Look here:
http://forums.thewavelength.net/index.php?showtopic=11309
You need to extract the model_anims.mdl from Half life 2 Deathmatch CGF.
Put in your mod like HL2DM, i hope it works too for gman :)
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Thanks, I discovered that thing a while ago! Sprite data are
references to palette colours, and I thought they were RGB triplets :)
On Thu, 24 Feb 2005 21:00:42 +, Philip Searle
<[EMAIL PROTECTED]> wrote:
> Rodrigo 'r2d2rigo' Diaz wrote:
> > Hi, I want to load a SPR file to use it as a textur
On Thu, Feb 24, 2005 at 08:34:58PM +0200, disq wrote:
> 3. The code seems to crash if i register more than one CVAR, but i'm
> still investigating that. Code is like this:
>
> static ConVar myp_cvar1("myp_cvar1", "", FCVAR_PLUGIN | FCVAR_PROTECTED,
> "first cvar");
> static ConVar myp_cvar2("m
Thanks! I'll try this tomorow, maybe I'll have GMan walking soon.
Anyone know how I would go about getting the little guy rag dolling
properly?
--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
_
It all works (and the way I had it before it worked too)
I need to know how to get the trace to hit the entity even when it's NOT
solid (with SOLID_NONE)
It works if you make it SOLID_BSP, but a player can't walk through that
and things can't move
But this doesn't work, it still hits it.
So you al
You can't hit it with a trace if it's SOLID_NONE. The collision group
thing should keep all other traces/physics from hitting it. Players can
definitely walk through SOLID_BSP entities as long as their collision
groups don't collide.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mai
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Would the collsion group code I was given stop the player from colliding
with it already or would I need to add something to it?
>You can't hit it with a trace if it's SOLID_NONE. The collision group
Okay, I noticed that if I remove the EF_NODRAW effect flag, it works
okay. The player still sticks inside it though.
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Would the collsion group code I was given stop the player from colliding
with it alre
Thanks :)
Hrmmm I keep getting undeclared identifier, intellisense shows up that
I can use gEntList, I have included baseentity.h and entitylist.h.
Very strange.
On Fri, 25 Feb 2005 01:10:41 -, Chris Janes
<[EMAIL PROTECTED]> wrote:
> Ok, I got this sorted (pretty much) recently - it may no
Hello everyone!
Sorry if i am asking a stupid question, but i am a newbie at VC++ 2003 .NET.
Let me explain what i want.
So.. there are basically 3 MOD options inside the SDK. HL2, HL2DM and
SDK. As i wanted to keep my MOD organized, i wanted to created a new
one, called MYMOD and copy the files u
Try the following references:
http://www.hl2coding.com/wiki/
http://www.hl2world.com/wiki/index.php/Main_Page
http://www.sourcewiki.org/wiki/index.php/Main_Page
and of course:
http://collective.valve-erc.com/
Everything you need is there. good luck.
-Original Message-
From: [EMAIL PROTECT
No luck on these ones. Every modification is made on the existing
files on the existing directories. O want to create a new directory.
On Fri, 25 Feb 2005 13:23:52 -0500, Rice, Rick
<[EMAIL PROTECTED]> wrote:
> Try the following references:
> http://www.hl2coding.com/wiki/
> http://www.hl2world.co
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There's a new document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check it out
here:
http://www.valve-erc.com/srcsdk/Code/SourceControl/Sou
Very nice :)
I installed perforce a while back and got a bit stuck, so hopefully
this will help.
On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
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> There's a new doc
Andre Bandarra wrote:
No luck on these ones. Every modification is made on the existing
files on the existing directories. O want to create a new directory.
There is no "existing files". You create your mod (MYMOD) using the
Steam "Create a Mod" button...
http://wiki.bots-united.com/index.php/Gett
Nice on perforce I was working on this today for our mod.
Couple of questions though (yes I know :P )
I didn't see much mention for client side setup.
How do you go about setting up things on the client side?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Davison" <
I have an error were I add the ValveSDKCode using the command line it
will add most of the files then it will start spewing out this error.
Perforce Client Error:
Connect To server failed check $p4port
Connect :1666 : WSAEADDRINUSE
Weird, it adds alot of files then spams that error.
On Fri, 25 F
Hi all.
I'm trying to make sparks using
g_pEffects->Sparks( tr.endpos );
In my weapon (which is based on the pistol) but it isn't created.
The stunstick does it the same way when you switch to it and it works,
but it doesn't work for me. Does anyone know why?
--
Knifa
SourceForts
http://knd.org.uk/
Server-side and Client-Side shared
I've included IEffects.h
I get no errors while compiling, but it doesn't show up in game.
(If it matters, I'm using the HL2DM base code)
Are you doing it on the server or on the client? And have you included
all the appropriate files to make it all happen?
On Fri,
Are you doing it on the server or on the client? And have you included
all the appropriate files to make it all happen?
On Fri, 25 Feb 2005 22:10:35 +, Knifa <[EMAIL PROTECTED]> wrote:
> Hi all.
>
> I'm trying to make sparks using
> g_pEffects->Sparks( tr.endpos );
>
> In my weapon (which is
Haven't seen that one before. It looks like either your sockets are not
getting released by Perforce correctly, or it doesn't know which IP
address to use to connect to your server.
You could try setting the p4port environment variable to localhost:1666
or [your ip address]:1666 and see if that fi
If you're setting up a separate client to connect to the perforce
server, then you need to:
1. In Settings->Options, under p4 port, give it the IP of the machine
that the perforce server is on.
2. Create a new clientspec by going ClientSpec->New, then give it any
name. In the next dialog, under Vi
I'll try that.
It's weird because it adds about half the files then spams that error.
On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Haven't seen that one before. It looks like either your sockets are not
> getting released by Perforce correctly, or it doesn't kno
I don't really know, but one thing I would think if is: are you sure
that ( tr.endpos ) is where you think it is? try to use the debug
overlays or something like that to make sure of it...
On Fri, 25 Feb 2005 22:21:09 +, Knifa <[EMAIL PROTECTED]> wrote:
> Server-side and Client-Side shared
>
Maybe it's because it's doing a p4.exe for each file. Try this, and
it'll only run p4.exe for each directory:
for /D /R %i in (*.*) do @p4 add "%i\*.*"
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Friday, February 25, 2005 2:34 PM
To
Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in
them, use -f to force add.
I'm gonna try force adding them
On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Maybe it's because it's doing a p4.exe for each file. Try this, and
> it'll only
Well i got everything working but the license thing has me a little stumped
keeps coming with exceeded license and I am the only user using the
software?
I would image the steps that valve provided are for the server side?
Is there any help setting up client side? Or possibly a few tips :P
r00t 3:1
Try emailing Perforce tech support. You should be allowed 2 users and
any number of clientspecs, so I don't know why you'd be getting license
spam.
The source control doc tells how to setup both the client and the server
on a machine. If you want to setup a separate client-only machine, I
sent inf
Hi everyone.
Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer
for the HL2DM (or updated) SDK?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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