ank you for the answer but i need link the entities for place monsters
> via map and don't for text/cfg how is done.
>
> I don't know what is the method more efficient for this.
>
> Sorry for my bad english haha
>
> Thanks a lot!
>
> 2017-02-27 14:25 GMT-03:00 S
m 18:09 schreef SK G:
> Exactly It's the same bro if you can help me i appreciate very much
>
> if you need the source pack i send you via private mail
>
> 2017-02-27 13:29 GMT-03:00 Sam Vanheer <duo...@hotmail.com>:
>
>> Could you post the entire compile log, it looks lik
nster mod 2017\dlls\barney.cpp(42) : error C2275: 'CMBarney' : illegal
> use of this type as an expression
> \monster mod 2017\dlls\cmbasemonster.h(653) : see declaration of 'CMBarney'
> Error executing cl.exe.
>
> monster_mm.dll - 5 error(s), 0 warning(s)
>
> 2017-02-27 13:29 GMT-03:00
Also to the mailing list managers, this list is being watched by spambots.
Op 27/02/2017 om 17:29 schreef Sam Vanheer:
> Could you post the entire compile log, it looks like there are errors
> elsewhere that are cascading to cause this problem.
>
>
> Op 27/02/2017 om 17:20 schr
Could you post the entire compile log, it looks like there are errors
elsewhere that are cascading to cause this problem.
Op 27/02/2017 om 17:20 schreef SK G:
> Hi everyone.
>
> I need help with MonsterMod for Metamod I'm trying link the entities with
> them and I got this error
>
> error
really
> doable from Half-Life with the currently available sources.
>
> On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote:
>
>> Only interfaces exposed in steam_gameserver.h's
>> CSteamGameServerAPIContext class can be accessed on the server side.
&
Only interfaces exposed in steam_gameserver.h's
CSteamGameServerAPIContext class can be accessed on the server side.
The client side connects to the local Steam client instance, so
whichever account you're logged in as will be used.
Regards,
Solokiller
Op 14/02/2017 om 12:08 schreef Tom
ther than through some exposed interface - is that
> right?
>
> On 8 October 2016 at 06:41, Tom Schumann <schumann@gmail.com> wrote:
>
>> Ah thanks - very helpful. Just need to find where this is in the Orange
>> Box code now...
>>
>> On 8 October 20
Linux
>> binaries for what I'm working on but hopefully I can find it in the vtable).
>>
>> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:
>>
>>> I looked around a bit and found nothing that can be used to trigger
>>> entities from plugins.
I looked around a bit and found nothing that can be used to trigger
entities from plugins. The code for I/O is in the game libraries, but no
interfaces appear to be exported for use in server plugins.
If you're making a plugin for a specific mod and the authors are
willing, you can ask for new
Setting m_fInReload to FALSE in the weapon's Holster method should do
the trick.
Op 21/01/2016 om 8:28 schreef Matas Lesinskas:
> how to make interruption of reloading in goldsrc by changeing weapon?
> ___
> To unsubscribe, edit your list preferences,
Player name is stored in entvars_t::netname.
Ammo is stored in CBasePlayer::m_rgAmmo, Ammo type info is stored in
CBasePlayerItem::AmmoInfoArray.
Weapons are stored in m_rgpPlayerItems; each index in that array is a
HUD slot, the weapons are a linked list.
Weapon type info is stored in
When i start our GoldSource client dll through Visual Studio 2012 with a
debugger attached, the client dll is unloaded right after being loaded.
The stack trace is as follows:
() Unknown
[Frames below may be incorrect and/or missing]
client.dll!AlertMessage(ALERT_TYPE atype, char *
an instance of it?
I played with it a while ago - I can't remember if what I did worked but I
didn't use the Mount method, I used the the AddPath (I think) method. The
default search-path is just the mod's root directory I think.
On 11 December 2014 at 21:49, Sam Vanheer duo...@hotmail.com wrote:
Yes
2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote:
Hello,
I’m just wondering if there is any documentation on how to use IFileSystem
version VFileSystem009.
I can’t seem to find anything that explains things like whether there are
default search paths, the purpose of Mount and Unmount
Hello,
I’m just wondering if there is any documentation on how to use IFileSystem
version VFileSystem009.
I can’t seem to find anything that explains things like whether there are
default search paths, the purpose of Mount and Unmount, how to add paths, etc.
Any help would be
does anyone here wanna tell me how to use source sdk from a c-programmers
perspective ? i found the online docs unhelpful...also anyone got a c#
wrapper ? you could compile everything shared as a 'dll' or other shared
object style, then open that with c#, and you might need some compiler
specific
...
Today's Topics:
1. Re: hlcoders Digest, Vol 7, Issue 27 (Sam)
--
Message: 1
Date: Sat, 29 Oct 2011 00:24:08 -0700
From: Sam aersi...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] hlcoders Digest
: Contents of hlcoders digest...
Today's Topics:
1. how to read my text, make infinitly big and precise maps, and
more games from similar ones, and new games from the old (Sam)
--
Message: 1
Date: Sat, 29 Oct 2011 12
sdk ez mode?
either third party or not, something like starcraft mission editor, but for
counter-strike or tf2 ? :) incluidng the ez downloader and matchmaking,
perhaps with links to more advanced options as needed and code
including map editors based around terrain creation and object
How about a sex themed steam sdk based game, possibly loosely based on gta4
strippers, or other mmo or other multiplayer gameplay styles and player
controlled animation sequences with different possibilities via normal
controls in single and multiplayer?
On Wed, Oct 19, 2011 at 12:00 PM,
I had a game idea. How about a website launched source game? I'm good
at makin dynamic websites on asp.net, then the c# code could generate
custom pages for each user to play a game upon, then the source engine
would get spawned by the site (after downlaod n install, site could
also be a c# or c++
Can I volunteer to help someone with designing? Is designer not cool
to volunteer for ? I mean it does require programmingyet I'm not
wantin to be the 'only' designer, they're just suggestionsI have a
buncha neat games I wanna make and not enough time and/or skillsI
want a team, and
If you need a really large font, it might be worth it to save the font
as .jpeg or other image resources, put those on textured quads or
billboards, and then scale them with the d3d functions...or also just
the large font stuff, put the entire string on a custom image then
load that as an object?
I'm learning to 3d model now, i bet source sdk or source engine could
make a really good 3d modeler.
Along with placing textured quads and/or 3d 'material' objects, maybe
code in a 'carve' or other processing options
Not a lot of modeling options, there's blender , i'm gettin google
sketchup now
ok how about this idea? a database of 'source objects' and a 3d
editor, including terrain and rooms to mix n match, plus code in
objects and ways to expand, a tool from source sdk that is like kodu
but dynamically expandable with code and maybe some p2p
On Mon, Jul 25, 2011 at 12:00 PM,
Subject line so it is more specific
than Re: Contents of hlcoders digest...
Today's Topics:
1. Re: hlcoders Digest, Vol 4, Issue 16 (Sam)
2. Re: hlcoders Digest, Vol 4, Issue 16 (Tony omega Sergi)
3. Re: hlcoders Digest, Vol 4, Issue 16 (James Pizzurro
How about making a game or toolkit around the SDK that's easier to learn or use?
Maybe something that's useful for the people here, why are you all
here now, and not working for a games company?
How about something like an MMO made inside the game, except instead
of leveling up by killing
Have you guys seen kodu? lol ur debuggin the gun codei think
you're doing it wrong, what are you making? You're never going to
finish that way.there's a better way to design thru it, but why
are peo0ple building with this tool? that bein said lets make
minecraft in source sdk with guns !
i was thinkin of doin whatever, or maybe something live to upgrade gun
in open pvp large maps, or even just long or large style maps, i code
mostly anyoen wanna work with me new to source sdk good at d3d dx etc
sql asp maybe something like minecraft in source craft guns from the
blocks + ammo lol
...@list.valvesoftware.com
When replying, please edit your Subject line so it is more specific
than Re: Contents of hlcoders digest...
Today's Topics:
1. gettin started lookin for team to work with? (Sam)
--
Message: 1
Date: Mon, 4 Jul 2011
if anyone wants to help with the source versoin that's cool, i stopped
when i saw map size limit in hammer real maps are forever
On Tue, Jul 5, 2011 at 2:32 PM, Sam aersi...@gmail.com wrote:
awww nobody? i guess source modding is shitty due to lack of
popularity, maybe it needs more examples
MaxOfS2D from Facepunch Studios Forums made a rig for the standard
Valvebiped that makes it able to use animations from the standard 3dsmax
biped, Give it a look.
On Sun, Dec 5, 2010 at 5:17 PM, Phlox phloxi...@gmail.com wrote:
Figs :( Thanks anyway.
Seems to be a problem with your Email provider than a problem with the list
(Wowway!)
On Wed, Nov 10, 2010 at 7:58 PM, Trevor 'Drak' dhlco...@wowway.com wrote:
I'm glad the message I sent was, well sent, but all the messages regarding
actual questions don't seem to go through.
-Original
since your
game is a clone of a commercial Source Powered game (Garry's Mod), You could
try to make your own copy protection method to check if Steam is running for
your mod, Try Opensteamworks.
- Sam
On Fri, Oct 29, 2010 at 1:39 PM, Krzysztof Krysztofiak
sezam...@gmail.comwrote:
Dear HLCoders
What just happened in here?
On Sat, Sep 11, 2010 at 6:13 PM, Marc DiMillo
crysisking_ownage...@hotmail.com wrote:
lol
Date: Sun, 12 Sep 2010 00:09:21 +0300
From: izume...@abv.bg
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] (no subject)
When It's Done*
*Approx Valve Time
On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto m...@revgamers.netwrote:
Does anyone have an estimate of when?
--
From: James Pizzurro ja...@agentredproductions.com
Sent: Saturday, September 11, 2010
I'm guessing it's Valve's answer to Epic's UDK.
It includes the Source SDK, so yes. It also might make mods available to
everyone
On Fri, Jul 16, 2010 at 8:24 PM, AJ Collins gamerzwo...@gmail.com wrote:
I'm guessing it's Valve's answer to Epic's UDK.
On Fri, Jul 16, 2010 at 7:08 PM, Matt
It is possible with the upcoming Source Filmmaker feature used in pretty
much all VALVe trailers since Day of Defeat Source, even though there's no
chance that they'll actually release it, but, you can use 1nsane's
parameters
On Wed, Jun 23, 2010 at 12:01 PM, 1nsane 1nsane...@gmail.com wrote:
Second reason, they lost their code and have to redo everything.
I giggled, hard.
I doubt the announcement would be anything related to the engine, they
could've done that back in GDC, E3 is about entertrainment, not development
like GDC is
On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland
The new engine update to the HL2 games broke *everything* again, there's a
hotfix that should fix your problem by using this in your gameinfo:
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
Am I
Jeff, You can't compile Mac binaries yet, But you could give a try compiling
server binaries using the linux Makefile under Xcode, I don't know about the
client counterpart.
On Wed, May 26, 2010 at 8:20 PM, Jeffrey botman Broome
botman.hlcod...@gmail.com wrote:
Does Mac builds of a mod require
So does anyone know an ETA of when this is going to be fixed? I'm tired of
changing the appID every time I open Source SDK.
On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions onl...@jumpcore.comwrote:
We're a bit off topic here, I know, but here's a work around from the
forums. It seems to
:22 PM, Sam wrote:
So does anyone know an ETA of when this is going to be fixed? I'm
tired of
changing the appID every time I open Source SDK.
On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions
onl...@jumpcore.com
wrote:
We're a bit off topic here, I know
Try setting your game settings to TF2 and see if this fixes it, the latest
update broke everything but TF2.
On Wed, May 5, 2010 at 3:55 PM, Colm Sloan colmsl...@gmail.com wrote:
I hadn't used Hammer for a few weeks but when I opened it today, it looked
like this:
http://i.imgur.com/Htfdn.png
I can confirm all that, thankfully the EP1 model viewer and faceposer are
still working, even that they're outdated
Is there even a changelog on what's new in the SDK Update?
On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik redcat...@gmail.com wrote:
1 Can't see anything in model viewer.
2
If you were going to formally judge it, what categories should the gamemodes
be assessed under (if any)? I was thinking that maybe a criteria-based
assessment would be a good idea, where the total number of points in each
category would be accumulated as a total and then put up against the
You could also have a best community-voted gamemode award, but I don't
know how that would play in.
2009/12/3 ZuM eduardo...@gmail.com
Then my sugestion would be to get the most influential or important
people
in the GMod comunity or the source comunity to vote. The more people in a
vote the
Awesome stuff John. Much appreciated.
Many thanks,
Sam
2009/11/27 Saul Rennison saul.renni...@gmail.com
Great work, it's much appreciated :)
Thanks,
- Saul.
2009/11/27 Jonathan White killermonke...@gmail.com
OK Folks,
I have entirely implemented the L4D Glow Effect in C++. Check
Attached is a python script that does both Community - Steam and Steam
- Community.
Sebastian Staudt wrote:
Does anyone know a way to calculate the Steam Community SteamID
(SteamID64) from the in-game SteamID (STEAM_X:X:XX)?
This would be a nice way to get fast access to the Steam
preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
--
Sam Goldwater
www.polygonfiction.com
--
___
To unsubscribe, edit your list preferences, or view the list
shapekeys.
I've done quite a few others and written a few tools to help in the
process but nothing thats out there yet.
- Jed
On 25/03/2008, Sam Goldwater [EMAIL PROTECTED] wrote:
Can anyone think of examples of Alyx quality facially rigged custom
characters? Is it attainable only having
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