That's a great idea! This will be a great tool for sharing knowledge
once more of the SDK is released
On Mon, 15 Nov 2004 02:09:48 -0800, Stephen Micheals
[EMAIL PROTECTED] wrote:
Here is a good wiki some here might like:
http://www.hl2world.com/wiki/index.php
Hi gang,
Has anyone heard any news on the SDK, since valve announced it'd be
out this week? I've been keeping tabs on most of the popular hl2
sites, but i'm bursting to find out when the SDK will be out.. it's
been a long year of waiting i can't believe it's about to be over!1
3 Teddy
I bet $5 they do release the code to HL2DM. They said they'd give an
example of multiplayer game code, and as if they're going to give out
the CS:S code..
On Tue, 30 Nov 2004 21:53:32 -0500, ChessMess
[EMAIL PROTECTED] wrote:
It is my hope that they include the source for HLDM.
On Tue, 30
causing the player to get stuck, or teleporting
them to some weird location
Has anyone got any insight on how to fix this? It seems to be so
smooth in HL2DM, and at least in CS:S it pushes you off the objects
(sv_bounce 1 dosen't even work with the sdk).
Thanks in advance,
Teddy
Never mind, it's ok, i've worked it out. The GetWeaponSuffix() command
on line 398 of sdk_playeranimstate.cpp is returning junk.
Thanks for everything ;)
On Sat, 4 Dec 2004 00:21:11 +1000, Teddy [EMAIL PROTECTED] wrote:
Now.. i'm confused. I did a debug message to see if the
SequenceDuration
I believe you're after IsAlive() IsPlayer(). See also IsPlayerDead()
On Sat, 4 Dec 2004 17:58:38 -0500, Josh [EMAIL PROTECTED] wrote:
Anyone know this?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent: Saturday, December 04, 2004 3:47
http://www.hl2world.com/wiki/index.php/Debug_mode
On Sun, 05 Dec 2004 23:05:12 +1000, Martin Slater [EMAIL PROTECTED] wrote:
When it has started up, goto Debug-Processes and select hl2.exe, you
should be able to debug then.
There is also an option properties-debugging-attach that should
? I tried copying the hl2dm
server.dll in it's place, still with the same error. Is this a known
issue, and if so, anyone figured out a fix yet?
Thanks guys,
Teddy
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How i did it was by changing the model (or skin if you really want to)
in the player-Spawn() code, depending on their team number. When the
player changes team, they should player-CommitSuicide(), then it'll
run spawn code.
On Mon, 6 Dec 2004 22:30:08 -0500, Josh [EMAIL PROTECTED] wrote:
your wife is so lovely, covert ;)
and so is your cute little puppy dog!
On Tue, 7 Dec 2004 18:10:39 +1000, covert [EMAIL PROTECTED] wrote:
The buy over steam version loads faster too because of no cd check.
Any chance for a patch for us retail modders ? :)
My wife just came home with HL2
I, on the other-hand disagree. Steam has been lovely for me, and it
offers lots to modders... maybe more in the future. Who could possibly
be against the worlds first online game distribution system? It could
be a boon to garage games makers. Or living room, in my case.
Anywhoo, i think it worked
Use the SetModel() in player.cpp or a child class thereof. Don't
forget to precache your model!
Teddy
On Thu, 9 Dec 2004 02:28:57 -0500, David Nelson [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Well since there isn't a player model in the game, how can one
Try bringing up the console, and typing: map sdk_vehicles (or
something like that)
On Wed, 8 Dec 2004 13:22:24 -0800, Kyle Keating [EMAIL PROTECTED] wrote:
I'm not sure how that vgui works, Find the vgui menu for the load game
and you can probably figure it out form there. What you can do in
You'll need to create an point entity that you put in each area of the
map with a skybox, then add a think function to the player that checks
which point you're closest too and sets the m_skybox3d accordingly.
Worked for me!
On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens [EMAIL PROTECTED]
line)
I figured out the classname (duh) but i've got nfi what module or line
does. Can anyone shed some light on this?
Thanks,
Teddy
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you could cut this
down to a very insignificant amount of bandwidth and fit 32 vehicles
on a server. Luckily, i don't have to go through that pain ;)
Teddy
http://dystopia-mod.com/
On Wed, 15 Dec 2004 09:36:10 +1000, Teddy [EMAIL PROTECTED] wrote:
In our preliminary tests, we found that if someone
Did you try using the FX_FireBullets() function in the bare bones
sdk_fx_shared.cpp ?
It takes care of the client prediction issues you seem to be having
On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
I have tracers somewhat working,
However when I fire there is about
, and don't have the time to rewrite
the netcode right now.
On Thu, 16 Dec 2004 13:08:38 +1000, Teddy [EMAIL PROTECTED] wrote:
I've since done a lot of optimizing on the vehicles in our mod and
have gotten the network traffic down to about 1kb/sec per vehicle
being driven. This is fine for our
Do you mean we as in the royal we? Or have you been working on hl2dm
all this time?
I thought you were the guy from shadowphoenix ben, now i'm all confused
On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
[EMAIL PROTECTED] wrote:
From Adrian Finol
Hey Ben,
Sorry but it wont be until next
Uhhh whoops. Nevermind me, i'm on crack :)
Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025
On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote:
I need
for the whole physics-prediction
issue. Maybe someone from Valve can give us a snippet/hint on that whole
deal because I think more than few people are stumped on that one.
Justin
--
http://www.radi-8.com
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders
Try copying hl2.exe into your
C:\Games\Half-Life\steam\SteamApps\SourceMods and run it from there,
rather than from
C:\Games\Half-Life\steam\SteamApps\fragmented\half-life
2\
On Sat, 15 Jan 2005 17:20:24 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
You should only have 1 steam.dll per
the
prediction errors that show up when you turn on 'cl_showerror'.
J.
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, December 27, 2004 7:15 PM
Subject: Re: [hlcoders] HL2dm SDK
If you're talking about players bumping
I can confirm this, is really is as easy as setting the spawn's parent.
On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
It's off-topic in the sense that it can be done (i think) in the map
without modifying the code at all.
On Wed, 26 Jan 2005 17:37:44 -0600,
Yeah, FX_FireBullets() is for multiplayer, it uses a filter with
UsePredictionRules(), so the shot code is run first on the client,
then on the server. When it's run on the server, it transmits a bullet
to everyone but the person who fired.
The reason player-FireBullet() is doubling tracers is
;
info.info.vListenerOrigin
None seem to make this thing spatialize. If i can't get this working,
i'll hafta do something cheap, like figure out the distance between
the players and remap the volume accordingly..
Teddy
http://dystopia-mod.com/
On Thu, 2 Dec 2004 17:11:45 -0800, Yahn Bernier
[EMAIL PROTECTED] wrote
Have a look in gamemovement.cpp, around line 570 is has:
if ( !m_bSpeedCropped ( mv-m_nButtons IN_SPEED ) !(
player-m_Local.m_bDucked !player-m_Local.m_bDucking ))
{
float frac = 1.0f;
etc
}
Try changing that frac to your slowdown rate. I used 0.5f, it was fun.
Teddy
Unless it's a crash in the engine.dll, the debugger should at least
give you the call stack to help track down the error...
On Sun, 06 Feb 2005 19:34:21 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
No the debugger isn't operating correctly, it's just giving me an access
violation.
If you're using Andre's example code, the bit that freezes the player is:
player-SetMoveType(MOVETYPE_NONE);
either remove that, or once the player is spawned and you wanna
unfreeze them, use:
player-SetMoveType(MOVETYPE_WALK)
On Tue, 22 Feb 2005 16:08:41 -0800, Daniel Jennings [EMAIL
try the CRagdollProp::FadeOut( float flDelay, float fadeTime ) function
On Tue, 22 Feb 2005 20:40:09 +1000, Draco [EMAIL PROTECTED] wrote:
or you could make your own function that simply has UTIL_REMOVE(this); in it
--
**
Draco
Coder for Perfect Dark and Kreedz
I had kinda similar problems the first time i tried to compile, it
turned out to be the versions of gcc, glibc, etc i had installed. The
best bet is to use the exact versions they state in the SDK doco. eg:
GCC 3.4.1
Xerces 2.6.0
GLIBC 2.3.2
That fixed it for me, hope this helps!
On Tue, 22 Feb
Are you doing it on the server or on the client? And have you included
all the appropriate files to make it all happen?
On Fri, 25 Feb 2005 22:10:35 +, Knifa [EMAIL PROTECTED] wrote:
Hi all.
I'm trying to make sparks using
g_pEffects-Sparks( tr.endpos );
In my weapon (which is based
this helps,
Teddy
On Sat, 26 Feb 2005 05:25:11 +, Knifa [EMAIL PROTECTED] wrote:
Hi everyone.
Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer
for the HL2DM (or updated) SDK?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts
You can make a point_camera func_monitor to mirror a room, but the
perspective of the view in the mirror won't change as you move around,
and it dosen't render your own body unless you're in 3rd person view
mode.
On Tue, 22 Mar 2005 04:24:50 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED]
I don't know how to get this working, but if you figure it out, let me know!
Hi!
Teddy
On Sun, 27 Mar 2005 03:24:32 -0500, Casey Bodley [EMAIL PROTECTED] wrote:
I'm having trouble setting up a perspective projection for drawing to
a hud element. The following code fails to draw anything
I'm guessing you want this gun to do damage through walls too then eh?
If so, instead of changing your DrawBeam() function, try modifiying
the UTIL_Trace() that gives you that tr.endpos past the wall. That
probably means changing the MASK_SOLID to ( CONTENTS_HITBOX |
CONTENTS_MONSTER ), so the
Was this on the client, or on the server? I've been having some
problems with the IsAlive() call on the client, but only when the
player isn't in your PVS
On 4/20/05, r00t 3:16 [EMAIL PROTECTED] wrote:
HL2MP SDK
I was using the pPlayer-IsDead() which will keep track of alive players.
have you tested having sv_unlag 0 on the server? it effects hit traces
quite a bit (i believe it's only active if the player is looking
toward an enemy and has the fire button down)
On 4/28/05, r00t 3:16 [EMAIL PROTECTED] wrote:
No the hitboxes seem to lag behind when you run / duck / jump etc
http://www.hl2world.com/wiki/index.php/Unlimited_Render_Targets_for_Cameras
On 4/28/05, Imperio59 [EMAIL PROTECTED] wrote:
Hey
I was wondering if anyone has messed around with cameras and Render Targets.
My goal is to have one camera entity follow a player, and be able to
show this direclty
to get rid of the pause image, try r_drawvgui 0
On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
DAV wrote:
Here are some more virtual screens:
http://www.vrway.com/vr_hl2/home_fullscreen.html
But how did they paused the game without the PAUSE image to appear?
Any help? Did
the build shader.bat generates the .inc files, that you will include
in your .cpp file.
you gotta make the .cpp file yourself, you can use the sdk examples as a base
On 6/5/05, r00t 3:16 [EMAIL PROTECTED] wrote:
On verc it says that the .cpp file is created when you run the build
shader.bat?
The fundemental problem in this puzzle is getting the position of a
server side entity (the projectile) to match up with the predicted
position of the players view model on the client. There's no easy way
to do it, because even if it was a listen server, the view model and
the world model
Would it be possible to see that list of entites that are not
destroyed on round restart? I think i've got most of them covered, but
there's a few things like lights and sound entities i'm not too sure
of.
Cheers,
Teddy
On 2/25/05, Matt Boone [EMAIL PROTECTED] wrote:
Cs and dod both destroy
What about cleaning up decals on the world spawn? I tried to do the
UTIL_RemoveAllDecals() on the worldspawn entity, which ends up
crashing on the client. Anyone else tacklet his problem?
On 6/25/05, Andrew (British_Bomber) [EMAIL PROTECTED] wrote:
There is that UTIL_ that removes imediatly, but
. Secondly, I'm wondering if
i'll need to code a new v1.1 ps shader to do refraction for these
cards.
Any info anyone can provide would be mucho appreciated.
Cheers,
Teddy
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If i were you, i'd add a:
gameeventmanager-AddListener(this, player_death, false );
to the scoreboard code, and use the FireGameEvent() function to store
who the last person who killed who on the client, since it's sending
this info in a game event message anyways.
On 7/5/05, r00t 3:16 [EMAIL
Try adding a function similar to the SetModelWidthScale() (see how
it's implemented with GetModelWidthScale() ) to the CBaseAnimating
class, that's an easy way to make a model scale up/down. Use a thikn
function to make it change over time, and bobs your uncle
On 7/5/05, Ian Warwick [EMAIL
!= 1.0f )
01217 {
01218 VectorScale( transform[0], scale, transform[0] );
01219 VectorScale( transform[1], scale, transform[1] );
01220 }
Seems like you can apply vector scale transformations to a model?
Cheers Teddy, will be checking that out
Valve have given excellent support to developers, and i'll not have
you saying otherwise.
Perhaps they give more support to TC mods than they do to server-side
metamods, but can you blame them?
On 7/12/05, SB Childe Roland [EMAIL PROTECTED] wrote:
And the support for developers (while probably
It uses a flag (EF_BONEMERGE from memory), which basically tells it to
match up the bone in the weapon model to the player model (usually the
ValveBiped_R_Hand)
On 8/10/05, Alex Thomson [EMAIL PROTECTED] wrote:
I think that's a contact point on the crowbar rather than where it
attaches to...
@@[EMAIL PROTECTED] could
not be located in the dynamic link library tier0_s.dll.
then i get this Enginer Error:
steamclient.dll not found, server communication disabled.
Anyone else having this problem, and more importantly, anyone found a
fix for it?
Cheers,
Teddy
\
directory and in the \Steam directory.
Any ideas?
-Teddy
On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Looks like you may have copied steamclient.dll/tier0_s.dll/vstdlib_s.dll
to your games bin/ directory. Delete them, they shouldn't be there.
- Alfred
Original Message
From
One small detail i forgot to mention, the crash only happens when i
try to load a map.
On 8/10/05, Teddy [EMAIL PROTECTED] wrote:
Thanks for replying so quickly Alfred :-)
I checked my SourceMods\dystopia\bin directory, the only files in
there is the server, client and shader dlls.
I did
I tried both of those, still no dice. I quit steam, deleted the files
in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let it
update, ran hl2, then tried to debug, same error.
-Teddy
On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Delete the ones in \Steam\SteamApps\USERNAME\Half
point etc etc) but i still get the steamclient.dll not found, server
communication disabled. error and a crash.
-Teddy
On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
You can copy the 3 files I mentioned to
\Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only and
then you
Have you tried the C_BasePlayer::MakeTracer(...) function? If that's
not working, try the running UTIL_Tracer() on the client
On 8/23/05, Michael Kramer [EMAIL PROTECTED] wrote:
Im having some problems with a tracer im making. It won't show up at
all...can someone direct me to some code that
instead of updating the beams position in one of the think functions
(which sound like they're being called after the beam is rendered),
try using the ViewModelDrawn() function to update the beam's position
and then use beams-DrawBeam() to render it with the correct position.
check out the RPG,
Since the last update, my shader files no longer load (eg.
bin/game_shader_generic_sample.dll) and players are quite a few client
and server crashes.
Can we expcet a SDK update so we can work on fixing these?
Cheers,
Teddy
http://dystopia-game.com
?
-Teddy
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I've fixed all the shader issues in Dystopia, however there's no point
putting out an update till we get the SDK update, as there's still
quite a few crashes occuring in the engine code since the last update.
On 9/27/05, Alexander Galerakis [EMAIL PROTECTED] wrote:
I'm not a coder or team member
] Last update has broken Mod shaders and is causing
crashes
I'd have to agree with Teddy, it is quite irking to the development
community that this many problems have arisen. It is almost as if you
have
no formal QA department that you go through, and that is just ridiculous.
Do
you
I still get the tier0_s.dll error when launching my mod from VS. I'm
launching via hl2.exe, with standard command line params. It loads to
console fine, but when i attempt to load a map/start a server, it
errors out with tier0_s.dll error, followed by a steamclient.dll
error.
-Teddy
On 9/30/05
DAV, try turning off HDR when you do the buildcubemaps, and make sure
you don't have -floathdr in your commandline. It looks like it's
trying to build HDR cubemaps, but without the proper HDR skybox and
whatnot.
On 9/30/05, DAV [EMAIL PROTECTED] wrote:
Can it be releated to what I am having but
to be a very high resolution...
Anyone else had probs with these?
Cheers,
Teddy
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-
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, October 03, 2005 8:58 AM
Subject: [hlcoders] _rt_SmallHDR0 problems
Hey gang,
I'm trying to code a shader that uses the _rt_SmallHDR0
_rt_SmallHDR1 render target textures via the GetSmallBufferHDR0
You should check out the DoScreenSpaceBloom() function in
view_scene.cpp, as the blurfiltery shader is used there
On 10/6/05, Thomas TISSOT-DUPONT [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello the list !
I'm
I've not had any probs with hitbox latency, the unlag and
interpolation works smoothly even at high pings.
There are some huge problems for melee code, as there seems to be bit
prediction errors when you get upu close to another player, but for
ranged hitscan attacks it's fine.
Teddy
http
The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html).
On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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[ Picked
The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html
On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain
Ooops, wrong thread!
On 10/7/05, Teddy [EMAIL PROTECTED] wrote:
The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html).
On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all
explained here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
On 10/7/05, Andrew Foss [EMAIL PROTECTED] wrote:
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
I've been getting reports from a few dozen of our players that they've
been unable to run dystopia since the last Steam UI update. They've
been getting the following error:
AppName: hl2.exe AppVer: 0.0.0.0 ModName: filesystem_steam.dll
ModVer: 0.0.0.0 Offset: e66f
I'll just note that this
mod team cannot run any of the 3 rd party mod!
I would like the update screwup the valve mod instead that would be more
fun!
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, October 11, 2005 10:44 PM
Subject: [hlcoders] Steam
I've been hearing the same from alot of our players, they still get
the same error after patching.
On 10/13/05, Brandon Canary [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Just got the new updated and downloaded and third party games are still not
launching :(
do anything.
-Original Message-
From: Teddy [mailto:[EMAIL PROTECTED]
Sent: October 12, 2005 6:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam update broken HL2 mods?
I've been hearing the same from alot of our players, they still get
the same error after
I don't know if this is relevant or not, but i messed around with the
vgui::HTML element a while ago and had it working on vgui_screens, and
the scrollbars worked fine. vgui_screens obviously won't work anymore
cause the vgui::inputinternal is busted, but perhaps there's a way to
fix them
Hi gang,
I'm having some trouble calculating which hitbox my projectile is
hitting via the GetTouchTrace() function. The trace returned by this
dosen't seem to return any hitbox data! Any ideas why there's no
hitbox info? Also any ideas for a workaround?
Cheers,
Teddy
The VDC was updated earlier today
(http://developer.valvesoftware.com/wiki/Main_Page) with the following
news:
Very soon we'll be beginning a beta of the next version of the Source
SDK, which will be run in a similar way to how the Steam UI beta was
run. When the beta is ready to go we'll have a
HDR cubemaps are already in-game (since the DOD:S update). It dosen't
work properly without the new vrad of course..
On 11/11/05, John Standish [EMAIL PROTECTED] wrote:
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[ Picked text/plain from multipart/alternative ]
They need to impliment Parallax mapping lol. As for the HDR, I am pretty
Cheers, nice one Mani!
On 11/15/05, Giles Millward [EMAIL PROTECTED] wrote:
Spray Tag Tracking was released in my V1.2 Beta D version yesterday, I might
port it back to the V1.1.0x series as it's pretty much standalone code and
very useful.
Regards
Mani.
www.mani-admin-plugin.com
gt;
I had that exact same error on a few servers after the DOD:S engine
update about a month or so ago.
The solution was to run a steam update on the server.
On 11/23/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
To me it sounds like your project needs a clean
complie (remove all the
The updates to Hammer are terrific! Not only does it look better, but
it seems run a whole lot faster for me. Does it have 64 bit support
now?
Great work guys!
On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from
I did this for the Fatman Fist weapon in dystopia. I modified the
SetWeaponVisible() for the fist, so it would AddEffects( EF_NODRAW );
(which hides the world model) and then vm-RemoveEffects( EF_NODRAW
); so it shows the viewmodel
On 11/27/05, Chris Janes [EMAIL PROTECTED] wrote:
For early
After looking at Dystopia's cache files with the Game Extractor tool
from that wiki page, I can't help but wonder why they're so messy
compared to the CS:S/DOD/etc counterparts.
Perhaps creating these caches manually could give better performance?
On 12/4/05, Evan Braa-Heidner [EMAIL PROTECTED]
Well it looks like cubemaps are built differently for HDR enabled
maps, so it's possible the updates to this code will fix this bug.
On 11/24/05, Justin Krenz [EMAIL PROTECTED] wrote:
Is the issue with cube maps being excessively dark fixed at all or is
that a completely different issue since
Hows the update progressing I wonder? Hopefully we can get an ETA
soon, it'd be nice if it was ready before christmas.
On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote:
Don't have an ETA yet, but it's what we'll be working on now.
-Original Message-
From: [EMAIL PROTECTED]
One big problem with using attachments to put the weapon on the hands
is you'd have to use BONEMERGE which means the model that gets
attached (the weapon) must be static (no bones or animations).
Also, coding a IK/Ragdoll system which would have bascially the same
result as making it out of
http://support.steampowered.com
On 12/21/05, Baer [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
I reinstalled winxp on my computer, reinstalled steam, everything looks good
in hl1, but when I go to hl2 I get a black screen with orange lines on bottom
right,
An update has been released for HL2 Lost Coast with 64 bit support:
http://www.steampowered.com/index.php?area=newsid=496
My question is, when the SDK code update is eventually released, how
will mods be able to make 64-bit versions? Will it require a different
code base for 32 64 bit versions?
I was using the beta SDK, but vrad crashes when I compile. So i have
to use the old hammer editor, which dosen't load many things properly
because of the previously mentioned bug.
This bug also effects faceposer and model viewer, i guess you could
say the SDK is broken and merry christmas 3 from
because of a malformed light patch resolution;
like, texture select all the faces in the map, and reassign the lightmap
scale to something like 16 or 32.
This seems to fix it in all cases I've encountered.
Talia
Teddy wrote:
I was using the beta SDK, but vrad crashes when I compile. So i
to fixing it
On 12/23/05, Benjamin Davison [EMAIL PROTECTED] wrote:
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Hopefully Teddy.
(Just made a post about this just after you did ;))
On 12/23/05, Teddy [EMAIL PROTECTED] wrote:
An update has been released for HL2 Lost Coast with 64 bit
If you find you get a STEAM validation rejected when ever you try to
load a map on a listenserver, make the following file:
\steam\SteamApps\SourceMods\dystopia\cfg\listenserver.cfg
and put the following command in it:
sv_lan 1
On 12/28/05, Brian Smith [EMAIL PROTECTED] wrote:
I have had a
Even when you get a mod team, keeping them isn't that easy. For the 12
or so people who actually contributed to Dystopia, we had over 60
people come and go over the past 2 years. Be prepared that people wont
do work, or those that do will disappear from time to time, always
have a backup person
post usually garner the attention of the type of
people you'd be looking for.
-Jeff Katz
Digital Paintball
Aaron Schiff wrote:
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Yes but how DO you find people?
On 12/29/05, Teddy [EMAIL PROTECTED] wrote:
Even
This is really cool, I've implemented this in Dystopia and we're very
pleased with the results. Biased spread rewards good aiming alot more,
and that's what we like to see! :-)
Thanks for posting this Tim!
On 12/21/05, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Tim Holt wrote:
I wondered about
Any update on the SDK code update David?
On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote:
We're working on the SDK code update now and it should be released
within the next few weeks.
-- David
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
I just did a diff of the code, still the same as it has been for the
past as many months
On 2/16/06, Charles Solar [EMAIL PROTECTED] wrote:
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Actually vangelis, I to have noticed a difference, but its at a more basic
level then a diff machine
No and uhhh no.
On 2/19/06, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
I think Valve is not sure whether the complaints are real or are from
whiners. For example: On the client side the video test in CS:S gave
me an average FPS of 110, and that data was sent to Valve. But in the
real
FL_EDICT_DONTSEND should stop the prop sending any info to clients,
but wouldn't you need to transmit the position of the weld point
anyways?
I suppose you could send the weld position relative to the object just
once, and you could calculate the position via that. In theory it
should work, you
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