RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-25 Thread Tony Paloma
Mike, Can I get new takedamageinfo.h? I'm having issues with the old one. Thanks, Tony Paloma -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Thursday, October 11, 2007 12:33 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders

Re: [hlcoders] sv_pure broken for mods?

2007-10-25 Thread Andrew Timson
On 10/25/07, Jeremy <[EMAIL PROTECTED]> wrote: > Some more info that may be useful. Finally got hlds updated via hldsupdate > tool so I can try to test locally. Seems to work perfectly fine for a > windows server. I can join as a client with or without the +check_crc from > the grenade line, as I

[hlcoders] Mod name in steam friends fluctuates when mounting multiple GCFs.

2007-10-25 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hey Source SDK moding community mailer! This email is more of a bug report for Valve, their current way of getting game information isn't work so well with mods mounting multiple GCFs with code. As a mod using engine functions to mount GCFs such

Re: [hlcoders] HL2_EPISODIC in preprocessor of HL2MP SDK

2007-10-25 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] I don't see why it would be required, its up to you. Most of which that preprocessor define enables has to do with the Half-Life 2 AI and not HL2MP gameplay. On 10/23/07, Janek Le_Vert <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from

Re: [hlcoders] Old GMod Hud (How to?)

2007-10-25 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] The last float in that function being a time perhaps? I don't think this would be the best way of doing it. If you only wanted it to exist while the window was open, you have no object to hide. On 10/23/07, Drak <[EMAIL PROTECTED]> wrote: > > Ah,

Re: [hlcoders] TF2 Sudden Death

2007-10-25 Thread Tony "omega" Sergi
-- [ Picked text/plain from multipart/alternative ] they don't.. On 10/25/07, Ray <[EMAIL PROTECTED]> wrote: > > > I get that when it appears the maps over and changing.. > > Im looking to see if anyones been able to get these: > "teamplay_suddendeath_begin" > { >

RE: [hlcoders] TF2 Sudden Death

2007-10-25 Thread Spencer 'voogru' MacDonald
They are not called as far as I know. I tried a few things, but no dice. -Original Message- From: Ray [mailto:[EMAIL PROTECTED] Sent: Thursday, October 25, 2007 8:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Sudden Death I get that when it appears the maps over a

Re: [hlcoders] TF2 Sudden Death

2007-10-25 Thread Ray
I get that when it appears the maps over and changing.. Im looking to see if anyones been able to get these: "teamplay_suddendeath_begin" { // nothing for now } "teamplay_suddendeath_end" { // nothing for now } A

Re: [hlcoders] TF2 Sudden Death

2007-10-25 Thread Tony "omega" Sergi
-- [ Picked text/plain from multipart/alternative ] teamplay_game_over On 10/25/07, Ray <[EMAIL PROTECTED]> wrote: > > Is anyone able to get the sudden death events to fire in plugins.. > The modevents.res file shows them..but they never seem to fire. > Ray > > > >

[hlcoders] TF2 Sudden Death

2007-10-25 Thread Ray
Is anyone able to get the sudden death events to fire in plugins.. The modevents.res file shows them..but they never seem to fire. Ray ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.

Re: [hlcoders] Brush Entity class and help in general!

2007-10-25 Thread Emiel Regis
// Use our brushmodel SetModel( STRING( GetModelName() ) ); this line set's the entity's model to brush model it is attached too - brush entities are actually just entities linked to some brushes, they don't use separate models. If you want such entity you should look at http://deve

[hlcoders] Brush Entity class and help in general!

2007-10-25 Thread Will Franklin
Hi, I have been following some of the tutorials on the Valve Developer Wiki and am having a bit of trouble with the "Authoring a Brush Entity" (http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity) tutorial. A simple one I know, but I'm a beginner!! I have created the entity in code a

Re: [hlcoders] sv_pure broken for mods?

2007-10-25 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Wierd, gmail must be mucking up the string. Lemme try to paste it again to see. #define CALTROPGRENADE_MODEL_HOLSTER "models/grenades/caltrop/caltrop_holster.mdl" It's definately .mdl On 10/25/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > >

Re: [hlcoders] sv_pure broken for mods?

2007-10-25 Thread Tony "omega" Sergi
-- [ Picked text/plain from multipart/alternative ] the only thing in your post that doesn't make sense to me is this: #define CALTROPGRENADE_MODEL_HOLSTER "models/grenades/caltrop/caltrop_holster::mdl" void CFFGrenadeCaltrop::Precache() caltrop_holster::mdl? On 10/25/07, Jeremy <[EMAIL PROTECT

Re: [hlcoders] sv_pure broken for mods?

2007-10-25 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Some more info that may be useful. Finally got hlds updated via hldsupdate tool so I can try to test locally. Seems to work perfectly fine for a windows server. I can join as a client with or without the +check_crc from the grenade line, as I woul

Re: [hlcoders] sv_pure broken for mods?

2007-10-25 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Mike, we did some testing last night to try and get pure working and here's what we found out. With the whitelist set up as materials\...allow_from_disk materials\effects\... allow_from_disk+check_cr

RE: [hlcoders] Prediction of projectile-based weapons in Source

2007-10-25 Thread William Ravaine
-- [ Picked text/plain from multipart/alternative ] Ok after a few more tests and goold old code-digging, I got my rockets working. The problem was that I forgot to override the ShouldPredict() method of the missile entity on the client side to return true when the missile is created by the lo