[hlcoders] RE: Making code compatable with converted HLDM models

2005-02-25 Thread Jose Luis Gonzalez
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 :) ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Help with HL1 SPR file format

2005-02-25 Thread Rodrigo 'r2d2rigo' Diaz
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

Re: [hlcoders] unloading plugins, playerinfomanager and cvars

2005-02-25 Thread Maarten van der Zwaart
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

Re: [hlcoders] RE: Making code compatable with converted HLDM models

2005-02-25 Thread Draco
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 _

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
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

RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Jay Stelly
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

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
Okay, I noticed that if I remove the EF_NODRAW effect flag, it works okay. The player still sticks inside it though. This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Would the collsion group code I was given stop the player from colliding with it alre

Re: [hlcoders] Resetting entites on round restart.

2005-02-25 Thread Ben Davison
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

[hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Andre Bandarra
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

RE: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Rice, Rick
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

Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Andre Bandarra
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

[hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
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. > -- > [ Picked text/plain from multipart/alternative ] > There's a new doc

Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Source Control document

2005-02-25 Thread r00t 3:16
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" <

Re: [hlcoders] Source Control document

2005-02-25 Thread 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

[hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Knifa
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/

Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Knifa
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,

Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Teddy
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

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
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

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
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

Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
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

Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Hasan Aljudy
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 >

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
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

Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
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

Re: [hlcoders] Source Control document

2005-02-25 Thread r00t 3:16
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

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
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

[hlcoders] GetCurrentCommand() in CBasePlayer

2005-02-25 Thread Knifa
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please