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
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%93q=m_iv_angEyeAngles
On Sun, May 31, 2015 at 2:21 AM, Peter McKeown pmckeown2...@hotmail.com
wrote:
Greetings
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 gisg...@gmail.com wrote:
Hey guys, back with another question! So i just saw awhile ago that Source
SDK Base 2007 got updated. My mod uses
, Stephen Swires wrote:
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 ha...@exec64.co.uk
mailto:ha...@exec64.co.uk wrote:
Hi
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 geotav...@gmail.com wrote:
I'd suggest to use
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 ha...@exec64.co.uk wrote:
Hi,
I'm trying to compile a singleplay source SDK 2013
A screenspace bloom shader sample was added to the SDK's git repo the other
day.
On 1 Aug 2013 03:28, Jorge Rodriguez bs.v...@gmail.com 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
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 alf...@valvesoftware.com wrote:
Hey guys, we have made a community hub for the Source SDK available here,
http://steamcommunity.com/app/211/discussions/. When we do
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
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 netshr...@gmail.com wrote:
to the main engine
There's a main Source engine now?
On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me
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 j...@valvesoftware.com 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
can't disable that without adding code to update the position from
the
client.
On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires
stephen.swi...@gmail.com
wrote:
It maybe worth mentioning that net_fakelag is broken on listen
servers
in
Alien Swarm. It works
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...@agentredproductions.com wrote:
When pigs fly.
On Tue, Oct 18, 2011 at 7:31 PM, Stephen Swires stephen.swi...@gmail.com
wrote:
Though I wonder if Valve are ever going to release a proper update for
the SDK like Gabe promised. Expecting too much?
On Wed, Oct 19, 2011 at 12:28 AM, Tobias Kammersgaard
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free, why 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
stephen.swi...@gmail.comwrote:
Because I doubt
.
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wrote:
It's not actually the codebase that matters, it's the benefits of the
later Source versions including Mac support, better multi-threaded
rendering, etc. But I suppose for most of you, if you were to start a new
project now, Source wouldn't even
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FPS into 150.
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at the weekend.
Thanks,
- Saul.
On 8 December 2010 15:06, Stephen Swires stephen.swi...@gmail.com wrote:
Actually, it's CBasePlayer.
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
extern int g_nKillCamTarget2;
extern int g_nUsedPrediction;
These will need to be set too
Clue: CBaseEntity::SetReplayMode
On 8 Dec 2010 12:30, Adam amckern McKern amck...@yahoo.com 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
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 stephen.swi...@gmail.com wrote:
Clue: CBaseEntity::SetReplayMode
I can't seem to find this method anywhere, do you mind elaborating
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engine...
On 21 July 2010 17:33, Stephen Swires stephen.swi...@gmail.com 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.
On Wed, Jul 21, 2010 at 4:59 PM, Olly oli
, 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.
On Wed, Jul 21, 2010 at 4:59 PM, Ollyoli...@gmail.com wrote:
AlienSwarm isn't using Source 2009. S2k9
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 adamjbuckl...@gmail.com wrote:
Pretty much AFAIK. That and they get fragmented.
On 21 Jul 2010, at 20:34, Ryan Sheffer
, Jul 19, 2010 at 5:33 PM, Stephen Swires stephen.swi...@gmail.com
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.kammersga...@gmail.com wrote:
No.
Sent
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having the
model
entirely client side would be wise? But maybe too much work to setup.
On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires stephen.swi...@gmail.com
wrote:
You could try using bodygroups on the weapon and view model
On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison saul.renni
to replace it?
Thanks,
Tob
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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
lord.matt.hoff...@gmail.comwrote:
Am I the only one that finds it ironic that you hate that the map
sources
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 Smith
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 j...@wunderboy.org
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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
1
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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
the
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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
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:
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen
Swires
Sent: March-09-09 3:11 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Custom Pause/Load screens
What function would this be?
Tony Sergi wrote:
In orange box there's a function
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
to get
No (what is this to do with coding)
Jake wrote:
I've heard that faceposer doesn't work in vista..is this true :O?
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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. Please,
?
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 making it easy
for you. LOLOL
On Sat, Nov 15, 2008 at 2:47 PM, red box [EMAIL PROTECTED] wrote:
Hi list
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 extension.
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, 11 September 2008 9:38 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Client File Download
Gmod 9 is still about, and with it the lua viruses are still about.
Stephen Swires wrote
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
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
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
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
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:
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How would I go about loading a program on mod startup? I currently have
looked at
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
I'm pretty sure the network code is closed source and only can be
obtained with the licensed Source engine.
Gregory Hillenbrand wrote:
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Heya, I'm with the Battle Grounds 2 team (www.bgmod.com), and we've noticed
that HL2DM, which BG2 is built
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:
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I was just wondering if there's any easy ways to run multiple instances of
you HL2mod on one machine? Also
--
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http://list.valvesoftware.com/mailman/listinfo/hlmappers
On 2/20/07, RMaioroff [EMAIL PROTECTED] wrote:
Hello,
Forgive me if this is not on-topic. I was unable to find a similar list
for
level designers.
We have a few open positions on a
--
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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
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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 in my
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Erm, you can't. You can only put new weapons in YOUR OWN Half-Life / Source
mod.
On 11/16/06, slobodan djordjevic [EMAIL PROTECTED] wrote:
Hy, i have 1 question. For example, how i can put new weapon in cs 1.6, i
have models, but i dont know
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?
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of controlling it
when you have ironsights up.
garry
On 10/28/06, Stephen Swires [EMAIL PROTECTED] wrote:
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Is there an actual way of turning it off, so the gun stays statically in
position? It's
this will be greatly appreciated.
- Stephen Swires
(SteveUK)
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of
the screen.
Does anyone know how this may be achieved?
- Stephen Swires
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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
Or did he even mean to send it here?
Ondřej Hošek wrote:
Huh?
~~ Ondra
waldo vandermeiren wrote:
[EMAIL PROTECTED]
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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:
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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
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:
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Did you try and make it return false? Might not work but is worth a shot.
Bob Lach wrote:
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who do you want the event to reach?
On 4/1/06, Paul
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
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