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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:
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Yeah, I've been wanting to know the same thing as
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
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
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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
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
Will vehicles be implemented or possible with the orange box SDK?
Thanks,
Keeper
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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
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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:
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Don't remember reading that anywhere, might have just missed it
On 10/17/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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I believe Mike said there's going to be a EP2 Source SDK Base
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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
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:
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you have to realize that valve has nothing they need to use vehicles for
multiplayer in.
they're not
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,
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
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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
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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
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
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,
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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
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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,
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