Hi. I'm wondering how you control which maps do/don't show in the map list in
"Create Server" in GoldSrc. In my mod, all maps show, including singleplayer
maps. In normal Half-Life, only the MP maps show. Any ideas?
__
onlyhttps://developer.valvesoftware.com/wiki/The_liblist.gam_File_Structure#mpfilter
- Steam only
2011/12/9 James Marchant
Hi. I'm wondering how you control which maps do/don't show in the map list in
"Create Server" in GoldSrc. In my mod, all maps show, including sing
I would also very much like to know this, as all of Cry of Fear's development
relied on client commands for client->server communication. However, as far as
I can tell from briefly looking through projects like TFC, it seems to use the
same method of faking client commands. I'm 80% sure it's n
Are you not able to check it out in Express 2012, which is free?
From: kra...@siosphere.com
Date: Mon, 26 Nov 2012 11:14:09 -0700
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Compiling in VS 2012
Has anyone been able to compile the SDK in Visual Studio 2012? I need to
purchase Visual
If you're getting the VGUI camera lock after exiting a fullscreen VGUI panel,
you can do various things such as type "centerview" in the console. I guess if
your mod is VGUI heavy you'll have to record the user's view angles on the
client and set them back after closing the VGUI as a hacky worka
Hello. I'm doing some camera stuff in Source, where an entity will temporarily
take control of the player's view for opening a door. We have a
point_viewcontrol hooked up to a prop_dynamic which animates the camera from
the prop's attachment point. This works perfectly fine.
However, I wish to b
Hello there. I'm looking at making a camcorder type effect on a v_model where
I'm using render targets much like the func_monitors do in HL2 to project the
screen onto the camera's LCD screen. However, because the camera needs a night
vision effect on its screen, I was wondering how to render a
Nobody got any ideas on this? Pretty stumped here...
From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 20 Jul 2013 15:30:01 +0100
Subject: [hlcoders] Fullbright or similar in render target pass
Hello there. I'm looking at making a camcorder type effect on a v_model w
Have you taken a look at the Night Vision article on the VDC? It's
implementation was made for Source 2006 if I'm not mistaken but it may be of
some help since the effect itself is just a screen overlay and shaders (With
full source in the article).
https://developer.valvesoftware.c
Can you not use "connect serverip" in place of "retry"?
Sent from Samsung Mobile
Original message
From: Tom Schumann
Date:
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
Would it work to send a different comman
lcoders] Delayed reconnect on Steam Pipe (goldsrc)
How do you know the last IP - this would cause more overhead as your going to
need to store the IP/Port in an array
Sincerely
Adam McKern
KAP Candidate for Mitchel (Castle Hill)
From: james. marchant
To: hlcoders@list.valvesoftware.com
Sent
Looks like it's broken again.
"Failed to start game (unknown error)" or occasionally "missing executable" if
it feels like it. Anyone else getting this? Worked literally 15 minutes ago.
Date: Wed, 9 Oct 2013 11:42:27 +0200
From: m...@tobiasbaumann.net
To: jan.hart...@gmx.de; hlcoders@list.valves
Hello all. I have a custom entity with CBaseAnimating as its baseclass, and am
having a lot of trouble setting the object's collision based on its hitbox (it
only has 1)
I know about $collisionjoints but that doesn't seem to work really unless it's
a prop or NPC, which I don't want it to be. I'd
Even after verifying the integrity of the local cache? I had the same problem
and it fixed it (although it claimed that basically every single file in the
Source SDK needed "reacquiring".
Date: Fri, 18 Oct 2013 15:41:24 -0400
From: twincan...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject
Are they supported anymore? When I compile my model using a bone controller,
using the bone controller slider in Source HLMV makes the model rotate but only
by about 1 degree, no matter which values I use. Here's the controller line
from my qc:
$controller 0 "camera" ZR 0.00 90.00
I've also t
Hello!
I have an animated door in my mod that uses physics with bone followers, but I
wanted some entities to be able to pass through this, and it be solid to the
rest of them. I give the door and the entities that will pass through the door
their own collisiongroups, but it seems CHalfLife2::Sh
Fixed it myself. Make sure you set the collision group on the entity before you
call CreateVPhysics.
From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 4 Mar 2014 22:38:30 +
Subject: [hlcoders] Collision checking for vphysics objects
Hello!
I have an animated doo
Ever since I got converted to the Steampipe update way back where a lot of
stuff moved around to the "common" folder, I don't get any crash dumps when my
mod crashes. It's relatively clean code without many additions. I'm compiling
under debug and all that kind of stuff. Does anyone have any ide
2014-03-16 16:04 GMT+02:00 James
Marchant :
Ever since I got converted to the Steampipe
update way back where a lot of stuff moved around to the
"common" folder, I don't get any crash dumps when m
Sun, Mar 16, 2014 at 10:42 AM, James Marchant
wrote:
Yeah I knew about that folder, but they're still not generated for me. Perhaps
there's some other step I'm missing?
Date: Sun, 16 Mar 2014 17:36:23 +0200
From: gunshi...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject
Perhaps I missed something, but does anybody know if it's possible to render
HUD or VGUI elements exclusively to a RTT and not to the main view? I'd rather
not use shaders to do this, so was hoping this was something supported out of
the box for Source 2013.
Thanks!
Half-Life Programming
Subject: Re: [hlcoders] HUD/VGUI only in Render Targets?
Yes, it's possible out of the box.
On Thu, Aug 7, 2014 at 12:10 AM, James Marchant
wrote:
> Perhaps I missed something, but does anybody know if it's possible to
> render HUD or VGUI elements excl
Yes, you shouldn't really be trying to play client sounds on the server.
Date: Tue, 19 Aug 2014 15:55:04 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sound issues
That's not really a good way to do an announcer.
What you should do, is make a functio
Hello. Half-Life 1 seems to be crashing on resolution change. Can just change
any video option from the main menu that requires a restart to reproduce this.
You don't need to be ingame for this to occur.
You can find a crash dump here:
https://dl.dropboxusercontent.com/u/3246514/crash_hl.exe_20
Hi.
I'm not 100% sure what you're asking, but I think you mean making it so players
don't collide with each other? I've come across this problem myself, and never
really resolved it in a satisfactory way.
The most recent method was setting pev->groupinfo to 1 in prethink on players,
and using U
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