you can find the conc code in GoldSrc
On Fri, Oct 29, 2010 at 6:10 PM, Jeffrey "botman" Broome <
botman.hlcod...@gmail.com> wrote:
> I thought Valve never released the source to TFC or CS.
>
> GoldSrc downloads can be found here...
>
> http://www.fileplanet.com/32334/0/0/0/1/section/SDKs_/_Source
I thought Valve never released the source to TFC or CS.
GoldSrc downloads can be found here...
http://www.fileplanet.com/32334/0/0/0/1/section/SDKs_/_Source_Code
On 10/29/2010 6:01 PM, Andreas Grimm wrote:
where can i find the hl1 source? :-O
-Original Message-
From: hlcoders-boun...@
where can i find the hl1 source? :-O
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: Saturday, October 30, 2010 12:49 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] TFC conc gr
Hi Andreas,
Fortress Forever implemented the conc nade effect to look the same on
source. I think all it basically does is add a swirl to the players
eyeAngles in CalcView. TFC may have did the weapon seperately or maybe
modified the bob cuz it goes even more crazy. Hope this helps
On Fri, Oct 29
The source code is in the hl1 source
On Fri, Oct 29, 2010 at 5:23 PM, Andreas Grimm wrote:
> Hello,
>
> I have a question about the TFC conc grenade effect:
> http://www.youtube.com/watch?v=cMQAo9i0jGw
>
> After grenade detonation the viewangle circles around and the weapon seems
> to move aroun
Hello,
I have a question about the TFC conc grenade effect:
http://www.youtube.com/watch?v=cMQAo9i0jGw
After grenade detonation the viewangle circles around and the weapon seems to
move around, too ...
My firdst question: Is the same effect in Source games possible?
And: Does anyone know which
I had the same issue with Alien Swarm. But not only is the Alien Swarm
source code a hard coded mess, it constantly tries to get games statistics
or authorisations from the steam server!!! What's the point of leaving that
in? I could put up with that, but there is no documentation, even if its
I don't know the exact story behind it. But he works on Tactical
Intervention (Source game) now, for some Asian studio.
- Ywa
Op 29-Oct-10 22:42, Jacob "J*Rod" Salas schreef:
Oh did he leave? I didn't hear that so I'm not sure.
On Fri, Oct 29, 2010 at 2:53 PM, Jarno Veuger wrote:
Tony S. d
Oh did he leave? I didn't hear that so I'm not sure.
On Fri, Oct 29, 2010 at 2:53 PM, Jarno Veuger wrote:
> Tony S. doesn't work for Valve anymore. He stills helps others where he can
> though (as far as I can tell).
>
> - Ywa
>
> Op 29-Oct-10 21:17, ~CzF|JS*~ J*Rod schreef:
>
> Same here, as I
Tony S. doesn't work for Valve anymore. He stills helps others where he
can though (as far as I can tell).
- Ywa
Op 29-Oct-10 21:17, ~CzF|JS*~ J*Rod schreef:
Same here, as I once tried implementing the 2007 scratch SDK into the Alien
Swarm code, and ended up going back to 2007 to keep working
Same here, as I once tried implementing the 2007 scratch SDK into the Alien
Swarm code, and ended up going back to 2007 to keep working on programming.
As for Mike, he's probably busy with talking on forums with people who need
help with certain things. And what about Tony Sergi, the guy who creat
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up on it as there was no
easy way to remove the alienswarm stuff without going through
thousands of inter-dependencie
Any ETA would be meaningless, Valve Time, remember... :)
http://developer.valvesoftware.com/wiki/Valve_Time
Jeffrey "botman" Broome
On 10/29/2010 1:52 PM, Dan L wrote:
Can we at least get an ETA for
2009 sdk?
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The thing i am most upset about is there is still no create a mod option for
source 2009 based games. I wish valve would include full hl2:dm code and
update it as it patches like alien swarm. Can we at least get an ETA for
2009 sdk?
On Fri, Oct 29, 2010 at 4:41 AM, Jed wrote:
> I like Valve bu
On Fri, Oct 29, 2010 at 6:36 PM, Sam wrote:
> Hello there,
>
> Goldsrc is pretty much discontinued for modders, And valve itself said in
> the Steamworks page that it wasn't made for modders, but for commercial
> developers (Even thought some mods have a Steamworks license), And even if
> GoldSou
Hello there,
Goldsrc is pretty much discontinued for modders, And valve itself said in
the Steamworks page that it wasn't made for modders, but for commercial
developers (Even thought some mods have a Steamworks license), And even if
GoldSource was still supported, I doubt you would get a license
Dear HLCoders community.
Before protocol 48 update i saw Counter Strike Steamworks, before i saw that
i thought that there`s no way to get steamworks on GoldSource. So i said ok,
counter-strike is big project and got extra support. We`re also making
project, some of you may know that I`m developer
My shader DLL wasn't loaded by vbsp.exe so my shader used fallback:
"Wireframe_DX6". I manually enabled lighting (bumped and standard) on
brushes with it and it works.
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vis
I like Valve but yeah, I've been vocal about my growing dislike of the
SDK for a while. Heck some numpty quotes me on the wiki page... :(
As a third-party SDK tool developer I've been smacking my head into
the desk with all the different versions for a while and it's a
nightmare keeping up with it
I have experience with both, Unreal and Source, engines, and I can, with
confidence, say that both has serious advantages and disadvantages.
I know that some studios refused Source, but I know studios that refused
Unreal.
It's just your choice, and if you can't create games, noone engine will not
h
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