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Hey.
Well im having some issues with the advanced_shaders. Ive built all the
shaders and they have been placed in the shaders directory of my mod, then I
compiled the shader DLL which has been placed in the bin folder.
Then I made the texture
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Which code are you using, the DMSDK, SPSDK, or the normal SDK.
There is a difference, the DMSDK accesses the weapon damage from the script
files, see weapon_parse.cpp
The SP game uses convars in the gamerules that tell how much damage a bullet
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We are all waiting for it, till then we are stuck with rotting code.
On 6/14/06, Michael Davidov [EMAIL PROTECTED] wrote:
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Will the SDK be updated any time soon to incorporate the latest
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Ive had this issue so I compile models to Half-Life 2 instead of my mod
which is currently using the updated engine that doesnt work.
On 5/25/06, Tony omega Sergi [EMAIL PROTECTED] wrote:
I didn't bother trying out the beta engine because of
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Well I have a solution to these issues, Valve should release the code
updates.
Our rotting code becomes more unstable each engine update it seems.
On 6/27/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
Ah, my mistake.
I see what you
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So can we expect this update in acouple weeks? ;)
On 7/3/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
There will be a new, special, appid for multi-player Source engine apps
that don't directly derive from a particular game (so rather than
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Before Unreal 3?
Getting old I am.
On 7/4/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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Before Duku Nuken Forever?
Alfred Reynolds wrote:
You can expect it as soon as it is ready
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Thats a big no. Rituals Content is not the property of Valve.
On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote:
Welp, now that hlcoders is working again, I'll re-post this.
If the original post goes through, sorry. ;)
Are we allowed
$modelname wtf.mdl
$body Body wtf.smd
$scale 1.0
$cdmaterials models
$staticprop
$surfaceprop wood_solid
$upaxis Y
$sequence idle wtf fps 3
It compiles fine without the $cdmaterials
On 6/16/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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In this case we have a company that wouldnt apprieciate their work used in
another game.
But you could always make a private mod, I dont see any problems with that.
On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote:
Only reason I asked is
be no diff. than using content from hl2/hl2mp/CSS. You shouldn't
export/copy/paste the content into your mod though.
On 7/10/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Thats a big no. Rituals Content is not the property of Valve.
On 7/10
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Im pretty sure there is a lot of extremely complex technology at hand here.
Its not just rendertargets, they are seamlessly bending pixels to their
will. And Im pretty sure they arnt using much shader technology either.
I really wish I knew how
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Well since Valve isnt releasing the code I guess ill just fix up the
Obsidian Zombine some more.
Its really not that complex of an npc.
On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
I keep glancing at this topic and thinking someone is
/alternative ]
Just decompile the model and you'll see eveything what the Zombine can do
:)
Still, I thought it wasn't allowed to put Zombine in a mod without
requiring
EP1 for playing the mod but it doesn't seem that Valve does much about it.
On 8/6/06, Ryan Sheffer [EMAIL PROTECTED] wrote
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Has anyone come across anything to do with this issue?
We have been really struggling to find the cause, but to us it seems
something is set on the engine to make these sound replacements as a
possible debug feature. We are using release DLLs for
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Its sorta a feature to keep debug code from getting out or perhaps letting
the coder know what dlls they are. Normally noticable with asserts and a
large file size. :p
-allowdebug as mentioned above fixes the issue.
On 8/29/06, Snakez [EMAIL
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havnt seen this, but have noticed the movetype is set to some invalid int
like 567.
On 8/24/06, TheDisturbedOne [EMAIL PROTECTED] wrote:
Uh, it twitches back and fourth while moving extremely slowy in the
direction it's supposed to move.
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Yea its toast, we are working on a way around this. Havnt been making much
progress im afraid.
On 8/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Hey,
It seems that with the new
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Yea really :p
But the problem we noticed was the movetype is set to an invalid type,
somewhere up in the 500's. There is only like 8 or something :p
Havnt figured that one out, too many other problems to squash atm.
On 8/24/06, TheDisturbedOne
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Im also wondering what this is, IsFrameLocking()... Possible problem with
our models?
On 8/26/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
AssertOnce( pModelCache-IsFrameLocking() );
This assert is always hit, both server-side
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Yes, the tonemap controller will need to be added to your project file.
On 8/26/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
Well if you do your merge correctly you will see they are new file to add
in
the project (entity), you need to add
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During recent mod testing my team has come across some issues with sound
script entries using MP3 format sound files.
This problem only occurs on Dedicated Servers which we test on. The crash is
server side.
Example script entry:
song_hl1_20
{
of
the players and entities.
On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Yea its toast, we are working on a way around this. Havnt been making
much
progress im afraid.
On 8/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote
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No one knows? I mean even people testing mp3s. I just need to know if its
our problem.
On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
During recent mod testing my team has come across some issues with sound
script entries using MP3 format
wave *#weapons/blur.mp3
}
So i dont know if its your code, or what...
Adam
--- Ryan Sheffer [EMAIL PROTECTED] wrote:
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No one knows? I mean even people testing mp3s. I
just need to know if its
our problem
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You can download the HL 1 SDK which includes all the HL1 npc code.
On 9/8/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:
Hello Jeffrey,
Friday, September 08, 2006, 10:05:16 PM, you wrote:
JbB But they did originally release the HL1 game
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Fair enough, even tho HL:Source isnt really worth buying unless in some
bundle. I dont remember actually playing through it like I originally
planned since it wasnt much more than hl1 which I had already beat a good 5
times.
On 9/8/06, Tony
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They really only have to include the hlsource cpp's and headers. Not have
them included in the project files.
On 9/9/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote:
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Probably because it's
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The only way I could fix it was by setting -dxlevel 95 as you said above.
Try doing this with base sdk as well.
Other than that, hope you figure it out.
On 9/15/06, Jochen Werner [EMAIL PROTECTED] wrote:
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Well remember the view model is just a model floating in front of the
camera, it is moveable. Exploring the class to learn more about it would
help.
On 10/15/06, Daniel Menard [EMAIL PROTECTED] wrote:
Just use an animation and call it when you
. I'd set
a memory breakpoint on a test entity's movetype member variable and
debug it that way.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ryan Sheffer
Sent: Wednesday, December 13, 2006 4:39 PM
To: hlcoders
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Moving them out of their order is not possible, but moving the set of
options is possible in the ClientScheme.res file. I think its that.
As for the commands for opening the windows, GameMenu.res.
If you want to make a unique menu you will have
there. Like some array that contains small numbers in
CBaseEntity is overflowing or underflowing the array bounds.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ryan Sheffer
Sent: Wednesday, December 13, 2006 5:02 PM
To: hlcoders
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You can use current code to create a polygon sphere but no collision as far
as I know.
On 1/18/07, Jed [EMAIL PROTECTED] wrote:
Just an idea, how about a model?
Several effects in HL2 are model based - the combine ball, the big
explosion
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The effects themselves are client side as far as I know. The dynamic
spotlight from the players shoot position. The shader flashlight effect from
the players POV can also be altered on the client.
On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED]
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For VS 2005 just compile the code, run the mod and mount the program in VS.
Edit and compile works fine that way. But large changes don't work out like
say adding a new if statement doesn't always work out.
On 1/30/07, Matt Stafford [EMAIL
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What? Steam Game List?
On 1/31/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote:
I would like to execute some code everytime the game is back on the menu
screen; where is the best place to put the code?
I was thinking
void
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Pose Parameters on player weapons completely stopped working after the
update for us. We haven't done much debugging to pin point the problem
though. Will soon enough.
On 1/30/07, Minh [EMAIL PROTECTED] wrote:
Sorry, that didn't fix it for me
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In the end I bet you would have to create your own movement for the players.
In HL2 things are a fair amount different, a fair amount worse imo. Physics
being as they are in MP games, client and server physics not matching so
interpolation never
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Hi
I'm just wondering if there is an easy way of sending say a model, sound,
txt, material file from the server to a clients machine. I can
think of a way of doing this, but before I go with a more manual approach,
perhaps Valve have left us
can't use this method to update existing
files.
On 2/15/07, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Hi
I'm just wondering if there is an easy way of sending say a model,
sound,
txt, material file from the server to a clients
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We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.
On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:
On Tuesday 06 March 2007 11:32 am, REBEL wrote:
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Blending animations is done in the QC when not using snap.
On 4/21/07, Skillet [EMAIL PROTECTED] wrote:
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What's the best way to do animation blending from the code?
Ultimately I want to
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Of course there is that player view snap in the code I noticed once. That
might be a good place to start. Its probably sending the command to every
client instead of just the driver.
--
~skidz
--
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I advise figuring out a way to keep your entity work as server side as
possible in this case.
On 6/14/07, Garry Newman [EMAIL PROTECTED] wrote:
No is the short answer.
There's 2 ways to get data from client to server. First off is sending
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Hey Half-Life 2 coders!
I have a question about models on the client and server, specifically what
is required to have a different model than the server but keep things
running smoothly.
I have managed to get the client side player model
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For our idea we need the client side to precache the model since the model
wont necessarily exist on the server side.
On 8/9/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
We did something similar for our alien vision, since the alien sees all
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Hey Maarten, are you precaching the model on the client only like I am or
are you precaching on the server which in turn precaches on the client and
creates an index for the model which is shared between the client and server
engine.
I am
in client side
entities so it should be useful outside of this example.
Thanks again
Ryan.
On 8/10/07, Ryan Sheffer [EMAIL PROTECTED] wrote:
Hey Maarten, are you precaching the model on the client only like I am or
are you precaching on the server which in turn precaches on the client and
creates
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Scary, 8 threads...
On 10/11/07, Mike Durand [EMAIL PROTECTED] wrote:
We default to taking advantage of no more than three threads due to some
problems that we believe to be due to cache issues with current quad-core
processors. You can
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Mike, Valve has plans to update all current source games ( CSS, DODS, etc..
) with the new engine? I thought you guys were going to split the engine in
two, one being the old engine, the second being the 2007 engine. Personally
I would love to
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When a weapon is holstered it is merely hidden, but it is still there
floating on the player. Just go into the base code and change that, make the
weapon attach to a back bone or something and not hidden.
On 10/11/07, Emiel Regis [EMAIL
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I remember this from half-life 2 dm or something in the past. When the
background map loaded it also added it to the server list and people would
join your background map and you would see them walking around. Pretty
funny.
On 10/7/07, Daniel
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Sounds expensive :P
On 10/11/07, Ondřej Hošek [EMAIL PROTECTED] wrote:
Dell makes servers with two Xeons, four cores each. Brings you nicely to
eight cores total.
~~ Ondra
On 11.10.07 22:33 Uhr, Ryan Sheffer wrote:
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Just finished Half-Life 2 Episode 2 and I loved it, and the time has come
for us modders to get to work with some of the new tech. Noticing Cinematic
Physics in-game, I wondered how flexible this really is. Any clues on how it
actually works? Me
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The last float in that function being a time perhaps? I don't think this
would be the best way of doing it. If you only wanted it to exist while the
window was open, you have no object to hide.
On 10/23/07, Drak [EMAIL PROTECTED] wrote:
Ah,
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I don't see why it would be required, its up to you. Most of which that
preprocessor define enables has to do with the Half-Life 2 AI and not HL2MP
gameplay.
On 10/23/07, Janek Le_Vert [EMAIL PROTECTED] wrote:
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Hey Source SDK moding community mailer!
This email is more of a bug report for Valve, their current way of getting
game information isn't work so well with mods mounting multiple GCFs with
code.
As a mod using engine functions to mount GCFs such
version are you using btw?
Ryan Sheffer wrote:
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Hey Source SDK moding community mailer!
This email is more of a bug report for Valve, their current way of
getting
game information isn't work so well with mods mounting multiple GCFs
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Really looking forward to a working lighting preview.
On 11/7/07, Jake Breen [EMAIL PROTECTED] wrote:
Should be possible, although don't use any new displacement features or
new entities.
Minh wrote:
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Really just want that Hammer 3D Lighting Preview fixed :)
Oh, are the info_particle_system's suppose to be error models?
On Nov 7, 2007 8:20 PM, Mike Durand [EMAIL PROTECTED] wrote:
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Uh.. make that
Yes I realize this, and I was just stating that it should be in higher
priority, that is, unless they choose to release the particle editing
tools next. All I know is that I am talking with a Valve employee
which has asked for feedback, and a mention of the lighting preview
just happened to be
oh and Thanks, we really appreciate you helping us out. :)
On Nov 7, 2007 8:46 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
Really just want that Hammer 3D Lighting Preview fixed :)
Oh, are the info_particle_system's suppose to be error models?
On Nov 7, 2007 8:20 PM, Mike Durand [EMAIL
Here is a screenshot of a couple sprites in hammer, notice how you can
hardly read them now?
http://www.obsidianconflict.com/skidzimages/spritequality.jpg
Also, 3D Shaded Preview only works on models but not brushes. The same
thing for the 3D lighting preview. The two problems possibly related?
It depends what you are doing. The scratch is good if you want to
write your own game rules, the HL2MP is good if you want some
groundwork already done for you. Both start off which player classes,
lag compensation and prediction. I would advise HL2MP to newer coders.
As for the Ep2 SDK, it isn't
Take a look at the baseclass fire() function for bullets. It goes
through all the steps from leaving decals on the world and models to
throwing particles.
On Nov 11, 2007 10:24 AM, Josh Marshall [EMAIL PROTECTED] wrote:
Hey,
A single-player mod im working on requires to use models from CSS,
I believe there is a problem with trying to fade / change alpha on
certain materials.
On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote:
I have noticed the same thing in a few places, like GMod. Anytime
something nearby (perhaps just on the hud?) is changing opacity, it
flickers
Valve is in a tough position with the cinematic physics, they will
have to most likely create their own version of the third party
application they used, and that is a lot to expect.
On Nov 10, 2007 11:21 AM, Τeo95 [EMAIL PROTECTED] wrote:
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Just create a stub for it and throw the cleanup flag on top. Someone
is bound to see it and clean up the article.
On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote:
Never mind about creating that article, can't describe how they work :x
Jake Breen wrote:
I'll try and start an
I think they might be using an XSI plugin.
On Nov 11, 2007 4:11 PM, Kevin Ottalini [EMAIL PROTECTED] wrote:
http://en.wikipedia.org/wiki/Source_engine
quote:
Cinematic Physics oversees the destruction of a two-storey forest
shackDuring the July 2006 Electronic Arts Summer Showcase press
Ouch, $1,495.00 :p
On Nov 12, 2007 12:00 PM, Mike Durand [EMAIL PROTECTED] wrote:
We are using a customized version of this Maya plugin:
http://www.blastcode.com/productinfo/megaton.php
From what I've been told it is still a whole lot of work even with this
tool.
-Mike
-Original
future update indeed, ill probably be in an old folks home by the time
its released. ;)
On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:
Safely in the hands of Mike Durand, it hasn't been released yet, but
will be released in a future update to the Source SDK.
I'm 21, how :old: will I be when its released?
On Nov 12, 2007 9:11 PM, Mike Durand [EMAIL PROTECTED] wrote:
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Depends. How old are you right now?
- Original Message -
From: [EMAIL
Do your new animations have 'blend' in the qc?
On Nov 14, 2007 9:24 PM, Christopher Harris [EMAIL PROTECTED] wrote:
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I have developed an emote system which works perfectly except that I am
unable
How many of us are 'potential sales'? ;)
On Nov 13, 2007 12:14 PM, Andrew Timson [EMAIL PROTECTED] wrote:
On Nov 13, 2007 7:31 AM, Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED] wrote:
VALVe could pay a special license and redistribute it freely... $1,495 is
the cost of only 30 Orange Box packs.
models are
setup to refrence undecompiled the npc animation models. Decompiling them
does not work because gestures do not decompile properly if there is more
than one, plus other problems with the formatting of gesture blocks, etc.
- Original Message -
From: Ryan Sheffer [EMAIL
Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation
scroll down to Client Side Prediction.
Explains player movement prediction and interpolation.
On Nov 17, 2007 2:57 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote:
Thx for the answer but i knew those files already.
I´d need
This is the biggest complaint with TF2, but I personally don't mind
them. I agree with the server console command.
Also, we should keep this discussion on the Steam forums, this is the
coders mailer.
On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
only thing I think crits
Don't expect it this year, maybe January.
On Nov 26, 2007 4:18 PM, Jeremy D [EMAIL PROTECTED] wrote:
This is Valve we're talking about. They don't release things till they
think it's perfect. And I know what you mean. I have an entire mod on
hold as well.
Joel R. wrote:
Is there any news
You use the same bone structure for the hands with every model, only
the bone structure. Then you have your lone smd with the hands mesh in
it, add it as a sub model and bingo.
On Nov 26, 2007 3:36 PM, Emiel Regis [EMAIL PROTECTED] wrote:
Hi,
I've noticed that in Insurgency and CS:S there is a
For your client side ragdoll you could use the ImpactTrace function to
spawn some blood. There are a number things keeping an actual decal
from appearing on the ragdoll. Take a look at the shared fire()
function and follow it in a debug where it does the bullet impact
effects and crap. I believe
(memzero)
Ryan Sheffer wrote:
Don't expect it this year, maybe January.
On Nov 26, 2007 4:18 PM, Jeremy D [EMAIL PROTECTED] wrote:
This is Valve we're talking about. They don't release things till they
think it's perfect. And I know what you mean. I have an entire mod on
hold as well
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Outside of coding, not possible.
With coding, create a new trigger that when a player enters, disables the
RPG laser if the player is holding one, and enables it again when the player
leaves. If that is what you are looking for.
On Nov 29, 2007
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Hi
I was wondering if there was an easy way of determining if an entity was
stuck in the world. I could check the collision bounds vectors with (
enginetrace-GetPointContents( VECTORPOINT ) MASK_SOLID ), but I bet there
is an easier way.
solid BUT the area inside the bounding box
could still be in something solid.
For this kind of check, I usually use
UTIL_TraceHull ( vecTestOrigin, vecTestOrigin, VEC_HULL_MIN, VEC_HULL,
MAX,
MASK_SOLID, ignoreEntity, trace)
- Original Message -
From: Ryan Sheffer [EMAIL PROTECTED
with a
pretty refraction shader applied to it, they may
have done some fancy shader
writing to get the ripple or something in the
code.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of Ryan Sheffer
Sent: 12 January 2008 20:41
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If you remember the huge code update with episode 1, expect that but more.
D:
On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote:
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Thanks Mike. Can we get any indication on whats
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This is the bizzarest thing but I kid you not, we are getting an assert on
release dlls. Seems to happen no matter what.
http://www.obsidianconflict.com/skidzimages/assert.jpg
It only happens on one of the ravenholm maps when you jump in the
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Thanks Mike, you have done so much work for us.
I know we put you through hell sometimes. ;)
Another naggy source coder
Ryan
On Jan 26, 2008 2:46 AM, Daniel Glenn [EMAIL PROTECTED] wrote:
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Who is this (sjb) guy in the source code? Steve Bond?
Ive seen comments from him before, and a recent one:
//m_flWait = 2; who the hell did this? (sjb)
He didn't like that :O
--
~skidz
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Hey
I hope everyone is having fun with the new sdk, it's been ok to us so far
but there is a massive issue we are experiencing with the new engine. This
problem existed before, but now it's out of control.
The dreaded!
BING*
Host_Error:
would be
an issue unless you were like GMod and mounting a bunch of other
content (like sounds from cs, dod, tf2, ep2, portal etc).. but
something must be going wrong for you to be overflowing.
Hope that helps
garry
On Jan 29, 2008 6:59 AM, Ryan Sheffer [EMAIL PROTECTED] wrote
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dammit Valve, is there no end to your money making? ;)
On Jan 29, 2008 2:26 PM, Adam Buckland [EMAIL PROTECTED] wrote:
Actually, on another note, there's the achievement manager code in the
SDK code. Does this mean that mod authors will be
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Only problem I remember running into was the npc_advisor_shared.h, and from
some research it looked like it contained nothing more than some shared
defines which we just recreated.
On Jan 29, 2008 12:24 PM, Devin Dawson [EMAIL PROTECTED] wrote:
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just change the folder name mike, we like playing with this dev stuff. ;)
On Jan 29, 2008 2:15 PM, Matt Stafford [EMAIL PROTECTED] wrote:
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Is that a tactical (PR) way of saying 'Woops, I
On Jan 29, 2008 7:32 PM, Ryan Sheffer wrote:
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Thanks for the advice, looks like we have some work to do. :)
I would say the question now is, will we end up running into any
problems
not having engine access?
Thanks again
Ryan
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Having the code to add the portal gun would be great, but me thinks Valve
don't want us to make portal mods.
On Jan 30, 2008 8:03 AM, Qazzian [EMAIL PROTECTED] wrote:
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All I can find are files related to
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Because I remember them saying they were going to include the Portal code
with the SDK.
I guess you missed that. ;)
On Feb 2, 2008 1:21 PM, Jeffrey botman Broome [EMAIL PROTECTED]
wrote:
Ryan Sheffer wrote:
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and stuff saying that.
It was not an official announcement of ANY kind that I'm aware of.
Infact, I remember reading posts about it, and I was thinkin to myself,
Boy
those people are surely going to be dissapointed.
-Tony
On Feb 3, 2008 9:45 PM, Ryan Sheffer [EMAIL PROTECTED] wrote
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On a slightly related issue...
hl2_gamerules.cpp says:
#if !(defined( HL2MP ) || defined( PORTAL_MP ))
hmmm
On Feb 5, 2008 2:54 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Indeed
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