I have Express, it comes with the Command Prompt. It crashes whenever I
switch to release Hl2mp. After I compile once with the command prompt the
IDE usually starts working again.
Josh
On Sun, 15 Jul 2007 21:06:25 -0400, Adam "amckern" McKern
<[EMAIL PROTECTED]> wrote:
Why d
Could the msbuild.exe be corrupted? Is there a way I can download a new
one.
On Sun, 15 Jul 2007 21:45:46 -0400, Adam "amckern" McKern
<[EMAIL PROTECTED]> wrote:
Thats quite strange, you might want to log a support
request at the channel 9 msdn forums.
Adam
--- josh &
else having these problems? (sorry I know this is coders but I received no
response on the forums, almost like its not an issue, but all of the people
I have chatted with that are using 2000/2003 servers are having the same
problem).
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto
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See the php file attached, may help some.
Josh (Pimp Daddy)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, May 03, 2004 9:35 AM
To: [EMAIL PROTECTED]
Subject: hlcoders
I noticed on the FAQ on steampowered you have to be running windows 2000 to
be a steam content provider... I just wanted to be SURE that you cannot run
2003 and be a steam provider. Is this correct?
Thanks,
Josh
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27;s just alive,
but can't move, and his body is gone, but his state is dead. It's quite
strange. It's solved by spawning him twice, but I was wondering if this
would ever be fixed because I thought it was supposed to be fixed on an
earlie
Nope not fixed, I still have to spawn them twice :(
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y documentation
that explains dod messages? (type meta game for a list of them)
Or is ANY of dod open source?
I'm trying to port warcraft 3 frozen throne to dod, so I want to know what
messages I can take advantage of.
Thanks,
Josh
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can determine if a
player is walking besides checking their velocity?
Josh (Pimp Daddy)
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I tried checking EV_INT_sequence but this didn't help at all, the animation
was the same for walking as running. But when you watch some1 they are
different, this confuses me, am I looking in the wrong place?
Thanks,
Josh
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I've noticed that messages seem to be placed in different places on your
screen if you're at a specific resolution, they are generally in the same
place yes, but not exactly. Is there some formula that can calculate a way
for this to be the same that some1 has done or knows of?
Th
OK basically I can spawn a model and can get it to follow me or whatever.
Only bad part is that I'm trying to give the model a weapon and I'm not sure
how to do it. Setting the weaponmodel string does nothing.
Anyone have any ideas?
Thanks,
Josh (
obals = &dummyvars;
Then did gpGlobals->maxclients, but I'm getting a 0 in return. Does it need
to be defined elsewhere? I'm lost :( I'm trying to use this in a plugin.
Thanks,
Josh (Pimp Daddy)
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I've browsed the source for
hours, and the only messages I have seen so far are purely text/menus.
Josh (Pimp Daddy)
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Yes I looked and saw those, compared to the HL source it doesn't seem like
very much, only about 8 functions. Are there any others that I'm missing?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Saturday, Decembe
OK what If I wanted to create a sprite at a certain origin. Is this
possible with the plugin interface?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Saturday, December 04, 2004 12:31 AM
To: [EMAIL PROTECTED]
Subject: RE
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How do I retrieve a player's origin if I have their entid/index ?
Thanks,
Josh
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(IEFFECTS_INTERFACE_VERSION, NULL);
But the plugin will not load b/c I guess effects doesn't get defined. Yes I
have IEffects.h included, anyone have any suggestions?
Thanks,
Josh
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is a fakeclient?
Thanks,
Josh
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Anyone know this?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent: Saturday, December 04, 2004 3:47 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Determining when a player is dead or alive (as well as
if they're a bot)
This is a multi
Have any advice on using c_basplayer.h? I added it to my project and got
about 100 errors in different files :(
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Saturday, December 04, 2004 6:33 PM
To: [EMAIL PROTECTED]
Subject: Re
You need to do
if ( playerinfo ){
Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
}
Not if !playerinfo
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 05, 2004 7:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcod
y entityindex is 1
> playerInfo->GetUserID() return 2
>
> What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns
> non-null but dies in pain when you try and do stuff with it.
>
>
> Trimbo
>
> On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAI
Was wondering if this is possible or if anyone has done this yet? I dont
mean the sample menus that were shown that require you to press escape. I
mean menus similar/better than those found in HL1? (The non-VGUI menus)
And if so, how would I catch which option the user presses?
Thanks,
Josh
IS there a menu capability that doesn't require the user to press escape and
choose an option? Similar to the non-VGUI menus of HL1 ? I don't want to
require the user to press escape every time they will see a certain menu
(which could be up to 2 times per round).
Thanks,
Josh
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How do I print a regular text message on a player's screen? Not any of the
DIALOG stuff, just a message like if a user typed something in chat?
Thanks,
DK and I'm unable to find where these
are defined. Can anyone help me?
Thanks,
Josh
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elig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af Josh
> Sendt: 6. december 2004 17:24
> Til: [EMAIL PROTECTED]
> Emne: RE: [hlcoders] Displaying a menu to a player
>
> IS there a menu capability that doesn't require the user to
> pre
I guess that's what I'll have to do, I can intercept slot1, slot2, etc...
commands I hope right? I'm working on a war3 mod for CSS :)
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Monday, December 06, 2
I don't think it is, Alfred said to use IEffects::Time for the time, and you
can get the maxclients variable from ServerActivate.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hendrik
"Punisher" Leppkes
Sent: Monday, December 06,
How are you guys displaying just regular hud messages? Are you guys doing
like UTIL_HudMessage from HL1 or are you doing HudText messages?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent: Monday, December 06, 2004 12:52 PM
To
Anyone? Someone has to know about this.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent: Monday, December 06, 2004 11:36 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Attempting to import te_ files to use (te_largefunnel)
This is a multi
Well I'm still confused as hell, when I search for those variables that are
coming up as undefined. I don't fine them defined anywhere at all, just
being used. I'm very confused about this. Has anyone had any luck using
any of the te_ files to create effects?
josh
-O
Ok cool I found those and added util.h, I then added c_baseplayer.h and got
about 1500 errors. Anyone have any advice? Do I need to add every include
file to my project?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent
UTIL_SetModel in util.h
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Monday, December 06, 2004 10:13 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Playerinfo->ChangeTeam
I use the playerinfo->ChangeTeam function and it change
So it's not possible to precache files from the server? Will this
eventually be added?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Tuesday, December 07, 2004 2:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders]
ne has had any luck? Or if
anyone can give me some advice? Even something like Util_SetModel..
Thanks,
Josh
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What do you mean I'll have to write my own UTIL_Beam functions? So if I
wanted to do UTIL_SetSize, UTIL_SetOrigin, UTIL_ShowMessageAll,
UTIL_ScreenFade, etc I will have to write these myself? How?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTE
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Has anyone been able to do this? Is this even possible? There are a LOT of
functions that I would like to have access to, and it was possible to use
similar functions in HL1.
Thanks,
Josh
ne with an M4 and it does 30 damage, I want to change
it to 40 before it is processed and the client's health is changed.
Thanks,
Josh
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Yea, I just I'm jumping the gun. I didn't get in the HL seen until about 1-2
years ago so I wasn't around when the HL1SDK was released. I guess you could
consider me a *noob* in that respect. I'm just worried I won't be able to do
certain things. No rush...
Josh
-O
have a player entity/index, how would I display a simple
message on their screen? Is this possible yet with the current SDK from a
server-plugin?
Thanks,
Josh
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Come on this has to be possible; no one has tried this or had any luck?
Josh
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I was wondering if there was any documentation on this or if you could point
me in the right direction to querying a server and getting a player list,
cvars, etc..
Josh
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Is this possible? Does anyone know how? I just want to display a screen
like the motd with text
Thanks,
Josh
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Why not register it as a say command? Couldn't we then block it?
Or is it not possible to block a player's say command yet.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL
dexOfEdict function in engine. How can I determine
the IndexOfEdict or get the pointer to the entity of a userid?
Thanks,
Josh
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different.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
Sent: Monday, December 20, 2004 12:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Finding the entity based on the userid
You can look from 1 to maxplayers, get the pEntity
tensive? Do you think
valve could create an easier way?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
Sent: Monday, December 20, 2004 2:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Finding the entity based on the userid
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Is this possible?
Josh
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mage dealt instead?
Josh
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These offsets can change with steam updates. Thanks to Damaged Soul for
leading me in the right direction and for money offsets :P I would imagine
these offsets would be 5 off for a unix machine. I haven't gotten a compile
for unix so I haven't tested it.
#define OFFSET_ORIGIN_X
I have an FX Go 5200 in my laptop and I overclocked it and I'm not having
any problems. This is with the manufacture drivers or the updated ones.
Josh
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Yea I still wasn't able to add CBaseEntity to my project with what you said
:( Has anyone else gotten this to work? I wasn't able to compile that bot
either, quite a few compiler errors.
Josh
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es be fixed for CS:S?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, January 17, 2005 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?
The code for HL2DM won
Off topic I know, but do u live in ohio?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan
Sent: Friday, January 21, 2005 2:57 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] svc_UpdateStringTable error?
When testing my mod onlin
Any of the devs have anything to say about this? I notice this as well,
sometimes when doing steam updates I have to just stop it b/c it consumes so
much. And I have a p4 3.0 w/1GB RAM. It uses up to like 70% of my CPU at
times.
Josh
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Couldn't u just re-create an alias? Would suck though, just create the
alias kill that executes kill, or just create a new random alias and execute
it each time.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tu
this value (mainly to disable
footsteps per player) on a server plugin. This was possible in HL1.
Josh
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OK I think if you do engine->ClientCommand (pEntity, "kill") it will still
kill them. It shouldn't make a difference because this command is mimicked.
I don't think it's actually sent to the client.
Josh
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Yea I would know how to do it on a mod :P I just need it for a server
plugin.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Tuesday, February 01, 2005 5:09 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Getting
Thanks so much, I appreciate the help. I think in a worse case scenario the
function that actually plays the sound could be "hooked" from the vtable, of
course I would have to learn how to do this :P
Thanks again,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
You can only get the user's origin with that (and its windows only since
it's an offset). You cannot change it.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frank Weima
Sent: Wednesday, February 09, 2005 4:44 AM
To
--
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its christams sadues stop emialing and tget with ti, man!
On Dec 24, 2007 7:10 PM, Mulchman <[EMAIL PROTECTED]> wrote:
> All of our buildable objects - detpack, dispenser, sg - run the code below
> when they explode. The detpack is a "real" phys
--
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They dont look like actual code problems.
Have you added all the right directorys etc?
On Dec 25, 2007 12:00 PM, steven belmans <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
>
> Hi all
>
> I was compiling a
e a good example of this. I'm
trying to figure out how to spawn a new entity programatically, and then
destroy it when it is no longer needed (so it doesn't sit around, invisible,
using up resources). Is the weapon_rpg.h/.cpp a good place to see this
behavior? Are there any point
xisting particle effects, and which base classes should be used where.
I, of course, haven't asked that question directly because I still want to
figure it out on my own. The questions I have asked are an attempt to fill
in the blanks enough to make it all fit together nicely.
- Josh
On Th
the Think functions.
Finally, I would elaborate a little on what you mean by "Don't put anything
expensive in this function."
I think it's a very useful document, especially to someone just getting
started with the Source Engine. Great job!
- Josh
On Fri, Feb 22, 2008 at 11:56
--
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Its been like that for a while :S
On Sat, Feb 23, 2008 at 11:58 AM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Awesome! Great observation :-)!
>
> On 23/02/2008, Tom Edwards <[EMAIL
To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Think() documentation
> >
> > Thanks Josh. I've added the updated article to VDC:
> > http://developer.valvesoftware.com/wiki/Think()<http://developer.valvesoftware.com/wiki/Think%28%29>.
> > &g
--
[ Picked text/plain from multipart/alternative ]
I don't see anything with the code either.
The only possible things I see that could be happening are:
- What David Shaw said
- The DLLs being executed by the engine aren't the ones you're compiling. I
see this happen a lot because Studio will
Isn't there a tutorial on the Wiki about this anyway?
Not being rude but it is pretty common knowledge :P
On Sat, Apr 5, 2008 at 3:16 AM, Some Person <[EMAIL PROTECTED]> wrote:
>
> Did it! Decompiled a CS:S model (mdl) and recompiled it to work in HL2!
>
> Hey thanks Steve.
>
> Here's what I use
ing able to pass an object from one belt to
another is also necessary.
Any pointers? Anyone?
Thanks very much for your time,
- Josh
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not for the SDK ( A garrysmod addon ), but it might give you
> some pointers in the right direction.
>
> http://forums.facepunchstudios.com/showthread.php?t=506896
>
>
> Josh Rehm wrote:
> > Hello.
> >
> > The mod I'm working on is attempting to create a conv
I'd like to know why my texture wont scroll. It refracts beautifully, but...
well, it looks utterly fake. Can anybody figure out what I've done wrong
here?
VMT CODE:
"Refract"
{
"$normalmap" "dvlstx/forcefield_normal"
"$surfaceprop" "glass"
"$bluramount" "1"
"$refractamount" ".100"
"$scale" "[1 1]
I believe you have to change the line
"textureScrollVar" "$basetexture2"
to
"textureScrollVar" "$baseTextureTransform"
Although I'm not sure if you're going for a different effect from scrolling.
Josh
On Sun, Oct 12, 2008 at 2:46 PM, Mat
ything. :P
>
> Would I remove $basetexture2 (at the start of the vmt) and replace it with
> $basetexturetransform?
>
> On Sun, Oct 12, 2008 at 5:49 PM, Josh Hollander <[EMAIL PROTECTED]>
> wrote:
>
> > I believe you have to change the line
> >
> &g
les on the deck plating. This I think
> could be done with a base texture, and then an animated (water droplet
> animation) refract texture, which is overlayed onto the deckplating
> material.
>
> On Sun, Oct 12, 2008 at 6:07 PM, Josh Hollander <[EMAIL PROTECTED]>
> wrote:
>
Try changing your angle constraint? Maybe -30, cause 30degrees might be
'up', not 'down'. Other than that, I can't help. sorry.
On Sun, Oct 19, 2008 at 2:13 PM, Jake <[EMAIL PROTECTED]> wrote:
> Ok, so just playing around with jigglebones and it seems gravity has
> broken..Because whenever I l
Hi,
When opening a pcf file in the particle editor, hl2.exe still crashes. Hope
there is a solution soon as the mod team I'm part of need a particle editor
that works with source.
-Josh
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Hi, all. I've been lurking here for a while, but something's recently
come up in my code that prompted me to post. I've looked through my entire
backlog of hlcoders messages (almost 3000 at this point), searched the SDK
wiki and the Steam Forums, and even did a brief google for this,
> Hi,
>
> Also no entities send network updates automatically unless they have a
> model
> by default. It is easy to override this behavior.
>
Yup, that's been taken care of. I'm setting EFL_FORCE_CHECK_TRANSMIT in
the base class' Activate function. (And yes, that's being called by the
deriv
> Add this to your derived classes server side public:
>
> virtual int UpdateTransmitState()
> {
> return SetTransmitState( FL_EDICT_ALWAYS );
> }
>
> It wont send updates unless you have some rules, this will always send
> when
> a change is made.
>
Unfortunately, that didn'
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Hey,
For my mod Im using a few weapons from Counter-Strike Source, At the moment
Ive got them working fine apart from the recoil animation when you fire
plays only twice in a row when you first start shooting then stops. But this
is only if you s
rn primary.
>
> The muzzle flash may also be an issue, i posted a fix on the VALVe
> developer
>
> Josh Marshall wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey,
> >
> > For my mod Im using a few weapons from Counter-Strike Sour
M_RECOIL2;
return ACT_VM_RECOIL3;
}
So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK;
or leave a ACT_VM_RECOIL line in?
On 6/29/07, Josh Marshall <[EMAIL PROTECTED]> wrote:
>
> Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks!
> I
m_nNumShotsFired < 3 )
> //return ACT_VM_RECOIL2;
>
> //return ACT_VM_RECOIL3;
>
>
>
> Josh Marshall wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Right I found this
> >
> > Activity CWeaponUSP::GetPrimaryAttackActivity(
--
[ Picked text/plain from multipart/alternative ]
Hey,
Basically I want to Create a health and armor bar that function similar to
the Aux power bar. with animations etc.
Just want to know if theres any easy way through HudLayout.res
HudAnimations.txt or if not what code i would have to change?
--
[ Picked text/plain from multipart/alternative ]
Hey,
Ive implemented code that draws the players nameand health above team-mates
and it compiles fine, but it doesnt show ingame. I checked it out in debug
mode and it is being called but not drawn. Any reason for this?
Also same thing with my R
and will show a Map Overview fine,
but theres no info on there at all.. No player icons or anything.
Thing is the code is being called so I dont know where im going wrong!
Any Help would be greatly appreciated! :D
On 7/1/07, Greg Scott <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/
--
[ Picked text/plain from multipart/alternative ]
Hi,
Basically I want to make an RTS modification primarily for my own personal
use as I wish to learn what I can from the Source Engine, But I don't know
where to start and I cant find any resources online to give me a starting
point. Im looking
. Once you've tackled that, and
> familiarised yourself with the SDK maybe then you can stick your nose
> into making an RTS mod. Don't hurry yourself and give yourself time to
> teach yourself the ropes.
>
> Josh Marshall wrote:
> > --
> > [ Picked text/plain from mul
ly be used as well, but not sure which files you'd have to look in
> there.
>
> That's the basic things I can think of, but it really depends on whether
> it's multiplayer or singleplayer :)
>
> /ProZak
> -- Forwarded message --
> From: J
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To be honest its not that difficult to do, You can do it entirely without
code although theyre may be some 'minor' bugs.
Basically, you need to decompile both the CSS model you want to use (eg.
Arctic) and extract the HL2 Model you'd like to base
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God damn I wish I knew that a while ago, I don't have time for modding now
but back then that would of been damn useful.
On 10/23/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote:
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> My me
Hey,
A single-player mod im working on requires to use models from CSS, now
everything is working fine. Muzzle flash is in the right place and
recoil anim's are fixed, problem is... when the gun runs out of ammo
it will still play the recoil anim and show a muzzle flash. Any way to
stop the muzzle
Tools are updated.
Code is not.
Wait.
On Nov 12, 2007 12:07 PM, Vitaly Protasov <[EMAIL PROTECTED]> wrote:
> Hello!
> Maybe I miss something, but where the code from EP2?
>
> Thanks!
>
> Vitaly
>
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Model Viewer is working for me now, Give yours another go.
On Nov 15, 2007 8:58 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> Hammer is working now without "Advisor fix" but the vgui model viewer is
> still broken. Hammer shuts down without any messages when I try to start
> the model viewer.
BTW I mean the VGUI Model Browser not the HLMV.
On Nov 15, 2007 3:18 PM, Josh Marshall <[EMAIL PROTECTED]> wrote:
> Model Viewer is working for me now, Give yours another go.
>
>
> On Nov 15, 2007 8:58 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> > Hammer is wo
I think that was their 'streaming' software screwing up on you.
An ingenious way to bypass the strict memory limitations of the PS2 was to
chop up the city streets into blocks and only render the block you're in(and
maybe some neighboring blocks)
- Original Message -
From: "Nathan Taylor
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