Talking that HL 2 is new engine from the scratch is just marketing buzz,
personally I think that at it's core it's still Q1.
Why? This is what I found out:
Read here about license
http://www.gamespot.com/features/halflife_final/part22.html
Read here about current Half Life 1 implemntation
GREAT article, ET. Very informative ! :D
E.T. - Apparition Developper wrote:
[..]
Half Life 1 seems like Quake 1 engine core with pluggable renderers
(SW/HW/D3D) implemented in similar way like NPRQuake
(http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form
raw world engine.
Dude, carmack has done the same thing as valve, just took different
approaches.
Quake - q2 - q3 - d3
Q1 - hl1 - source
Carmack chose to stay with opengl and write his own physics engine, valve
licensed havoc and switched to directx.
-Original Message-
From: British_Bomber
I've had a lot of experience modding both quake1, 2, and 3, (and of course
hl1) that I can gather from the tools and hl2's sdk, that while hl1 is
primarily still quake, hl2 was definitely based on the hl1 engine source
initially, however much has actually been re-written or not isn't the issue;
Hi all.
How would I go about respawning ALL of the players on a server?
I'm thinking I'd need to loop through them, but I don't know.
Thanks.
-Knifa
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?
- Original Message -
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players
Hi all.
How would I go about respawning
HL2DM:
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?
- Original Message -
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players
Hi all.
How would I go about
Nevermind. Got it now.
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, player
)) != NULL)
{
pEntity-Spawn();
}
Like that.
How would I strip the weapons from the player?
HL2DM:
Which code are you working with? HL2MP blank, HL2DM, or a
Michael:
I'm doing that exact same thing right now, for a module for a plugin
manager that shall remain nameless :P
Your plugin is loaded before any ents are created, obviously, but
after all the factories are initialized and the class maps prettied up
and whatnot - a very good time for loading.
static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
In HL2DM there is a problem in that when you hit the ground with the stun
stick there is a spark there that goes on and off. The problem isn't that
this is there, it's that it is permanent. After several hours the spark
never disappeared, neither when it was in my POV nor when it was not visible
I've seen the stun stick spark remaining bug as well. It usually only
happens when I hit displacements though.
On Sun, 20 Feb 2005 11:47:42 -0800, Daniel Jennings [EMAIL PROTECTED] wrote:
In HL2DM there is a problem in that when you hit the ground with the stun
stick there is a spark there
Anyone having this problem in the HL2DM sdk?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, February 19, 2005 9:46 PM
Subject: Re: [hlcoders] Debugging HL2DM Sdk
Also while doing more
Does these 2 weapons have a destroy effect feature? If not implement
one. For the rpg I'd say that you don't have the destroy dot function
being called on holster. with the stunstick maybe you could give the
effect a destroy think and set it to call in 1 second or something.
Good luck I guess...
Operating with two plugins loaded in srcds, pause is always sent to the 0 index
plugin, no
matter the parameter.
Can anyone verify this?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Hi all.
I'm working on a mod called SourceForts where you build forts and fight
each other in teams.
Everytime a player tries to do something, the game crashes (client, not
server)
If you're hosting it, everything works fine.
The only things I've done are
Added a weapon to freeze physics
I've had the RPG issue, not the stun batton one though, but it seems
to be random, and most of the time it doesnt occur so I havent been to
worried about it, but I would imagine like draco said, the easiest way
to take care of it is just double check it is gone in the holster
function.
i would be looking to see if you have implemnted your
calls in the weapon function correct in the mp game
rules, or what ever it is you use.
--- Knifa [EMAIL PROTECTED] wrote:
Hi all.
I'm working on a mod called SourceForts where you
build forts and fight
each other in teams.
Everytime a
Holster calls StopGuiding() which turns off the Dot, UTIL_Removes it, and
sets it to null already, so after the StopGuiding call I created a duplicate
set of removing functions, and I haven't been able to emulate the permanent
dot problem. Thank you.
- Original Message -
From:
I think its okay. Everything works perfect while your the server.
i would be looking to see if you have implemnted your
calls in the weapon function correct in the mp game
rules, or what ever it is you use.
--- Knifa [EMAIL PROTECTED] wrote:
Hi all.
I'm working on a mod called SourceForts where
On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote:
I think its okay. Everything works perfect while your the server.
Minidumps?,,,
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
Jeffrey botman Broome
___
To
Ever since the new Steam update, my mod has been having problems with
dedicated servers.
Before the Steam update, I copied my mod into
/SteamApps/username/source dedicated server/ and then when I launched
the Dedicated Server program from within Steam, the mod would show up
in the list of games
You need to update your gameinfo.txt, I will cut and paste the note I
sent to this list last week about it:
--
On a related note, the name that is displayed in the games list (and in
the server browser) will be from the game key in your mod
dir/gameinfo.txt file (and it will fall back to the
Thanks Alfred, I was able to get it to show up in the list again by
adding the game key in gameinfo.txt.
Do you have any ideas about the DM mod dedicated server problem?
Running a dedicated server of an unmodified DM mod has player
animation problems and death notice problems that don't seem to
24 matches
Mail list logo