Having a frame open will get mouse control, yes. However I want it like the
main menu, buttons that open different frames (without having any frames
visible) and the only way I can think of to achieve this would be to have a
frame the size of the screen then containing the buttons and the sub
Gregg Reno wrote:
OK - got it to work. For the benefit of anyone else trying to use VC++6.0:
- Installed SP5
(http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx
)
- Tried to install processor pack but if failed because it won't install on
If for some reason the installer
Hello,
I have been porting some HL2 weapons to the multiplayer mod I am
working on, and I am curious to know the difference between the
SERVERCLASS and NETWORKCLASS entities.
There seems to be a significant difference. The SDK weapons use the
DECLARE_NETWORKCLASS() and DECLARE_PREDICTABLE()
after the steam update my desktop sortcuts don't work properly. I have
one set up for my HL1 MOD with the -dev param on it, but now it just
launches normal Half-Life. I then made a new shortcut through steam,
didn't work either. Has anyone noticed this bug? I know it's no big
deal but it could get
Why not just put your buttons on the main menu?
On Fri, 07 Jan 2005 04:26:47 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
Having a frame open will get mouse control, yes. However I want it like the
main menu, buttons that open different frames (without having any frames
visible) and the only
Draco wrote:
after the steam update my desktop sortcuts don't work properly. I have
one set up for my HL1 MOD with the -dev param on it, but now it just
launches normal Half-Life. I then made a new shortcut through steam,
didn't work either. Has anyone noticed this bug? I know it's no big
deal but
Jeffrey botman Broome wrote:
From the hlds email list...
The Steam launcher now quotes each parameter (i.e +connect +ip:port
) which the HL1 engine does not correctly parse (this fixes game
launching problems when you have spaces in the path name). Adding those
extra quotes is a good work around
I just noticed src/lib/vmpi.lib
It seems to implement the provided vmpi header files, but it may take
a while to figure out how to use the existing code effectively.
___
To unsubscribe, edit your list preferences, or view the list archives, please
I meant simmilar to the main menu, but completely unrelated... this is going
to be a menu you can toggle and open different frames like inventory,
skills, etc
_
Take charge with a pop-up guard built on patented Microsoft® SmartScreen
Each frame is an independent entity with respect to mouse and keyboard
input. You can have one frame create another frame that could accept
user input. A frame is a popup, a root level container, when painting it
isn't clipped by its parent (its visibility is controlled by the parent
however).
I ran into the same issue. I think you just need to have Steam running
before launching the .bat file.
-Gregg
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Thursday, January 06, 2005 7:57 PM
To:
Thanks, I know what I have to do now. I'm just used to having a full canvas
to work on, instead I'll have to create frames for the different bits,
instead of making it the size of the screen
_
Don't just Search. Find!
Gregg Reno wrote:
I ran into the same issue. I think you just need to have Steam running
before launching the .bat file.
Yes, you have to have Steam running for everything, but you will still
get an error if you create a brand new MOD and attempt to start it the
first time using run_mod.bat (and
A automatic system (bot) running under Windows Me !!!
By the way, which OS the server is running ?
Elektordi
- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 12:29 AM
Subject: [hlcoders] Steam Team
Just
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
where can I find examples on how to manipulate bones (rotate, move) within a
player model from within the codes?
Can these manipulations be done using the bones own coordinate system and/or
the
It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter. What effect are
you trying to accomplish?
Its also easier to get position and angles of a particular bone if you
put an attachment point on it and get that.
-Original
It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter.
And how to do that? Any examples available within the codes?
Its also easier to get position and angles of a particular bone if you
put an attachment point on it and get
An example in the sdk code would be the yaw and pitch pose parameters
for making the player model look up/down and to the side. The pose
parameters are body_pitch and body_yaw.
In base_playeranimstate.cpp:
void CBasePlayerAnimState::ComputePoseParam_BodyPitch()
{
// Get pitch from
Thanks a lot Matt !
highly appreciated!
thanks,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED] Sentry Studios - Infiltration
[EMAIL PROTECTED] http://www.sentrystudios.net
http://infiltration.sentrystudios.net
I created I keybind which sets the player prone
+prone -prone
However I want to make this a toggle.
eg: The push +prone and they stay prone until the key is pressed again.
Wasn't sure how to do this...
I have the prone working, needs tweaked a bit but for the most part it
works...
r00t 3:16
Hmm,
I added the following, to add the key.
static ConCommand startprone(+prone, IN_ProneDown);
static ConCommand endprone(-prone, IN_ProneUp);
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
I'm trying to model bullets as projectiles. I based my bullet class off
of CBaseEntity. I can get them to move correctly, but I'm having trouble
with the collisions. I set the bullets as
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetCollisionGroup(COLLISION_GROUP_NONE);
thinking
On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
Hmm,
I added the following, to add the key.
static ConCommand startprone(+prone, IN_ProneDown);
static ConCommand endprone(-prone, IN_ProneUp);
Well, take that out and add...
static ConCommand toggleprone(prone,
Thanks I was looking for something like that ...
Thanks again..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: jeff broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 9:14 PM
Subject: Re: [hlcoders] Keybind / prone
On Fri, 7 Jan
I don't know what's the deal with collision groups, but it seems when
you put COLLISION_GROUP_NONE in a traceline it hits everything :/
On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando
[EMAIL PROTECTED] wrote:
I'm trying to model bullets as projectiles. I based my bullet class off
of
COLLISION_GROUP_NONE is the default collision group. These collide with
everything. Other collision groups have special rules. E.g.
COLLISION_GROUP_DEBRIS doesn't collide with other
COLLISION_GROUP_DEBRIS.
In the end, collision group is simply an id. The behavior of it is
controlled by the
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