Hello all,
I was trying to find out how the source to ZHLT is licensed, but I don't
see any thing in the source distribution that says anything about it.
Basically, I've made some modifications and wanted to know what my rights
responsibilities are in redistributing the source and/or binaries.
I was trying to find out how the source to ZHLT is licensed, but I don't
see any thing in the source distribution that says anything about it.
Basically, I've made some modifications and wanted to know what my rights
responsibilities are in redistributing the source and/or binaries.
Also, I
Any chance it will be GCC friendly out of the box? Or will Will Day have a
go at it? ;)
James
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James Couzens
ClanMod Dev Team
WWW: http://unitedadmins.com/clanmod.php
UA LISTS: http://list.unitedadmins.com/mailman/listinfo
- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To:
It should compile clean under gcc 2.95.2 and gcc 3.2.
James Couzens wrote:
Any chance it will be GCC friendly out of the box? Or will Will Day have a
go at it? ;)
James
---
James Couzens
ClanMod Dev Team
WWW: http://unitedadmins.com/clanmod.php
UA LISTS:
I've posted a Half-Life 2 / Source Mod FAQ at the Collective, here:
http://collective.valve-erc.com/?go=source_mod_faq
It is comprised of questions received through email, seen on forums, and
answered in interviews. As I receive more (and more, and more) email, I'll
be adding more content to
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I'd say that if you wish to distribute it, as long as you keep it free then
you shouldn't have any problems. You could also use it for another tool as
long as you also allow that to be free. If you chose to release it, because
there's nothing that says you
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I'm just curious if client side traces will be fixed in the next HL
Patch?
Ie: hitboxes aren't checked.
PM_NORMAL functions JUST as PM_STUDIO_BOX.
This screws up weapon prediction, especially when
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As some of you know valve disabled hit-box tests for client-side
tracelines. This causes problems with inconsistent hits between the
client and server, leading to many OMG HAXXOR I SHOT YOU!!111s. To fix
this, I implemented my own hitbox tests using the ray-polyhedron
intersection
Sorry if this got sent a second time, my first message did not go
through as of a day later...
Anyway, as some of you know valve removed client-side hitbox tracing
from 1110 for whatever reason, meaning that if any traceline hits a
player hull, it will count as hitting a player, leading to eg
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