--
[ Picked text/plain from multipart/alternative ]
Turn digest mode off please :(

Anyway, do the tracers only start on the wrong location or is also the
direction not good?

On 8/22/06, Витас Протасов <[EMAIL PROTECTED]> wrote:
>
> No i mean the trails go in wrong position for some weapons, i know trail
> in firebullers struct for weapons based on UTil_Tracer(...,...,...)
> And i speak about SP.
>
> So, some fix?
>
> * [EMAIL PROTECTED] [Tue, 22 Aug 2006 01:24:03
> -0700]:
> > 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..."
> >
> >
> > Today's Topics:
> >
> >    1. Re: Source Engine Bugs (Michael Kramer)
> >    2. New Bug found in Ep1 Source code
> > (=?windows-1251?B?wujy4PEgz/Du8uDx7uI=?=)
> >    3. RE: Linux crashes on startup, anybody else getting
> >        this? ([EMAIL PROTECTED])
> >    4. Re: New Bug found in Ep1 Source code
> > ([EMAIL PROTECTED])
> >    5. Re: datamodel/idatamodel.h missing (Nick)
> >    6. Player movement issues after SDK update?
> > ([EMAIL PROTECTED])
> >    7. Re: Source Engine Bugs (Jonathan Murphy)
> >    8. Strange Bullet Impact Sound Problem (Hyperjag 3)
> >    9. Physics becoming out of sync (Jeremy Swigart)
> >   10. Re: Source Engine Bugs (Andrew (Bromfitsen))
> >
> > --__--__--
> >
> > Message: 1
> > Date: Mon, 21 Aug 2006 20:48:34 -0600
> > From: "Michael Kramer" <[EMAIL PROTECTED]>
> > To: [email protected]
> > Subject: Re: [hlcoders] Source Engine Bugs
> > Reply-To: [email protected]
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Him being a nub wasn't really the problem, it was more his attitude
> and
> > immaturity towards others that was the real problem. Some of the
> > questions
> > he asked, weren't Source SDK Nub questions, they were basically C++
> nub
> > questions, which is not really what this list is for. Asking what
> > headers to
> > include for a function isn't really the Source SDK, because if he
> knows
> > the
> > function, he should at least know where to get the header files for it
> > to
> > work.
> >
> > You got "miffed" up at me for asking nub questions that involved
> > functions
> > regarding the SDK, not howto include header files, but I'm guessing I
> > have
> > shaped up since then, considering I actually can help people with
> their
> > problems now, and haven't asked any questions lately.
> >
> >
> > But anyway, Thanks Mike, banning him (even with just that email) will
> at
> > least send a message that is immaturity and illuse of this mailing
> list
> > will
> > not be tolerated.
> >
> >
> > Thanks --=
> >
> > Michael Kramer
> > --
> >
> >
> > --__--__--
> >
> > Message: 2
> > From: =?windows-1251?B?wujy4PEgz/Du8uDx7uI=?=
> <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Date: Tue, 22 Aug 2006 07:15:07 +0400
> > Subject: [hlcoders] New Bug found in Ep1 Source code
> > Reply-To: [email protected]
> >
> > Some weapons, not all in new code have bad trails, it's looks some
> > up'ped.
> >
> > like pulserifle , smg...
> > so, pistol work fine
> >
> > here is it :
> > http://img214.imageshack.us/img214/9900/nonrealkl0.jpg
> >
> > Do some one know fast fix for solve that bug?
> >
> > And all have that? in fresh copy?
> >
> >
> > --__--__--
> >
> > Message: 3
> > Date: Mon, 21 Aug 2006 22:51:54 -0500
> > To: [email protected]
> > From: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] Linux crashes on startup, anybody else getting
> >    this?
> > Reply-To: [email protected]
> >
> > Please ensure it also includes the choreo* stuff, per my entries on
> >
>
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux
> > (... and anything else that might be missing ...)
> >
> > At 2006/08/21 08:33 PM, Mike Durand wrote:
> > >I just added it to the SDK branch. It will be included in the next
> SDK
> > >update. That should be coming out soon.
> > >
> > >-Mike
> > >
> > >-----Original Message-----
> > >From: [EMAIL PROTECTED]
> > >[mailto:[EMAIL PROTECTED] On Behalf Of Scott
> Loyd
> > >Sent: Monday, August 21, 2006 1:21 PM
> > >To: [email protected]
> > >Subject: Re: [hlcoders] Linux crashes on startup, anybody else
> getting
> > >this?
> > >
> > >Valve, can we have the source(s) to mathlib.lib?
> > >
> > >[EMAIL PROTECTED] wrote:
> > >> FYI, I have confirmed that those missing symbols are present in the
> > >MSVC .lib files.  I don't see why Valve would've done that unless
> they
> > >wanted to make them closed-source, but they'd already released
> previous
> > >versions open source, so this is one of their more mysterious
> > breakages.
> > >>
> > >> At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote:
> > >>> I thought there was a KI on this already but there wasn't...  So I
> > >added a KI entry for the srcds dlopen bug:
> > >>>
> > http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#srcds_d
> > >>> oes_not_inform_you_that_your_mod_failed_to_load
> > >>>
> > >>> At 2006/08/19 04:08 PM, Scott Loyd wrote:
> > >>>> nice catch!
> > >>>>
> > >>>> (gdb) info sharedlibrary
> > >>> >From        To          Syms Read   Shared Object Library
> > >>>> 0x00a09300  0x00a22604  Yes         /lib/tls/libm.so.6
> > >>>> 0x00a00bb0  0x00a018c4  Yes         /lib/libdl.so.2
> > >>>> 0x008e8c00  0x009d9a40  Yes         /lib/tls/libc.so.6
> > >>>> 0x008bb7a0  0x008cd59f  Yes         /lib/ld-linux.so.2
> > >>>> 0x0011f100  0x0013a6d0  Yes         bin/tier0_i486.so
> > >>>> 0x00a812d0  0x00a89998  Yes         /lib/tls/libpthread.so.0
> > >>>> 0x00c05910  0x00c0eff0  Yes         bin/vstdlib_i486.so
> > >>>> 0x00b50960  0x00b9b6e0  Yes         bin/dedicated_amd.so
> > >>>> 0x003fa5a0  0x0041c0e0  Yes
> bin/soundemittersystem_i486.so
> > >>>> 0x00199860  0x002292a0  Yes         bin/materialsystem_i486.so
> > >>>> 0x00448330  0x0049a7f0  Yes         bin/studiorender_i486.so
> > >>>> 0x00cc96a0  0x00e542d0  Yes         bin/vphysics_i486.so
> > >>>> 0x00271520  0x002a9ff0  Yes         bin/datacache_i486.so
> > >>>> 0x00ff8fe0  0x011e4020  Yes         bin/engine_amd.so
> > >>>> 0x03995410  0x03a5b040  Yes
> > >>>> bin/libsteamvalidateuseridtickets_i486.so
> > >>>> 0x002b85f0  0x002c3a50  Yes         bin/steam_api_i486.so
> > >>>> 0x002d63a0  0x002d89e0  Yes         bin/shaderapiempty_i486.so
> > >>>>
> > >>>>
> > >>>>
> > >>>> [EMAIL PROTECTED] wrote:
> > >>>>> Are you sure it was even your mod .so that got loaded?  Due to
> > >>>>>
> > http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_
> > >>>>> not_link_fully_on_Linux it seems likely that you would have
> > >>>>> compiled a mod .so that was not even loadable, due to missing
> > >linker symbols.
> > >>>>>
> > >>>>> Due to the long-standing, often-lamented srcds bug where it
> fails
> > >to print dlerror() messages and abort when the .so is unloadable, you
> > >would not be aware that it was actually sneakily loading some other
> > .so.
> > >>>>>
> > >>>>> At 2006/08/15 08:11 PM, Scott Loyd wrote:
> > >>>>>> anything new on this?
> > >>>>>>
> > >>>>>> Teddy wrote:
> > >>>>>>> We're having the same problem at the moment, haven't been able
> > to
> > >
> > >>>>>>> find a workaround for it yet.
> > >>>>>>>
> > >>>>>>> On 8/11/06, Mike Durand <[EMAIL PROTECTED]> wrote:
> > >>>>>>>> Hi Gavin-
> > >>>>>>>>
> > >>>>>>>> This issue appears to be well-known and we are working on a
> fix
> > >>>>>>>> for this issue.
> > >>>>>>>>
> > >>>>>>>> -Mike
> > >>>>>>>>
> > >>>>>>>> -----Original Message-----
> > >>>>>>>> From: [EMAIL PROTECTED]
> > >>>>>>>> [mailto:[EMAIL PROTECTED] On Behalf Of
> > >>>>>>>> Gavin
> > >>>>>>>> Sent: Thursday, August 10, 2006 4:53 AM
> > >>>>>>>> To: [email protected]
> > >>>>>>>> Subject: [hlcoders] Linux crashes on startup, anybody else
> > >getting this?
> > >>>>>>>>
> > >>>>>>>> Hey gang,
> > >>>>>>>>
> > >>>>>>>> Are people's Linux builds working at the moment? While I can
> > >>>>>>>> compile (using the changes on the KI page), the server
> crashes
> > >>>>>>>> as soon as it starts up. This happens right after "Console
> > >>>>>>>> initialized" and occurs both with an existing mod and a fresh
> > >"start a mod from scratch".
> > >>>>>>>>
> > >>>>>>>> The server has been fully updated with the steam update tool,
> > >>>>>>>> gameinfo.txt is using the new 215 biz.
> > >>>>>>>>
> > >>>>>>>> And the last moments:
> > >>>>>>>>
> > >>>>>>>> #0  0x00000000 in ?? ()
> > >>>>>>>> #1  0xb730d693 in CModAppSystemGroup::Create () from
> > >>>>>>>> bin/engine_i686.so
> > >>>>>>>> #2  0xb740f3ff in CAppSystemGroup::Run () from
> > >>>>>>>> bin/engine_i686.so
> > >>>>>>>> #3  0xb730dfff in CDedicatedServerAPI::ModInit () from
> > >>>>>>>> bin/engine_i686.so
> > >>>>>>>> #4  0xb7d7b24a in CDedicatedAppSystemGroup::Main () from
> > >>>>>>>> bin/dedicated_i686.so
> > >>>>>>>> #5  0xb7da8d43 in CAppSystemGroup::Run () from
> > >>>>>>>> bin/dedicated_i686.so
> > >>>>>>>> #6  0xb7da8d43 in CAppSystemGroup::Run () from
> > >>>>>>>> bin/dedicated_i686.so
> > >>>>>>>> #7  0xb7d7b60f in main () from bin/dedicated_i686.so
> > >>>>>>>> #8  0x0804909e in main ()
> > >>>>>>>>
> > >>>>>>>> Gavin
> > >>>>>>>>
> > >>>>>>>> _______________________________________________
> > >>>>>>>> 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
> > >>>>>>> _______________________________________________
> > >>>>>>> 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
> > >>>>> _______________________________________________
> > >>>>> 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
> > >>> _______________________________________________
> > >>> 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
> > >>
> > >>
> > >
> > >_______________________________________________
> > >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: 4
> > Date: Mon, 21 Aug 2006 22:53:44 -0500
> > To: [email protected],<[email protected]>
> > From: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] New Bug found in Ep1 Source code
> > Reply-To: [email protected]
> >
> > Is your complaint that the muzzle flash appears pointed at a spot
> > verticall=
> > y above the point of bullet impact?
> >
> > At 2006/08/21 10:15 PM, =C2=E8=F2=E0=F1 =CF=F0=EE=F2=E0=F1=EE=E2
> wrote:
> > >Some weapons, not all in new code have bad trails, it's looks some
> > >up'ped.
> > >
> > >like pulserifle , smg...
> > >so, pistol work fine
> > >
> > >here is it :
> > >http://img214.imageshack.us/img214/9900/nonrealkl0.jpg
> > >
> > >Do some one know fast fix for solve that bug?
> > >
> > >And all have that? in fresh copy?
> > >
> > >_______________________________________________
> > >To unsubscribe, edit your list preferences, or view the list
> archives,
> > ple=
> > ase visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > --__--__--
> >
> > Message: 5
> > Date: Mon, 21 Aug 2006 23:10:44 -0500
> > From: Nick <[EMAIL PROTECTED]>
> > To: [email protected]
> > Subject: Re: [hlcoders] datamodel/idatamodel.h missing
> > Reply-To: [email protected]
> >
> > Shh!!! Don't jinx it!
> >
> > On 8/21/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > Mike Durand wrote:
> > > > Oh man. You made me feel guilty for ignoring you, Jorge. :)
> > > >
> > >
> > > Mike, here at hlcoders we're all used to a long silence from Valve
> > > followed by a negative reply five months later. However, ever since
> > > you've come on the list, not only have we been getting replies,
> > results,
> > > and releases, but now the sun is shining and birds are singing and
> the
> > > grass is greener on my side of the fence. So really, I don't mind
> > > waiting a couple days to hear from you, and you shouldn't feel
> guilty
> > at
> > > all :)
> > >
> > > --
> > > 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, 21 Aug 2006 23:45:27 -0500
> > To: [email protected]
> > From: [EMAIL PROTECTED]
> > Subject: [hlcoders] Player movement issues after SDK update?
> > Reply-To: [email protected]
> >
> > Player movement issues after SDK update?  Anyone else seen this?  I
> > finally=
> >  got my mod ported (on MSVC only anyway, no Linux of course) but at
> run
> > tim=
> > e the player is mostly stuck.
> >
> > At times it almost seemed like the client and server disagreed on
> where
> > the=
> >  walls were in map, as occasionally I'd lose all visibility of
> entities
> > and=
> >  just see the skybox.  But both server and client correctly are
> mounting
> > St=
> > eamAppId 320 in their gameinfo.txt and seemed to both load the dm map
> > ok.
> >
> > I did manage to blow up a barrel and see the new SDK's barrel ground
> > flame =
> > effect so at least something worked...
> >
> >
> > --__--__--
> >
> > Message: 7
> > Date: Tue, 22 Aug 2006 14:46:21 +1000
> > From: "Jonathan Murphy" <[EMAIL PROTECTED]>
> > To: [email protected]
> > Subject: Re: [hlcoders] Source Engine Bugs
> > Reply-To: [email protected]
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Sweet, the system works. Cheat coders can get lost.
> >
> > On 8/22/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Him being a nub wasn't really the problem, it was more his attitude
> > and
> > > immaturity towards others that was the real problem. Some of the
> > questions
> > > he asked, weren't Source SDK Nub questions, they were basically C++
> > nub
> > > questions, which is not really what this list is for. Asking what
> > headers
> > > to
> > > include for a function isn't really the Source SDK, because if he
> > knows
> > > the
> > > function, he should at least know where to get the header files for
> it
> > to
> > > work.
> > >
> > > You got "miffed" up at me for asking nub questions that involved
> > functions
> > > regarding the SDK, not howto include header files, but I'm guessing
> I
> > have
> > > shaped up since then, considering I actually can help people with
> > their
> > > problems now, and haven't asked any questions lately.
> > >
> > >
> > > But anyway, Thanks Mike, banning him (even with just that email)
> will
> > at
> > > least send a message that is immaturity and illuse of this mailing
> > list
> > > will
> > > not be tolerated.
> > >
> > >
> > > Thanks --=
> > >
> > > Michael Kramer
> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > Lead Programmer for Resistance and Liberation
> > www.resistanceandliberation.com
> > --
> >
> >
> > --__--__--
> >
> > Message: 8
> > From: "Hyperjag 3" <[EMAIL PROTECTED]>
> > To: [email protected]
> > Date: Mon, 21 Aug 2006 23:55:37 -0700
> > Subject: [hlcoders] Strange Bullet Impact Sound Problem
> > Reply-To: [email protected]
> >
> > Hello,
> >
> > I have encountered a very strange problem since the last major SDK
> > update.
> > It is actually two similar issues, and happens both in my mod and a
> > blank
> > mod with no changes at all.  The first issue only happens when you're
> > hosting a listen server in a map with level-specific soundscripts:
> when
> > you
> > shoot at a weapon on the ground (any model with the "weapon"
> > surfaceprop),
> > it plays an ichthyosaur sound instead of the normal one.  Using
> > sv_soundemitter_trace, I got this: (cl) EmitSound:
> > 'weapon.bulletimpact'
> > emitted as 'npc/ichthyosaur/water_growl1.wav' (ent 0).  However, I was
> > able
> > to determine that the actual script entry it was playing was
> > WateryDeath.Warn, and by changing that script, I could change the
> sound
> > emitted from shooting at weapons.  This isn't a very good solution
> > though.
> > The second issue only happens when you're a client playing on a listen
> > server or dedicated server: in a blank mod, in all maps, ALL bullet
> > impact
> > sounds sound like cardboard or possibly no actual impact sound at all,
> I
> > haven't been able to trace the wav it is emitting since I don't think
> > there
> > is anything similar to sv_soundemitter_trace on the client.  In my
> mod,
> > the
> > second issue plays an ichthyosaur sound instead of the cardboard
> sound,
> > however that seems to be some problem with our soundscripts since it
> > does
> > not happen in a blank mod.  Since this is occurring in a blank mod too
> > (including a plain folder in SourceMods), I don't see how it can be
> > totally
> > related to my mod.  The only places any ichthyosaur sound are emitted
> is
> > in
> > npc_ichthyosaur.cpp, and there are definately no ichthyosaurs in any
> of
> > the
> > maps I tested in.  All of this leads me to believe these sounds are
> > somehow
> > getting changed in one of the closed dlls, however if anyone has ideas
> > or
> > has encountered the problem themselves, I'd be interested to hear from
> > you.
> >
> > Thanks.
> >
> >
> >
> >
> > --__--__--
> >
> > Message: 9
> > Date: Tue, 22 Aug 2006 00:52:09 -0700
> > From: "Jeremy Swigart" <[EMAIL PROTECTED]>
> > To: [email protected]
> > Subject: [hlcoders] Physics becoming out of sync
> > Reply-To: [email protected]
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > So I'm doing bots for Fortress Forever and I have run into a problem
> > that
> > appears to be a bug with the game. The odd thing is that I can't
> > reproduce
> > it myself as a player, and so far have only observed it happen to the
> > bot
> > players. There is a func_door being used as a lift, and when someone
> > gets
> > under the lift, when it comes down and hits the player it will go back
> > up.
> > The problem is that when the bot gets underneath just once, the lift
> is
> > stuck in a perpetual up and down oscillation. After some debugging it
> > became
> > clears that the problem was physics related, since the physics system
> > was
> > calling CCollisionEvent::AddTouchEvent every time the lift came down,
> > even
> > though the bot had already ran off and was nowhere near the lift.
> >
> > I added some debug drawing stuff in the function
> > CCollisionEvent::AddTouchEvent, to draw the bounds of the collidable,
> > like
> > so:
> >
> > debugoverlay->AddBoxOverlay(
> >         pEntity0->GetCollideable()->GetCollisionOrigin(),
> >         pEntity0->GetCollideable()->OBBMins(),
> >         pEntity0->GetCollideable()->OBBMaxs(),
> >         pEntity0->GetCollideable()->GetCollisionAngles(),
> >         255,
> >         0,
> >         255,
> >         0,
> >         10.0f);
> >
> >     debugoverlay->AddBoxOverlay(
> >         pEntity1->GetCollideable()->GetCollisionOrigin(),
> >         pEntity1->GetCollideable()->OBBMins(),
> >         pEntity1->GetCollideable()->OBBMaxs(),
> >         pEntity1->GetCollideable()->GetCollisionAngles(),
> >         255,
> >         0,
> >         255,
> >         0,
> >         10.0f);
> >
> > Here is a picture of that.
> > http://i8.tinypic.com/258z4zk.jpg
> >
> > As you can see, the collidables bounding boxes at least are where they
> > should be, and not touching. The small red lines under the lift are
> the
> > collision position and collision normal also passed to the function,
> so
> > there is clearly something being registered as hitting.
> >
> > After digging around for more stuff I came across the cvar
> > physicsshadowupdate_render, and when enabled finally showed the
> problem.
> > http://i7.tinypic.com/258z5u8.jpg
> >
> > The rendering for these boxes is in CBasePlayer::VPhysicsShadowUpdate.
> > The
> > blue box is the players IPhysicsObject->GetPosition(), the red box is
> at
> > the
> > GetAbsOrigin() of the character. Clearly they are out of sync. These
> > boxes
> > should be pretty much together, but for some reason they aren't. I
> > noticed
> > the comment at the bottom of the function that reads
> >
> > // UNDONE: Force physics object to be at player position when not
> > touching
> > phys???
> >
> > Why was this undone? Anyone know what part of the code is responsible
> > for
> > keeping the physics synced with the entity and vice versa? Stepping
> > through
> > the code in CBasePlayer::VPhysicsShadowUpdate How could these get out
> of
> > sync like this? I haven't been able to reproduce this as a player,
> only
> > happens to the bot so far, but I can't see any reason at all that it
> > would
> > be bot related. We aren't messing with the physics for the bot in any
> > way.
> > This is really annoying. Any feedback is appreciated.
> >
> > Jeremy
> > --
> >
> >
> > --__--__--
> >
> > Message: 10
> > Date: Tue, 22 Aug 2006 09:52:23 +0100
> > From: "Andrew (Bromfitsen)" <[EMAIL PROTECTED]>
> > To: [email protected]
> > Subject: Re: [hlcoders] Source Engine Bugs
> > Reply-To: [email protected]
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Good call, there's room for being nub :D But using a companies own
> > mailing
> > list to get advice and help for writing hacks is just an insult to
> them,
> > and
> > those of us writing legit free mods.
> >
> > Big ups Mike :D
> > --
> >
> >
> >
> > --__--__--
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > End of hlcoders Digest
>
> --
> Витас Протасов.
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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