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I was originally using Fmod for my mp3 player, before I stopped working on
it. One of the guys at Valve was talking about working on an example such as
an mp3 player so I stopped working with FMod and just decided to wait on
that, but it has yet
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Well done.
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You would need to get permission from Valve, Turtle Rock and Gearbox I
believe, they were all contributors. I would suggest avoiding it, but if you
absoloutly need to use it, then those 3 might be a starting point for
requesting permission. There
have you tried something like SetAlpha( 128 );
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In your modinfo file just change the gcf to, 240 I think it is, 220
being HL2 and 320 being HL2MP. Then add the file path farther down to
include cstrike and you can then use all the CSS content as you would
normally use other content. Note that if you are using HL2DM content
you can no longer
Are you implying that saving persistant data from Half Life 2 is
outside the MySQL license? I was working on a simple feature in one
of my mods to throw data out to a MySQL database but if that is not
allowed in the license what do all the Stats programs fall under?
btw love the 404 :P
That's just been put in the Skybox. Which makes everything bigger, by
some factor, 16 I think.
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If it's a server entity then its' removal needs to be handled by the server.
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Shareddefs.h I think
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in the weapon_ txt file you will find that it either ammends or
prepends an animation name for that weapon, fx in the mp sdk a grenade
has gren ammended to it the player animation.
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I think it's player relationships or something to that extent. The
game thinks you are friendly with them so hurting him is a no go. So
you will either have to change his friendliness to you or alter the
game's logic so that anyone is attackable.
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so in conclusion, not too many people have succesfully gotten vehicle
prediction on to the client, and those who have, or have made
significant progress are keeping to them selves. Sorry we couldn't
help you more krenzo
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Huh?
Is he just asking for someone to compile his work? or for you to send
10 computers?
WE HAVE NOT COMPUTERS HERE, PLEASE SEND TEN ON THE SNAIG MAIL
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lol, I don't feel so bad now, if it was a joke.
Too many of those email scams read exactly the same way though, and
they take themselves seriously.
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there is a convar that is called hl2_walkspeed or something like that,
and the same for sprint speed, just search through all the convars for
it, then just increase it :D
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Personally I would make a new hud element or something that can catch
a message and then activate the overlay, or even just has it's own
overlay code.
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lol, to some extent you have good points SB. however CSS did come
free with HL2. The CS team was mainly 2 people, Gooseman and Cliffe,
so I say Kudos to them for getting to Valve, and since it was free
with HL2, I don't think it's too bad at all. now DoD:S is not free,
it has a charge of some
it works on all panels. I use it on a normal vgui::panel no problem.
I have had the same issue as you do, some panels draw fine without a
background, and then others won't draw anything other than text
without a background. I haven't been able to figure out why, I am
just forced to draw the
Bunk beds probably, it's a bit more of a drop, and will definatly not
put you in a good mood
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lol :D Those TF2 quotes are a conspiracy.. They are just there to
give you that tiny glimmer of hope that it will some day release :P :P
:D
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Lol it seems like they are pushing the SDK for Mods and TC's more than
plugins :D Maybe that's the way to go?
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If it's an HL2 SP mod, you will need to force it to play the
animations, try stealing the HL2DM animations. The HL2SP player.mdl
only has the HL1 style animations.
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Where would we be without the botman? :D
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Why not add a check for if you are in third person, to the view model
and cross hair functions that allow it to draw?
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lol, it's amazing just how much of a headache one little return can cause
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It's daunting as hell, but I am assuming that unlike my crap hole
university you have atleast covered C++ so you are doing well there.
As for how things tie into each other it really starts to make more
and more sense the more you work with it.
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To
Bob: if you are still using this command line argument
Command Arguments : -steam -applaunch 320 -dev -allowdebug -windowed
-game d:\games\valve\steam\steamapps\SourceMods\HLMod +map
sdk_3d_skybox
and starting up the hl2.exe try changing the arguments to something like
-dev -allowdebug
I have replaced the Health panel with an image rather than the
numbers, and when ever I set the background paint to false the image
dissapears. The title remains but both the background and image
dissapear even though the image is being drawn in the Paint()
function. I have other panels that
There is that UTIL_ that removes imediatly, but it has the nice little
comment about better not have any pointers to the entity.
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I've seen that somewhere... I can't think of it ATM though.
in on of my mods I have a gradiant to show the players health instead
of numerics, and I just used an array of 10 hud textures and painted
the appropriate one depending on the players health,
fx. material[0] would be 100 to 91,
That put a lid on that box didn't it?!
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lol That's one way to stop the server doing anything :D
you could also do
for( int i = 0; i 6; i++ )
for(int j = 0; j 6; j++ )
for(int k = 0; k 6; k++ )
that would slow the server down quite a bit, but the best way would
probably be something like creating a boolean
I am curious as to how the server sends information for players.
If I have a number of lives for a player, say 10, and each time the
player dies they lose 1. That means say every 1 1/2 minutes the
variable would change. However I have a HUD element that shows the
players lives. This accesses
Ok, thanks, so that would mean that the best way would really be just
a usermessage?
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I have been trying to implement a simple graph for the players health
rather than numbers, and it works fine when I am drawing the
background of the element. But no matter what I do to try and stop
the background drawing my graph also stops drawing. I have the graph
and label both painting in
Don't know really, the mod team decided they wanted 3 different
gameplays, 2 of which were similar and the other 1 being completely
different I thought I would break it into 2 gameplays rather than run
checks everytime on whether a feature was enabled or not.
I take it no one has every created a
Thanks guys for not completely taking the hand of me for that
completely stupid question and my arrogance towards your original
reply jeff :D
In my youthfull thinking the soloution was Make very specific
gamerules that can handle a specific gameplay, rather than a robust
one that can handle
So you could have up to 32 flags total? I was affraid to touch those
incase it was vital to only have 10, thanks for answering my unasked
question :D
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Transfer the declaration into a header file and then include that i
the main cpp?
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I guess I must be in a very CS:S mood or something because I am
reffering to it in most of my questions now...
Anyway could anyone give me in lamens terms pointers on animating an
entity such as the planted bomb in CS:S, that not only Animates the
texture but also has a countdown. I tried using
just a forward declaration of it in all of your cpp files?
class CBaseAwesomeClass;
I don't know if that will work but it's the only other thing I can think of
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If the client says its game time A and I'm here, then, it's game time
B and I'm there, how is that in anyway difficult to calculate
distance/time? This is only a problem if the client doesn't send or
the server doesn't use the idea of game time.
I would think that the issue is, that they
I appologize if this a really dumb question.
I have my NVG completely finished except for the effect itself. I was
hoping to recreate real nightvision by simply amplifying the original
lights, except for the fact I can't get information about the original
lights it's perfect...
So I decided for
If the server knows that you are reloading and won't let you reload
any faster, why can't it stop you from walking or running, hell even
firing really fast? I know there are a lot of ambiguous cases like
teleporters and stuff, but still it seems a bit odd that you can haul
balls accross a map and
It's very possible to do that, but as Jeff said you will get a lot
more false positives just due to altering latencies rather than real
hackers. In theory it is sound but unless you have a decent thresh
hold on hacking speeds and just lagging speeds, a better way of doing
this without banning non
Lol to start out with I'm sorry if it's VMT's that are the acctual
texture files, I can never get them the right way round, but... is it
possible to scissor materials the same way you could with sprites? On
the HL1 hud if you had 2 pictures in 1 file you could use 1 part of
the sprite if
Your team menu might be a simple issue of taking a look at the numbers
define for TEAM_SPECTATOR and such. do a search for that. If you set
your first button to do jointeam and then it gave the number 1 then
you might have TEAM_SPECTATOR defined as 1 where as TEAM_REBEL and
TEAM_COMBINE or
lol, was it still solid or did sinor door just delete itself?
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Dunno if the demo commands are open in the code, but you could just
copy the way the screenshots create the file name and put it into the
demo command then all you have to do is remove any checks for
arguments and your done. All you would need to do is type record and
it will record de_dust001.dem
couldn't you just add that flag to the normal door rather than
creating a whole new entity?
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