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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
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>> 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/
>> --
>>
>>
>>
>> --__--__--
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
>> End of hlcoders Digest
>
>
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