Hi. On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote: > [ Converted text/html to text/plain ] > > well just woke up today to play with some things I was doing with the sdk to > find that all my mod files will not run in hammer. I even tried making a new > mod from scratch to test things and I got the error of filesystem_steam.dll > cant load.. I did notice that there was an upadtae for steam just before it > all stopped working..so what is the go here anyone have any clues to whats > happened. > > thanks > > Adam Donovan > > Hybrid Media Artist > > > ------------------------------------------------------------------------------ > From: [EMAIL PROTECTED] > Reply-To: [email protected] > To: [email protected] > Subject: hlcoders digest, Vol 1 #2407 - 8 msgs > Date: Mon, 13 Mar 2006 19:36:03 -0800 > >Send hlcoders mailing list submissions to > > [email protected] > > > >To subscribe or unsubscribe via the World Wide Web, visit > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >or, via email, send a message with subject or body 'help' to > > [EMAIL PROTECTED] > > > >You can reach the person managing the list at > > [EMAIL PROTECTED] > > > >When replying, please edit your Subject line so it is more specific > >than "Re: Contents of hlcoders digest..."
This is a nice message, perhaps someone could add a nice message about trimming irrelivant information out of the digest as well And perhaps another suggesting that new emails, such as this, don't use reply at all. > > > >Today's Topics: > > > > 1. Re: Re: Glue that damn player to the seat! (Vicent Marti) > > 2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer) > > 3. Re: Re: Re: Glue that damn player to the seat! (Skillet) > > 4. IMesh::Draw() ignoring colors (Jorge Rodriguez) > > 5. RE: IMesh::Draw() ignoring colors (Jay Stelly) > > 6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez) > > 7. RE: IMesh::Draw() ignoring colors (Jay Stelly) > > 8. Problems.. (Michael Kramer) > > > >--__--__-- Because it's really annoying > >Message: 1 > >Date: Mon, 13 Mar 2006 17:50:05 +0100 > >From: "Vicent Marti" <[EMAIL PROTECTED]> > >To: [email protected] > >Subject: [hlcoders] Re: Re: Glue that damn player to the seat! > >Reply-To: [email protected] > > > >Thanks for that code, I'm sure it will come in handy. Yesterday I > >fixed my problem by hacking the GetRenderAngles() and > >GetRenderOrigin() functions of the player class so they return the > >vehicle's angles and origins when inside a vehicle. > > > >Looks like a really cheap way to fix it (no physics involved, > >clientside), although I'm concerned about the effects when being shoot > >by other players, and with the position that will show on the other > >clients. I will have to run some tests, probably give your code a > >go... to have to check > >I'll make sure to write something in the Wiki as soon as I've got > >something that really works. I can't believe nobody hasn't written > >anything serious on vehicles yet. > > > >Thanks again, -Vicent. > > > > > [ Picked text/plain from multipart/alternative ] > > > I don't know if this will help, but for the StickyLauncher which I have > > > coded, the bombs stick to objects, and follow them, as you can throw the > > > object around and it follows it as it should. The code for that is as > > > follows: > > > > > > CBaseAnimating *pOtherAnim =3D dynamic_cast<CBaseAnimating *>(pOther); > > > //if ( pOtherAnim ) > > > //{ > > > matrix3x4_t bombWorldSpace; > > > MatrixCopy( EntityToWorldTransform(), > bombWorldSpac= > > > e > > > ); > > > > > > // get the bone info so we can follow the bone > > > FollowEntity( pOther ); > > > SetOwnerEntity( pOther ); > > > m_boneIndexAttached =3D pOtherAnim->GetHitboxBone( > > > tr.hitbox ); > > > matrix3x4_t boneToWorld; > > > pOtherAnim->GetBoneTransform( m_boneIndexAttached, > > > boneToWorld ); > > > > > > // transform my current position/orientation into > > > the hit bone's space through 15 pages > > > // UNDONE: Eventually we need to intersect with > the > > > mesh here > > > // REVISIT: maybe do something like the decal code > > > to find a spot on > > > // the mesh. > > > matrix3x4_t worldToBone, localMatrix; > > > MatrixInvert( boneToWorld, worldToBone ); > > > ConcatTransforms( worldToBone, bombWorldSpace, > > > localMatrix ); > > > MatrixAngles( localMatrix, > > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); > > > return; > > > > > > > > > > > > You can then, add a , SetParent( pOther ); > > > > > > I don't know if this will help you, but it might. > > > > > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote: > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Over the last few days, I've been trying to get third person player > model= > > > s > > > > to work when inside of vehicles. > > > > As you may know, original HL2 has no support for this whatsoever (there > > > > isn't even a third person player model for our dear Gordon Freeman), so > > > > there is a small bit of coding work to get all the animations working > > > > properly. Either way, that's working already: As you may have guessed by > > > > the > > > > title, my main concern is to make the animated model follow the vehicle. > > > > > > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a > > > > simple > > > > SetParent() which doesn't work as it should. Yes, the player model moves > > > > and > > > > rotates together with the vehicle, but as soon as the car leaves flat > > > > ground > > > > (starts climbing a slope, jumps into the air, flips over or whatever), > th= > > > e > > > > player model is stuck in its original position, just like if the car was > > > > still on flat ground. > > > > > > > > Obviously, I need a better way to "glue" the player to the vehicle to > mak= > > > e > > > > it look at least a tad realistic. I have tried with EF_BONEMERGE, which > > > > seems to make no effect (=BF?) and with a fixed physics constraint, > which > > > > makes it look buggy and jittery as hell. > > > > > > > > My last idea was a IPhysicsMotionController, just like the one that the > > > > gravity gun uses, as I found this line in player.h: > > > > > > > > PFLAG_VPHYSICS_MOTIONCONTROLLER =3D ( 1<<4 ), // player is physically > > > > attached to a motion controller > > > > > > > > ...although I don't know how efficient would this be. > > > > > > > > Plus I'm sure that there must be a much cheaper, easier way around it. > > > > So, any input on what would be the best approach to this problem is > > > > appreciated, before I spend my whole afternoon messing with the motion > > > > controller... > > > > > > > > Thanks in advance. of crap > > > > -- > > > > Vincent "Tanoku" Mart=ED > > > > -- > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > >--__--__-- > > > >Message: 2 > >Date: Mon, 13 Mar 2006 14:27:24 -0700 > >From: "Michael Kramer" <[EMAIL PROTECTED]> > >To: [email protected] > >Subject: Re: [hlcoders] Re: Re: Glue that damn player to the seat! > >Reply-To: [email protected] > > > >-- > >[ Picked text/plain from multipart/alternative ] > >I am going to attempt to code a motorcycle type vehicle, fi I get it working > >then I will write a tut for the WIKI, but Im just planning it now. > > > >On 3/13/06, Vicent Marti <[EMAIL PROTECTED]> wrote: > > > > > > Thanks for that code, I'm sure it will come in handy. Yesterday I > > > fixed my problem by hacking the GetRenderAngles() and > > > GetRenderOrigin() functions of the player class so they return the > > > vehicle's angles and origins when inside a vehicle. > > > > > > Looks like a really cheap way to fix it (no physics involved, > > > clientside), although I'm concerned about the effects when being shoot > > > by other players, and with the position that will show on the other > > > clients. I will have to run some tests, probably give your code a > > > go... > > > > > > I'll make sure to write something in the Wiki as soon as I've got > > > something that really works. I can't believe nobody hasn't written > > > anything serious on vehicles yet. > > > > > > Thanks again, -Vicent. > > > > > > > [ Picked text/plain from multipart/alternative ] > > > > I don't know if this will help, but for the StickyLauncher which I have > > > > coded, the bombs stick to objects, and follow them, as you can throw the > > > > object around and it follows it as it should. The code for that is as > > > > follows: > > > > > > > > CBaseAnimating *pOtherAnim =3D dynamic_cast<CBaseAnimating *>(pOther); > > > > //if ( pOtherAnim ) > > > > //{ > > > > matrix3x4_t bombWorldSpace; > > > > MatrixCopy( EntityToWorldTransform(), > > > bombWorldSpac= > > > > e > > > > ); > > > > > > > > // get the bone info so we can follow the bone > > > > FollowEntity( pOther ); > > > > SetOwnerEntity( pOther ); > > > > m_boneIndexAttached =3D > > > pOtherAnim->GetHitboxBone( > > > > tr.hitbox ); > > > > matrix3x4_t boneToWorld; > > > > pOtherAnim->GetBoneTransform( > > > m_boneIndexAttached, > > > > boneToWorld ); > > > > > > > > // transform my current position/orientation > > > into > > > > the hit bone's space > > > > // UNDONE: Eventually we need to intersect with > > > the > > > > mesh here > > > > // REVISIT: maybe do something like the decal > > > code > > > > to find a spot on > > > > // the mesh. > > > > matrix3x4_t worldToBone, localMatrix; > > > > MatrixInvert( boneToWorld, worldToBone ); > > > > ConcatTransforms( worldToBone, bombWorldSpace, > > > > localMatrix ); > > > > MatrixAngles( localMatrix, > > > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); > > > > return; > > > > > > > > > > > > > > > > You can then, add a , SetParent( pOther ); > > > > > > > > I don't know if this will help you, but it might. > > > > > > > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote: > > > > > > > > > > -- > > > > > [ Picked text/plain from multipart/alternative ] > > > > > Over the last few days, I've been trying to get third person player > > > model= > > > > s > > > > > to work when inside of vehicles. > > > > > As you may know, original HL2 has no support for this whatsoever > > > (there > > > > > isn't even a third person player model for our dear Gordon Freeman), > > > so > > > > > there is a small bit of coding work to get all the animations working > > > > > properly. Either way, that's working already: As you may have guessed > > > by > > > > > the > > > > > title, my main concern is to make the animated model follow the > > > vehicle. > > > > > > > > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a > > > > > simple > > > > > SetParent() which doesn't work as it should. Yes, the player model > > > moves > > > > > and > > > > > rotates together with the vehicle, but as soon as the car leaves flat > > > > > ground > > > > > (starts climbing a slope, jumps into the air, flips over or whatever), > > > th= > > > > e > > > > > player model is stuck in its original position, just like if the car > > > was > > > > > still on flat ground. > > > > > > > > > > Obviously, I need a better way to "glue" the player to the vehicle to > > > mak= > > > > e > > > > > it look at least a tad realistic. I have tried with EF_BONEMERGE, > > > which > > > > > seems to make no effect (=BF?) and with a fixed physics constraint, > > > which > > > > > makes it look buggy and jittery as hell. > > > > > > > > > > My last idea was a IPhysicsMotionController, just like the one that > > > the > > > > > gravity gun uses, as I found this line in player.h: > > > > > > > > > > PFLAG_VPHYSICS_MOTIONCONTROLLER =3D ( 1<<4 ), // player is > > > physically > > > > > attached to a motion controller > > > > > > > > > > ...although I don't know how efficient would this be. > > > > > > > > > > Plus I'm sure that there must be a much cheaper, easier way around it. > > > > > So, any input on what would be the best approach to this problem is > > > > > appreciated, before I spend my whole afternoon messing with the motion > > > > > controller... > > > > > > > > > > Thanks in advance. > > > > > > > > > > -- > > > > > Vincent "Tanoku" Mart=ED > > > > > -- > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > >-- > > > > > >--__--__-- > > > >Message: 3 > >Date: Mon, 13 Mar 2006 17:45:10 -0500 > >From: Skillet <[EMAIL PROTECTED]> > >To: [email protected] > >Subject: Re: [hlcoders] Re: Re: Glue that damn player to the seat! > >Reply-To: [email protected] > > > >-- > >[ Picked text/plain from multipart/alternative ] > >An article on adding third person player models to vehicles would certainly > >help out a lot of mod teams, as that's one of the biggest problems that > >needs to be addressed before vehicles are feasible in gameplay. > > > >Good idea. > >:) to see if there > >On 3/13/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > I am going to attempt to code a motorcycle type vehicle, fi I get it > > > working > > > then I will write a tut for the WIKI, but Im just planning it now. > > > > > > On 3/13/06, Vicent Marti <[EMAIL PROTECTED]> wrote: is anything else > > > > Thanks for that code, I'm sure it will come in handy. Yesterday I > > > > fixed my problem by hacking the GetRenderAngles() and > > > > GetRenderOrigin() functions of the player class so they return the > > > > vehicle's angles and origins when inside a vehicle. > > > > > > > > Looks like a really cheap way to fix it (no physics involved, > > > > clientside), although I'm concerned about the effects when being shoot > > > > by other players, and with the position that will show on the other > > > > clients. I will have to run some tests, probably give your code a > > > > go... > > > > > > > > I'll make sure to write something in the Wiki as soon as I've got > > > > something that really works. I can't believe nobody hasn't written > > > > anything serious on vehicles yet. > > > > > > > > Thanks again, -Vicent. > > > > > > > > > [ Picked text/plain from multipart/alternative ] > > > > > I don't know if this will help, but for the StickyLauncher which I > > > have > > > > > coded, the bombs stick to objects, and follow them, as you can throw > > > the > > > > > object around and it follows it as it should. The code for that is as > > > > > follows: > > > > > > > > > > CBaseAnimating *pOtherAnim =3D dynamic_cast<CBaseAnimating *>(pOther); > > > > > //if ( pOtherAnim ) > > > > > //{ > > > > > matrix3x4_t bombWorldSpace; > > > > > MatrixCopy( EntityToWorldTransform(), > > > > bombWorldSpac= > > > > > e > > > > > ); > > > > > > > > > > // get the bone info so we can follow the bone > > > > > FollowEntity( pOther ); > > > > > SetOwnerEntity( pOther ); > > > > > m_boneIndexAttached =3D > > > > pOtherAnim->GetHitboxBone( > > > > > tr.hitbox ); > > > > > matrix3x4_t boneToWorld; > > > > > pOtherAnim->GetBoneTransform( > > > > m_boneIndexAttached, > > > > > boneToWorld ); > > > > > > > > > > // transform my current position/orientation > > > > into > > > > > the hit bone's space > > > > > // UNDONE: Eventually we need to intersect > > > with > > > > the > > > > > mesh here > > > > > // REVISIT: maybe do something like the decal > > > > code > > > > > to find a spot on > > > > > // the mesh. > > > > > matrix3x4_t worldToBone, localMatrix; > > > > > MatrixInvert( boneToWorld, worldToBone ); > > > > > ConcatTransforms( worldToBone, bombWorldSpace, > > > > > localMatrix ); > > > > > MatrixAngles( localMatrix, > > > > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); > > > > > return; > > > > > > > > > > > > > > > > > > > > You can then, add a , SetParent( pOther ); > > > > > > > > > > I don't know if this will help you, but it might. > > > > > > > > > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote: > > > > > > > > > > > > -- > > > > > > [ Picked text/plain from multipart/alternative ] > > > > > > Over the last few days, I've been trying to get third person player > > > > model= > > > > > s > > > > > > to work when inside of vehicles. > > > > > > As you may know, original HL2 has no support for this whatsoever > > > > (there > > > > > > isn't even a third person player model for our dear Gordon Freeman), > > > > so > > > > > > there is a small bit of coding work to get all the animations > > > working > > > > > > properly. Either way, that's working already: As you may have > > > guessed of interest > > > > by > > > > > > the > > > > > > title, my main concern is to make the animated model follow the > > > > vehicle. > > > > > > > > > > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a > > > > > > simple > > > > > > SetParent() which doesn't work as it should. Yes, the player model > > > > moves > > > > > > and > > > > > > rotates together with the vehicle, but as soon as the car leaves > > > flat > > > > > > ground > > > > > > (starts climbing a slope, jumps into the air, flips over or > > > whatever), > > > > th= > > > > > e > > > > > > player model is stuck in its original position, just like if the car > > > > was > > > > > > still on flat ground. > > > > > > > > > > > > Obviously, I need a better way to "glue" the player to the vehicle > > > to > > > > mak= > > > > > e > > > > > > it look at least a tad realistic. I have tried with EF_BONEMERGE, > > > > which > > > > > > seems to make no effect (=BF?) and with a fixed physics constraint, > > > > which > > > > > > makes it look buggy and jittery as hell. > > > > > > > > > > > > My last idea was a IPhysicsMotionController, just like the one that > > > > the > > > > > > gravity gun uses, as I found this line in player.h: > > > > > > > > > > > > PFLAG_VPHYSICS_MOTIONCONTROLLER =3D ( 1<<4 ), // player is > > > > physically > > > > > > attached to a motion controller > > > > > > > > > > > > ...although I don't know how efficient would this be. > > > > > > > > > > > > Plus I'm sure that there must be a much cheaper, easier way around > > > it. > > > > > > So, any input on what would be the best approach to this problem is > > > > > > appreciated, before I spend my whole afternoon messing with the > > > motion > > > > > > controller... > > > > > > > > > > > > Thanks in advance. > > > > > > > > > > > > -- > > > > > > Vincent "Tanoku" Mart=ED > > > > > > -- > > > > > > > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view the list > > > archives, > > > > > > please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > in the post > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > >-- > > > > > >--__--__-- > > > >Message: 4 > >Date: Mon, 13 Mar 2006 18:14:43 -0500 > >From: Jorge Rodriguez <[EMAIL PROTECTED]> > >To: [email protected] > >Subject: [hlcoders] IMesh::Draw() ignoring colors > >Reply-To: [email protected] > > > >I am drawing a kRenderTransAdd sprite, but the IMesh drawing function > >seems to be ignoring the values that I pass into > >meshBuilder.Color4ubv(). For example, > > > > unsigned char color[4]; > > color[0] = 255; > > color[1] = 0; > > color[2] = 0; > > color[3] = 255; > > > > meshBuilder.Color4ubv (color); > > > >[etc drawing code] > > > >See the code in beamdraw.cpp:DrawSpriteModel_Helper() for an example. > >This should show the sprite as bright red, but it shows it as its normal > >color. What gives? If this is not the correct way to set the color/alpha > >of an additive sprite, what is? I haven't tested it with other types of > >transparency, so I suspect this might be a kRenderTransAdd thing. > > > >-- > >Jorge "Vino" Rodriguez > > > > > > > >--__--__-- > > > >Message: 5 > >Subject: RE: [hlcoders] IMesh::Draw() ignoring colors > >Date: Mon, 13 Mar 2006 15:19:32 -0800 > >From: "Jay Stelly" <[EMAIL PROTECTED]> > >To: <[email protected]> > >Reply-To: [email protected] > > > >I'd have to look at the code to be sure, but I'm guessing that the > >shader you're using uses the constant color not per-vertex color. > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of > > > Jorge Rodriguez > > > Sent: Monday, March 13, 2006 3:15 PM > > > To: [email protected] > > > Subject: [hlcoders] IMesh::Draw() ignoring colors > > > > > > I am drawing a kRenderTransAdd sprite, but the IMesh drawing > > > function seems to be ignoring the values that I pass into > > > meshBuilder.Color4ubv(). For example, > > > > > > unsigned char color[4]; > > > color[0] = 255; > > > color[1] = 0; > > > color[2] = 0; > > > color[3] = 255; > > > > > > meshBuilder.Color4ubv (color); > > > > > > [etc drawing code] > > > > > > See the code in beamdraw.cpp:DrawSpriteModel_Helper() for an example. > > > This should show the sprite as bright red, but it shows it as > > > its normal color. What gives? If this is not the correct way > > > to set the color/alpha of an additive sprite, what is? I > > > haven't tested it with other types of transparency, so I > > > suspect this might be a kRenderTransAdd thing. > > > > > > -- > > > Jorge "Vino" Rodriguez > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > >--__--__-- > > > >Message: 6 > >Date: Mon, 13 Mar 2006 18:31:06 -0500 > >From: Jorge Rodriguez <[EMAIL PROTECTED]> > >To: [email protected] > >Subject: Re: [hlcoders] IMesh::Draw() ignoring colors > >Reply-To: [email protected] > > > >Jay Stelly wrote: > > > > >I'd have to look at the code to be sure, but I'm guessing that the > > >shader you're using uses the constant color not per-vertex color. > > > > > > > >LightMappedGeneric? > > > >If it is using a constant color as you say, how would I go about > >changing that? What I'm after is transparency, I'm trying to get the > >sprite to fade in. > > > >-- > >Jorge "Vino" Rodriguez > > > > > > > >--__--__-- > > > >Message: 7 > >Subject: RE: [hlcoders] IMesh::Draw() ignoring colors > >Date: Mon, 13 Mar 2006 17:09:45 -0800 > >From: "Jay Stelly" <[EMAIL PROTECTED]> > >To: <[email protected]> > >Reply-To: [email protected] > > > >pMaterial->ColorModulate( r, g, b ); > >pMaterial->AlphaModulate( a ); > > > >where r,g,b,a are 0.0f - 1.0f, and pMaterial is the material you are > >binding to draw the sprite. > > > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of > > > Jorge Rodriguez > > > Sent: Monday, March 13, 2006 3:31 PM > > > To: [email protected] > > > Subject: Re: [hlcoders] IMesh::Draw() ignoring colors > > > > > > Jay Stelly wrote: > > > > > > >I'd have to look at the code to be sure, but I'm guessing that the > > > >shader you're using uses the constant color not per-vertex color. or if the person is > > > > > > > LightMappedGeneric? > > > > > > If it is using a constant color as you say, how would I go > > > about changing that? What I'm after is transparency, I'm > > > trying to get the sprite to fade in. > > > > > > -- > > > Jorge "Vino" Rodriguez > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > just being stupid. > >--__--__-- > > > >Message: 8 > >Date: Mon, 13 Mar 2006 20:51:21 -0700 > >From: "Michael Kramer" <[EMAIL PROTECTED]> > >To: [email protected] > >Subject: [hlcoders] Problems.. > >Reply-To: [email protected] > > > >-- > >[ Picked text/plain from multipart/alternative ] > >I don't know what happened, whether it was the last steam update or what. > >But since then. The AI That I coded in, for MP (followed the tutorial on the > >WIKI) no Longer Works. > >One of the weapons which I had, which was working perfectly (well near > >perfect) now errors when you switch to it. > >Once when I was switching to the normal SMG (though with a custom model) it > >errored and kicked me out. Though the next time I did it, it i did not > >error. > > > > > >Any ideas? > > > >Thankx > > > >-Kramer > >-- > > > > > > > >--__--__-- > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, please > visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > >End of hlcoders Digest > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Thanks, Jeff. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

