Hello All,
I recently found myself in need of a way to view VTF files on Linux, but
couldn't find a simple way to do that. As a result I've put together a
quick tool for converting VTF files into PNG files. So far it only
supports DXT1, DXT5, and DXT5 data (I've only actually tested DXT5),
A non-critical feature that it'd be nice to have is the ability to
create impossible geometry by linking areas with invisible portals, as
was done in Portal 2.
On 12/09/15 15:32, Tobias Kammersgaard wrote:
How about updating the particle system to match the one found in e.g.
Alien Swarm/Left
Hi,
I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemite,
and I'm able to build client.dylib and server.dylib fine, but when the
game attempts to connect to steam it crashes on a null pointer dereference.
Crash log here: http://pastebin.com/71GSx334
Is this a known issue? I
. You have to use the upcoming branch even on Windows.
On Sat, Mar 7, 2015 at 11:31 AM, Harry Jeffery ha...@exec64.co.uk wrote:
Yes, it is. Is there a specific tag/commit you'd recommend?
Thanks
On 07/03/15 11:30, Stephen Swires wrote:
Is your code based on the latest code available from
at 11:27 AM, Harry Jeffery ha...@exec64.co.uk
mailto:ha...@exec64.co.uk wrote:
Hi,
I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemite,
and I'm able to build client.dylib and server.dylib fine, but when the
game attempts to connect to steam it crashes on a null
Is this Source2007 or alien swarm?
On 8 November 2010 16:04, Jeffrey botman Broome
botman.hlcod...@gmail.com wrote:
That's what she said. :)
On 11/8/2010 9:38 AM, Tom Edwards wrote:
Precisely. It's what it doesn't provide that matters. :-)
___
Don't bother with the link. It redirects to some cheap medicine site
with a referrer code. Just some scam by the looks of things.
On 6 November 2010 17:27, gageat...@yahoo.com wrote:
http://granovskiyifalaq.blogspot.com
___
To unsubscribe, edit
£10 = 10 pounds.
Unless he meant 10lbs
On 6 November 2010 20:54, AndreaZzZ andrea_s...@mail.ru wrote:
Lol! How much did you pay?
2010/11/6 Dexter Haslem dexter.has...@gmail.com
I just bought 10 POUNDS OF VIAGRA!
On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery
harry101jeff
srcds doesn't require steam accounts anymore, it's inevitable that
ownership wouldn't be checked for the server-side stuff.
On 6 November 2010 22:38, Tom Edwards cont...@steamreview.org wrote:
I've been experimenting with the filesystem today, and I decided to see what
would happen if I tried
You can't mod CSS. You can do server-side plugins or use the css
content in a mod you make from scratch.
You won't get any of the CSS code.
On 1 November 2010 18:53, Paulius Hermanas justga...@hotmail.co.uk wrote:
I am really upset that your 2009 SDK is broken. This leaves me with 2006
-2009) and it's easy to keep it up to date.
-Original Message- From: Harry Jeffery
Sent: Friday, October 29, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up on it as there was no
easy way to remove the alienswarm stuff without going through
thousands of
I'm starting to prototype a near total conversion for Alien Swarm but
I'm having trouble with all of the inter-dependencies in the Alien
Swarm code. Marines/Players, Gamerules, Menu's, it's like spaghetti.
Is there a way that you can recommend since I'd like to start using my
own player class and
He's trying to confirm membership on hlcoders or something I think.
On 11 September 2010 22:25, Sam samuelga...@gmail.com wrote:
What just happened in here?
On Sat, Sep 11, 2010 at 6:13 PM, Marc DiMillo
crysisking_ownage...@hotmail.com wrote:
lol
Date: Sun, 12 Sep 2010 00:09:21 +0300
I'm trying to parse VMF files and load some brush geometry from them
but I'm having trouble with the way the brush geometry is actually
saved:
side
{
id 24
plane (512 512 0) (1024 512 0) (1024 0 0)
material
I pay for things that are fairly priced. That means all valve games,
indie games and games that are on sale in steam.
On 26 July 2010 00:14, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
Yeah--I really do not agree with software piracy. I tend to be very anal
myself with any agreements and
I find it ammusing that you follow the trend and use a more
complicated vocabulary as well which will probably leave the op quite
confused when he runs this through google translate.
On 24 July 2010 22:57, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
I like how you point out the fact that
for it, and paint that texture and
tell it to play.
it's really simple.
On Tue, Jul 20, 2010 at 5:18 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
I've tried AVI materials already, I was unable to make them work in
the orangebox engine and others have been unsuccessful before me, see
We're trying to play pre-rendered videos halfway through the level but
when we trigger playmovie moviename the video does not play until
the escape key is pressed and then when the video is over we are at
the pause menu because we pressed esc.
Does anyone know of a quick and easy way to get this
I've tried AVI materials already, I was unable to make them work in
the orangebox engine and others have been unsuccessful before me, see
the discussion page of the wiki article.
On 19 July 2010 20:17, Adam amckern McKern amck...@yahoo.com wrote:
Really? The closest thing I knew valve had to a depth buffer was using
black fog and rendering in fullbright white.
On 17 July 2010 01:28, Cory de La Torre gear@gmail.com wrote:
Thats because there is an actual working depth buffer. OH MY!
On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|]
. Not sure if valve use Xcode IDE or make
files...
Hope they use Xcode since it's very simple.
On another note, if anyone is interested in making a hammer clone for
Mac
/ Linux I would be interested in helping out.
~Ryan
On Jul 12, 2010, at 4:33 PM, Harry Jeffery
harry101jeff
...@gmail.com
Hammer is very old and back in those days MFC was actually... decent? I
cant
imagine using it these days. :p
On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com
wrote:
On 7/9/2010 7:08 PM, Harry Jeffery wrote:
Has valve released the code update so a mod can be compiled
Has valve released the code update so a mod can be compiled on mac?
The mod I work for is nearing release and we're looking into releasing
for windows and mac, prehaps at the same time.
Do I have to port the mod to source 2009 though or can I just keep the
source 2007 code base?
Valve said it would be released once they had done all the meet the
team videos.
On 23 June 2010 16:47, Sam samuelga...@gmail.com wrote:
It is possible with the upcoming Source Filmmaker feature used in pretty
much all VALVe trailers since Day of Defeat Source, even though there's no
chance
I believe John Carmack is hoping to use voxels in id Tech 6. That
engine's only 10 years away so who knows, this could be the future but
we wont find out until we get there.
On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au wrote:
Ray traced polygon rendering is quite an expensive task on a
be seen at the current resolution. This is a big
step up from LOD where the programmer basically has to guess where to
swap the models out (and they need to be separate models)
On 18 June 2010 18:42, Harry Jeffery harry101jeff...@googlemail.com wrote:
I believe John Carmack is hoping to use voxels
to be separate
models)
On 18 June 2010 18:42, Harry Jeffery harry101jeff...@googlemail.com
wrote:
I believe John Carmack is hoping to use voxels in id Tech 6. That
engine's only 10 years away so who knows, this could be the future
but we wont find out until we get there.
On 18 June 2010 17
:49, Harry Jeffery
harry101jeff...@googlemail.com wrote:
It's all down to personal opinion, as long as it does what you need
quickly and effectively then it's fine. I've yet to see the dark side
in cannonical so I honestly can't say much about their ethics.
Either way, I 3 Linux
Valve.
On 17 June 2010 15:20, Harry Jeffery harry101jeff...@googlemail.com wrote:
I noticed that too, lighting is one of the major things the source
engine sucks at. Hopefully Source 2011 will make the life of modders
10x easier.
On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote
I am not sure what you are doing wrong but this library may be of
interest to you:
http://developer.valvesoftware.com/wiki/Steam_Condenser
On 14 June 2010 12:37, C-F Strid wor...@gmail.com wrote:
Heyo.
This is perhaps not entirely related to the subjects of this list, but
I'll give it a go.
regular discussion
~Katrina
On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote:
People like the command line because it's very fast to do what you
want if you know what you are doing. So far ubuntu seems to be the
most user friendly linux distro and what a majority of linux gamers
might
People like the command line because it's very fast to do what you
want if you know what you are doing. So far ubuntu seems to be the
most user friendly linux distro and what a majority of linux gamers
might use.
Personally I'd just use arch-linux and optimize my system...a lot. As
long as nVidia
I asked about how they were developing for both platforms a while
back, Alfred Reynold's answer:
Hey Harry, we actually have our own internal tool we developed that uses a
custom project definition format that is processed into the appropriate output
files for each platform (so vcproj's under
Apple products aren't bad in their own nature. I just hate them
because of how much apple charge for their computers. Also the whole
business plan of shutting out ANYTHING and EVERYTHING that apple
deicdes to compete with is ridiculously stupid. Developing for
iPad,iPod Touch, iPhone is worse than
...@nimhlabs.com wrote:
Reply follows inline
On Saturday, June 12, 2010 05:40:08 am Harry Jeffery wrote:
Apple products aren't bad in their own nature. I just hate them
because of how much apple charge for their computers. Also the whole
business plan of shutting out ANYTHING and EVERYTHING that apple
I'd just lve valve if Source 2010 supported linux and so did steam.
On 11 June 2010 04:06, Katrina Payne fullmetalhar...@nimhlabs.com wrote:
Yeah--it is kind of irritating that before they moved to Mac OS X people kind
of were all about the whole it is hard to port from windows
Now people
Swiftly going back on topic (see what I did there?)...
I think as subscribers to the hlcoders mailing list we deserve a sneak
peak. We promise not to leak it, if we do you can always punish us by
breaking the SDK (again).
:P
On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com
I spent 2 hours today looking for some code on a computer before I
wiped it. Finally found it in the most obscure folder. _ Stupid
subversion settings.
Anyway, I doubt Source Engine 2 is the surprise, Valve would call it
Source 2010 anyways.
I personally hope the surprise is a new SDK that's not
If they added hats to css I'd move to cspromod and never touch css
ever again. It's just not right.
On 10 June 2010 23:21, Arg! chillic...@gmail.com wrote:
i miss duke3d, please do this valve. surely you could buy all the
assets for a few bucks.
perhaps the announcement is hats for cs:s
On
That's not very useful for mods using 2007 codebase that were on the
verge of release. I don't feel like recoding everything because of one
update that breaks everything...again.
On 27 May 2010 20:35, Cory de La Torre gear@gmail.com wrote:
On the note of additional content, I hope this isn't
I'm slowly coding an engine of my own too. That's more of a long term
back burner project though. In the mean time I'll be using the UDK.
On 11 May 2010 20:26, Ryan Sheffer darksk...@gmail.com wrote:
I was looking into ogre until I noticed it was just a renderer.
Everything else is out to make
You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2?
Also, thanks for the news and the update.
On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
Thanks for the clarification Mike, I understand you're going through a tough
time with all the Mac
It'd be nice if valve could fix this soon. Our mod can't progress at
all, we only really need to fix up the maps at the moment.
On 3 May 2010 14:21, Jeffrey botman Broome botman.hlcod...@gmail.com wrote:
On 5/1/2010 5:09 PM, Tom Edwards wrote:
It does stop it: the mods themselves are
Awesome, thanks for posting. Evil valve for not telling.
On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
This is the first hard evidence I've seen. Everything else so far
(including the L4D Linux binaries) has been either definitely or
potentially related to the dedicated
Yeah, it 404'd before I grabbed a copy. Somewhere there is a Valve
employee laughing at us.
On 24 April 2010 19:57, Saul Rennison saul.renni...@gmail.com wrote:
The steam_client_linux is now officially 404.
:(
Thanks,
- Saul.
On 24 April 2010 19:43, Harry Jeffery harry101jeff
Out of curiosity which library are you coding the graphics in?
DirectX, OpenGL or something like Ogre?
On 22 April 2010 20:07, Ryan Sheffer darksk...@gmail.com wrote:
Thanks for the link, I am writing my own engine atm and am at the map
editor point and reading how the pros do it is always
Does gmod not have linux server binaries? Wow, Get yourself a copy of
linux and build the binaries.
On 13 April 2010 14:08, Allan Button abut...@netaccess.ca wrote:
Hey, While you're giving him the shake down, you should force him to make
Linux Binaries also.
Allan
-Original
And if you dont want to create a linux partition you still have no
excuse: http://www.virtualbox.org/
On 13 April 2010 14:31, Jeffrey botman Broome
botman.hlcod...@gmail.com wrote:
You should release Linux binaries or I will come over to your house and
break your legs. :)
On 4/13/2010 8:08
If it works, dont break it.
On 13 April 2010 18:33, Jarno Veuger h...@mr-green.nl wrote:
Because no one in Valve maintains the mod SDK anymore.
- Ywa
Op 13-Apr-10 14:00, Casey Doran schreef:
Been using it for a while now. While the stock SDK code does not compille,
making the changes
compile in VS2008 (and VS2010)
out
of the box.
- Ywa
Op 13-Apr-10 19:40, Harry Jeffery schreef:
If it works, dont break it.
On 13 April 2010 18:33, Jarno Veugerh...@mr-green.nl wrote:
Because no one in Valve maintains the mod SDK anymore.
- Ywa
Op 13-Apr-10 14:00
I'm working on an ep2 singleplayer mod and I was about to create a new
gamerules class when I discovered survival_gamerules.cpp
Looking through the code it looks like it has a good basic setup but
I've no idea how the maps are supposed to be setup and how to format
the maps/%s_survival.txt files
, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Prehaps try linking an account on your website to a steam
account.
For example:
To verify that they own an account with gmod on it ask them to
put a
small code/id in their steam community
On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Prehaps try linking an account on your website to a steam
account.
For example:
To verify that they own an account with gmod on it ask them to
put
Prehaps try linking an account on your website to a steam account.
For example:
To verify that they own an account with gmod on it ask them to put a
small code/id in their steam community profile about-me section
temporarily. Then you can have your website check it's existence by
parsing the
I haven't been getting that, prehaps my spam filter is stopping it.
On 21 March 2010 22:31, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
Uh, lately when I have been responding to this list, I get a bounce
email from Naver.com in Korean/English saying my mail was rejected for
no reason. Do
Hammer works fine for me to be honest. I'm not sure if vrad is
multi-threaded but if it isn't, t should be. An opensource
multi-threaded vrad would really speed up compile times for i7 users
like myself. I spend a lot more time compiling the map than setting up
the compile.
On 18 March 2010
Oh, Thanks. I should probably RTFM more.
On 19 March 2010 15:53, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
Both VRad and VVis are multi-threaded.
-threads # on the commandline to specific the number of threads.
- ScarT
On 19 March 2010 16:49, Harry Jeffery harry101jeff
As Steam + Source engine is moving to mac and possibly/hopefully linux
in the near future I'd recommend keeping this as cross-platform as
possible. Advanced Windows 7 features such as the task-bar
progress-bar aren't that important to be honest.
On 18 March 2010 08:53, Jonas 'Sortie' Termansen
code
#elif PLATFORM == POSIX
//POSIX code
#elif PLATFORM == LOL_OS
//lol code
#endif
On Thu, Mar 18, 2010 at 7:37 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
As Steam + Source engine is moving to mac and possibly/hopefully linux
in the near future I'd recommend keeping
It doesn't help that Sony is run by a megalomaniac who insists on
giving the PS3 8 cores even though the designers believed having only
6 would be more practical/efficient.
To get something done right it generally needs to be collaborative.
Take open source software and Valve as examples.
I need to read google news less. _
On 15 March 2010 19:20, Adam Buckland adamjbuckl...@gmail.com wrote:
Oh dear. How many people read that article? Elan Ruskin and Alex
Vlachos have been at Valve since 2006. That writer doesn't have a clue
On 15 Mar 2010, at 18:25, Harry Jeffery
harry101jeff
It also re-asserts Steams position as the best digital distribution
system available. Stopping other new platforms such as impulse that
support mac from taking control is a wise move.
On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
Adam, you're absolutely right...as I see it.
I'd love valve to support linux tbh. Most linux users are tech savvy
and as many of them are or have been programmers they all respect
software licenses. On windows most people are sick of paying for games
and pirate games loads. Either way, thanks for the info about the Mac
port, even though I do
I agree, the best way to get good with the source engine is just to
keep experiementing. No need to release anything, announce and
ambitious project or join a mod team until you are adept at the source
engine. Thats how I learnt. Just experimenting and trying new things
every day.
On 20 February
Just a quick recomendation: Don't use usernames, use steamid's.
2010/1/17 Richar P. richard_par...@hotmail.com:
Dear Source developers.
I would like to create a mod with Source SDK that allows to connect users
only with an individual password and username to my server. This data
(u_name;
That could work, using the steam API in a seperate .exe should be able
to return accurate results.
2010/1/4 Alexander Hirsch 1ze...@googlemail.com:
First do SteamAPI_Init(), then SteamUser() and with that object you
can call ISteamUser::GetSteamID().
Don't forget to clean up via
I'm trying to run an ep2 scratch sdk multiplayer mod but whenever a
map loads the game crashes here:
baseviewport.cpp
---
void CBaseViewport::RemoveAllPanels( void)
{
for ( int i=0; i m_Panels.Count(); i++ )
{
vgui::VPANEL vPanel = m_Panels[i]-GetVPanel();
DoS attacks generally use server queries. SteamID's are not sent. Only
IP's can be detected and they cannot be connected to a specific steam
account. All you can do is block the IP.
2009/12/15 Busy orange busy.ora...@gmail.com:
i want write same plugin for me. with one feature check db for match
was being used. If you log connections to your server, you could
easily connect an IP address to a SteamID (unless of course a proxy was
used, which is the case most of the time).
Harry Jeffery wrote:
DoS attacks generally use server queries. SteamID's are not sent. Only
IP's can be detected
Has anyone here got any experience with the quake 3 movement physics?
I'm trying to swap out the bhopping in source engine with strafe
jumping from the quake series but the two codebases deviate quite a
lot.
I've tried adding checks here and there, removing all speed clamps,
changing gravity,
Reducing friction didn't really work at all. Just made me slide all
over the place.
2009/11/14 Matt Hoffman lord.matt.hoff...@gmail.com:
Remove friction.
On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Has anyone here got any experience with the quake
porting more movement code with no effect.
2009/11/14 Tom Edwards t_edwa...@btinternet.com:
Why not take a look at the Quake 3 source code?
Harry Jeffery wrote:
Reducing friction didn't really work at all. Just made me slide all
over the place.
2009/11/14 Matt Hoffman lord.matt.hoff
I just tried to build a brand new scratch SDK MP. It all compiles fine
but when I try to load a map I get this error:
OnGameRulesCreationStringChanged: missing gamerules class on the client
This article hasn't helped at all so far :/
The bsp files are encrypted. The game isn't released yet. And anyway
they wouldn't have replied yet. It's like 2am where they are atm.
2009/10/28 botman botman.hlcod...@gmail.com:
I'm sure the Valve guys really appreciate you sending them unsolicited
email. I bet they'll get right on that. :)
Cloverfield had great viral marketing. Very good film too.
2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
Releasing a Game in secret is also known as viral marketing, but with
steam the second it gets out the whole would will know and it will make
the g mod sale look tiny
On 9/10/2009
not surprised though
On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Yeah, I guess it makes much more sense if I treat it as sarcasm.
Meh.
2009/8/6 Tony Palomadrunkenf...@hotmail.com:
I think you missed the sarcasm.
-Original Message-
From
They told us that L4D2 was coming.
Next year had better have a better announcement then we're working on
it and a leaked vid of deaf people. =[
2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
Well what we want to know is what are the next features that are going
to be added to source.
What I would give for a sneak peek at Ep3.
Hell, I'd even sign an NDA.
2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
Only the chosen few who believe will be able to play it...
On 8 Oct 2009, at 22:48, Garry Newman wrote:
I heard they're aiming to raise the bar by not only developing HL3
Woah, nice work.
It's not really right for the source engine anyways, valve uses
smaller levels in BSP. Not the 100% prefab based stuff you see in the
mainstream.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I'm just forwarding this from the mapper becaus the steam forums
didn't help at all:
Hey, I have a few vcd scenes in my mod and I'm trying to make them
hear-able everywhere around the map, like how ambient_generic have the
play everywhere flag.
I remember that in portal for
Ah yes, I forgot to mention this:
We'd like to keep with the VCD's and retain the closed-captions for
the dialogue.
EmitSound() on it's own is inadequete for our needs.
2009/9/30 Jorge Rodriguez bs.v...@gmail.com:
If it's just a regular sound, maybe you can just use EmitSound() on the
client?
You'd be better off making a room as large as you can using the
tools/toolsblack texture.
It looks the same but is more engine friendly.
2009/9/20 Joshua Scarsbrook jscarsbr...@gmail.com:
Well for one going into the leak is exploring the source engine and it
is fun, for 2 the door will stop
I hope this is some kind of joke.
2009/9/15 Y Smith m4ngr...@gmail.com:
Fail.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Tuesday, 15 September 2009 11:28 AM
To: Discussion of Half-Life
The FOV in CoD4 is 65. You can imagine what kind of advantage you can
gain from raising it to 100.
That's nearly double the area you can see.
2009/9/15 Jorge Rodriguez bs.v...@gmail.com:
Jay,
I'm not sure if this is even a coding question, which is why you probably
got all of the snarky
Or go fullbright and apply a drawdistance of 1024 units to keep the
fps friendly.
2009/9/12 Andrew Ritchie gotta...@gmail.com:
VMF != BSP
You CAN reference brushes and things back to the VMF from a BSP but I'd
suggest you go and do a little more reading and file browsing to see why
what you
Well please run a spellcheck on it, format it into neat paragraphs and
get someone to proof read it before you post it.
That first message here nearly killed me.
The lighting is not as it is seen inside the engine when you use that
That's probably because your computer really wouldn't be able
Agreed. I think the Wiki should have a tutorial for setting up source
control with tortoise svn and prehaps xp-dev.com as an example host.
I'm still trying to figure it all out. SVN really isn't something I'm used to.
At the moment I'm thinking of having it like this:
root
root-trunk
Cheers, thought I would have seen it in the Wiki before.
2009/8/24 Kohan Venets idr...@hotmail.com:
http://developer.valvesoftware.com/wiki/Using_Subversion_for_Source_Control_with_the_Source_SDK
:)
-Kohan
Date: Mon, 24 Aug 2009 17:32:58 +0100
From: harry101jeff...@googlemail.com
To:
Just finished sorting out my SVN. I now have all my code safe. I've
just got to learn to update the sdk using tortoise svn as the wiki
ignores that part and I cant find the svn command line tool anywhere.
I think I love SVN.
2009/8/24 Stephen Micheals stephen.miche...@gmail.com:
/whatever hosting, write me (it'll be
most probably free ;) )
On 8/24/09, Harry Jeffery harry101jeff...@googlemail.com wrote:
Just finished sorting out my SVN. I now have all my code safe. I've
just got to learn to update the sdk using tortoise svn as the wiki
ignores that part and I cant find the svn
CSS hasn't been updated yet. :/
2009/8/21 Christopher Harris char...@resrchnet.com:
It is funny how all the exploits were fixed within a day of posting the link
to the coders list.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
H I really should get my code under svn before the next sdk update
is released.
2009/8/19 Jed j...@wunderboy.org:
2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
works for me :)
- Jed
2009/8/19 Garry Newman garrynew...@gmail.com:
I've got offsite SVN and a windows
...@gmail.com wrote:
Harry Jeffery wrote:
H I really should get my code under svn before the next sdk update
is released.
2009/8/19 Jed j...@wunderboy.org:
2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
works for me :)
- Jed
2009/8/19 Garry Newman garrynew...@gmail.com
several coders it doesn't need when there are mods that have a
great team just no coder.
2009/8/19 David Kraeutmann da...@davidkra.net:
I'm the lead dev at Empires, FYI
On 8/19/09, Harry Jeffery harry101jeff...@googlemail.com wrote:
I never understood having multiple coders unless it's a large
of the
people work full-time and develop the mods on their free time, so it's not
unreasonable to have 4-5 coders...
Also this way everybody can specialise on some parts of the SDK instead of
being a Jack-of-all-trades.
2009/8/19 Harry Jeffery harry101jeff...@googlemail.com
@ Richard
I
@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] My harddrive died overnight. No warning. I
lost tons of data.
Stay on Topic.
On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
For a full conversion 3-4 (maybe even
He means the world boundaries.
It's all defined in worldsize.h
2009/8/17 Tom Edwards t_edwa...@btinternet.com:
Axis of what?
Janek wrote:
Hi all,
I would like to know what are the axis range in terms of units : is it -4096
to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096)
I think it used a rope for the visuals but for moving the player I have no idea.
2009/8/9 Gabriel ga29sm...@yahoo.com:
I am trying to implement a barnacle like weapon like the weapon in
Hl:OP in my mod. Does any one know the extendable tougue was made,
since I am sure it was not just a long
Try refreshing sdk content.
2009/8/7 Gabriel Smith ga29sm...@yahoo.com:
Every time I create a mod of EP2 there is no Game_HL2-SDK project file and
many folders are missing in the mod's sourcemods folder. Is this now the norm
or am I just having the biggest bug in my life?
Gabriel Smith
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