Re: [hlcoders] HLCoders

2005-06-28 Thread Draco
It is an excelent idea to do this, one big site is better than 10 little ones. "We've reworked our existing Source engine SDK documentation into a Wiki" VALVe will be maintaining it too, they will have the sdk docs to keep updated -- Draco ___ To unsu

Re: [hlcoders] HLCoders

2005-06-28 Thread Adam \"amckern\" Mckern
Ok, sounds good I'll keep twhl, etc for my forum business... --- Draco <[EMAIL PROTECTED]> wrote: > It is an excelent idea to do this, one big site is > better than 10 little ones. > > "We've reworked our existing Source engine SDK > documentation into a Wiki" > VALVe will be maintaining it too,

RE: [hlcoders] HLCoders

2005-06-28 Thread Ian Warwick
Great! Thanks :) well needed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: 28 June 2005 00:02 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HLCoders Today we're going to open up something we've been working on for the MOD

[hlcoders] non-game mods for steam

2005-06-28 Thread McCormack, Chris
Hello all - I don't know if there's a definitive list of mods out there (not that I can find), but I was wondering what people had developed that is NOT a game related mod. I know someone is working on a medical training mod that looks very interesting (but probably not for public release), so

[hlcoders] Linux HLDS plugin

2005-06-28 Thread Matt Parkins
Hi, Have taken the sample server plugin code and compiled it in VC on my win32 machine and it runs fine in a listen server. Have compiled those same files on my linux box using the makefiles in the linux_sdk directory and have .so file at hand, hurrah. I have put the .vdf file (the file that let

Re: [hlcoders] non-game mods for steam

2005-06-28 Thread Tim Holt
Hi Chris, I'm the one working on the medical project right now. If you're not on the list already (Hmm are you?), check out the Serious Games email lists (http://www.seriousgames.org). Quoting "McCormack, Chris" <[EMAIL PROTECTED]>: > > Hello all - > > I don't know if there's a definitive list o

[hlcoders] Level Transition Player Positions #1994

2005-06-28 Thread Thomas Tissot-Dupont
Level Transition Player Positions: Guys I managed t make them work. I created a Vector and a QAngle which was supposed to be the player's old pos & angle. Then I jumped the player to this old position & forced their angle to be the same as their old angle. Now I have to fix a little problem with th

RE: [hlcoders] Level Transition Player Positions #1994

2005-06-28 Thread Ian Warwick
Try the new and funky valve developer wiki :) http://developer.valvesoftware.com Regards Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Tissot-Dupont Sent: 28 June 2005 10:18 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Level Tra

RE: [hlcoders] Level Transition Player Positions #1994

2005-06-28 Thread Adam \"amckern\" Mckern
yeah, vdw, twl, etc, i would start with vdw before i submited at twl - btw twl = www.thewavelength.net --- Ian Warwick <[EMAIL PROTECTED]> wrote: > Try the new and funky valve developer wiki :) > > http://developer.valvesoftware.com > > Regards > > Ian > > -Original Message- > From: [EMAI

Re[2]: [hlcoders] Source .PHY files. Anyone knows? Valve please help!

2005-06-28 Thread Vyacheslav Dzhura
Hello Jay, Monday, June 27, 2005, 8:23:40 PM, you wrote: JS> The only other bit of information is how they are positioned. There's JS> an attachment point called "placementOrigin" that tells the code where JS> to put them. Usually we modeled these pieces in place over the original JS> object, the

[hlcoders] Fakelag

2005-06-28 Thread NuclearFriend
-- [ Picked text/plain from multipart/alternative ] What is the fakelag command in HL2? I've used it before, but I can't seem to remember it. That, or it was removed/renamed in a recent update. Anyone got any ideas? -- Programmer for RnL www.resistanceandliberation.com

RE: [hlcoders] Fakelag

2005-06-28 Thread Ian Warwick
I can't recall what it is however you can do a search on the console using the find command, ie:- 'find fake' or 'find lag' and see if it comes up in the result list. Oppoligies if you already know this, this is what I use when I can't remember the exact command. Regards Ian -Original Mess

Re: [hlcoders] Fakelag

2005-06-28 Thread NuclearFriend
-- [ Picked text/plain from multipart/alternative ] Ah thanks, nope I didn't know that. Found it, net_fakelag. :) On 6/28/05, Ian Warwick <[EMAIL PROTECTED]> wrote: > > I can't recall what it is however you can do a search on the console > using the find command, ie:- 'find fake' or 'find lag' and

Re: [hlcoders] HLCoders

2005-06-28 Thread tei
Oh no yet another half-life2 wiki! :D Well.. Great initiative from Valve. Maybe somewhat late, because the hl2 community its already mature. And the existing HL2 wikis where run for years. So.. welll.. this its good and neat. How this will change the HL2 wiki wars? will this new wiki prevail

Re: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread ibutsu
I wish there was a better, less hackish way to accomplish this, but I can deal with that. Doing it the slightly hackier way, casting a ray, will likely work out better, since it's way too easy to get head hits, even when the crosshair is a good (what appears to be) foot off the target's head. Hopef

RE: [hlcoders] Debugging is a problem

2005-06-28 Thread bob
Command : D:\Games\Valve\Steam\SteamApps\swallowbush\half-life 2 deathmatch\hl2.exe Command Arguments : -steam -applaunch 320 -dev -allowdebug -windowed -game "d:\games\valve\steam\steamapps\SourceMods\HLMod" +map "sdk_3d_skybox" Working Directory : D:\Games\Valve\Steam\SteamApps\swallowbush\half-l

Re: [hlcoders] Debugging is a problem

2005-06-28 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] I don't think you have to use the HL2DM directory. On 6/28/05, bob <[EMAIL PROTECTED]> wrote: > > Command : D:\Games\Valve\Steam\SteamApps\swallowbush\half-life 2 > deathmatch\hl2.exe > Command Arguments : -steam -applaunch 320 -dev -allowdebug -

Re: [hlcoders] non-game mods for steam

2005-06-28 Thread Tim Holt
I wanted to re-reply to this now when I've got a little bit more time. Actually, there is a rather new and thriving movement to use games for more "serious" uses. The phrase "Serious Games" is often used to describe them. What are Serious Games? Well there are a lot of different definitions, but

Re: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread Stephen Micheals
i would like to see a tutorial on that made. how about making the tutorial on the new valve wiki? http://developer.valvesoftware.com/wiki/Main_Page things have been Very slow over at twl. :( also if you need help with wiki formating i can send you some links. On 6/28/05, ibutsu <[EMAIL PROTECTE

Re: [hlcoders] non-game mods for steam

2005-06-28 Thread tei
Tim Holt wrote: I wanted to re-reply to this now when I've got a little bit more time. Actually, there is a rather new and thriving movement to use games for more "serious" uses. The phrase "Serious Games" is often used to describe them. What are Serious Games? Well there are a lot of differe

RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread Maurino Berry
You know after reading this again.. if you're trying to simulate realistic bullets, I've got a suggestion... I've developed a projectile simulator which takes things like wind/velocity into account using only a tiny structure of data, these are replicated to the clients and batch rendered using t

Re: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread ibutsu
Maurino: Hehe, that sounds like a lot of work, I'll consider it a long-term goal maybe, but the projectiles themselves are but a small part of the mod. I also got the locational damage working doing a trace from the "touch" point (currently I am not backtracking it at all, do you think that could b

[hlcoders] NPC Modeling problem

2005-06-28 Thread Thomas Tissot-Dupont
Hello everybody, I still try to fix that weird zombie problem. My zombies cannot move when I compile them myself. Though I have decompiled valve's classic.mdl model, and I recompiled it without any modification done on the reference model - the compilation worked nice. But in game, my NPC doesn'