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
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:
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
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!
)
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
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 james.march...@live.com
wrote:
Perhaps I missed something, but does anybody know
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
.
2014-03-16 16:04 GMT+02:00 James
Marchant james.march...@live.com:
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
On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.com
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
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
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
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
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:
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;
Can you not use connect serverip in place of retry?
Sent from Samsung Mobile
Original message
From: Tom Schumann schumann@gmail.com
Date:
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe
@list.valvesoftware.com
Subject: Re: [hlcoders] 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 james.march
/wiki/Vision_Nocturna
On Wed, Jul 24, 2013 at 5:41 PM, James Marchant james.march...@live.com wrote:
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
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
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
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
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
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
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
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?
://developer.valvesoftware.com/wiki/The_liblist.gam_File_Structure#mpfilter
- Steam only
2011/12/9 James Marchant james.march...@live.com
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
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