Re: [hlcoders] PlayerSpawn

2004-12-31 Thread r00t 3:16
Ok it seems to be working some what but when I go into spectator mode now I fall and fall and fall ... Not sure why this happens actually. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: Sent: Friday, December 31, 2004 3:17 AM

Re: [hlcoders] PlayerSpawn

2004-12-31 Thread Knifa
Gravity still being put to the spectators? Ok it seems to be working some what but when I go into spectator mode now I fall and fall and fall ... Not sure why this happens actually. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> T

RE: [hlcoders] vtex

2004-12-31 Thread Tony \"omega\" Sergi
Ahh!! Awesome ;) Thanks a lot. Works like a charm. -omega -Original Message- From: Jarrett Hawrylak [mailto:[EMAIL PROTECTED] Sent: January 1, 2005 12:53 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vtex Looking at the old thing that was posted when CS:S came out to mak

[hlcoders] Happy New Year

2004-12-31 Thread r00t 3:16
Happy New Year everyone. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] vtex

2004-12-31 Thread Jarrett Hawrylak
Looking at the old thing that was posted when CS:S came out to make animated sprays ( http://empolix.kzoceana.com/ANiMATED.TEXTURE.CONVERTER_SMiDDY.rar ), startframe and endframe are to be in quotes, like: "Startframe" "1" "endframe" "5" On Fri, 31 Dec 2004 23:49:26 -0500, Tony omega Sergi <[EMAI

[hlcoders] vtex

2004-12-31 Thread Tony \"omega\" Sergi
For the record, I'm no mapper, I'm a programmer. With that said.. Yes, I know this is hlcoders. How the [EMAIL PROTECTED]@ do you get vtex to make multi-framed vtf's? I've tried the following: texturename.txt with $startframe 0 and $endframe 3 and 4 tga's: texturename000.tga - texturename003; no

Re: [hlcoders] Spawning info_player_team1

2004-12-31 Thread Jarrett Hawrylak
I opted to merely alter the EntSelectSpawnPoint in player.cpp like this: int team = GetTeamNumber(); if ( !team ) { team = random->RandomInt( 1, 3 ); ChangeTeam( team ); } char teamspawn[20]; if ( team == TEAM1 )

Re: [hlcoders] map command(HL1 question)

2004-12-31 Thread Draco
Thanks Botman:) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] faceposer is evil.

2004-12-31 Thread Andrew Foss
plenty, about 2 gb. I just bit the bullet and reinstalled steam using the small installer, it seems to be working. On a side note, the SDK mod selector seems to be a bit fubar. I can use the SDK apps, but it only works with CS:S (complains about gameinfo.txt being invalid or missing for everythin

[hlcoders] Spawning info_player_team1

2004-12-31 Thread r00t 3:16
I setup in the sdk_gamerules.cpp and shareddefs.h my teams I also changed LINK_ENTITY_TO_CLASS to match my teams. I am sort of stuck now. I see in player.cpp which is client side ? Does the spawning. sdk_player.cpp does not have EntSelectSpawnPoint() EntSelectSpawnPoint() in player.cpp seems to con

RE: [hlcoders] Hammer bugs

2004-12-31 Thread K. Mike Bradley
The contest should be extended ... 6 weeks is not enough time to learn the new tools AND make a sweet map. Many of us have jobs and this makes the time limit even more unfair. The bugs and crashes make it even worse. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Re: [hlcoders] map command(HL1 question)

2004-12-31 Thread Jeffrey \"botman\" Broome
Draco wrote: I have a slight problem with my MOD(for HL1), the map command is broken by some buggy code for a radar and some other tidbits I have in the code. What I need to do is find a way to shut these things off when the map command is called, but I can't find where exactly it is called. Could

Re: [hlcoders] vprojtomake & vcpm.exe

2004-12-31 Thread John Carr
vcpm reads the vcproj and makes makefiles. these makefiles are intended to work with Makefile.Mod in the linux_sdk folder. If you read Makefile in that folder you will see it actually compiles vcpm, runs it on the server vcproj and then goes through Makefile.mod to run the freshly created Makefile.

Re: [hlcoders] vprojtomake & vcpm.exe

2004-12-31 Thread Hasan Aljudy
hmm, but the files are not pre-made like the ones under /linux_sdk , they were converted from a vcproj. and the jcproj is for windows. Also, the file names .. Makefile.hl_ReleaseHL2**Win32** Can someone from valve please confirm this? On Thu, 30 Dec 2004 10:28:31 +, John Carr <[EMAIL PROTECTE

RE: [hlcoders] PlayerSpawn

2004-12-31 Thread Tony \"omega\" Sergi
Here's mine: if (pPlayer->GetTeamNumber() == TEAM_UNASSIGNED) { pPlayer->pl.deadflag = true; pPlayer->AddSolidFlags( FSOLID_NOT_SOLID ); pPlayer->SetMoveType( MOVETYPE_NONE ); pPlayer->SetGroundEntity( NULL );