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.
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
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?
> 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
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
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
> 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
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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
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
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
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 "
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
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
> 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
> 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 (
this question is pretty simple I think :P
How can I disable quicksaves?... Never worked on such problem :P
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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?
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> 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
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
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
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