I am aware of the custom shaders and the examples that are currently in the
sdk. However the documentation states to be continued..
So my question is does Valve plan on releasing more info about getting
shaders into mod's ?
I know that Valve used HLSL (High Level Shader Language) for the shaders
Andrew (British_Bomber) wrote:
That's fine and dandy however I have a few more gamemodes in the works
and would rather be able to get and entity to define the gamemodes.
Is that possible.
Why can't you create a single GameRules class that handles all the
different types of gameplay that you
Don't know really, the mod team decided they wanted 3 different
gameplays, 2 of which were similar and the other 1 being completely
different I thought I would break it into 2 gameplays rather than run
checks everytime on whether a feature was enabled or not.
I take it no one has every created a
I figured this out by the way. Ends up the lines were being drawn behind the
background of the VGUI panel. By removing the background I got them to show
up. IT means I end up with a transparent panel, however by placing it in front
of a black brush based background it works fine.
Picture of it
Andrew (British_Bomber) wrote:
I take it no one has every created a mod that used multiplegamerules...
The problem isn't that you can't create multiple gamerules classes, the
problem is that you are trying to use entity information which isn't
available until after the gamerules class has
Exactly.
You just make a single gamerules class, like CModGamerules which has
different thinks, if the rules are totally different, and runs in diff ways
etc etc. default it to not initialized create an entity like I dunno, uhh,
info_frontline.
When info_frontline is spawned, call
I have steam open wanted to launch Source SDK and get the following error
This game is currently unavailabl.
Please try again at another time.
Anyone else getting this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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r00t 3:16 wrote:
I have steam open wanted to launch Source SDK and get the following error
This game is currently unavailabl.
Please try again at another time.
Anyone else getting this?
Maybe it's in the process of being updated? Didn't Mike mention that an
SDK update was coming soon
Nope, its not being updated right now (will be later today however :)
Also, deploying the new content does not interrupt access to the
currently released content.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent:
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Just restart steam, I sometimes get this with games.
On 6/2/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Nope, its not being updated right now (will be later today however :)
Also, deploying the new content does not interrupt access to the
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Seems very cool, what is it for?
On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote:
I figured this out by the way. Ends up the lines were being drawn behind
the
background of the VGUI panel. By removing the background I got them to
show
up. IT
I added a texture which looks decent
http://www.totalretribution.com/r00t316/nvgoff.JPG
http://www.totalretribution.com/r00t316/nvgon.JPG
Now the question is...
How can I make the out porition solid ?
I thought we could do it in photoshop by making the center alpha'd and the
outside of it
Part of a prototype/demo mod looking at ways to teach/convey medical training
via games. A serious games project.
Quoting Ben Davison [EMAIL PROTECTED]:
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Seems very cool, what is it for?
On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote:
I
Um, please ? :)
I'm offering to do the work(which I'll probably do anyways), but I'm
asking Valve/Alfred/Yahn if there is a possibility of it being added
to the SDK and to a future CS:S and DOD update so bot developers will
have the necessary functionality available to write a fully functional
Jeremy Swigart wrote:
Um, please ? :)
I'm offering to do the work(which I'll probably do anyways), but I'm
asking Valve/Alfred/Yahn if there is a possibility of it being added
to the SDK and to a future CS:S and DOD update so bot developers will
have the necessary functionality available to
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The release notes here describe what's in it:
http://www.valve-erc.com/srcsdk/prerelease_notes.html
Also, the MotionMapper and networking docs are updated.
Yes, I'm currently doing that. Was just hoping for some sort of
acknowlegement either way. Like if they had something planned already
or not.
Thx
On 6/2/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeremy Swigart wrote:
Um, please ? :)
I'm offering to do the work(which I'll probably
If you want to use an alpha channel you need $translucent 1
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: June 2, 2005 2:52 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] nightvision
I added a texture which looks decent
Thanks guys for not completely taking the hand of me for that
completely stupid question and my arrogance towards your original
reply jeff :D
In my youthfull thinking the soloution was Make very specific
gamerules that can handle a specific gameplay, rather than a robust
one that can handle
Yea I think I tried that. Actually I know I tried that..
I will keep at it.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 02, 2005 8:44 PM
Subject: RE: [hlcoders] nightvision
On 6/3/05, Mike Dussault [EMAIL PROTECTED] wrote:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that
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Alfred,
From the June 2nd SDK patch msg.
Included source code for alternative player physics - improves player
interaction with physics objects in multiplayer. Look for code that references
the
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