crashes with this error (
http://img90.imageshack.us/img90/3373/erroris5.jpg)
Anyone managed to load a UTF8 encoded file into KeyValues?
Olly
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in UserMessages than the
IFileSystem problem loading UTF8 files (which still exists, but i dont need
it now)
Thanks
Olly
On 28/03/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
He said he's writing a plugin..
On 3/28/07, Mulchman [EMAIL PROTECTED] wrote
--
[ Picked text/plain from multipart/alternative ]
Can someone point me in the right direction for converting unicode into utf8
please, i have given it a try, and i just get the same problem :(
Thanks,
Olly
On 28/03/07, Alfred Reynolds [EMAIL PROTECTED] wrote:
Sounds like you need to load
but if anyone else has any problems like this... CHECK YOUR ENCODING :)
Olly
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List the libs that you have included.
BTW Your mail client is Fubaring this thread lol
On 12/04/2008, steven belmans [EMAIL PROTECTED] wrote:
nope nothing happenedoo well i screw around with it some more how
knows maybe i will get lucky
Date: Fri, 11 Apr 2008 23:03:03 -0400 From:
Try adding a file in your mod dir called 'steam.inf' and add *appID=218* (or
the appid you are using), also I think it only shows in release builds
2008/5/19 Andrew Watkins [EMAIL PROTECTED]:
X is now playing Source SDK Base. Click here to join.
Responding to a discussion from this list
=) - Np
2008/5/19 Andrew Watkins [EMAIL PROTECTED]:
3 Works like a dream, many thanks, Olly!
As 218 won't go with VAC, I'm using 440 for now, so while I've no idea why
it now shows the mod name rather than Team Fortress 2, im just glad that
it does!
Date: Mon, 19 May 2008 18:17:49 +0100
Still working for me :o
2008/6/10 Ben 'amogan' K. [EMAIL PROTECTED]:
Yes I can confirm that they've stopped working, in valkyrie as well. :P
Noticed it when I was modifying the scoreboard two days ago. :S
-Ben
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
Yeah,
We are using the OB sdk, and SteamFriends()-GetFriendAvatar() to get the
avatar
2008/6/11 Cale Dunlap [EMAIL PROTECTED]:
What sdk are you using? Are you using some other method to get the avatars
for the players?
-Original Message-
From: Olly [EMAIL PROTECTED]
Sent: Tuesday, June
Its already been and gone, load up one of your orangebox games with -tools
2008/6/11 Jake Breen [EMAIL PROTECTED]:
Sooo...Mike, any news on when the update will hit? :o
Chris Janes wrote:
Quick question about the material editor - is there a way of changing the
preview model? A sphere
scratch
2008/6/12 Cale Dunlap [EMAIL PROTECTED]:
Scratch or Multiplayer?
On Tue, Jun 10, 2008 at 10:31 PM, Olly [EMAIL PROTECTED] wrote:
We are using the OB sdk, and SteamFriends()-GetFriendAvatar() to get the
avatar
2008/6/11 Cale Dunlap [EMAIL PROTECTED]:
What sdk are you using
I think j is talking about the jittery viewmodels, as that is also an issue
for us too.
2008/6/16 Janek [EMAIL PROTECTED]:
Tony,
There are things which make me not understanding how your code can fix the
jittery movement issue. I try to explain hereafter.
1) I understand you add
Did you change your pre-compiled header type to C?
2008/6/26 Patrick Gurney [EMAIL PROTECTED]:
All of a sudden, I'm getting hit with this error 24 times. I changed one
line (started to implement procedural textures as per the valve developer
wiki) and that showed up. I reverted my changes and
Code for retail games is not released (i.e; CSS, DODs, Portal, TF2, etc)
2008/7/7 Patrick Neese [EMAIL PROTECTED]:
So I just downloaded the new BETA sdk
And I can't Find c_prop_portal.h which is inside a precompiler section for
PORTAL.
Have these cpp and header not been released yet so we
know why that is?
Thanks!
On Sun, Jul 6, 2008 at 7:40 PM, Olly [EMAIL PROTECTED] wrote:
Code for retail games is not released (i.e; CSS, DODs, Portal, TF2, etc)
2008/7/7 Patrick Neese [EMAIL PROTECTED]:
So I just downloaded the new BETA sdk
And I can't Find c_prop_portal.h which
How many retail games do you know that release the source code?
2008/7/7 Paul Peloski [EMAIL PROTECTED]:
I can see this actually, on the Portal page of the Steam Store it says
Includes Source SDK. I would be a little confused trying to explain
Includes Source SDK to myself, I think it's:
-
lol... not this again...
2008/7/10 Nick [EMAIL PROTECTED]:
Mike,
Can you do something about fixing the multiplayer options menu? Having
people like Omega Sergi telling me to copy the file from hl2dm is not
a real solution. I know how trivial this might sound to you, but it
should only take
Love how you again threw in that 'bug' of the options panel. TBH I dont know
why you keep trying, you have had an answer multiple times. And every answer
was the correct one.
Apart from that, pretty useful
2008/7/15 Jake Breen [EMAIL PROTECTED]:
Bit aggressive to valve much? lol but nice
Put a breakpoint in that function, and then check the callstack?
2008/8/17 Arne Sikstrom [EMAIL PROTECTED]
After the EP1 to OB merge I got some errors I can't locate. The console
error only says Programming error: CMatRenderContext::Bind: NULL material
but I have no way of setting a debug
the proxy is referencing the one in gamerules:
BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy )
SendPropDataTable( offl_gamerules_data, 0,
REFERENCE_SEND_TABLE(
DT_OffLGameRules ), SendProxy_OffLGameRules )
END_SEND_TABLE()
Which leads me to ask; Olly, did you
Also in response to Tony
Gamerules have a 'proxy entity'. It is created with
CreateStandardEntities() on the server.
My CreateStandardEntities has nothing about creating 'proxy entity's', its
just the creation of the player_manager entity
2008/9/16 Olly [EMAIL PROTECTED]
The values
(
DT_OffLGameRules ), SendProxy_OffLGameRules )
END_SEND_TABLE()
Which leads me to ask; Olly, did you forget to add your variables to the
send/receive tables of DT_SDKGameRules ?
The rules themselves aren't networked. That's why there's a gamerules
proxy.
In hl2mp
Add libc;libcd;libcmtd to your default lib ignore box in project settings.
(read the page harder ;))
2008/9/30 Tom Leighton [EMAIL PROTECTED]
As far as i know, Compiling EP1 under 2008 is unsupported and doesn't work.
Paulo Rego wrote:
Hi guys
I'm getting the following linker errors
steam
2008/11/4 xLnT [EMAIL PROTECTED]
Hi.
Just wondering, what's the latest version of HL SDK?
And where can i donwload it?
Kind Regards
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You can't get banned for skins, or any other customizations (unless of
course the 'customizations' were packaged in a file that included a cheat
know by VAC)
So your friend probably used the oldest excuse in the book... and you fell
for it ¬¬
2008/11/5 Tiago Conceição [EMAIL PROTECTED]
Michael
on these
servers.
Probably there's some odd thing going on with VAC or with some of the
plugins being used, so VAC thinks that it's a cheat.
Do your plugin get info where other players are located or anything like
that? Pherhaps some of this could be the problem.
2008/11/5 Olly [EMAIL PROTECTED]
You
It cant happen on a dedicated server, because the client never 'HAS' the
plugin on their hdd. And there isn't much sense banning a server via VAC ;p
2008/11/5 Keeper [EMAIL PROTECTED]
This is strange, I can't see how it could possible trip VAC.
But I would definitely get with VALVe on this.
Seeing as all of the player locations are stored on the server anyway,
altering them would have no effect on the client (apart from being in a
different place obviously...)
I have used SigScanning MULTIPLE times and its never been a problem.
Just because someone 'seems' to not be like the
would pick up on something that is being changed
from
the server on the client.
Maybe not though, I just don't know. That's why it's important for him
to
get with VALVe and figure this out.
-Original Message-
From: Olly [mailto:[EMAIL PROTECTED]
Sent: Wednesday
Update to source... jesuz.
Its not a cheat, obviously
Source code.. or its cheats...
2008/11/5 Saint Thoth (hotmail) [EMAIL PROTECTED]
Bloom Mod is a good example of what happens when VAC gets out of control:
http://www.madabouthats.org/projects/cgshader
Several dozen of our MSC
Garry glitter is well known, has been around for a lnog time, and
doesn't post here often, but would you believe anything he would say about
what he gets up-to in his spare time?
2008/11/5 Keeper [EMAIL PROTECTED]
#1) these guys are not unknown. They have been around for a long time.
.
Sorry if I caused any offence, it wasn't meant
2008/11/5 Saul Rennison [EMAIL PROTECTED]
Garry Glitter is a kiddie fiddler, that's quite offensive if your
referencing the OP. All of us that have posted here have been (legally)
playing CS:S since Day 1.
2008/11/5 Olly [EMAIL PROTECTED
Pretty much what I do... what functions are you scanning for?
2008/11/6 Michael Barr [EMAIL PROTECTED]
Oops!
http://forums.gungame5.com/viewtopic.php?p=1063#p1063
There ya go. It is an attachment in that post in the forum. I hope you can
see it without creating an account. If not, let me
Alot of us have been waiting for this update for a VERY long time... I
wouldn't hold your breath.
2008/11/13 Saul Rennison [EMAIL PROTECTED]
I'm wondering if one of the Valve Devs would be able to zip up the new SDK
headers that are required to make plugins.
Mattie [Casper] noticed that
It's nice to see there is such intellectual input here.
2008/11/15 Nick [EMAIL PROTECTED]
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
Remember now that any players that join though a lobby in L4D will have the
steam id of STEAM_1:x:xx
2008/11/21 Zach Kanzler [EMAIL PROTECTED]
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
Its probably more of a problem because of the AI logic rather than actually
rendering lots of entities.
2008/12/6 Gustavo Ramos Lira [EMAIL PROTECTED]
Hi,
I've read that source really doesn't like you if you place a lot of NPCs
(I mean dozens of them, maybe up to 150 or so) in a map. Besides
rename the classes/files
2008/12/20 Michael Chang flux.black...@gmail.com
Hey all
After months (years?) of failing to fix HL2DM I've finally switched over to
scratch SDK, thank heavens for that.
I want to know how best to mod scratch SDK. For example I want to implement
my own player type
...@comcast.net
Olly, what a terrible suggestion. There is much to be gained from extending
the sdk_player rather than just renaming it...
To do it, you just need to extend both C_SDK_Player and CSDK_Player.
The player is instantiated in ClientPutInServer in sdk_client.cpp, line
around line 80
will provide one extra level
of inheritence which will provide no noticable difference in performance
but
will allow your code base to be cleaner and more easily maintained.
-Skyler Clark
On Sun, Dec 21, 2008 at 7:27 PM, Tony Sergi to...@valvesoftware.com
wrote:
Olly is right though
Are you still not banned from the internet?
Why doesn't valve want people making bots for TF2? And why should valve get
lawyers on anyone??
2008/12/23 Nick xnicho...@gmail.com
I don't understand why anyone would ever want to go through the hassle
and waste of time to make a bot framework for
You really need to learn the facts before making statements like you do.
If someone posted any CLOSED source code of valve, it would be off very
quick. And chances are, you wouldn't even know about it.
Do you even know how many open-source projects that are based on the sdk
exist already? It
You don't own a master server ¬¬
2008/12/31 Nick xnicho...@gmail.com
Please send them to me, I want to know how to protect my servers.
Also, I must give you a round of applause, I don't think anyone has
ever gotten valve to reply to this mailing list so quicky :P You must
be a very
Microsoft already tried to compete with STEAM, it was called Games for
windows - Live... and it sucked. Again they tried to charge a subscription
which failed epicly.
I much prefer engines that are written in C++, they are much MUCH more
powerful than having to 1) Learn the syntax/structure of the
Linux cant/doesn't read DLLs, they are for windows only. In any case, there
is no need for a client 'binary' for a server
2009/1/23 Nick xnicho...@gmail.com
I've had this problem before. I think the problem was solved by running
./steam -command update -game
is the correct way i think. I
Ask them to type cl_predictionlist (assuming you are using
CPredictedViewmodel) they should see 'viewmodel' or 'predicted_viewmodel'
in the list. If not, chances are (not always, see below), the entity has
been removed for some reason (check code?).
There is probobly better ways of checking for
Is it not possible to have dynamicly scaled fonts then?
2009/1/24 Tony Sergi to...@valvesoftware.com
You add new entries, and set the resolution range.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] On
I'm telling you, linux cant read dll's, and there is never a client_i486.so
2009/1/24 Nick xnicho...@gmail.com
I am not sure about that at all. Servers always check client binaries.
Can someone else check this for us?
On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote:
Linux
could render text off
into a rendertarget and then scale it to however you want though, but then
it may end up 'fuzzy'.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: January-24-09 9:00 AM
+1 gtfo tbh
2009/2/1 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
Nick: if you hate so much Valve and their way of doing things, why do you
keep working with Source? And most important, why do you keep trolling this
list? I think I'm not the only one that gets annoyed by your harsh and
Lots of the interfaces have been updated in the last version. I sent an
email to alfred asking for the new headers, but apparently we don't need
them, and there is going to be a steam client update soon. This is the case
for steam_api interfaces, I guess its the same for server plugin interfaces.
EP3 anyone?
2009/3/6 Saul Rennison saul.renni...@gmail.com
Valve Time ftw.
It will be fixed when Duke Nukem Forever goes gold.
2009/3/6 James Keith jimmy4...@gmail.com
Guess we'll still have to wait for their next-next gen engine when
everything but their tools are broke :(
There is a way to get a list of cvars from the server using the query
interface. I don't remember how it works, and i'm at work so I cant get an
example now.
But if you get it working, you may notice that linux servers (I don't know
if windows ones do it now also) seem to have the packet contents
Didn't valve used to have a bugzilla? Maybe they would be more useful there.
2009/3/18 Walter Gray chrysal...@gmail.com
Bugs only in this thread please, put questions somewhere else.
Yaakov Smith wrote:
What is the command to go prone?
___
Is it predicted and you didn't write a client side version? or the client
side version isn't the same
2009/3/27 Dan Clark lnx...@gmail.com
I am trying to attach a model entity to a player. I want it to follow
the player in a sense. I have it working but when the player moves, the
entity
Is there any update on when the new shadercompile.exe will be added to the
beta?
2009/3/26 Walter Gray chrysal...@gmail.com
Just an update, with a bit of tweaking I was able to make this work by
commenting out the following lines in buildshaders.bat
echo %SDKBINDIR%\shadercompile.exe
CBasePlayer *pOwner = ToBasePlayer( /*--*/ );
to
CBasePlayer *pOwner = this;
Should work, if I understand the problem.
2009/4/20 Jean Marcel Knapp dos Santos changremi...@gmail.com
Hi, I'm Xblah, and I'm the programmer of Offline: Source. I'm trying
to build a corner-shot system. The player
What of it? :D
My mail client adds mine automatically too :D
--
Sent from Olly's SEGA Game Gear
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Sent from Saul's Pidgeon Mail
2009/4/26 Olly oli...@gmail.com
What of it? :D
My mail client adds mine automatically too :D
--
Sent from Olly's SEGA Game Gear
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You aren't getting spammed enough if you cant see how to unsubscribe.
2009/4/27 Ian T. Jacobsen www@gmail.com
Hello
I want to be removed from HLCoders since I'm now getting spammed with
more important stuff...
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Indeed, I just got slapped in the face with some irony just then =(
2009/4/27 Andrew Ritchie gotta...@gmail.com
Ironic?
On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski locwo...@gmail.com
wrote:
Hi,
Can we avoid the silliness of another pointless thread? This is spam of
the worst
You could at-least give people pointers to help him out. No-one asked you
for the source-code.
2009/4/28 Cory de La Torre gear@gmail.com
Minh's got it right ;D Like Garry had ever released how to parent the
projector, amirite.
On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals
The beta to the SDK was released (check steam settings beta) but there are
still some pretty bad bugs.
The main one for us, being that the wrong
shadercompile.exe/shadercompile_dll.dll is on steam, so we STILL can't
compile shaders for orangebox.
2009/4/28 Saul Rennison saul.renni...@gmail.com
Just FYI there is: CBaseEntity::IsPlayer()
2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk
I'd make a variable in the player class called int_Rounds (or something
clever) and then make a custom trigger, that could be called
Trigger_Checkpoint. Then make a variable in the
No
2009/5/1 Biz b...@cs-dsf-clan.de
Hey there,
can the particle system of the orange box be somehow used in a mod which
was created with ep1-system?
Regards,
xs57
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You cant comile shaders in the OB beta, since shadercompile.exe /
shadercompile_dll.dll is broken.
2009/5/1 Tony Sergi to...@valvesoftware.com
You'd have to port the shaders, and modify the particles.lib which.. you
can't really do.
The shader could probably be ported since there is the sdk
The domain is being camped.
2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com
Jake: He ignores his emails about source, or doesn't use that email
anymore.
On Fri, May 1, 2009 at 2:55 PM, Jake ja...@droxsden.bulletpain.com
wrote:
You could just email him..it's right there.
Dan L
Just FYI the same issue is present with the colour correction entity.
2009/5/2 Alexander Hirsch 1ze...@googlemail.com
point_viewcontrol expects the game to be singleplayer: m_hPlayer =
UTIL_GetLocalPlayer();
So, instead of that, either do UTIL_PlayerByIndex( 1 ) to get the
first one or use
If its in the EULA (which I think it is) that says that you cannot use
unmounted content. Then you just shouldn't unless you have consent from
Valve.
Downloading music is illigal, and that's just copying data. I also wouldn't
make any money from doing so.
Emailing them would have been a much
I meant email valve directly. Not post on the list.
But it still depends on products purchased from Valve in order to function.
That statement is not valid, since Microsoft Office requires Windows which
is a Microsoft product, but I'm sure if I took some images/icons or
something from Office,
Thanks Tobias, Ill check it out (:
2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com
Bumping this. The L4D Authoring tool was released, and it contains a
shadercompiler.exe. I don't know if it works, but its worth a shot.
/ScarT
2009/4/11 Olly oli...@gmail.com
Is there any
):
As far as I know, everything is setup here correctly, and I don't get any
errors. Has anyone else managed to compile the fxc's using this new beta?
2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com
Great. Let us know ;-)
/ScarT
2009/5/16 Olly oli...@gmail.com
Thanks Tobias
VS2010 isn't supported, neither is VS2008 (apart from OB Beta)
The fact you are also using a beta product, doesn't put you in a good
position to get help.
2009/5/27 Yaakov Smith m4ngr...@gmail.com
I installed and am testing Visual Studio 2010 Beta 1. It converted the
VS2008 projects (which in
Me and James are both having the exact same problem, and are running Vista
32bit. I have tried running shadercompile.exe in compatability mode, but
seems to not make a difference.
I'm beginning to wonder if the operating system is a factor of the problems
me and James are seeing.
2009/5/28
Yea, why do you need to use 2010, especially when its not supported on
source AND its still in beta?
2009/5/31 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
Going back to 2008 or 2005.
2009/5/31 Yaakov Smith m4ngr...@gmail.com
Downgrade the compiler?
-Original Message-
From:
Not if it doesn't compile source code they won't :)
2009/5/31 John john6...@gmail.com
When the beta is over and it is released a lot of people are going to be
using it - some of which will be source coders
On Sun, May 31, 2009 at 1:07 PM, Olly oli...@gmail.com wrote:
Yea, why do you need
with the exe, and as 64bit uses longer
pointers it might conflict).
I don't think valve ever released 64bit client binaries, I think when there
was some talk about valve doing 64bit it was just for srcds only.
Olly
2009/6/1 Aj Collins gamerzwo...@gmail.com
You could also try putting -64bit
Wasnt there a steam-like thing called Vapour that did stuff like this?
2009/6/1 Sykes sy...@ladnet.org
Well the user experience would have to be seamless..
thus I would imagine it would be something bolted into your mod DLL
somewhere!?
As I had stated in my original (badly written) email,
Do a search for either +forward, +left, +right
2009/6/11 Christian Rieß e-mc2_ch...@gmx.de
Hello,
I am (still) working with my team on a Third Person Multiplayer Mod. At the
moment I have the following problem: I don't know how the Input-Keys are
Mapped to a certain action. I want to have a
Lightmapped generic is a complex shader, and takes a very long time to
compile (don't reply saying it compiles faster on your rig, because I don't
care). You don't really need this compiled unless you want to edit it.
Otherwise, just wait for the number to reach 0.
You can specify the shaders to
Its not endless, let it finish.
2009/6/28 Jan Frederick Eick j.f.e...@gmx.de
Hi again...
seems like the issue has something to do with the shadercompile.exe from
the SDK.
The final command which eats up the whole cpu is:
Thats what people said about 2008 :p - But edit continue seems broken in
2008
2009/7/18 Kohan Venets idr...@hotmail.com
D: Sad. Oh well, I'm sure VS2010 will be great. Thanks anyway.
-Kohan
From: mastersmit...@msn.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 17 Jul 2009
I have had some strange problems like this while doing things like sending a
UserMessage in the same frame that you (re)spawn in.
2009/8/5 Tom Edwards t_edwa...@btinternet.com
Finally making some headway on this. The client doesn't know the
camera's origin: in CViewRender::RenderView(), all
I did a line count a while back, and it was about 1.5million
2009/8/19 Adam Buckland adamjbuckl...@gmail.com
Just a quick question:
How many lines of code would you estimate, make up the Source SDK?
--
Bucky
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So you can get stuff done quicker?
2009/8/19 Harry Jeffery harry101jeff...@googlemail.com
I never understood having multiple coders unless it's a large scale
project. From experience usually only one is enough per mod.
2009/8/19 David Kraeutmann da...@davidkra.net:
We use git, so every
They are harder to understand if you are coming from a simple
filesystem one like ss
Sent from my iPhone
On 24 Aug 2009, at 12:24, joshua simmons simmons...@gmail.com wrote:
I don't think the distributed systems are any harder to conceptualise,
at least not with a decent explanation. And
decreasing host_timescale
makes spotting the difference easier.
Thanks!
2009/9/1 Nick xnicho...@gmail.com
Can you offer video/pictures to demonstrate how this bug effects all
valve games?
Or any way for a player to replicate or exploit it? Thus you make it
both easier and more likely valve
Is pLabel NULL ?
2009/11/16 Pagefile SYS nbjk...@gmail.com
I'm writing my own program which uses Half-Life client and server DLLs.
I started with loading client.dll and call Initialize function passing
pointer to cl_enginefunc_s filled completely with zeros and then I
call HUD_Init.
Then
That's why you post ALL of the relevant code the first time round :D
What's the line above return 1; in status_icons.cpp?
2009/11/16 Pagefile SYS nbjk...@gmail.com
No. And in fact, cannot be because it points to statically alloced array:
CVoiceLabel *pLabel = m_Labels[i];
a few server
queries. When I replicated the queries it didn't work. No idea how the
program manages to kill the server with barely 2 queries a second but
it did.
2009/12/16 Olly oli...@gmail.com:
You'd need a better than residential connection to bring down a server.
Unless the guy is playing
;
#endif
This code will cause the function to return if the frame is being run more
than once due to the prediction code.
I think a problem like this was posted before on the list, with the same
resolution.
Olly
2009/12/18 Jonathan White killermonke...@gmail.com
Actually, we have also noticed
You can't. Its a server plugin: CEmpty*Server*Plugin
2010/1/4 Joe Cabezas joe.cabe...@gmail.com
hello!
i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with
no
results
this is what i'm doing:
void CEmptyServerPlugin::GameFrame( bool simulating )
{
Msg(this is a
Did you add the model cache critical section macro?
2010/1/4 Charkrid Pornpitackchaikul actm...@gmail.com
Hi,
I get two of assertion error when my ragdoll is call
CreateUnRagdollInfo() to blend all it bone with it owner to getup. I get
Assertion Failed: pModelCache-IsFrameLocking() and
Just put it in the function that is calling the unragdoll stuff, don't edit
the base classes.
2010/1/5 Charkrid Pornpitackchaikul actm...@gmail.com
Thanks for reply Olly,
Oh yes I fixed it. I did add it like Know Issue on Sept 06
suggested. But I still have this problem. So I add
look at public\filesystem.h - IFileSystem
2010/1/9 Darien Hager dar...@technofovea.com
OK, so I'm a C++ newbie poking around at making a utility DLL which
differently-exposes some SDK code, and I'm trying to figure out the
right way to access files. Specifically, the way the Source engine
You're also on the wrong mailing list:
go here: http://list.valvesoftware.com/mailman/listinfo/hlds
2010/1/19 Siddharth Jain jainsiddhart...@gmail.com
i tried cstrike planet and i think my server is done now tell me how to
join other players also.
On Tue, Jan 19, 2010 at 6:17 PM, Arg!
platform_english.txt already exists as part of the Steam Platform files.
Might be conflicting somehow. Try renaming the file and the directory
2010/1/22 jetscope jetsc...@gmail.com
I tried to add in some custom strings to my mod, but it doesn't recognize
the custom language file. The filename
Just for the record, it should be inside the resource folder, not scripts.
2010/1/22 Skillet skillet5...@gmail.com
Make sure the file is saved as UTF-16 and it's in the scripts\ directory.
On Fri, Jan 22, 2010 at 12:10 PM, jetscope jetsc...@gmail.com wrote:
I tried to add in some custom
You running windows7? - There is a bunch of stuff in 7 that says 'reduce
volume if I'm running a communication program' or something. You can't
select what actually IS a communication program, nor can you see what it
thinks is a communication program. Might be that thinking source is a comms
Download the SDK source-code, and look at: ./utils/serverplugin_empty
On 31 January 2010 06:26, DHack dh...@lucky-gaming.com wrote:
Hey!
Im trying to learn hwo to make server plugins (vdf), I know Eventscripts
but want to learn c++.
How do I setup Microsoft visual c++?
And if you can show
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