I had a look through this... like you say there's certainly no obvious
reason for it not to work.
Just one thing though, you don't show that youv'e precached the sprite... I
know you probably have if not it wouldn't compile, but just try changing
WRITE_SHORT( m_iSpriteTexture );
to this:
WRIT
Hi,
I read the posts at wavelength for some reason
my username doesn't exist anymore :-( ... I'll reply here though:
To find whether you've used EXPORT with you
functions easily... select the function header in MSVC++, right click then opt
for go to reference... that will show where a
I had a very similar thing happen just last week...
Our modeller added a couple of ref_aim_ and ref_shoot_x animations
to our player
model.. I checked through all the code I'd written to understand why the
animations weren't being
called, as they weren't being played... I added an ALERT i
Hi,
I've just finished incorporating Immersion TouchSence Technology into the HL
SDK2.2.
For those of you that aren't familiar with this technology, it's basically
force feedback effects for supported mouse products like the Logitech iFeel
Mouse.
Anyway, the reason for this post is I'd like to
You'll have to add :
#include "talkmonster.h"
to be able to use the FollowUse code.
- Original Message -
From: "Lee Shaw" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, February 21, 2002 4:59 PM
Subject: RE: [hlcoders] hgrunt code
> right i implemented the slFollow task in
Edit the skill.cfg file look for
sk_battery1 "15"
There's 3 of them, 1 for each skill setting.
- Original Message -
From: "Lee Shaw" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, February 28, 2002 4:14 PM
Subject: [hlcoders] battery
> right this is prolly the most s
Is their anyway which I can force a black & white render mode from either
the client or server side ?
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The model textures aren't really a problem, as client side model swapping is
working well
It's just the world textures that I really need in B&W... and please, no
more mention of dual textures... this has got to work for a single client.
:-)
- Original Message -
From: <[EMAIL PROTEC
I've previously done a similar thing... Here's the 2 lines of code I used:
//Turn on
UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 5, 200, FFADE_STAYOUT);
//Turn off
UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 1, 200, FFADE_OUT);
I think you'll find the problem is you are using
t :(
> Indeed, I wanted to fade really the screen... With your method, the screen
> is instantaneous "blacked out" (I've tried to change the duration value,
but
> in vain :( ).
>
> Am I the only one to have this problem ??
>
> - Cortex : mapper & coder www
Wanted! has a throwable knife, I still have the code I wrote for it
somewhere, if you are still struggling I'll see if I can find it up and post
it.
Beamish.
www.maverickdev.com
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday,
e. I
> > wouldn't want you to get in trouble :)
> >
> > Mike Blowers wrote:
> >
> >> Wanted! has a throwable knife, I still have the code I wrote for it
> >> somewhere, if you are still struggling I'll see if I can find it up and
post
> >>
Of course HL2 supports DLights !
In fact there is a good example of their use in one of the levels where red
flares are used really effective.
Mike.
- Original Message -
From: "Josh Coyne" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 24, 2004 3:04 PM
Subject: [h
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Are there any differences between Visual Studio .NET Professional (Academic
License) and (normal license) ? except about £700.00
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I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black & White.
I've been searching through the SP SDK, but I can't find anything that will
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I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black & White.
I've been searching through the SP SDK, but I can't find anything that will
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Any chance we can get our hands on vcr.cpp ?
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"It doesn't contain anything more that the current SDK."
"The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also)
and it has a some more examples to work from. If you want to make a HL2DM
clone or get more examples
then it will be useful, ot
Great suggestions. I'd love for that to be implemented too.
Mike.
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To:
Sent: Thursday, January 20, 2005 9:17 AM
Subject: RE: [hlcoders] SDK update
This would be a good idea, for those that also only
work with the co
It's easy to override these variables... in fact just as Valve did for
HL1...
checkout one of the various gamerules.cpp files.
I think you'll find that in multiplay_gamerules.cpp Valve forced various
values after they were read in from the script file.
So it really shouldn't be that difficult.
If m
"newline call"
It could. just possibly. be... "\n" ?
Mike.
- Original Message -
From: "Chuck Farly" <[EMAIL PROTECTED]>
To:
Sent: Monday, January 31, 2005 12:41 PM
Subject: Re: [hlcoders] Display Messages on Client
I do not know exactly what you are talking about.
I have check
Hi All,
I need to add another player class who's bounding box will be approx 6"
square. This new class of "Player" will not actually be human and will
probably not need animations (Oh and it will fly)...
I've added 3 new vectors (Min, Max & View) to shareddefs.h and defined them
as my new type of
Fixed it... my bad !
Mike.
- Original Message -
From: "Mike Blowers" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, March 08, 2005 1:07 PM
Subject: [hlcoders] Adding & utilizing more hull sizes
Hi All,
I need to add another player class who's bounding box will be a
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grenade_ar2.cpp checks for the existance of this :
g_CV_SmokeTrail
before it decides to emit a smoke trail trouble is I no longer have a clue
about the directory structure (HL1 was so much simpler
Can anyone tell me where const char *options comes from ?
It is used to set the weaponType to the required muzzleflash,
trouble is I've been getting assert errors, I stuck in a DevMsg
and the token is not what I expected it to be... To sort this out
I really need to know exactly where the token com
uot; }
In this case, "357" refers to the type of muzzleflash to draw, and
"muzzle" is a reference to the attachment point name where you want the
effect to be created.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Bl
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