Jesus, Nick, would you stop posting about the multiplayer options menu? As
many have said before, it's not broken! It's up to you to write it...It's
not Valve's job to configure your mod for you.
On Fri, Jul 4, 2008 at 11:52 PM, Nick <[EMAIL PROTECTED]> wrote:
> Yep. Glad I am not the only one wh
If those things later got removed, why can't it be distributed now?
On Tue, Jul 8, 2008 at 10:17 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:
> Exactly ;)
> -Tony
>
> On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome <
> [EMAIL PROTECTED]> wrote:
>
> > Tobias Kammersgaard wrote:
> > > May
if ( GetTeamNumber() == 0 )
You haven't set their team number to 0, yet, so it will just pass right over
this. However, if the client did "jointeam 0" then "jointeam 1", it would
work.
On Mon, Aug 4, 2008 at 12:03 PM, Tony Paloma <[EMAIL PROTECTED]>wrote:
> I see at least one problem here.
>
> L
If you don't mind me asking, what was the issue?
On Fri, Nov 7, 2008 at 5:29 PM, Alfred Reynolds <[EMAIL PROTECTED]>wrote:
> It has been fix, has been for a while I just spent some time grabbing
> more mods to make sure.
>
> - Alfred
>
> > -Original Message-
> >
> > 2008/11/7 Janek <[EMAI
A full explanation is available here:
http://forums.alliedmods.net/showthread.php?t=60899
On Fri, Nov 21, 2008 at 16:08, Sam Klinger <[EMAIL PROTECTED]> wrote:
> Attached is a python script that does both Community -> Steam and Steam ->
> Community.
>
>
> Sebastian Staudt wrote:
>
>> Does anyone
If making the source code available to the public wasn't out of line, I'd
love to write a doxygen-like script that parses the source code and
comments, then uploads it all into a database. From a central website, each
function would be easy to find through search. A page exists for each
function of
It's kinda sad, because one cannot actually run any Source mod they've
created unless they own a Source game -- I'm a bit shaky on it, but I'm
correct in assuming hl2.exe comes from the Source Engine GCF, right? As
such, having extensive documentation including examples from the source
would be a v
That's exactly what I was thinking, Harry.
On Sun, Jun 14, 2009 at 13:11, Harry Jeffery wrote:
> Maybe, I always thought python would have been a better choice than
> lua for scripting.
>
> 2009/6/14 Matt Hoffman :
> > They are losing business! :p
> >
> > Anyways Garry: Probably bring people bac
Why not hook the "bot_dontmove" cvar and save its value? Then you can return
out of RunPlayerMove if it's enabled.
On Mon, Jun 15, 2009 at 15:46, Harry Jeffery wrote:
> I was thinking of coding some tf2 bots as a server plugin but it would
> take a long time and AI isn't my forte.
>
> 2009/6/15
Oh, I see! Why not use MetaMod and SourceHook to detour RunPlayerMove?
On Tue, Jun 16, 2009 at 09:04, PaulM wrote:
> that what I need valve to do! As that function is in code which I have no
> access of editing (inside TF2 server code itself).
>
> On Tue, Jun 16, 2009 at 9:14 AM,
If a soup kitchen was giving you spoiled soup, would you take it? Being that
I'm a paying customer of Valve, in that I bought access to the SDK, I'm not
a beggar, so I will be a chooser.
On Thu, Jul 23, 2009 at 20:49, Paul Peloski wrote:
> Maybe they do remember that, and think, "if Counter-Stri
As many have said, these exploits have been known for years, and still
haven't been fixed, so Valve definitely needs more than just a little nudge.
On Fri, Aug 21, 2009 at 00:42, Spencer 'voogru' MacDonald wrote:
> Not really.
>
> I've personally seen valve fix stuff like this once they were mad
Clients do load plug-ins. You can load SourceMod client-side and change any
cvar, Tom, including sv_cheats, though it will only be changed client-side.
--
Zach "theY4Kman" Kanzler
On Mon, Jan 4, 2010 at 04:55, Tom Edwards wrote:
> You can see server commands in the console. sv_cheats, sv_passw
Changing the rendering engine is one thing. Rewriting the entire code base
to work on 7 cores is quite another.
On Sun, Mar 14, 2010 at 01:07, Allan Button wrote:
> Maybe the Mac is a good test platform for OpenGL, then they are going to
> springboard off this, and jump into PS3 development.
>
Far too restrictive of what? It's a standalone tool, neh?
Regards,
Zach "theY4Kman" Kanzler
On Thu, Mar 18, 2010 at 04:50, Marek Sieradzki wrote:
> >> >> My vision is to create an user-friendly general purpose batch compile
> >> >> tool for Source Mods. It should be written in pure C++ and lice
A couple days. Valve time.
Regards,
Zach "theY4Kman" Kanzler
On Tue, Apr 13, 2010 at 10:21, ZuM wrote:
> Thank you :)
> And any prevision of when that will be? :)
>
> 2010/4/13 Garry Newman
>
> > Linux binaries are coming with the next engine update :)
> >
> > garry
> >
> > On Tue, Apr 13, 20
Thank you very much! This is an awesome contribution!
Regards,
Zach "theY4Kman" Kanzler
On Sat, Apr 24, 2010 at 21:46, Jonathan White wrote:
> Hey Everyone,
>
> If you have moved your mod over to VS2010 you may have noticed that
> the project files are in a completely new format (.vcxproj). Thi
Then you do it! Jonathan made the tool that helped him and the community out
of the goodness of his heart, and you're telling him it's not what you
ordered.
Regards,
Zach "theY4Kman" Kanzler
On Wed, Apr 28, 2010 at 03:23, Marek Sieradzki wrote:
> On Sun, Apr 25, 2010 at 3:46 AM, Jonathan White
That is how it starts. First, they become content with making money; next
thing you know Gaben stays true to his roots and VALVe becomes Microsoft.
Ignoring and neglecting your most fervent and backing customers/supporters
is a short-term solution that gets money and fuels that distaste shared by
a
You keep buying and I'll keep selling.
--
Zach "theY4Kman" Kanzler
On Fri, Nov 12, 2010 at 09:35, Cory de La Torre wrote:
> I'm buying ten more cases this time around.
>
> On Fri, Nov 12, 2010 at 6:03 AM, Jeffrey "botman" Broome <
> botman.hlcod...@gmail.com> wrote:
>
> > Thanks. I was runnin
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