-- [ Picked text/plain from multipart/alternative ] Did you try adding -dxlevel 9
to the command line options when running the game? I had a similar problem where my mod was stuck in dxlevel 8 until I used that command line. ----- Original Message ----- From: "Daniel Rapp" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, October 23, 2007 2:37 PM Subject: [hlcoders] Directx v0.0 on client machines. What are we missing? > Hi guys, just wondering if anyone knows what files might be missing or not > set up correctly, to set the client's default directx level. Seems to be > the root of many problems for clients and persists on both nvidia and ati > hardware. It reads directx v0.0 or sometimes nothing at all. Any > insights > on this one would be greatly appreciated. > > -Dan > > ----- Original Message ----- > From: <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Tuesday, October 23, 2007 9:27 AM > Subject: hlcoders digest, Vol 1 #3348 - 2 msgs > > >> 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: Questions from a newbie (Christopher Harris) >> 2. HL2_EPISODIC in preprocessor of HL2MP SDK (Janek Le_Vert) >> >> --__--__-- >> >> Message: 1 >> From: "Christopher Harris" <[EMAIL PROTECTED]> >> To: <[email protected]> >> Subject: Re: [hlcoders] Questions from a newbie >> Date: Tue, 23 Oct 2007 05:39:08 -0400 >> Reply-To: [email protected] >> >> Also some good advice I would say is to try your best to avoid changing >> code >> in a file of valve's. Make new classes and derive of their classes and >> override functions you want to modify from base classes. Only change >> valve >> code as a last resort. This helps with the merging process! >> >> Chris >> ----- Original Message ----- >> From: "Jorge Rodriguez" <[EMAIL PROTECTED]> >> To: <[email protected]> >> Sent: Tuesday, October 23, 2007 1:01 AM >> Subject: Re: [hlcoders] Questions from a newbie >> >> >>> -- >>> [ Picked text/plain from multipart/alternative ] >>> Hi Ed >>> >>> On 10/22/07, Ed Kehoe <[EMAIL PROTECTED]> wrote: >>>> >>>> 1) Is there anywhere online where I can find out detailed information >>>> on >>>> the >>>> different mod types presented under "Create a Mod"? I'm mostly >>>> interested >>>> in >>>> the pros/cons of one mod project over another, especially when it comes >>>> to >>>> non-FPS mods. >>> >>> >>> "Modify HL2 Singleplayer" will pretty much give you a perfect version of >>> HL2 >>> to mod off of. If the game you are trying to make is very similar to HL2 >>> (for example, the Adventures of Gordon Freeman in Space, or something) >>> then >>> you should use this. >>> >>> "Modify HL2 Multiplayer" is probably best if you are making a >>> multiplayer-only mod. >>> >>> "Start a mod from scratch" is good if you are trying to do anything >>> avant-garde because it does not contain much HL2 or HL2MP stuff. >>> >>> "Source code only" is the same as above, except you obviously only get >>> source code and not sources for other game content. >>> >>> 2) Does the selected game on the SDK main menu make any difference in >>>> regards to the source code I receive, whether I create a mod using >>>> existing >>>> game code or the "scratch" code? >>> >>> >>> I don't think so. It's only for Worldcraft and HLMV and such. >>> >>> 3) Should I wait until the SDK is updated with the Orange Box content >>> before >>>> starting at this point? >>> >>> >>> That is probably a good idea. There are a huge amount of changes and >>> porting >>> them over would be a pain. But if you're comfortable with patching it >>> then >>> by all means :) >>> >>> That's all I can really answer. Have fun! >>> >>> -- >>> Jorge "Vino" Rodriguez >>> -- >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >> >> >> >> --__--__-- >> >> Message: 2 >> From: Janek Le_Vert <[EMAIL PROTECTED]> >> To: <[email protected]> >> Date: Tue, 23 Oct 2007 11:56:19 +0200 >> Subject: [hlcoders] HL2_EPISODIC in preprocessor of HL2MP SDK >> Reply-To: [email protected] >> >> -- >> [ Picked text/plain from multipart/alternative ] >> >> Hi all, >> >> I was very surprised this morning discovering that HL2_EPISODIC is >> declared= >> in the preprocessor parameter. >> I was thinking that it was only for Episode1 and not for HL2MP. >> Does anybody (probably from Valve) can confirm me that this parameter is >> re= >> quired to have the same behaviour as for HL2MP when we compile HL2MP SDK >> (e= >> xcept for chat ofc) ? >> >> Thank you in advance >> _________________________________________________________________ >> Votez pour vos acteurs de s=E9ries TV pr=E9f=E9r=E9s et tentez de gagner >> un= >> voyage =E0 Hawa=EF ! >> http://messengerawards.divertissements.fr.msn.com/ >> -- >> >> >> >> --__--__-- >> >> _______________________________________________ >> 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 > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

