aw crud, I didn't realise this was to the hlcoders list :) (we have been
talking bout this within the Admin Mod team). Still, the answer still stands
(I just would have been more careful with the wording...)
- Original Message -
From: "Alfreds" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
S
I just had a quick browse of the source and I have found the problem.
the error message:
> Warning: Unable to open sound/ for transfer
means it trying to send the file "sound/" to the client. This won't work :)
You need to PRECACHE_* files only, not directories nor can you use wildcards
(i.e soun
This is simple, but it isnt working, and therefore very frustrating.
I am trying to precache models, sounds and what not from a file. I
am using PRECACHE_SOUND for sounds, PRECACHE_MDOEL for models,
PRECACHE_EVENT for events and PRECACHE_GENERIC for anything I dont
recognize. Now, the files are p
Ken Birdwell wrote:
> It rarely happens, but you can't count on the pointer being valid
> between subsequent calls to g_engfuncs.pfnGetModelPointer(), since the
> engine can move or throw away model data if something else needs the
> memory. In theory, each call to g_engfuncs.pfnGetModelPointer()
> I'm looking to develop a metamod/(or am if possible) plugin that, if a
> person connects to a full server, they are redirected to another.
> Is this possible? If so, is one already out, or how would I go about
> doing this?
> Thanks for any replies.
The StatsMe script "redirect.cfg" will do thi
People have developed Admin Mod scripts that can do this :) (by stuffing a
connect command to the client).
- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 29, 2003 3:20 PM
Subject: [hlcoders] Server Full Reply
> I'm looking to develop a
I'm looking to develop a metamod/(or am if possible) plugin that, if a person connects
to a full server, they are redirected to another.
Is this possible? If so, is one already out, or how would I go about doing this?
Thanks for any replies.
___
To un
> I'm pretty sure my posting said the exact opposite of botman's response.
>
> "Precacheing only allocates a name slot for model. It doesn't force it to
> be in memory. The HL engine demand loads model data only when needed."
>
> It rarely happens, but you can't count on the pointer being valid b
I'm pretty sure my posting said the exact opposite of botman's response.
"Precacheing only allocates a name slot for model. It doesn't force it to
be in memory. The HL engine demand loads model data only when needed."
It rarely happens, but you can't count on the pointer being valid between
sub
> I believe the specific deal was three souls (Newell, Bernier, and
Birdwell)
> in return for the most successful singleplayer and multiplayer
> first-person-shooter ever. But this is just what my demonic contacts tell
> me, and they're notorious liars.
No wonder HL2 isn't out yet. Valve hasn't r
>> I have added the code for usehunk==5 :) Note the comment ;)
>>
>>
>> else if (usehunk == 5)
>> {
>> buf = (byte *)Mem_Malloc(len + 1); // YWB: FIXME, this is evil. }
Thanks, botman and Alfred!
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I believe the specific deal was three souls (Newell, Bernier, and Birdwell)
in return for the most successful singleplayer and multiplayer
first-person-shooter ever. But this is just what my demonic contacts tell
me, and they're notorious liars.
Persuter
At 01:40 PM 1/28/2003 -0600, you wrote:
>
He's caught on! Ken, start the neutralization process!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of botman
Sent: Tuesday, January 28, 2003 11:40 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Models and memory management
> I have added the code for
At 01:40 PM 1/28/2003 -0600, you wrote:
So what's the deal with Valve and Evil? :)
well, a slight re-arrangement of 'valve' could yield
evalV ... close to evilV...
and i and a differ by 8 positions.. in numerology one possible
interpretation of the number 8 is 'power-seeking, high-material goa
> I have added the code for usehunk==5 :) Note the comment ;)
>
>
> else if (usehunk == 5)
> {
> buf = (byte *)Mem_Malloc(len + 1); // YWB: FIXME, this is evil.
> }
That brings up an interesting point. Have you ever noticed how much "evil"
is in the Half-Life source code?
There's "the most ha
I have added the code for usehunk==5 :) Note the comment ;)
byte *COM_Load (char *path, into use)
{
FILE *he;
byte *buff;
char base[32];
into Len;
buf = NULL; // quiet compiler warning
// look for it in the filesystem or pack files
len = com_filesize = COM_FOpenFile (path, &h);
if (!h)
> Does the model data for monsters remain in memory for the duration of a
> map, or is it dynamically loaded/unloaded? I'm guessing that the player
> model remains in memory. What I really need to know is, if I use
> g_engfuncs.pfnGetModelPointer, will that pointer remain valid or do I need
> to
Does the model data for monsters remain in memory for the duration of a
map, or is it dynamically loaded/unloaded? I'm guessing that the player
model remains in memory. What I really need to know is, if I use
g_engfuncs.pfnGetModelPointer, will that pointer remain valid or do I need
to call it ea
Hi, I was curious if you guys knew of any good Game dev schools(C++,
OpenGL) near iceland? And they must speak english. I know of Fullsail
(Kinda far away) and Digipen..
Thanks.
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