Hello Jeffrey,
Tuesday, November 16, 2004, 12:23:46 AM, you wrote:
JbB> If you build it, they will come. Don't wait for somebody to say "Yes,
JbB> that's great. Let's do it.", just do it yourself and let people know
JbB> about it. If nobody puts anything up after a month or two, you can
JbB> re
The decryption key is "gabenewellisgod" of course
On Wed, 17 Nov 2004 07:58:31 +1030, Kingsley Foreman
<[EMAIL PROTECTED]> wrote:
> like 4
> :)
>
>
>
> - Original Message -
> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, November 17, 2004 4:55 AM
>
like 4
:)
- Original Message -
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 17, 2004 4:55 AM
Subject: Re: [hlcoders] H /\ L F - L I F E - 2
no, it's a number too big for you to comprehend
On Tue, 16 Nov 2004 13:17:06 -0500, Napier, Kevin
<[EMAI
Too bad... Franch players (like me) have to wait tomorrow !!!
You've got luck...
- Original Message -
From: tei <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 16, 2004 3:13 PM
Subject: [hlcoders] H /\ L F - L I F E - 2
> Its out!.
>
> :D
>
> _
no, it's a number too big for you to comprehend
On Tue, 16 Nov 2004 13:17:06 -0500, Napier, Kevin
<[EMAIL PROTECTED]> wrote:
> nope.. 69 dude..
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Christopher
> McArthur
> Sent: Tuesday, November 16, 2
nope.. 69 dude..
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Christopher
McArthur
Sent: Tuesday, November 16, 2004 11:36 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] H /\ L F - L I F E - 2
42
>From: "Oskar Lindgren"
> So valve, what was the decry
42
From: "Oskar Lindgren"
So valve, what was the decryption key? :)
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So valve, what was the decryption key? :)
wiCk3D.de wrote:
blitzmerker ^^
- Original Message -
From: "tei" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 16, 2004 3:13 PM
Subject: [hlcoders] H /\ L F - L I F E - 2
Its out!.
:D
__
blitzmerker ^^
- Original Message -
From: "tei" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 16, 2004 3:13 PM
Subject: [hlcoders] H /\ L F - L I F E - 2
Its out!.
:D
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Its out!.
:D
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Gah, I'm a moron. You already said you did. UpdateClientData on the server
as well. Oh, and HUD_TxferPredictionData, HUD_TxferLocalOverrides. Should
cover it all.
-Original Message-
From: Tony "omega" Sergi [mailto:[EMAIL PROTECTED]
Sent: November 16, 2004 8:30 AM
To: [EMAIL PROTECTED]
Su
yes, i did.
for
"entity_state_t gamedll Entity_Encode" and
"entity_state_player_t gamedll Player_Encode"
i've added
DEFINE_DELTA( vuser1[0], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( vuser1[1], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( vuser1[2], DT_ANGLE, 16, 1.0 )
(there is angles in it, so i marked them as
You need to modify delta.lst and add entries for vuser1.
-Original Message-
From: BUzer [mailto:[EMAIL PROTECTED]
Sent: November 16, 2004 8:05 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Access vuser1 in client-side PMshared code
I'm using pev->vuser1 vector for players to keep there som
I'm using pev->vuser1 vector for players to keep there some information for
physics system. PM-shared code on server can read and change it, if needed.
But i also want to send this variable to client to make predicting work
correctly.
I've added strings with it to delta.lst, added code in serve
yes i agree it would be the greatest thing ever.
On Tue, 16 Nov 2004 12:45:18 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> That's a great idea! This will be a great tool for sharing knowledge
> once more of the SDK is released
>
> On Mon, 15 Nov 2004 02:09:48 -0800, Stephen Micheals
> <[EMAIL PROTEC
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