Re: [hlcoders] Spectate in HL2MP SDK

2005-03-14 Thread Kyle Keating
:04 -0800, Kyle Keating [EMAIL PROTECTED] wrote: Yes, but after you get past that and a few other problems of respawning in PlayerDeathThink, and fixing a problem with the Acceleration function in gamemovemet cpp file, you will not be able to move. I don't understand this myself because I have

Re: [hlcoders] Spectate in HL2MP SDK

2005-03-14 Thread Kyle Keating
Gaming www.cqc-gaming.com - Original Message - From: Kyle Keating [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, March 13, 2005 5:18 AM Subject: Re: [hlcoders] Spectate in HL2MP SDK I was able to get a player floating. Leave it up to valve to have a million

Re: [hlcoders] Spectate in HL2MP SDK

2005-03-13 Thread Kyle Keating
Yes, but after you get past that and a few other problems of respawning in PlayerDeathThink, and fixing a problem with the Acceleration function in gamemovemet cpp file, you will not be able to move. I don't understand this myself because I have stepped through the move code it looks like its

[hlcoders] Create new mod does not work? Why?

2005-03-10 Thread Kyle Keating
I made a mod from the little steam menu, I then opened up the code, compiled it just fine. I then click the little run_mod.bat file which is supposed to open hl.exe inside the half-life2 death match folder, but I get errors. The first error is that there is a missing dll file tier0.dll or

Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-16 Thread Kyle Keating
] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating Sent: Wednesday, December 15, 2004 8:35 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] should I wait for hl2dm sdk? I worked on and complete a hl1 mod for two years. I became very efficient with that SDK and so far, hl2 seems very

Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-15 Thread Kyle Keating
I worked on and complete a hl1 mod for two years. I became very efficient with that SDK and so far, hl2 seems very similar. If I need to learn anything, its the new entity structure and some new variable names and vgui 2.0. Other than that I just want to improve hldm2. My entire hl1 mod was aimed

[hlcoders] should I wait for hl2dm sdk?

2004-12-14 Thread Kyle Keating
or should i just start recoding the 6 or 7 weapons myself. Not like there is much more to the game, lol. a scoreboard, teamplay, dm? blah. SDK? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] hldm2 default FOV 75.... what the ***k?

2004-12-14 Thread Kyle Keating
/1631228tid=204 On Sun, 12 Dec 2004 14:44:10 -0800, Kyle Keating [EMAIL PROTECTED] wrote: no comment. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] hldm2 default FOV 75.... what the ***k?

2004-12-12 Thread Kyle Keating
no comment. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Kyle Keating
I'm on gmail too, I admit, I quit the code list because of the spamish-ness about it, but gmail makes it compact, neat and organized. I would not subscript under any other mail system including outlook. On Fri, 10 Dec 2004 16:36:06 +0100, ZoMtEc [EMAIL PROTECTED] wrote: just create rules

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-08 Thread Kyle Keating
I'm not sure how that vgui works, Find the vgui menu for the load game and you can probably figure it out form there. What you can do in the mean time is bring up a map the old fashion way using the console type map mapname the names are in the maps dir under hl2. On Wed, 8 Dec 2004 10:17:38

Re: [hlcoders] HL2DM code?

2004-12-06 Thread Kyle Keating
Valve: Any word on the release of the hldm2 sdk? DM could definitely use some improvements, why not submit the code you have now to the dm players? I have a whole community of hl1/hl2 players eager to see changes/additions/game modes to hldm2. Just look at the mods ag or hle, years of work and

[hlcoders] adding maps to a mod?

2004-12-05 Thread Kyle Keating
How the heck do i add a custom map to the mod. I dont want the hl1 maps. So i overwrote the maps dir with the hl2dm maps dir. None of the maps work. I also added a text file which i thought was the solution maplist.txt to my mod dir, but that did nothing. Im confused, where is the documentation

[hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Kyle Keating
Anyway, none of my break points hit, so im assuming its not debugging my dll, lol. here is what i have so far in .NET [hl proporties menu] Command: c:\steam\steam.exe Arguments: -applaunch 220 -dev -game D:\Half-Life-Revised\mymod -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map

Re: [hlcoders] adding maps to a mod?

2004-12-05 Thread Kyle Keating
menu, from the drop down list select your mod, double click hammer, it should be now automatically configured to save and compile maps in your mods directory. On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating [EMAIL PROTECTED] wrote: How the heck do i add a custom map to the mod. I dont want

Re: [hlcoders] I know this is a long shot

2004-12-04 Thread Kyle Keating
this is how mods like Rocket Crowbar get their beginnings. -Mike Kyle Keating wrote: but is the code for your hl2dm including with the hl2 sdk, or is it jsut the single player. I'm interested in making a simple mod to improve featuring for hldm2. I do not wish to make a whole new mod

Re: [hlcoders] hl2 SDK?

2004-12-03 Thread Kyle Keating
information. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Kyle Keating Sent: 02 December 2004 11:26 To: [EMAIL PROTECTED] Subject: [hlcoders] hl2 SDK? What is the projected release date

[hlcoders] I know this is a long shot

2004-12-03 Thread Kyle Keating
but is the code for your hl2dm including with the hl2 sdk, or is it jsut the single player. I'm interested in making a simple mod to improve featuring for hldm2. I do not wish to make a whole new mod or recreate hldm2. ___ To unsubscribe, edit your list

[hlcoders] hl2 SDK?

2004-12-02 Thread Kyle Keating
What is the projected release date for this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Vector problems regaurding observer

2003-03-05 Thread Kyle Keating
I fixed it, kinda weird tho, I still don't know why this works but here is a fix http://www.hl-elite.com/klk/egon_fix.htm I don't know how many people use egon in their mod, but if you do, you'll need to do this. ___ To unsubscribe, edit your list

[hlcoders] Vector problems regaurding observer

2003-03-04 Thread Kyle Keating
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] client..objects.cpp Observer this function, which i have modified here: sorry for the lengthy code, but I think its important to show the whole function even though its really only 3 or 4 lines that