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
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
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
Happy New Year everyone.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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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
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
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 )
Thanks Botman:)
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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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
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
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]
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
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.
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
Here's mine:
if (pPlayer->GetTeamNumber() == TEAM_UNASSIGNED)
{
pPlayer->pl.deadflag = true;
pPlayer->AddSolidFlags( FSOLID_NOT_SOLID );
pPlayer->SetMoveType( MOVETYPE_NONE );
pPlayer->SetGroundEntity( NULL );
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