[hlcoders] CSS FOV since last update?

2009-09-14 Thread Jay Croghan
Howdy, Since the last update, the fov client command doesn't seem to be working with sv_cheats enabled on CS:S servers, was this on purpose? Thanks, Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http:/

Re: [hlcoders] CSS FOV since last update?

2009-09-14 Thread Jay Croghan
Saul, Thanks for on topic reply. It really answered me question. /sarcasm - Jay Quoting Saul Rennison : > CBasePlayer.m_iFOV? > > I, and plugins, never used the *fov* command to modify the FOV of players. > > Thanks, > - Saul. > > > 2009/9/14 Jay Croghan >

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Jay Croghan
and >> > they got me banned from some servers. Can someone please send me links >> > to good ones? >> > >> > On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison >> > wrote: >> >> Seeing as you're referencing a command that's only available w

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Jay Croghan
Hey, I would consider it a coding question as I'm writing code which used to use it server side via the IServerPluginHelpers interface and it stopped working after the last update with no console messages. I was simply wondering if this was intentional or not :) - Jay Quoting ZuM : > Well

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Jay Croghan
intentional. > B) Change the CBasePlayer::m_iFOV SendProp to change FOV > Thanks, > - Saul. > > > 2009/9/15 Jay Croghan > >> Hey, >> >> I would consider it a coding question as I'm writing code which used >> to use it server side via the IServerPluginHel

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Jay Croghan
Was writing an email really quicker than a google search? http://www.google.com/search?q=Do+high+ping+players+cause+lag They don't cause any lag or slow down for other players or the server BUT if they have extremely large latency or spikes then they can have a jumpy effect that makes it very

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Jay Croghan
There's a fundamental difference between having high latency and jumping around, jumpy players are spiking and usercmd's are all being executed in jumps and makes them harder to hit etc etc... But a player with a constant 400ms ping plays the same for himself and everyone else with lag comp

Re: [hlcoders] Compiling under Linux with the new SDK

2006-10-02 Thread Jay Croghan
What kind of a turd replies to a helping hand like that? If you have nothing nice to say, dont say anything at all. This applies to you in ways you can only ever imagine. Next time you want help, go ask a damn egg if thats how you feel. Damn slackjaw. - Jason "c0ldfyr3" Croghan Quoting Matt Jud

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan
This has been brought up before and no explanation has even been offered. - Jay Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of "unidentified" texture. Any one know why this might be happening o

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan
1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] it's called materials missing that you need to extract from one of the gcf's.. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > This has been brought up before

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan
gore" ); and then for FX_BLOODSPRAY_CLOUD.. hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" ); On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood uh

Re: [hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-16 Thread Jay Croghan
You could try this version also... http://forums.alliedmods.net/showpost.php?p=338003&postcount=17 It checks for the existence of the file before adding it to the dl table. - Jay Quoting LDuke <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] http://forums.alliedmods.n

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-19 Thread Jay Croghan
This has been a bug since CS:S was released and they have verified it's a bug. We were told over a year ago that it would take some major engine updates and that it would be rolled out within a few months. As usual though the time line was a little underestimated and we are still sitting here usin

[hlcoders] r_screenoverlay client command.

2007-02-19 Thread Jay Croghan
Evening folks, Was messing with r_screenoverlay and noticed something strange. With sv_cheats 1 I can r_screenoverlay anything I want using the client console, but using a server command to execute this for a client with sv_cheats set to 1 and cl_restrict_server_commands set to 0 on the client d

Re: [hlcoders] r_screenoverlay client command.

2007-02-20 Thread Jay Croghan
ls folder > on top in front of everything else, once disabled > the texture will be bugged and showing through all other materials. If > you try to use it for a none-existing texture, nothing will happen, > including no error messages anywhere. > > > On 2/19/07, Jay

Re: [hlcoders] r_screenoverlay client command.

2007-02-20 Thread Jay Croghan
exture to display at your time out, becuase r_screenoverlay wont act very nicely to haveing blank input (cvar->FindVar("r_screenoverlay")->SetValue(""), expecting it to clear the current screen overlay. Adam --- Jay Croghan <[EMAIL PROTECTED]> wrote: Ok let m

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Jay Croghan
TECTED]> To: Sent: Tuesday, February 20, 2007 4:30 PM Subject: RE: [hlcoders] Downloadables Bug? VALVE? I remember looking at something like this a while back. I'll take another look for you guys and see what's up. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto

RE: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread Jay Croghan
Yahn, It doesn't matter how the materials or sounds are downloaded, .res or by adding it to the "downloadables" NetworkStringTable, the CS:S (HL2?) client still requires a restart before the content is usable. - Jay Quoting Yahn Bernier <[EMAIL PROTECTED]>: I need a little more info on this

RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jay Croghan
Lately Valve have been of the opinion that their users are a heard of sheep with absolutely no self-intuition. As was said before and will be again, that attitude will be the death of Valve and it's games. - Jay Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: Intrusive? Make the font

Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jay Croghan
"Survived" is a light way of putting it. The take off of CS:S could just about be classified as a "survival" alright, while all the other OMG's take over it's market share it's sitting around "surviving". The first 6 years were full of expansion, until Source and all of it's restrictions that is.

RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-21 Thread Jay Croghan
You know, 99.99% of other games have just such options. But Valve believe they know what's best for us it would seem. - Jay Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>: Fat chance of this happening right? http://www.voogru.com/images/inyourdreams.jpg Nah, that's just too easy. -

Re: [hlcoders] Player Frags

2007-03-29 Thread Jay Croghan
For a start why not try finding out where the Event_Killed is fired from? Don't you think that would be a function that's called when someone is killed? Or how about Player_Killed the function? - Jay Quoting Mukkan Yhtio <[EMAIL PROTECTED]>: Is there a function called when a player frags an