When ever I setup a client side effect like a particle amitter and then
write the DispatchMessage() on the server the effects only seem to show t
oother people; and not the person who created the effect.
I am pretty stumped why this is happening; I assume it's not ment to as you
can't call
I just realized pre-defining them wouldn't help, because of the 9 way
blending stuff.
So scratch that horrible idea.
trepid_jon
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 18, 2007 11:41 PM
Subject: RE:
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hello all,
recent steam updates have uncovered a changelevel bug in svencoop3.0
this bug prevents the server from automatically changing to the next map.
it affects maps in a series like toonrun1.bsp toonrun2.bsp toonrun3.bsp
a workaround is to
Thanks for that! Worked like a charm!
From: Minh [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Effects
Date: Mon, 22 Jan 2007 00:18:41 -0800
I ran into this problem as well. It's because by default
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Hi,
I've not noticed any problems with SvenCoop and the map changes, but I have
the next map in the mapcycle.txt anyway.
Oh and playing on the WirePlay public servers the map changes have been fine
for them.
Also, shouldnt this have been sent
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hello Dan, thanks for your reply.
the changelevel bug is on listening servers.
here is what I've got in a batch script.
@echo off
setlocal enabledelayedexpansion
if exist filenames.txt del filenames.txt
for %%x in (*.bsp) do echo %%x
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I think this is a neat idea. But your talking about open source
collaboration on a closed-source product.
You couldn't make the source publicly available. But they've shown that
they don't mind public collaboration on changes to it. So you
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