[hlcoders] Steam crashes when we load our mod configuration into Hammer

2004-12-16 Thread Ian
team should be able to handle large numbers of files and folders within a mod folder so this current limitation cannot be right. Regards Ian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Steam crashes when we load our mod configuration into Hammer

2004-12-17 Thread Ian
I don't know if it crashes simply because the folders are hidden or not. I was assuming that it might be because each .svn folder contains a load of other folders and the amount of extra files/folders is blowing a fixed buffer or something. From what i can tell Steam is scanning each folder in the

Re: [hlcoders] Steam crashes when we load our mod configuration into Hammer

2004-12-17 Thread Ian
gameinfo.txt) I can send you a directory listing of the mod folder off-list if it would help. Its 96K therefore i haven't included it here. If you need any further info just ask. Thanks Ian On Fri, 17 Dec 2004 12:33:59 -0800, Taylor Sherman <[EMAIL PROTECTED]> wrote: > Hi Ian, > &

Re: [hlcoders] Steam crashes when we load our mod configuration into Hammer

2004-12-17 Thread Ian
Hi Taylor I that 6 deep from the mod folder level or from the root of the drive? Also because the .svn folder contains a further 2 levels of folder nesting, does that limit us to only 4 real levels? On Fri, 17 Dec 2004 13:50:59 -0800, Taylor Sherman <[EMAIL PROTECTED]> wrote: > OK, I think we've

Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Ian
king. Thanks Ian On Mon, 20 Dec 2004 15:31:18 -0800, Taylor Sherman <[EMAIL PROTECTED]> wrote: > An update on this -- you can actually delete the Steam.dll and > SteamApp.cfg from your game directory. Neither one is required anymore > to do debug launches. Launching hl2.exe w/ -steam

Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Ian
e working on the release notes > right now. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: > Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Today's Steam DLL u

[hlcoders] How to start?

2005-07-19 Thread Ian
-- [ Picked text/plain from multipart/alternative ] I would like to start coding plugins such as mani's bettles, matties, etc But i dont know where to start from. Any tips? -- Sincerely, Ian -- ___ To unsubscribe, edit your list preference

[hlcoders] Gettin Plugin to work

2005-07-21 Thread Ian
-- [ Picked text/plain from multipart/alternative ] I'm trying to compile a server plugin i wrote modifying serverplugin_empty, the one that came with valve, but when i compile and i try to run it, it says its a Debug DLL and it crashes CSS. Any ideas? -- Sincerely

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Ian
> binary. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: > Thursday, July 21, 2005 11:16 AM To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Gettin Plugin to work > > > -- > > [ Picked tex

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Ian
__ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Sincerely, Ian -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Ian Tyrrell
Do those bits exist in a 32-bit integer? (I'm assuming the flags are an integer) I'm assuming that shifting 32 bits in a 32 bit integer won't leave many bits to represent your values... r00t 3:16 wrote: ... #define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messa

Re: [hlcoders] Player Position

2005-01-13 Thread Ian Tyrrell
Hehehe, "Bortman!" (sorry) jeff broome wrote: Jeffrey "bortman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] HitBoxes ?

2005-04-28 Thread Ian Warwick
> Vector( 0, 0, 14 ) <-- no idea? Dead view height I think. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: 28 April 2005 04:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? Bounding boxes are defined in Gamerules.cpp line 34 - 48 static CVie

RE: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread Ian Warwick
You could use an array of buttons on a panel, you could possibly use one of those cool handy vector collection type thingies for the array so you can easily add new tabs to the strip, all you would need to do is handle a click event to change the background of a button (to make it look selected) an

RE: Re[4]: [hlcoders] shareware?

2005-05-09 Thread Ian Warwick
Can't you just ask for donations? -Original Message- From: Vyacheslav Dzhura [mailto:[EMAIL PROTECTED] Sent: 08 May 2005 13:39 To: [EMAIL PROTECTED] Subject: Re[4]: [hlcoders] shareware? Hello john-sheu, Sunday, May 8, 2005, 2:37:57 PM, you wrote: jsarc> A good idea in any case. I don't

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
I heard CS:S NVG is a shader, but if it is, then I can't find the files for it in any of the GCF files. The main problem is if the players PC's hardware supports shaders, but personally I would'nt let that be a problem. Shaders are a bit to deep for me at the moment, to do anything original and de

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
Appologies, I meant ATI's rendermonkey -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: 23 May 2005 14:27 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Nightvision I heard CS:S NVG is a shader, but if it is, then I

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
Sorry to keep spamming this thread! I keep remembering more useful stuff. Check out the post-processing shader Valve have provided, if you insert the code mentioned in the comments of the shader source to where it specifies, you get a crazy looking shader when you compile and run. It's very easy f

RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
I think the countdown timer might be using VGUI, it looks like it to me. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (British_Bomber) Sent: 24 May 2005 11:25 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Use functions on an Entity I g

RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
Regarding my last email, this is what I was refering to http://articles.thewavelength.net/675/ Quite a cool article explaining how to do it, in hammer editor there is also an entity that allows you to attach a VGUI screen to a brush entity, complete with mouseover cursor, doom III style, rocks.

[hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
my own? regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on

RE: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
Nodes - Shortest Route Algorithm Google -> A* (A star) Ian Warwick wrote: >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] I am trying to figure >out the shortest route between following AI nodes leading from start >point to e

RE: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
CAI_Path) assuming you are using SDK for HL2 Ian Warwick wrote: > >Does anyone know if something like this already exists in the SDK > > >>before I start making my own? >> >> > >-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] O

[hlcoders] Valve - Thank you for the CMapOverview update!!

2005-06-09 Thread Ian Warwick
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just want to commend the person at Valve who fixed it up :) cheers! This email and any files transmitted with it are confidential an

[hlcoders] How to make a beam fade out?

2005-06-20 Thread Ian Warwick
be much appreciated. Kind Regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in

RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: Monday, June 20, 2005 7:33 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to make a beam fade out? I am trying to make a beam fade away, I was thinking kRenderFxFadeFast would do the trick, but where

RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
ECTED] On Behalf Of Ian Warwick Sent: Monday, June 20, 2005 7:33 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to make a beam fade out? I am trying to make a beam fade away, I was thinking kRenderFxFadeFast would do the trick, but where to specify this when creating a beam

[hlcoders] Attachment points and projectiles

2005-06-21 Thread Ian Warwick
hat I may need to do, it would be much appreciated, maybe its a matter of creating the rocket on the client and then formatting the attachment for the viewmodel, like the physcannon handles the gauss beam. regards Ian This emai

RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
Dissolve??? Run a grep over the sdk and see if Dissolve is what you after --- Ian Warwick <[EMAIL PROTECTED]> wrote: > Cheers, this is the only way I can think of is to keep a pointer to > the current beam and adjust it's alpha over time. > > Cheers :) > > --

RE: [hlcoders] beam fade notes @ handy vandal's almanac

2005-06-22 Thread Ian Warwick
Cheers Karl, Great to see the hl2 version! Your site has proved to be a most useful resource over the years :) Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Karl Jones Sent: 22 June 2005 00:19 To: hlcoders@list.valvesoftware.com Subject: [hlcoders

[hlcoders] Selected a frame to show in an animated material

2005-06-22 Thread Ian Warwick
possibly one of them, does anyone know of a way to select a particular frame in a animated material? best regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the

RE: [hlcoders] Attachment points and projectiles

2005-06-23 Thread Ian Warwick
Ah, thanks for the reply Teddy, I think I am going to fudge projectiles the best I can like the RPG does :) Best Regards Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: 23 June 2005 16:16 To: hlcoders@list.valvesoftware.com Subject: Re

[hlcoders] material proxies, how do they work from a coders point of view?

2005-06-27 Thread Ian Warwick
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Well they seem cool judging by the valve docs for them, but how do I utilise them in code? The docs show how to write new ones, but not how to actually use them in code. is it just a matter of looking

RE: [hlcoders] HLCoders

2005-06-28 Thread Ian Warwick
Great! Thanks :) well needed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: 28 June 2005 00:02 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HLCoders Today we're going to open up something we've been working on for the MOD

RE: [hlcoders] Level Transition Player Positions #1994

2005-06-28 Thread Ian Warwick
Try the new and funky valve developer wiki :) http://developer.valvesoftware.com Regards Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Tissot-Dupont Sent: 28 June 2005 10:18 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Level

RE: [hlcoders] Fakelag

2005-06-28 Thread Ian Warwick
I can't recall what it is however you can do a search on the console using the find command, ie:- 'find fake' or 'find lag' and see if it comes up in the result list. Oppoligies if you already know this, this is what I use when I can't remember the exact command.

RE: [hlcoders] Networking char ?

2005-07-04 Thread Ian Warwick
Surely the killer would have an index, which is available in the scoreboard anyway, why not just look up the player using that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: 03 July 2005 17:46 To: hlcoders@list.valvesoftware.com Subject:

[hlcoders] ideas on making an expanding orb

2005-07-04 Thread Ian Warwick
that great in the context I need it to be in. If anyone can give me some ideas, I appreciate it greatly. regards Ian Warwick This email and any files transmitted with it are confidential and intended solely for the use o

RE: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Ian Warwick
maybe cross them so they look more convincing. Not sure if anyone has seen the sprite trails in the game eve-online but all beams and sprite like looking things are actually composed of more than one flat face, more like an X. cheers Ian -Original Message- From: [EMAIL PROTECTED] [m

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Cool, I have never tried using meshbuilder yet, always time to learn :) I guess I can perform Matrix transformations once I have a built mesh? > take a look at the meshbuilder class.. those are just polygons in world space, not sprites billboarded to face the camera ==

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Cool, just checked that out on a doxygen site, not home at the moment to try it, anyone confirm that this really works? I was under the impression it was'nt a simple thing to do (even though it should be!). Thanks, can't wait to check that out. > Try adding a function similar to the SetModelWidth

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Very cool, I chased that into C_BasePlayer 01215 float scale = GetModelWidthScale(); 01216 if ( scale != 1.0f ) 01217 { 01218 VectorScale( transform[0], scale, transform[0] ); 01219 VectorScale( transform[1], scale, transform[1] ); 01220

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
, transform[2] ); so it scales on z axis, and it should work On 7/6/05, Ian Warwick <[EMAIL PROTECTED]> wrote: > Very cool, I chased that into C_BasePlayer > > 01215 float scale = GetModelWidthScale(); > 01216 if ( scale != 1.0f ) > 01

RE: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ian Warwick
I can imagine Valve would too... in court :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: 06 July 2005 15:46 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Valve: need a clear statement -- [ Picked text/plain from multipa

RE: [hlcoders] Modifying run speed

2005-07-13 Thread Ian Warwick
I think even if you do change these defines, there is still a limit on top speed, can't remember what that limit is but I think its way above 350 anyway. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Draco Sent: 13 July 2005 09:38 To: hlcoders@list.val

[hlcoders] Creating a sprite on the client

2005-07-14 Thread Ian Warwick
plasma.cpp. cheers! Ian Warwick Software Engineer Tel: 023 8062 6555 Fax: 023 8062 6556 Web: http://www.fusionpeople.com This email and any files transmitted with it are confidential and intended solely for the use of the ind

RE: [hlcoders] Keeping track of information inside the game

2005-07-18 Thread Ian Warwick
You could always ICE encrypt it :) check out the ICE project in the SDK, or search for ICE to see how it's used. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: 17 July 2005 16:45 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Kee

[hlcoders] masking a texture

2005-07-22 Thread Ian Warwick
I am adapting the overview map so it's not square but a shape of my choice, so a mask would be ideal. Any ideas on how this can be done? Ian Warwick Software Engineer Tel: 023 8062 6555 Fax: 023 8062 6556 Web: http://www.fusionpeopl

[hlcoders] AI Pathfinding problem

2005-08-01 Thread Ian Warwick
bit over the top to me, but I had to do this in order for the NPC to actually find a path in the first place. http://www.thewakening.com/pathfinding.jpg Any idea where I can look to make NPC's connect nodes that are further apart than this? Ian Warwick Software Engineer Tel: 023 8062 655

RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Ian Warwick
i_show_connect to see the node graph. If it isn't joined up the nodes are the problem, while if the links are there it's the NPCs * Are you sure you shouldn't be using ground nodes? Ian Warwick wrote: >Hi, I have implemented a custom schedule with exactly the same tasks a

[hlcoders] Various AI Timers in Core AI functions

2005-08-02 Thread Ian Warwick
Hi, Just learning the AI right now, very fun stuff, I was wondering what the timers are for in most of the core AI functions. in RunAI() there are 2 timers, one for the entire RunAI() function and one for just the PrescheduleThink(), g_AIRunTimer and g_AIPrescheduleThinkTimer respectively. Anyo

RE: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ian Warwick
Hi Thanks man, I got it going last night with nodes at about 1024 units apart, group selected in 4's and copied them all over, using much less nodes now, ai_show_connect and others proved very useful in building and debugging the node network. Cheers about the portal, the guy who designed and text

[hlcoders] Valve: Any chance of hosting a Doxygen of the SDK to go with the VDC site?

2005-08-04 Thread Ian Warwick
I am providing content for the Valve Developer Community site and I think it would be good if we could link methods and classes mentioned in the programming articles to the actual source code, I find this is quite valuable when trying to understand the structure of the SDK. regards Ian Warwick

RE: [hlcoders] Valve: Any chance of hosting a Doxygen of the SDK to go with the VDC site?

2005-08-05 Thread Ian Warwick
/index.html On 8/4/05, Ian Warwick <[EMAIL PROTECTED]> wrote: > > I am providing content for the Valve Developer Community site and I > think it would be good if we could link methods and classes mentioned > in the programming articles to the actual source code, I find this is >

RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Ian Warwick
It's possible you just need to subclass from vgui::Frame rather than vgui::Panel, and mouse input will work, this is what I did. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 18 August 2005 18:51 To: hlcoders@list.valvesoftware.com; Kamran

[hlcoders] Changing the shape of the overview map

2005-08-25 Thread Ian Warwick
How can I change the shape of the overview map so it's a circle instead of a rectangle (or any other shape) I was hoping for a simple solution, like maybe laying over a texture that will act as a clipping area, I know this might not be the case. ie:- Battlefield 2 style also Plan of Attack has t

RE: [hlcoders] VUIG2 ingame editor problems

2005-08-26 Thread Ian Warwick
Only work around it to bring up the console and then select the vgui builder panel, then when you come out of the console the panel should be focused again. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spk Spk Sent: 26 August 2005 13:38 To: hlcoders@

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
PROTECTED] On Behalf Of Ian Warwick Sent: 25 August 2005 12:15 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing the shape of the overview map How can I change the shape of the overview map so it's a circle instead of a rectangle (or any other shape) I was hoping for a s

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
"$ignorez" "1" } I guess you'd want to keep that $translucent tag, but possibly set "$vertexalpha" to "0" (depending on your shader, but basically you'll want the texture alpha, not the vertex alpha). And "UnlitGeneric" will have to become th

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
ing all seems a bit new to you :-) -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 09:36 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Cheers for the reply Alex >If you can edit the material there to

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
if there wasn't a ready-made shader in there for blending 2 textures together (it is a pretty generic operation). Unfortunately I'm not yet Source-savvy enough to know if the one you need is already in the SDK or not... -Original Message- From: Ian Warwick [mailto:[EMAIL PROTEC

RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Ian Warwick
I wrote the AI section there hoping that someone would eventually add more to it, it's supposed to be an overview of how the AI works regarding states, conditions, tasks and schedules, so it's only useful if you want to create custom npc's with custom behaviours. You can spawn AI with npc_create,

RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Ian Warwick
@list.valvesoftware.com Subject: RE: [hlcoders] New to Source and AI questions... Ian, That section was a really helpful start for understanding things, and laid out very nicely. Thanks for that. I was just looking for more coding examples as I learn best by looking at code. :) I'm wo

RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
Not sure what your problem is, just make a new NPC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: 16 September 2005 05:49 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Building an AI -- [ Picked text/plain from multipa

RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
are.com Subject: Re: [hlcoders] Building an AI -- [ Picked text/plain from multipart/alternative ] new NPC? how do you mean? On 9/16/05, Ian Warwick <[EMAIL PROTECTED]> wrote: > > Not sure what your problem is, just make a new NPC. > > -Original Message- > From

RE: [hlcoders] Accessing WndProc in HL2 SDK?

2005-09-23 Thread Ian Warwick
I doubt you would be able to handle WndProc messages, this would all be done by the engine but I could be wrong. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: 23 September 2005 02:03 To: hlcoders@list.valvesoftware.com Subject: [hlcod

RE: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Ian Warwick
I do believe if your mod is good enough Valve would make it available through steam, there is an option in steam to view 3rd party mods and download them, only the good ones get listed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of stalker333 Sent: 29 S

RE: [hlcoders] Using odd compilers

2005-10-13 Thread Ian Warwick
The Source SDK does not use any .NET libraries, it just makes use of the .NET IDE, that's all. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing Sent: 13 October 2005 16:17 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Using od

Re: [hlcoders] Does Valve (America) offers internships?

2010-08-31 Thread Ian Beecraft
Maybe you should move to valve siberia. On Tue, Aug 31, 2010 at 7:17 PM, Minh Le wrote: > > > "now in FixKorea?" > > Unfortunately, yes. > > > On 8/31/2010 6:23 AM, WRNM wrote: > >> Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh >> Le' now in FixKorea? >> >> Richard >> >

Re: [hlcoders] Make mouse movement change the pitch instead of the yaw in asw?

2010-11-21 Thread Ian Beecraft
Not done any modding for source in a while and done literally none for Alien Swarm but if I remember correctly there was a function called ApplyMouse() in in_mouse.cpp (or in_main.cpp) that should help you. I haven't looked at the alien swarm code so it might be in a different file that extends on

[hlcoders] starting!

2008-01-07 Thread Ian T. Jacobsen
while my friend is modeling I´m stuck at not knowing where to start coding, so please help :) --Ian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] RE: starting

2008-01-08 Thread Ian T. Jacobsen
Well I´ve got VS 2005 and I have got it all compile alright ran into some problems at first because of user32.lib ;) And i have read almost all the Valve Developer site (it helped me alot) But thanks for replying and trying ;) And Jeffrey, your advice made me start!!(at least) thanks!! Again thank

[hlcoders] compiling problem

2008-02-21 Thread Ian T. Jacobsen
When I try to compile my mod, there come over 100 errors!! When I was using VS 2005 express it compiled fine, but now that I've got VS 2008 express there are lots of errors. I also discarded the old mod and made a new one, don't know if there is something new with "Create a mod" button. I'm not g

[hlcoders] compiling problem

2008-02-21 Thread Ian T. Jacobsen
Because I can't use VC 2005 now that I have opened the file in VC 2008 :( says that it was created by new version or something ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mail

[hlcoders] remove me from list!

2009-04-27 Thread Ian T. Jacobsen
Hello I want to be removed from HLCoders since I'm now getting spammed with more important stuff... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] remove me from list!

2009-04-27 Thread Ian T. Jacobsen
I was on here back then... I've been on here for atleast a year, but now I've started my own orginization/team, so the spam from here is too much too :S Matt Hoffman wrote: > I vaugly remember you being at the center of it after all... > > On Mon, Apr 27, 2009 at 11:02 AM, Tobias Kammersgaard