Re: [hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Stephen Swires
Your fix is a hack, not a fix, let's get that right for a start. If you look at the code around it, you'll see that m_iv_angEyeAngles sets up interpolation on m_angEyeAngles, which is a networked copy of a player's eye angles which is sent to everyone but the local player. In C_HL2MPPlayer, the int

Re: [hlcoders] Solution to laggy first-person spectating

2015-05-30 Thread Stephen Swires
It's not a bug with the code base and that isn't the proper way to fix it. This is how Valve's games handle it: https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93&q=m_iv_angEyeAngles On Sun, May 31, 2015 at 2:21 AM, Peter McKeown wrote: > Greetings everyone, > > There is a bu

Re: [hlcoders] Modding Problems

2015-04-11 Thread Stephen Swires
If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar wrote: > Hey guys, back with another question! So i just saw awhile ago that Source > SDK Base 2007 got updated. My mod uses Source SDK Base 200

Re: [hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Stephen Swires
There are no branches or tags on the SDK's GitHub. I was talking about Steam. You have to use the upcoming branch even on Windows. On Sat, Mar 7, 2015 at 11:31 AM, Harry Jeffery wrote: > Yes, it is. Is there a specific tag/commit you'd recommend? > > Thanks > > On 07/03

Re: [hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Stephen Swires
Is your code based on the latest code available from GitHub? If so I'm pretty sure you still have to the beta branch and it's been like that for months and months. On Sat, Mar 7, 2015 at 11:27 AM, Harry Jeffery wrote: > Hi, > > I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemi

Re: [hlcoders] SDK2007 and Episode 1 Content

2015-03-07 Thread Stephen Swires
I concur. To prevent future portability issues, make sure you write your game code in derived classes and using ifdefs or a specific comment that you can search for in places that you will have to modify. On Sat, Mar 7, 2015 at 11:14 AM, geotavros wrote: > I'd suggest to use Source SDK 2013 jus

Re: [hlcoders] Source 2007 mod and mounting content

2013-12-07 Thread Stephen Swires
Since the Steampipe switch, none of these can be mounted because they no longer use GCFs and Source 2007 has no VPK support. The only way this could be fixed is having the user manually extract the content or porting your mod to Source 2013. On 7 December 2013 07:19, Neico wrote: > Steampipe S

Re: [hlcoders] SDK 2013 issues

2013-07-31 Thread Stephen Swires
A screenspace bloom shader sample was added to the SDK's git repo the other day. On 1 Aug 2013 03:28, "Jorge Rodriguez" wrote: > Oh one more thing, a wishlist item: > > * A fullscreen shader sample for this SDK would be great. I don't have one > from the old SDK that I can port up to 2013 which l

Re: [hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Stephen Swires
Hi Alfred, Does Valve have RSS feeds for game hub announcements or some sort of web API? On 3 July 2013 17:14, Alfred Reynolds wrote: > Hey guys, we have made a community hub for the Source SDK available here, > http://steamcommunity.com/app/211/discussions/. When we do updates to the > SDK (e

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Stephen Swires
I would consider that to be the main version of Source as that's what most of Valve core multiplayer games sit on. On 27 June 2013 15:02, Netshroud wrote: > "to the main engine" > > There's a main Source engine now? > > On 27/06/2013, at 11:56 PM, Stephen Swi

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Stephen Swires
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new lighting system is only part of the CSGO engine has hasn't been backported to the main engine. The TF2 bot system is NextBot which is also used in L4D2 and CSGO, that appears to have been removed judging from the lack of NextBo

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Stephen Swires
This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig wrote: > The SDK Base apps hadn't been published yet, but that should be fixed > now. You should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base > 2013 Singl

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-28 Thread Stephen Swires
t;>> >> >> >>> >> >> As I said. looking at your prediction dump, it's not actually >>> >> >> predicting >>> >> >> properly. >>> >> >> Either they're not updating at the same rate, or they&#

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-21 Thread Stephen Swires
oth out the origin and angles. I'm not sure >>>>>>>>>>> why but the physics simulation cannot be followed without doing >>>>>>>>>>> some sort >>>>>>>>>>> of smoothing to the origin/angles. What

Re: [hlcoders] Where to find update news?

2011-10-18 Thread Stephen Swires
redproductions.com> wrote: > >> When pigs fly. >> >> >> On Tue, Oct 18, 2011 at 7:31 PM, Stephen Swires > > wrote: >> >>> Though I wonder if Valve are ever going to release a proper update for >>> the SDK like Gabe promised. Expecti

Re: [hlcoders] Where to find update news?

2011-10-18 Thread Stephen Swires
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > _______ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/lis

Re: [hlcoders] Community manager ?

2011-10-05 Thread Stephen Swires
hy isn't it with the asw sdk > then? Since its no longer the "free" sparsely featured version of the sdk... > Besides, having the latest compiling tools for shaders could benefit > everyone, no ? > > > On Wed, Oct 5, 2011 at 10:45 AM, Stephen Swires > wrote:

Re: [hlcoders] Community manager ?

2011-10-05 Thread Stephen Swires
t;>> >>>> >>>> Kind regards, >>>> *Saul Rennison* >>>> >>>> ___ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> >>> -- >>> James Deeman >>> Nottingham, UK >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Stephen Swires
; ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Stephen Swires
tter >>>>>> Source >>>>>> SDK and you will get more interest in Source licensing. Hell, I'd >>>>>> probably >>>>>> even call it something else so people aren't scared off by its previous >>>>>> rep. >>&g

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Stephen Swires
se visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >&

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Stephen Swires
to 150. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires ___ To

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Stephen Swires
s, or view the >>>list archives, please visit: >>> >>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders> >>> >>> >>> >>>___

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-29 Thread Stephen Swires
date at some point with the Source SDK. Any suggestions or comments ? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- - Stephen Swires __

Re: [hlcoders] Should I wait?

2011-03-18 Thread Stephen Swires
_ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > ___ > To unsubscribe, edit your list preferences, or

Re: [hlcoders] Problems with source dedicated server running a source sdk mod

2011-01-07 Thread Stephen Swires
gt; Can you help me? > > Thanks in advance :) > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- - Stephen Swires ___

Re: [hlcoders] Simple question...

2010-12-13 Thread Stephen Swires
view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.

Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-09 Thread Stephen Swires
#x27;ll > take a look when I'm free at the weekend. > > Thanks, > - Saul. > > > On 8 December 2010 15:06, Stephen Swires wrote: > > > Actually, it's CBasePlayer. > > > > extern int g_nKillCamMode; > > extern int g_nKillCamTarget1; > > extern i

Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-08 Thread Stephen Swires
; > > You seem to be thinking of a TF2/CS:S Beta style killcam, where as I am > referring to a Call of Duty one. If you are unfamiliar, the killcam replays > the movement of the attacker seconds before the kill. > > On 8 December 2010 12:46, Stephen Swires wrote: > > > Clue:

Re: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod

2010-12-08 Thread Stephen Swires
Clue: CBaseEntity::SetReplayMode On 8 Dec 2010 12:30, "Adam "amckern" McKern" wrote: Whats your after would be in in_camera.cpp You may only want a kill cam for a single item, such as a awp A simple hack in my kind of logic would be to record the last 2 trace points on the ammo class, and then

Re: [hlcoders] Prevent pause during open dev console?

2010-09-30 Thread Stephen Swires
g from the Client DLL. > > Thanks! > > Martin > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires ___

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
Well this branch is 'between' l4d2 and portal 2, so it looks like this is the direction it's going in. Squirrel is actually used On Jul 21, 2010 8:40 PM, "Adam Buckland" wrote: Pretty much AFAIK. That and they get fragmented. On 21 Jul 2010, at 20:34, Ryan Sheffer wrote: > They should drop th

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
it's done simply by > running VBSP with -alldetail.) > > > On 21/07/2010 5:33, Stephen Swires wrote: > >> Alien Swarm is based on L4D2, not Source 2009. If someone can solve the >> VVIS >> issue then there should be no issues in using it for TCs - server >> b

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
e... > > On 21 July 2010 17:33, Stephen Swires wrote: > > Alien Swarm is based on L4D2, not Source 2009. If someone can solve the > VVIS > > issue then there should be no issues in using it for TCs - server > browser's > > still there. > > > > >

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Stephen Swires
___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list arch

Re: [hlcoders] Alien Swarm

2010-07-20 Thread Stephen Swires
t; > On Mon, Jul 19, 2010 at 5:33 PM, Stephen Swires >wrote: > > > Got the source code, it's a shame they didn't port over the SDK template > to > > the Alien Swarm codebase. > > > > On Mon, Jul 19, 2010 at 3:06 PM, Tobias Kammersgaard < > > tobias

Re: [hlcoders] Alien Swarm

2010-07-19 Thread Stephen Swires
gt; To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] "Show Map List" issue..

2010-07-13 Thread Stephen Swires
> > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > > > > > >

Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Stephen Swires
please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http:

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

2009-12-03 Thread Stephen Swires
> > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > &g

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Stephen Swires
o/hlcoders > >>> > >>> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > > >

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
; going to be an annoying task, but its possible. Just need to keep in > > mind > > that it is hidden to all players cept the local. Maybe having the > > model > > entirely client side would be wise? But maybe too much work to setup. > > > > On Mon, Oct 5, 2009

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
o unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] exchanging fontsymbol skull-crossbones (HUD)

2009-09-15 Thread Stephen Swires
o replace it? > > Thanks, > Tob > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires ___

Re: [hlcoders] Creating a Custom Player Class

2009-08-29 Thread Stephen Swires
Thanks. > > --Bob > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires _

Re: [hlcoders] VPKs

2009-06-25 Thread Stephen Swires
preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: &g

Re: [hlcoders] Source SDK Beta Concluded

2009-06-15 Thread Stephen Swires
http://store.steampowered.com/news/2579/ Joel R. wrote: > Is there a changelog of changes to the SDK? I'm sure something was changed? > > On Mon, Jun 15, 2009 at 4:31 PM, Matt Hoffman > wrote: > > Am I the only one that finds it ironic that you hate that the map sources are being rele

Re: [hlcoders] replay

2009-06-12 Thread Stephen Swires
Or StartReplayMode() in CBasePlayer Alexander Hirsch wrote: > It might already be in the code. At least in the beta SDK there's a > "OBS_MODE_FREEZECAM" and a comment saying "// zooms to a target, and > freeze-frames on them".Worth trying out. > > On Fri, Jun 12, 2009 at 3:34 PM, Jed wrote: > >

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-06-12 Thread Stephen Swires
It is "fixed" and has some of the stuff like the TF2 player soft-collisions Janek wrote: > Thank you guys. It is working fine now. > > An other question : Are the fixes done in "Start a multiplayer mod from a > template" also done in "Modify Half-Life 2 Multiplayer" ? > > J. > > 2009/6/11 Yaakov S

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-06-11 Thread Stephen Swires
You can safely get rid of it Yaakov Smith wrote: > Small problem with its teamplayroundbased_gamerules.h/.cpp though, can > someone help? > > error C2061: syntax error : identifier 'pluginvariant'c:\source sdk > mods\ob sandbox\src\game\shared\teamplayroundbased_gamerules.h459

Re: [hlcoders] FCVAR_

2009-06-11 Thread Stephen Swires
t: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] how to disable intellisense fromgrayingout proprocessor conditional blocks?

2009-05-06 Thread Stephen Swires
list > >>>> archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> ___ > >>>&g

Re: [hlcoders] Casting as CBasePlayer

2009-05-05 Thread Stephen Swires
ToBasePlayer() or you can use a dynamic cast (which ToBasePlayer does) FaMiNe wrote: > Multiplayer mod. > > I've written some code in player.cpp, with some storage details about a > custom entity we're using for our mod. > > In the trigger touch function, we pass in the CBaseEntity that touches

Re: [hlcoders] SDK Beta question

2009-03-18 Thread Stephen Swires
man/listinfo/hlcoders > > -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Stephen Swires
Some things: - When you get out of the jeep, it snaps everyone's viewangles to your own. This is a simple fix as I recall. - For a little bit of convenience could you make it call Lower() on your active weapon if you can't shoot and something like Raise() when you can again? - What purpose do t

Re: [hlcoders] Custom Pause/Load screens

2009-03-09 Thread Stephen Swires
NULL != m_pGameUI ) >>> { >>> // insert custom loading panel for the loading >>> >> dialog >> >>> CLoadingPanel *pPanel = GetLoadingPanel(); >>> pPanel->

Re: [hlcoders] Custom Pause/Load screens

2009-03-09 Thread Stephen Swires
What function would this be? Tony Sergi wrote: > In orange box there's a function in baseviewport to set a panel for the > loading screen. > > TF2 uses this for the stats. > I used it in Valkyrie for the map description / Keybind panels during load. > > > -Tony > -Original Message- > From

Re: [hlcoders] Dualies

2008-12-09 Thread Stephen Swires
That tutorial is horrible, but "undeclared identifier" error is obvious. ACT_IDLE_DUALIES isn't in the act table, DUALIES_ACCURACY_SHOT_PENALTY_TIME isn't defined. Gustavo Ramos Lira wrote: > Hi, > > I followed this: > http://developer.valvesoftware.com/wiki/Dual_Pistols_(CSS_Style) trying > t

Re: [hlcoders] faceposer in vista?

2008-12-06 Thread Stephen Swires
No (what is this to do with coding) Jake wrote: > I've heard that faceposer doesn't work in vista..is this true :O? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/

Re: [hlcoders] Request

2008-11-15 Thread Stephen Swires
ke license for the good of us all? > > From: "Stephen Swires" <[EMAIL PROTECTED]> > >> So nobody cares about an industry-standard modelling tool. >> >> Nick wrote: >> >>> Nobody cares about maya, and really nobody cares about mak

Re: [hlcoders] Request

2008-11-15 Thread Stephen Swires
So nobody cares about an industry-standard modelling tool. Nick wrote: > Nobody cares about maya, and really nobody cares about making it easy > for you. LOLOL > > On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote: > >> Hi list. >> I have request to Mike, Valve, and maybe God.

Re: [hlcoders] Client File Download

2008-09-10 Thread Stephen Swires
> Subject: Re: [hlcoders] Client File Download >> >> Gmod 9 is still about, and with it the lua viruses are still about. >> >> Stephen Swires wrote: >> >>> I think Valve should remove this rather out-dated block. >>> >>> Mulchman wrote: &

Re: [hlcoders] Client File Download

2008-09-10 Thread Stephen Swires
I think Valve should remove this rather out-dated block. Mulchman wrote: > On Wed, Sep 10, 2008 at 3:07 PM, joshua simmons <[EMAIL PROTECTED]>wrote: > > >> It seems odd that they blocked .lua at the engine level rather than >> garry patching it. But at any rate you can just use another extensio

Re: [hlcoders] Fixing AI for Mulitplayer (EP1)

2008-02-22 Thread Stephen Swires
The wiki is still relevant, follow what it says and change all the targetting so it goes for a certain player rather than the local one and look for any if statements that check to see if the maxplayers is equal to 1. I have got AI to (somewhat) work before following that tutorial, it's not really

Re: [hlcoders] Steam account phishing

2008-01-18 Thread Stephen Swires
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] You believe he was serious? Alfred Reynolds wrote: > You are going to want to change your password right away. Right now the > only place you should ever enter your Steam password is the Steam Client >

Re: [hlcoders] Starting An RTS Modification

2007-07-23 Thread Stephen Swires
If you're new to coded for the Source SDK, don't jump straight into the deep-end, and make it easier for yourself by making basic modifications such as adding weapons or simple gameplay features, then maybe something a little more advanced such a co-op play. Once you've tackled that, and familiari

Re: [hlcoders] CSS server plugins

2007-07-08 Thread Stephen Swires
Wait for SourceMod to come out, that's the AMX Mod X of the Source Engine. http://sourcemod.com Jonathan Selander wrote: I've created customizations using amxmod x for CS 1.6 and it is now time for me to take on CSS as well. I need to be able to create similar plugins like the ones for 1.6 which

Re: [hlcoders] script

2007-07-05 Thread Stephen Swires
Learn some basic C/C++ first. Make sure you read on classes. steven belmans wrote: Also add a call to InitDefaultAIRelationships in the constructor of CHL2MPRules. what does this mean thank in advans steven _ Probeer Windows Live

Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Stephen Swires
I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::

Re: [hlcoders] Creating more than one weapon from one class file + World Models

2007-06-02 Thread Stephen Swires
Create a script file for your base weapon, that's what I'd assume from the error. Tom Leighton wrote: Now i have an issue with weapon script files -- it loads the map fine, but if i load one of the weapons (It has a script file), it will load into the correct slot, but when i switch to it it wil

Re: [hlcoders] Rate Capped at 30,000

2007-03-05 Thread Stephen Swires
I'm pretty sure the network code is closed source and only can be obtained with the licensed Source engine. Gregory Hillenbrand wrote: -- [ Picked text/plain from multipart/alternative ] Heya, I'm with the Battle Grounds 2 team (www.bgmod.com), and we've noticed that HL2DM, which BG2 is built of

Re: [hlcoders] Does anyone have any tips on testing multi-player mods

2007-03-03 Thread Stephen Swires
You can only run a single instance of the Source engine on a single machine, even if they're running different mods. James Smith wrote: -- [ Picked text/plain from multipart/alternative ] I was just wondering if there's any easy ways to run multiple instances of you HL2mod on one machine? Also I

Re: [hlcoders] Income Opportunity for Level Designers

2007-02-20 Thread Stephen Swires
7;ve no > experience, > please do not inquire. > > More details available. This project is under an NDA, which you must be > willing to sign. > > > > _______ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Stephen Swires
-- [ Picked text/plain from multipart/alternative ] I think going open source or making an open source mod is a great idea, it shows us SDK n00bs how to get stuff done, yeah there's always the problem with people just copying your code but it can be nice for the learning experience. I hope to hear

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Stephen Swires
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The cvar is client.dll thus the cl_ prefix. Jochen Werner wrote: >Hello, > >is this new command in the engine or in the client.dll? I mean does it break >all >engine->ClientCommand( blahblah ) >I do i

Re: [hlcoders] new weapon

2006-11-16 Thread Stephen Swires
n.click-url.com/go/onm00200636ave/direct/01/ > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Stephen Swires --

Re: [hlcoders] New SDK Update is Out As Beta

2006-11-03 Thread Stephen Swires
This is more of a general thing to do with Source SDK updates, but does anyone know any good (freeware) tools that can tell detect differences in files so I know which new files I'll need to replace/copy from? ___ To unsubscribe, edit your list preferen

Re: [hlcoders] Coded Ironsights

2006-10-28 Thread Stephen Swires
onvars that control it in the source, then find some way of controlling it >when you have ironsights up. > > >garry > >On 10/28/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > >>This is a multi-part message in MIME format. >>-- >>[ Picked text/

Re: [hlcoders] Coded Ironsights

2006-10-28 Thread Stephen Swires
ber 2006 7:26 pm, Stephen Swires wrote: > > >>I've got everything in place, but there is one itch. When you move >>around the mouse to look around, the view model likes to move around >>too. Any way to combat that? >

Re: [hlcoders] Coded Ironsights

2006-10-27 Thread Stephen Swires
lar process but with eyeAngles. I think animating this would be a much better alternative, but if you are without artists then I suppose this is all you get. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Swires Sent: Wednesday, October

[hlcoders] Coded Ironsights

2006-10-25 Thread Stephen Swires
doing this will be greatly appreciated. - Stephen Swires (SteveUK) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Coded Ironsights

2006-10-13 Thread Stephen Swires
it's in the centre of the screen. Does anyone know how this may be achieved? - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] NPCs in HL2MP?

2006-10-11 Thread Stephen Swires
Hi, This is just a quick query but do NPCs work in the HL2MP base at all? There's articles on how to "fix" it but using npc_create on a Deathmatch listen server with 16 slots seems to show the NPCs working fine, though I'm not sure about the AI itself. I don't think this answers my own question b

[hlcoders] Vehicles in HL2

2006-08-14 Thread Stephen Swires
work-around for this because it would be greatly appreciated. Also if someone writes more information on intergrating new vehicles into HL2 on the wiki that would be greatly appreciated too. Hopefully with any help given I should be able to make a great mod with unique gameplay. Thanks in advance,

Re: [hlcoders] email adress

2006-06-24 Thread Stephen Swires
Or did he even mean to send it here? Ondřej Hošek wrote: Huh? ~~ Ondra waldo vandermeiren wrote: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/li

Re: [hlcoders] Since the last update..

2006-05-29 Thread Stephen Swires
Well by the way he worded it, it seems that it did previously work. There must be a problem with the new update involving GCF files. Garry Newman wrote: In your mod? In a Valve game? Try running the game that your mod is based off at least once. On 5/29/06, Jay C. <[EMAIL PROTECTED]> wrote:

Re: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-02 Thread Stephen Swires
text/plain from multipart/alternative ] >Isn't it true that Metamod: Source doesn't work on listenservers? since you >have to modify gameinfo and all that stuff... > >On 4/2/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > >>This is a multi-part mess

Re: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-02 Thread Stephen Swires
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yeah, Metamod: Source was meant to simplify the process of making HL2 Server mods, the only disadvantage is that Metamod: Source has to be on your server at the same time, hopefully that won't be a prob

Re: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-01 Thread Stephen Swires
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Did you try and make it return false? Might not work but is worth a shot. Bob Lach wrote: >-- >[ Picked text/plain from multipart/alternative ] >who do you want the event to reach? > >On 4/1/06, Paul

Re: [hlcoders] About using TFC sounds in a HL2 mod?

2006-03-28 Thread Stephen Swires
It would be illegal if they didn't own the original TFC on their Steam account. You're best off emailing Valve themselves Nick wrote: -- [ Picked text/plain from multipart/alternative ] I was talking with some guys on irc lately, and one of them brought up the legal aspects of using tfc sounds