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Anybody knows how to replace the crowbar with another custom weapon?
I have the custom weapon compiled, and tried to take out the crowbar, but
the crowbar still stays in the game.
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Knowing valve it would be something along the lines
of;
- Fixed everything
- Added a hole heap of stuff
Then a week latter;
- Updated steam so mods would be broken if they
migrated to the new code base.
- Ported CSS to the new engine so hammer wont work
either
:P
Adam
--- Matt Stafford <[EMAI
In DM, you can pick up a grenade and throw it throw its owner.
The code on the frag is:
"SetThrower( pPhysGunUser );"
And that changes m_pThrower...
Can the owner get changed?
or do I have to recreate my frags when the grav gun picks it up...
-G
--- Tom Leighton <[EMAIL PROTECTED]> wrote:
> A
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hey guys, i was wondering if anybody has any idea on how to get custom
images in place of numbers in the HUD in game and the main menu. say i wanna
change the health from numbers to an image file how do i go about it. i
tried getting image files
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I am trying to get the player's body model to display while in first person
mode. I have accomplished the basics of this by making
ShouldDrawLocalPlayer() return true all the time. I have the player model
set up to be the alyx model.
In game I sp
FYI this was originally documented on the wiki known issues list in mid 2006.
See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
For what it's worth, however, that code doesn't actually seem to be used... at
least it never came up in my mod. I added an assert(0) there long ago an
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Still doesn't answer the questions about tool updates and bug fixes :)
On 1/14/08, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
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> If you remember the huge code update with episode 1, expect tha
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If you remember the huge code update with episode 1, expect that but more.
D:
On Jan 13, 2008 2:48 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
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> Thanks Mike. Can we get any indication on w
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Well thanks for the help so far guys. I don't know if ill be able to track
down Imperio59, last I saw he was posting on the wavelength forums. If its
shader related, I have very little knowledge.
Anyway, thanks again, I'm sure we will figure some
Although when the gravity gun picks up an entity, it sets its owner to
the person holding the gravity gun doesnt it?
Andrew Watkins wrote:
I can't help with the physics interaction behaviour, but as for passing
through its owner, this is because you're set as its owner!
In source, no entity can
I can't help with the physics interaction behaviour, but as for passing
through its owner, this is because you're set as its owner!
In source, no entity can interact with its owner. Somewhere in your grenade
creation code, you'll see a call to SetOwner or SetOwnerEntity... if you
don't care about
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Thanks Mike. Can we get any indication on whats included with this update?
Which tools (particle editor, material editor etc) and any major bug fixes
or code changes? Shader updates etc? Or are we just gonna wait it out and
get a surprise :)
On 1
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That plugin template allow you make very things, also have ready interface and
librarys
Suport compile for Win, Linux, SourceMM and VSP
Support Vfuncs, sigscan, very utils and more!
Name: Sn4k3 Plugin Template
Nick: SPT
Plugin made by me
Allow
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Thank you for verifying my assumptions Tom.
On Jan 13, 2008 2:37 PM, Tom Leighton <[EMAIL PROTECTED]> wrote:
> Ryan Nash wrote:
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> > I assume you are checking out this tutorial for the d
Ryan Nash wrote:
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I assume you are checking out this tutorial for the debugging?
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
What debugging does it 'launch' the game right from visual studio 2005 in a
window.
I'm working on mod'ing the frag grenades from HL2DM to simulate a
baseball like object.
Here's what I've done so far:
I've removed the explosion from the grenade. It no longer deals any
radial damage. I did this by overriding the detonate and explode
methods within CfragGrenade.
The damage that
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I assume you are checking out this tutorial for the debugging?
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
What debugging does it 'launch' the game right from visual studio 2005 in a
window. The window display
Hello everyone,
I'm currently testing the language packs for the final chapter of M:M.
The contents of metastasis_italian\scripts\titles.txt correctly display
in-game instead of metastasis\scripts\titles.txt (when STEAM is set to
Italian).
However, the game refuses to read metastasis_italian\scr
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