This would be a good idea, for those that also only
work with the code
--- "Tony \"omega\" Sergi"
<[EMAIL PROTECTED]> wrote:
> Couldn't you guys add an option to "Extract Source
> Code" which would just
> put an untouched version of the sdk, read only
> inside the sourcesdk folder,
> so we can d
Great suggestions. I'd love for that to be implemented too.
Mike.
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Thursday, January 20, 2005 9:17 AM
Subject: RE: [hlcoders] SDK update
This would be a good idea, for those that also only
work with the co
off-topic
N suggestions:
* Avoid daylight, code at night
* Buy a C++ book. (<-- this its very valuable tip, but I think will be
ignored because you will think its something rude )
* Teamup with other guy. (<-- blame he your bugs. You can have fun with
bugs + asserts + friends )
* Start a software
* Teamup with other guy. (<-- blame he your bugs. You can have fun with
bugs + asserts + friends )
How I love my coding freind :)
On Thu, 20 Jan 2005 15:47:26 +0100, tei <[EMAIL PROTECTED]> wrote:
> off-topic
>
> N suggestions:
>
> * Avoid daylight, code at night
> * Buy a C++ book. (<-- this i
Just A quick question, I assume because we use bot_add that the sample
bots are built off the turtle rock CS:S bots?
So will we see more examples and code in later releases?
On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
<[EMAIL PROTECTED]> wrote:
> Great suggestions. I'd love for that to b
You dont need Valve for that. You can write a script to track
changes/commit changes to your personal CVS.
Something like this, but better, that its unfinished.
#!perl
$file = "foobar_SDK.cpp";
$oldpath="oldsdk/";
$newpath="newsdk/";
$new = $newpath . $file;
$old = $oldpath . $file;
"Funny". What about clientCommands *cheat* without the sv_cheats 1.
- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To:
Sent: Thursday, January 20, 2005 3:50 PM
Subject: Re: [hlcoders] Player command - Health control? Damage?
> * Teamup with other guy. (<-- blame he
Hi!.
I think this modeling app its interesting even for coders. Its a new
system impresive because its easy and powerfull. Dont really need a
interface, Its like drawing 2d, but cooler.
A good route:
Read webpage and download the bins
About Takeo Igarashi
* http://www-ui.is.s.u-tokyo.ac.jp/%7etake
wow .. this is awesome!
On Thu, 20 Jan 2005 19:02:15 +0100, tei <[EMAIL PROTECTED]> wrote:
>
>
> Hi!.
>
> I think this modeling app its interesting even for coders. Its a new
> system impresive because its easy and powerfull. Dont really need a
> interface, Its like drawing 2d, but cooler.
>
> A
Right now the bot examples in the SDK just use the basic fakeclient
engine functionality to move a player around a server. In future updates
we will be exposing some services derived from the CS:S bots (for
example, access to their navigation mesh ).
- Alfred
Original Message
From: [EMAIL
Goody gumdrops Alfred :)
On Thu, 20 Jan 2005 11:02:00 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> Right now the bot examples in the SDK just use the basic fakeclient
> engine functionality to move a player around a server. In future updates
> we will be exposing some services derived from
Exactly, make a pointer chain/list, let it sort by amount so that the
'best/fullest' mag is always the first one in the list.
On reload you need to move the old mag back into this list if it wasn't
empty.
This way you can reload one mag after another and each mag holds its own
amount of rounds stil
I really doubt that alot of those are forwarded to the server, as many
deal with the material and rendering subsystems and the sv_cheats
check is made locally :rolleyes:
___
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v
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base SDK
that actually works, has the basic stuff you need for a game alr
"Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes."
I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
So we wont be able to mess with there ai any time
soon?
Also, why are we useing code built on what botman did
all that time ago, and not something new like you find
in UT?
Adam
--- Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> Right now the bot examples in the SDK just use the
> basic fakeclien
Thanks
I'm using it at the moment, its like ms paint, but you
make a model from it!
And its JAVA! w00t!
Tei, you find the best stuff, and tell us about it,
keep it up!
--- Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> wow .. this is awesome!
>
>
> On Thu, 20 Jan 2005 19:02:15 +0100, tei
> <[EMAIL
Thanks for the links Chris, appreciated.
And I have to second you here ;)
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED] Sentry Studios - Infiltr
I am not sure if anyone has reported this before, but when you grab a
clean checkout of the MP code from the SDK, one of the projects (can't
rememebr if it was client or dll - not in front of it) has the
intermediate directory for the Debug build set to use the Release
directory. So your debug obj
Not sure if this has been talked about in here, but will there be a fix for
MP elevators?
They work fine in SP maps, but if you run the same map in MP the elevator
jerks something fierce and the player gets stuck in the object all the time.
Just a question that many people seem to want a fix for,
I think it has to do with the compromises that have to be made in
multiplayer in terms of the network messages between all clients and the
server.
I don't know if it will ever be addressed.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave R. Meyers
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