Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
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

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
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

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
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

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
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

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread 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 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

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Sam Vanheer
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. &

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-14 Thread Sam Vanheer
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

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Sam Vanheer
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

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Sam Vanheer
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.

Re: [hlcoders] triggering an entity from a plugin

2016-10-06 Thread Sam Vanheer
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

Re: [hlcoders] how to make interruption of reloading in goldsrc by changeing weapon?

2016-01-21 Thread Sam Vanheer
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,

Re: [hlcoders] hi I have a question about players inventory in goldsrc

2015-07-13 Thread Sam V
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

[hlcoders] GoldSource client dll unloaded when debugging

2014-12-18 Thread Sam Vanheer
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 *

Re: [hlcoders] (no subject)

2014-12-13 Thread Sam Vanheer
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

Re: [hlcoders] (no subject)

2014-12-11 Thread Sam Vanheer
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

[hlcoders] (no subject)

2014-12-10 Thread Sam Vanheer
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

Re: [hlcoders] hlcoders Digest, Vol 7, Issue 27

2011-10-29 Thread Sam
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

[hlcoders] how to read my text, make infinitly big and precise maps, and more games from similar ones, and new games from the old

2011-10-29 Thread Sam
... 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

[hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-29 Thread Sam
: 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

Re: [hlcoders] hlcoders Digest, Vol 7, Issue 23

2011-10-23 Thread Sam
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

Re: [hlcoders] hlcoders Digest, Vol 7, Issue 20

2011-10-20 Thread Sam
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,

Re: [hlcoders] hlcoders Digest, Vol 6, Issue 10

2011-09-16 Thread Sam
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++

Re: [hlcoders] hlcoders Digest, Vol 6, Issue 5

2011-09-12 Thread Sam
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

Re: [hlcoders] hlcoders Digest, Vol 6, Issue 1

2011-09-01 Thread Sam
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?

Re: [hlcoders] hlcoders Digest, Vol 5, Issue 17

2011-08-16 Thread Sam
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

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 21

2011-07-27 Thread Sam
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,

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 17

2011-07-19 Thread Sam
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

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 16

2011-07-16 Thread Sam
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

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 4

2011-07-13 Thread Sam
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 !

[hlcoders] gettin started lookin for team to work with?

2011-07-05 Thread Sam
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

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 2

2011-07-05 Thread Sam
...@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

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 2

2011-07-05 Thread Sam
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

Re: [hlcoders] Anyone know of an animation pack for social actions?

2010-12-05 Thread Sam
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.

Re: [hlcoders] Is the list working right, or what.

2010-11-10 Thread Sam
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

Re: [hlcoders] Steamworks ?

2010-10-29 Thread Sam
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

Re: [hlcoders] (no subject)

2010-09-11 Thread Sam
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)

Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Sam
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

Re: [hlcoders] Alien Swarm

2010-07-16 Thread Sam
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

Re: [hlcoders] Taking high resolution screenshots?

2010-06-23 Thread Sam
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:

Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Sam
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

Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Sam
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

Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Sam
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

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Sam
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

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Sam
: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

Re: [hlcoders] Graphical Hammer Glitches

2010-05-05 Thread Sam
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

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Sam
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

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-03 Thread Sam Kindler
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

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-03 Thread Sam Kindler
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

Re: [hlcoders] L4D Glow Effects

2009-11-27 Thread Sam Kindler
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

Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Sam Klinger
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

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Sam Goldwater
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

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Sam Goldwater
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