If that's too hard to take in all at once, try examining the Half-Life 1 sdk
and have a look at the AI there. It's nearly the same, though half-life 2's
AI has many more functions and some functions/features were re-done a bit.
-Sniper
On 2/9/2005 7:39:53 PM, hlcoders@list.valvesoftware.com wrote
/
Use this tool to change LOD Bias if you have an nVidia card.
I hope this is helpful for everyone.
- David Sniper McDermott
Sven Co-op Programmer
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visit:
http
I'm using forceware 61.77.
I just realized new drivers (66.93) came out, I'll update to those in a bit.
- David Sniper McDermott
Sven Co-op Programmer
- Original Message -
From: Stephen Micheals [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 19, 2004 9:28 PM
Subject: Re
. This isn't like a message board.
-David Sniper McDermott
Sven Co-op Lead Programmer
On 9/3/2004 11:59:26 AM, [EMAIL PROTECTED] wrote:
I have an Similar Problem with CS 1.6 (most problems on aztec - Barnye
promised an update ony, but he is very busy :/).
I have an AMD XP 1700+, GeForce4
.
-David Sniper McDermott
Sven Co-op Lead Programmer
On 8/31/2004 6:19:44 AM, [EMAIL PROTECTED] wrote:
I think that is complelty wrong, look at the pic that I took (was already
linked in the first post):
http://img31.exs.cx/img31/6120/highqual.jpg
I can 100% asure you that I haven taken
You were talking specifically about info_tfgoal. Sounded like you were busy
on a Team Fortress Classic map.
-Sniper
- Original Message -
From: BuzzKill [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 12, 2004 12:31 AM
Subject: RE: [hlcoders] Logical NOTs for info_tfgoal
I don't think anyone here can. You need to provide some more information on
what you're meaning to do.
-Sniper
- Original Message -
From: BuzzKill [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 12, 2004 11:20 PM
Subject: RE: [hlcoders] Logical NOTs for info_tfgoal?
On 03
See me code it before smearing other people? He obviously illegally
downloaded some Half-Life 2 content. If he did download some files
illegally, why the hell can't I smear him?
He might be a fantastic programmer, but that doesn't mean he's above the
law.
-Sniper
- Original Message
This doesn't look LEGAL to me. Unless he had support from Valve, he
downloaded the illegal version of Half-Life 2 to do this. Why does he have
the Half-Life 2 models in pictures all over the place?
Pathetic.
-Sniper
- Original Message -
From: tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED
they don't realize their
gamma/brightness settings are too high.
There should be some sort of standard monitor manufacturers need to comply
with.
-Sniper
- Original Message -
From: tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 12, 2004 6:52 PM
Subject: [hlcoders
Looks like the best way would be to add in a new skill cvar. (duh Sniper)
Shouldn't be too much work.
-Sniper
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 04, 2004 10:24 PM
Subject: RE: [hlcoders] Adding a new skill level
The problem is, someone at Valve thought the feature was just for debugging
purposes - and so set it in stone to be for debugging purposes. (Hence, it
DOES work with developer 1).
It was pretty thoughtless, yep.
-Sniper
- Original Message -
From: K. Mike Bradley [EMAIL PROTECTED
Maybe you need to innovate some more.
-Sniper
From: Tony omega Sergi [EMAIL PROTECTED]
With that said, i'll try to be more considerate for all of you peoples
small inboxes/storage places, but no promises as i cannot garuntee that
i will be able to meet a promise such as that every time
of
it if Developer 1 isn't set.
It was also never documented publicly as being removed -- that is
frustrating in itself.
-Sniper
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 20, 2003 5:38 PM
Subject: Re: [hlcoders] Deathmessages
.
A modification may also use the print notify function for other informative
messages, and now those messages are gone. A feature present for years being
removed in a new system like Steam can only ask for problems.
This is very upsetting.
-Sniper
- Original Message -
From: Tony omega Sergi [EMAIL
are never fun for anyone, including the
players. So if I sound like I'm being hostile, maybe it's because I am.
-Sniper
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 20, 2003 7:26 PM
Subject: Re: [hlcoders] Deathmessages
at this moment in time and Valve has
(apparently) shut the book. Won users will continue to see death messages
for Sven Co-op 3.0, Steam users wont.
For 3.1 perhaps, it'll be added in. Until then, shit happens.
-Sniper
- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: [EMAIL
these months. I did not
know that the death messages didn't work until recently.
-Sniper
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 20, 2003 8:43 PM
Subject: Re: [hlcoders] Deathmessages stopped working in Steam
First off
You're missing EXPORT on some touch/use/think prototypes.
-Sniper
- Original Message -
From: Rockefeller [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, November 15, 2003 8:27 AM
Subject: [hlcoders] No EXPORT?
hi.
It seems that since the last update of Steam the Debug Mode
temporary hack. Comment out the block of
code under:
// Ugly code to lookup all functions to make sure they are exported when
set.
-Sniper
- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, November 15, 2003 3:10 PM
Subject: Re: [hlcoders] No EXPORT
It'd also be nice if the precache limit could be upped to 1024 rather than
512 (?). While you're on the topic of models, that is.
-Sniper
Sven Co-op Lead Programmer
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 4:48
You'll want to call the sprite's TurnOn() function, or:
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector
origin, BOOL animate )
When you call the function above, make sure animate is set to true.
example:
CSprite::SpriteCreate( sprites/glow01.spr, origin, true );
-Sniper
automatically mean the model's brush based origin. So we're back to
the same problem.
Argh.
-Sniper
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the origin wouldn't return the true center of
the model.
It'd return where-ever the entity's origin brush resides. Hence the problem
of trying to find the exact center point of a brush based model that has an
origin brush.
-Sniper
- Original Message -
From: Jason 'Ikkyo' Gripp [EMAIL
are calculated WITH the model's origin. The
origin brush.
-Sniper
- Original Message -
From: Jason 'Ikkyo' Gripp [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, September 27, 2003 3:01 PM
Subject: Re: [hlcoders] Finding the true center point of an entity
I see what you want now, but I
I'm sorry, after going through my code, it turns out I've made a minor
mathematical mistake that spilled over into everything... causing me to make
my assumption. Phew, at least that's fixed.
Thanks guys.
-Sniper
- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED
I've never had this problem.
Is pev-nextthink = gpGlobals-time + 1.0 called at the end?... Perhaps
you have a return some place higher up in the function?
Sniper
- Original Message -
From: Cale 'Mazor' Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 9:20
Since pretty much everyone may be affected by this spam-wannabe virus, it's
okay to have a discussion on it here. (In my opinion)
-Sniper
- Original Message -
From: Steven Van Ingelgem [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, August 23, 2003 5:03 AM
Subject: Re: [hlcoders
First question: I'm confused about what you're asking.
Second question: Yes, it's necessary.
-Sniper
- Original Message -
From: Nick McLaren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, August 18, 2003 10:07 PM
Subject: [hlcoders] Probably basic question
I asked
put a damper on perfectly good AI routines. Especially for
running from grenades.
I'm clueless about this, as all of the monster-movement functions are in the actual
engine. Argh.
Sniper
Sven Co-op Programmer
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Eric Smith said they'll be increasing the max sfx_t to 1024 in the next
patch.
-Sniper
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, July 26, 2003 11:26 AM
Subject: RE: [hlcoders] hl1 requests - plz plz plz plz plz
Here's my one
Ahh that sounds good.
Sniper
- Original Message -
From: Alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:03 PM
Subject: Re: [hlcoders] (no subject)
The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2.
I suspect with a bit of tweaking you
I thought this was coming in the next Half-Life patch?
Sniper
- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, June 30, 2003 8:09 PM
Subject: [hlcoders] DOD hw/sw.dll redistribution?
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
DOD 1.0
Indeed.
Sniper
- Original Message -
From: Sin Sanx [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 28, 2003 10:01 AM
Subject: Re: [hlcoders] pfnPEntityOfEntIndex( 1 )
No as allready stated, index 0 is worldspawn, indexes 1 through 32 are
players.
From: Oskar Lindgren
Well, in Half-Life, monsters are simply set to die when a multiplayer game
is started - except for snarks and hornets.
Since the AI wont be exclusively in the engine, I don't see how the game
would make it difficult for enabling a co-op mode.
Sniper
- Original Message -
From: Jonathan
Well, we're certainly planning on making Sven Co-op for Half-Life 2.
It's a very exciting time right now for us.
Sniper
- Original Message -
From: Beef [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 19, 2003 8:05 AM
Subject: Re: Re[2]: [hlcoders] hl2 and coop
I've
As MoD has stated, Valve is going to - from various interviews / news - have
a sort of get to know half-life 2's mod stuff event this year instead of
the expo. Erik Johnson from Valve stated the SDK will be available some time
in August.
Sniper
- Original Message -
From: botman [EMAIL
,
the sooner people will be able to understand how it operates. Which means
there wont be as big of a delay in Half-Life 2 mods as there would normally
be.
Sniper
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 31, 2003 1:49 AM
Subject: RE
The discussion has ended, C++ will be the official language for Half-Life
2's SDK. Erik Johnson replied to question at hand.
Please, no more flame-worthy/pointless scripting VS C++ discussions.
Sniper
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday
Valve clearly stated that the SDK will be released BEFORE the game, not when
it goes gold. As I recall, some time in August was the official word.
By releasing the SDK that early, it's going to jump-start the mod community
for Half-Life 2... which is probably what Valve is hoping for.
Sniper
Why would Valve do that?
It defeats the purpose of getting the modification community jump-started.
Sniper
- Original Message -
From: Beef [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 30, 2003 6:06 PM
Subject: Re: [hlcoders] estimated release date foe hl2 sdk?
Subject: Re
Omega, perhaps you forgot about the information on Planet Half-Life:
Erik says: Yes, we will be releasing an SDK for the Source engine for MOD
developers before the game is shipped.
I don't have to say anymore.
Sniper
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED
I doubt there are any tutorials that discuss a topic as broad as that.
You're going to have to read through the source yourself to get a general
idea of how everything works.
Sniper
- Original Message -
From: Jamie Esliger [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, May 29
weapon mods were created.
There are several different examples of why scripting languages usually lead
to crappy weapon mods. Too many to list.
Sniper
- Original Message -
From: Phantom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 26, 2003 10:00 PM
Subject: Re: [hlcoders] c++ vs
person weapon model seems to ignore this feature, and
it'd be nice if the same could be applied to regular models in the world.
Sniper
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GAMEDIR PATH is the command to change to another mod in-game.
Sniper
- Original Message -
From: Daniel Koppes [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, March 11, 2003 10:06 AM
Subject: Re: [hlcoders] Am I an idiot?
-snip-
I doubt this techinque would work under Linux
, it will therefore only apply to
modifications. If the end-user has a problem, it's not Valve's fault. They
would have to contact the mod team.
So I see no reason not to increase the model precache limit. Hmm?
Sniper
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March
It'd be nice if this limit could be increased. I'm sure the average low-end
machine could handle much more than the high end computers of '96-98.
(Quake1 through Half-Life)
Sniper
- Original Message -
From: Avatar-X [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, March 09, 2003 11
So true. *cries*
Sniper
- Original Message -
From: Phil [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, March 08, 2003 6:30 PM
Subject: RE: [hlcoders] AMD 64bit - looks interesting!
I like it how they keep on using Counter-Strike instead of
Half-Life
I doubt the server admins would care if the mod is single player. Heh. Heh.
Sniper
- Original Message -
From: Skyler York [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, March 02, 2003 3:54 PM
Subject: Re: [hlcoders] Single Player Weapon Damage
[ Converted text/html to text/plain
It's probably just the gamma settings.
Sniper
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 23, 2003 2:26 PM
Subject: Re: Re[2]: [hlcoders] [OT] HL for PS2 lighting
M Always wanted two players coop for HL...
interesting, have
Hehe woops.
I was referring to the first post... about the flashlights and light
blending with the wall and black texture floor.
Sniper
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 23, 2003 2:44 PM
Subject: Re: Re[2]: [hlcoders] [OT] HL
I think he's more concerned about other Radeon users.
Maybe Valve included some sort of flag to disable this? It's obviously an
engine feature, since it was added in the last few half-life patches. (Valve
and ATI made some sort of deal, as I recall.)
Sniper
- Original Message -
From
guess is no.
-Sniper
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Ahh okay, I was thinking it was linked to an engine function. I didn't look
into it much recently. I just remembered someone asking about the issue on
here a while ago.
-Sniper
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 09, 2003 3:48
Might need to use/change the SetObjectCollisionBox function for all of the
monsters.
In this function, the pev-absmin and pev-absmax values are set. They're
the collision hulls for entities.
Your answer should be in that area, I'm guessing.
-Sniper
- Original Message -
From: Jim Hunter
Keyword: if
Not to mention much confusion [if] a MOD uses the models and the mod
authors don't realize they're illegal.
Some mods could already be using them now, though. Though this goes for
un-released in-development mods.
-Sniper
- Original Message -
From: Vyacheslav Djura [EMAIL
I'm not talking about a MOD releasing the models. I mean people extracting
them from their PS2 version of Half-Life and sending the models to their
friends who in turn send those models to their friends and so on.
-Sniper
- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED
illegal.
-Sniper
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 06, 2003 10:42 AM
Subject: Re: [hlcoders] SDK Licence applies to HL PS2?
Sniper wrote:
A lot of people I know have the PS2 versions of the monster models as
replacements
-distribute stolen intellectual
property for their own benefit. It is a crime and it is shameful.
-Sniper
- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED]
To: Tom [EMAIL PROTECTED]
Sent: Wednesday, December 04, 2002 10:20 AM
Subject: Re: [hlcoders] What to do when people blatently
That's more of a mapping problem.
Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly.
http://www.valve-erc.com
-Sniper
- Original Message -
From: Mark Striemer [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, November 28, 2002 7:00 PM
Subject: [hlcoders]
help
parse for the ip? haha, I think someone has been coding too much lately.
-Sniper
- Original Message -
From: Alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 25, 2002 4:12 PM
Subject: Re: [hlcoders] Simple Question
status
and then parse for the ip.
Rat Man wrote
Should be applied to touch functions also, as I recall.
void EXPORT Touch( CBaseEntity *pOther );
-Sniper
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, November 19, 2002 11:12 AM
Subject: RE: [hlcoders] ERROR: No EXPORT
Paste the definition
ti4600 and
512mb ram, monsters turn slow.
Any help would be appreciated... Rather confusing. Faster Sven Co-op servers
let players strafe around monsters with ease.
-Sniper
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to replace frametime with the
frametime of a game running at 30fps. I'll see how it works out.
-Sniper
- Original Message -
From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, November 09, 2002 5:56 PM
Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate
turn at the correct speed, regardless of the server's
framerate! Wonderful!
-Sniper
- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, November 09, 2002 8:10 PM
Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate
I found out the problem. Their turn
, and now my Athlonxp2400+.
Anyhow, what are your specs / average half-life fps? If it's around 30fps,
of course you wouldn't notice this problem!
-Sniper
- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, November 09, 2002 10:43 PM
Subject: RE
-frametime in console.
0.035 is for 30fps, 0.01 is for about 120fps (default limit), 0.05 is for
10fps I believe.
-Sniper
- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, November 09, 2002 10:43 PM
Subject: RE: [hlcoders] Monster YAW Speeds/Turn Rate
a way to do this, or if it's even possible. It
seems possible though... I keep thinking about trigger_multiple/trigger_once
entity-brush and their clients only flag.
Could someone help me out with this?
Thanks...
-Sniper
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Actually, a monsterclip entity-brush does a full block on monsters. They
can't go through it, even if they were pushed towards it's direction.
That trigger_push idea might be good to experiment with. Thanks.
-Sniper
- Original Message -
From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED
I've been wondering, would it be possible to check to see if a map has a
specific texture?
I'm trying to do this so I can set a value to either true or false. Based on
if the map has the needed texture, something can be disabled.
-Sniper
Hmm...
I guess you're right. It's possible to read a texture on a brush face (e.g.
Opposing Force's barnacle) though... yet that's not really workable.
-Sniper
- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 12, 2002 6:09 PM
Subject
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