Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] I believe Mike said there's going to be a EP2 Source SDK Base (2007) :) /ProZak On 16/10/2007, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah, I've been wanting to know the same thing as

[hlcoders] TF2 Max Players

2007-10-16 Thread Bryan Beaudreault
Hello, Would it be possible for valve to up the max players from 24 to 25, so that we can make use of reserved slot mods without sacrificing a usable slot? Upsides: Full servers and still have reserved functionality, rather than needing to have one team play 1 person down. Extra slot can act

Re: [hlcoders] TF2 Max Players

2007-10-16 Thread dackz
This would also be useful for running SourceTV on 24 player servers, since it takes up a player slot. It wouldn't really need to be a real player slot, just enough to run SourceTV or allow a spectator. Then one could use that in conjunction with sv_visiblemaxplayers. On 10/16/07, Bryan

Re: [hlcoders] TF2 Max Players

2007-10-16 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] well from what i saw on valve's server, the server was set to 24 players but powerplay was player #25. so I guess it must have used what garry said about visible players, or something. On 10/16/07, dackz [EMAIL PROTECTED] wrote: This would

[hlcoders] Blood?

2007-10-16 Thread DAV
Hi, Maybe I missed something, but did the blood splash of when a bullet hit a enemy dissapeared since HL2EP2 came out in older games and mods? I also notice that the blood decal that appear after you hit a dead npc doesnt appear anymore. Thanks, Davide (DAV) Email: [EMAIL PROTECTED] Azure

RE: [hlcoders] SDK Update heads up?

2007-10-16 Thread Keeper
Will vehicles be implemented or possible with the orange box SDK? Thanks, Keeper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Justin Krenz
Vehicles have always been possible with the Source SDK. What do you mean? Keeper wrote: Will vehicles be implemented or possible with the orange box SDK? Thanks, Keeper ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Minh
-- [ Picked text/plain from multipart/alternative ] yea, vehicles work for me.. and have worked since the first sdk was out. Granted, in multiplayer, they aren't as well predicted as player movement but they're servicable. - Original Message - From: Justin Krenz [EMAIL PROTECTED] To:

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Don't remember reading that anywhere, might have just missed it On 10/17/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I believe Mike said there's going to be a EP2 Source SDK Base

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] he said 'probably' quote: You will have the option of still using SDK Base which will still be linked to the Ep1 engine or you can base your mod on the new app IDs for Ep2, Portal, or TF. We will probably make a new SDK Base that uses the Orange

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Nick
Lack of vechicles in mutliplayer is one of the biggest problems in the sdk imho. On 10/16/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] you have to realize that valve has nothing they need to use vehicles for multiplayer in. they're not

Re: [hlcoders] TF2 Max Players

2007-10-16 Thread Nick
I agree, there must be a better system for reserve slots. Please Valve, this is a really major problem for all of your games. Fix it, somehow. The current way of doing reserve slots is very very annoying, and is unlikely to end anytime soon without some sort of solution from valve. On 10/16/07,

[hlcoders] Valve/Mike: Hard coded 4 second limit on ingame menus

2007-10-16 Thread Bryan Beaudreault
Is this a bug or a feature? Picture a map vote coming up and expecting all of the members of a server to vote within 4 seconds. Thats a little rediculous, and it affects other mods as well. Please fix this! Right now the only work around is to force the menus to keep re-appearing every 4

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] I'm not going to argue against that. My point is just simply, until they have a reason to add multiplayer vehicles, they aren't going to spend the time writing code that modders can do. On 10/16/07, Nick [EMAIL PROTECTED] wrote: Lack of

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] If Vehicles worked in real life as they do in hldm..you would have a pretty sore head from banning it on the dashboard allot :p adam _ What are you waiting for? Join Lavalife

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Christopher Harris
It is not very hard to fix vehicle view lag. Someone is writing a tutorial on it, whom I had shown my fixes to, eventually. Chris - Original Message - From: Nick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, October 16, 2007 11:35 PM Subject: Re: [hlcoders] SDK

RE: [hlcoders] Valve/Mike: Hard coded 4 second limit on ingame menus

2007-10-16 Thread Spencer 'voogru' MacDonald
Yes. I noticed this myself. ShowMenus are ignoring the time variable that you're able to set on them. My temporary workaround is to reissue the menu every 4.5 seconds if a player has not voted. - voogru. -Original Message- From: Bryan Beaudreault [mailto:[EMAIL PROTECTED] Sent: Tuesday,

[hlcoders] Cinematic Physics

2007-10-16 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Just finished Half-Life 2 Episode 2 and I loved it, and the time has come for us modders to get to work with some of the new tech. Noticing Cinematic Physics in-game, I wondered how flexible this really is. Any clues on how it actually works? Me

Re: [hlcoders] Cinematic Physics

2007-10-16 Thread Minh
-- [ Picked text/plain from multipart/alternative ] hmm.. It sounds like we can do cinematic physics with the current SDK. Just have a prop model with a crap load of custom gibs. - Original Message - From: Ryan Sheffer [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday,