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I agree with this, even something like this:
-EP1 Engine
=HL2
=HL2: DM
=HL2: EP1
-Orange Box Engine
=Portal
=Team Fortress 2
But then again, I guess it might have something to do with the game config.
> From: [EMAIL PROTECTED]
> To: hlcoders@li
I apologize if I'm overstepping my bounds, but may I make a suggestion
to change your change slightly? I know everyone on this list will
understand the purpose of the engine selector list box and why the games
are separated, but if you're already integrating the Orange Box and
Episode 1 SDK Launch
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I just noticed that HL1 has a TraceSphere function available. Did this
function become flawed once the Physics system was entered in the the scene
equation? Just wondering why it was removed from HL2.
On Sep 29, 2007 4:50 PM, Daniel Menard <[EM
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For #1 you could try just tracing out in front of the ball in the direction
of movement by a few units every frame to look for breakable glass. For #2
you might want to check the collision group settings on the object. I'm not
sure what the beha
That change comment shouldn't have gone out when it did so there is no
change in the SDK Launcher yet. When it does get updated then you will
have a drop-list of engine versions that removed the need to add the
"-engine" start option.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mail
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wow great, snapeyeangles really makes my life a lot easier. apparently
intellisense in visual studio is not working correctly, because that
function doesnt show up anywhere when i list out whats available in
hl2mpplayer.
On Jan 15, 2008 12:07 PM
All the calls to HL2Gamerules() do an unsafe cast of the gamerules
singleton which is not a hl2gamerules class in hl2mp so it'll crash it
when something accesses the result. You basically have to find those
calls and fix them (or comment them out for now, as they're mostly
stuff for alyx's flashlig
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I was developing some NPCs for use in multiplayer environment that make use
of Player Companion, etc classes as base classes. The problem is that in
release mode NPCs who use flex animation crash on load.
I could not believe anything in my code w
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p.s. Just noticed that you seem to be wanting to do something compeltely
different *do'h*
On Jan 15, 2008 5:07 PM, Jamie Femia <[EMAIL PROTECTED]> wrote:
> Simply putting this in the player class spawn function works without
> having to modify
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Simply putting this in the player class spawn function works without having
to modify any client code.
QAngle a = EyeAngles();
a[YAW] += 90; // degrees to rotate
SnapEyeAngles(a);
On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote:
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There is a function called something like calcviewmodelbob, and
addviewmodelbob, check them then create a calc and addviewbob. Now where to
plug it I forgot but there's a function that gets called after all view
calculations are done and asks for
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This is exactly what i was looking for, thanks!
On Jan 14, 2008 3:47 PM, Minh <[EMAIL PROTECTED]> wrote:
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> The reason SetAbsAngles isn't "working" is because the viewangles is
> constantly
www.novalogic.com
The only trhing you can do is add new models and weapons (not until
recently)
by editing definition files. No code in sight at all. Good games though
(Joint Ops - 250 people in a server) :P
Nick wrote:
I've never tried modding for anything other than source engine. So you
tell
I've never tried modding for anything other than source engine. So you
tell me...
On Jan 14, 2008 11:39 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
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> hmm, and how many other companies give you not only a managed SDK but;
> full /game/ sou
Yeah it's only about 160 something people
Adam Buckland wrote:
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Guys
Give Mike a break. He's already pointed out that they're waiting for a Steam
update to be able to release it. Perhaps there's been a delay on that or
something. Valve's a lot
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Guys
Give Mike a break. He's already pointed out that they're waiting for a Steam
update to be able to release it. Perhaps there's been a delay on that or
something. Valve's a lot smaller than people think.
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Same here, even after an SDK refresh.
Tom Leighton wrote:
Same, i cant see any changes to the source sdk launcher... The same old
dropdown box for games, and -engine ep1 still has effect.
Jake Breen wrote:
Anyone know what this changes?
"
* SDK Launcher now has a drop list of engine versi
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Hello,
I was wondering how you could get head bobbing into a mod. I've seen it in a
couple of other mods (Dark Messiah). Does anyone know how to get it while
running ? Its realistic and the weapon will be down while sprinting so you
can't shoot o
d:\dev\rel\
Im guessin thats a valve guys drive. Maybe there are some asserts in the
engine, or the engine is compiled debug :P
Ryan Sheffer wrote:
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This is the bizzarest thing but I kid you not, we are getting an assert on
release dlls. Seems
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This is the bizzarest thing but I kid you not, we are getting an assert on
release dlls. Seems to happen no matter what.
http://www.obsidianconflict.com/skidzimages/assert.jpg
It only happens on one of the ravenholm maps when you jump in the car
Same, i cant see any changes to the source sdk launcher... The same old
dropdown box for games, and -engine ep1 still has effect.
Jake Breen wrote:
Anyone know what this changes?
"
* SDK Launcher now has a drop list of engine versions in addition to
a drop list of games/mods. This elim
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