Re: [hlcoders] HL1 timerefresh

2005-10-26 Thread John Carr
-- [ Picked text/plain from multipart/alternative ] I seem to remember that if you register some commands very early on (as soon as you get access to the engine funcs) you can register a function before the engine (if it hasn't beaten you to it). If you are really lucky the function won't have

[hlcoders] Glitchy Animations In Third Person, Based on standard HL2DM

2005-06-19 Thread John Carr
-- [ Picked text/plain from multipart/alternative ] Hi I'm trying to get started with third person but the animations are really glitchy - they start to play but its like they are constantly resetting so the model wobels a heck of a lot. I found a wavelength post about it (with a couple of

Re: [hlcoders] vprojtomake vcpm.exe

2005-01-02 Thread John Carr
, 31 Dec 2004 10:58:22 +, John Carr [EMAIL PROTECTED] wrote: vcpm reads the vcproj and makes makefiles. these makefiles are intended to work with Makefile.Mod in the linux_sdk folder. If you read Makefile in that folder you will see it actually compiles vcpm, runs it on the server vcproj

Re: [hlcoders] vprojtomake vcpm.exe

2004-12-31 Thread John Carr
under /linux_sdk , they were converted from a vcproj. and the jcproj is for windows. Also, the file names .. Makefile.hl_ReleaseHL2**Win32** Can someone from valve please confirm this? On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote: they are meant for GNU Make

Re: [hlcoders] vprojtomake vcpm.exe

2004-12-30 Thread John Carr
they are meant for GNU Make and for the Linux build of your mod. On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files. files.vdf Makefile.hl_DebugHL2Win32 Makefile.hl_ReleaseHL2Win32 are

Re: [hlcoders] Coding Guidelines

2004-12-24 Thread John Carr
isnt tagging redundant if your using something like SVN (in particular TortoiseSVN with its blame window) and you can just compare two files side by side? On Fri, 24 Dec 2004 12:47:07 +1100, Michael Shimmins [EMAIL PROTECTED] wrote: I don't have time to add stuff at the moment (?! How do I have

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread John Carr
nice look wiki. ill be happy to fill it with barely legible english as soon as i get the SDK to compile _ john On Sun, 05 Dec 2004 10:54:51 +0100, tei [EMAIL PROTECTED] wrote: Hasan Aljudy wrote: http://www.hl2coding.com/wiki/ well, someone finally made it! It's kinda empty now .. so

Re: [hlcoders] compiling errors, please help!

2004-12-05 Thread John Carr
hey i dont know how long you have subscribed here but there was a post a couple of days ago about using MSVC++6. You need SP5 and the processor pack. http://hl2sdk.wolferix.de/index.php/Compiling john On Sun, 5 Dec 2004 02:01:03 -0800 (PST), Carmen Bartoli [EMAIL PROTECTED] wrote: i used the

Re: [hlcoders] compiling, plz help pt2

2004-12-05 Thread John Carr
you need to be using Service Pack 5 and the Processor Pack (see the site again). Without them you get the error messages you described. My copy is working now, but the build start is incredibly slow due to some kind of dependency checks On Sun, 5 Dec 2004 10:03:29 -0800 (PST), Carmen Bartoli

Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-05 Thread John Carr
*this is for anyone who wonders why VC++6 seems to lock up when they compile the SDK* my project files *seem* to work now. I knocked the SDK back to Warning Level 3, enabled incremental linking and the minimum rebuild option. then i forced a full rebuild. i *think* its working now? just need to

Re: [hlcoders] Gmail Mailing Lists

2004-12-04 Thread John Carr
i have to agree with you. i have 26 unread conversations right now - so much easier to handle that number of emails than if id still had to trawl through outlook, mail by mail. john On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess [EMAIL PROTECTED] wrote: I have to admit that I've enjoyed the ease

Re: [hlcoders] unsupported type error

2004-12-04 Thread John Carr
im getting this error when i try to compile in VC++ 6 using the information published on here earlier (http://hl2sdk.wolferix.de/index.php/Compiling). same line. On Thu, 2 Dec 2004 18:45:32 +1000, Draco [EMAIL PROTECTED] wrote: this is the only error i still get when compiling client dll

Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-30 Thread John Carr
ack you spoled the ending 4 me! :P john On Tue, 30 Nov 2004 08:58:02 -0500, Peter Immarco [EMAIL PROTECTED] wrote: On Mon, 29 Nov 2004 18:10:31 -0600, botman\ wrote: Tony omega Sergi wrote: If I remember correctly, that's simply because hl2 leads directly into hl3, like a two-part

RE: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread John Carr
omg it will :| ? oh and im using vc++ 6 here :'( john -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jeffrey botman Broome Sent: 21 October 2004 19:36 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What MSVC version do you use/have? Ruari

RE: [hlcoders] Steam and working on mods

2004-05-18 Thread John Carr
This is just a guess but could you put steam into offline mode on one machine and then copy *everything* onto the secured machine? then when you start up it would go into offline mode? only a blind guess? could be worth trying while you wait for a real answer. -Original Message- From:

RE: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod

2004-04-29 Thread John Carr
AMX uses metamod so they made a fix for metamod so AMX works (i think?) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of c0ldfyr3 Sent: 29 April 2004 18:02 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod But

RE: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time?

2003-12-12 Thread John Carr
My steam is messed up at the moment. I tried fiddling about with it... I can connect to steam but I cant start any hl mods. Anyone got any advice? I really dont want to have to do a reinstall because Im on 56k (I got lucky with the 3mb steam file - i cant seem to see it anymore :X). Its a real

[hlcoders] custom effects

2002-09-19 Thread John Carr
is there any way to get the client.dll to apply effects to entities according to what flags are set. what i want to do is something like the temp ent's flags like smoke trail etc but i wondered if it could be done to ordinary entities (eg player entity has a FL_AURA flag set so get particle sys