Re: [hlcoders] Attaching Objects to a player

2005-05-06 Thread NuclearFriend
-- [ Picked text/plain from multipart/alternative ] I too have been trying to do this. I started by looking at the p_ model weapon attachment code. This uses EF_BONEMERGE, which calculates the position of the attached entity in local space by merging the joints between the p_ weapon model and the p

Re: [hlcoders] so no code talk

2005-05-06 Thread Adam \"amckern\" Mckern
Watch out, here comes Al! --- NuclearFriend <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Rage quits are funny. > > /me continues to tend to the sacred list. > > On 5/6/05, Dominic Afonso <[EMAIL PROTECTED]> > wrote: > > > > ok fair enough, cheers for the sup

Re: [hlcoders] so no code talk

2005-05-06 Thread NuclearFriend
-- [ Picked text/plain from multipart/alternative ] Rage quits are funny. /me continues to tend to the sacred list. On 5/6/05, Dominic Afonso <[EMAIL PROTECTED]> wrote: > > ok fair enough, cheers for the support Ben, i'll stick to google next > time. > Hope no more non-programmer morons clutter y

RE: [hlcoders] 2 questions

2005-05-06 Thread Adam \"amckern\" Mckern
Ahh, thats a big help omega Thanks for your input as well Adam --- "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> wrote: > If it doesn't show up right away, do "heartbeat" in > the console after you > set sv_lan to 0. > > > -Original Message- > From: Matthew Kelley [mailto:[EMAIL PROTECTED]

RE: [hlcoders] 2 questions

2005-05-06 Thread Tony \"omega\" Sergi
If it doesn't show up right away, do "heartbeat" in the console after you set sv_lan to 0. -Original Message- From: Matthew Kelley [mailto:[EMAIL PROTECTED] Sent: May 6, 2005 10:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] 2 questions Okay well I'll continue to poke

Re: [hlcoders] 2 questions

2005-05-06 Thread Matthew Kelley
Okay well I'll continue to poke around the SDK... However, about the first question, you say it is common with all 3rd party mods? Does this mean there is no way to host an interenet game with my mod? On 5/6/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > the second is common with all 3rd pa

Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-06 Thread r00t 3:16
It just disappeared, poof gone. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Andrew (British_Bomber)" <[EMAIL PROTECTED]> To: Sent: Friday, May 06, 2005 9:39 AM Subject: Re: [hlcoders] Doors func_door_rotating / prop_door_rotating lol, was it still solid or did sino

RE: [hlcoders] Just a few questions!

2005-05-06 Thread Chris Janes
A google search won't reveal the best way of using the already present crc code in the sdk, I'd rather not reinvent the wheel as it were! I'm not sure what you mean by "not got any real entities there"... The entities are present in the map and in the global entity list, it just seems that it giv

Re: [hlcoders] code talk

2005-05-06 Thread Dominic Afonso
damn my ignorance, cheers for the reply lads. Dom _ Be the first to hear what's new at MSN - sign up to our free newsletters! http://www.msn.co.uk/newsletters ___ To unsubscribe, edit your li

Re: [hlcoders] code talk

2005-05-06 Thread Andrew (British_Bomber)
Dunno if the demo commands are open in the code, but you could just copy the way the screenshots create the file name and put it into the demo command then all you have to do is remove any checks for arguments and your done. All you would need to do is type record and it will record de_dust001.dem

RE: [hlcoders] code talk

2005-05-06 Thread Michael A. Hobson
Dominic, At 09:23 AM 5/6/2005, you wrote: >look out i'm having a moment of madness and invading your mailing list >again. it seems that the code that controls the end game screenshot features >ie filename = mapname and the fact the screenshot is taken at the end of the >map could be modified to tak

RE: [hlcoders] code talk

2005-05-06 Thread Dominic Afonso
look out i'm having a moment of madness and invading your mailing list again. it seems that the code that controls the end game screenshot features ie filename = mapname and the fact the screenshot is taken at the end of the map could be modified to take a demo at the start of a map and name it in

Re: [hlcoders] Compiling under Linux for BSD

2005-05-06 Thread Jonathan Dance
Any further thoughts on this? Would still like to see our stuff work under BSD. On Apr 27, 2005, at 9:11 PM, Jonathan Dance wrote: My mistake, it does actually call /usr/bin/gcc-3.4, not ld (I just assumed it was ld since it uses ld-like options). I don't believe we've modified the Makefile much at

Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-06 Thread Andrew (British_Bomber)
lol, was it still solid or did sinor door just delete itself? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] so no code talk

2005-05-06 Thread Dominic Afonso
ok fair enough, cheers for the support Ben, i'll stick to google next time. Hope no more non-programmer morons clutter your sacred mailing list. Cheers again, Dominic. From: "Ben Everett" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: Subject: RE: [hlcoders] so no code talk Date