: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
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
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
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
]
[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
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
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:
/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
no comment.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
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
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
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
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
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
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
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
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
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
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
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
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
21 matches
Mail list logo