] quicksave

2003-01-09 Thread botman
> this question is pretty simple I think :P > How can I disable quicksaves?... Never worked on such problem :P The quicksave command is handled in the engine, but the engine will just call the game DLL save/restore code. You can disable the save/restore code, or you could put some kind of flag in

Re: [hlcoders] models flickering

2003-01-09 Thread botman
> Everyone knows that monster models will "flicker" if monster is moving > on train or platform. In BShift this is somehow fixed... > > Does anyone know how it can be fixed? If you are talking about monsters positions rapidly jumping, that's due to network "lag" between the server and the client (

[hlcoders] quicksave

2003-01-09 Thread Vyacheslav Djura
this question is pretty simple I think :P How can I disable quicksaves?... Never worked on such problem :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] models flickering

2003-01-09 Thread Vyacheslav Djura
Everyone knows that monster models will "flicker" if monster is moving on train or platform. In BShift this is somehow fixed... Does anyone know how it can be fixed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread botman
> I help moderate the VERC Wanted forums and someone recently posted a request > for a programmer to create a database system for an on-line RPG mod using > HL. Now my knowledge of the networking side of HL is somewhere between zero > and minus one but something in my gut says it can't be done. I

RE: [hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Rob Harwood
Of course, you could make your MOD connect to this database and get the information it needs, it would not be difficult to do. regards, Rob Harwood. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: 09 January 2003 16:52 To: [E

[hlcoders] Creating a persistant statistic database?

2003-01-09 Thread Chris 'Tal-N' Blane
I help moderate the VERC Wanted forums and someone recently posted a request for a programmer to create a database system for an on-line RPG mod using HL. Now my knowledge of the networking side of HL is somewhere between zero and minus one but something in my gut says it can't be done. I know that