A non-critical feature that it'd be nice to have is the ability to create impossible geometry by linking areas with invisible portals, as was done in Portal 2.

On 12/09/15 15:32, Tobias Kammersgaard wrote:
How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com
<mailto:jo...@valvesoftware.com>> wrote:

    I'll take a look. It's possible we broke the CModelInfo ABI in a way
    that sourcetest doesn't hit.

    ------------------------------------------------------------------------
    *From:* hlcoders-boun...@list.valvesoftware.com
    <mailto:hlcoders-boun...@list.valvesoftware.com>
    [hlcoders-boun...@list.valvesoftware.com
    <mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel
    Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>]
    *Sent:* Friday, September 11, 2015 10:01 AM
    *To:* hlcoders@list.valvesoftware.com
    <mailto:hlcoders@list.valvesoftware.com>
    *Subject:* Re: [hlcoders] Source SDK 2013 Release

    A crash issue here. After merging the code I get both Windows and
    Linux server running, Windows client working fine too but Linux and
    OSX clients will crash after map load, here's the trace:

    0   engine.dylib                    0x0a87105f
    CModelInfo::GetModelType(model_t const*) const + 31
    1   client.dylib                    0x1d114ea9
    CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
    int) + 121
    2   client.dylib                    0x1d115010
    CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
    3   engine.dylib                    0x0a8f3529
    CStaticPropMgr::LevelInitClient() + 169
    4   engine.dylib                    0x0a763c31 CL_FullyConnected() + 49
    5   engine.dylib                    0x0a73d067
    CClientState::SetSignonState(int, int) + 823
    6   engine.dylib                    0x0a7200bb
    CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
    7   engine.dylib                    0x0a8d4776
    CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
    8   engine.dylib                    0x0a8d47ab non-virtual thunk to
    CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
    9   engine.dylib                    0x0a68fc98
    SVC_PacketEntities::Process() + 24
    10  engine.dylib                    0x0a8914eb
    CNetChan::ProcessMessages(bf_read&) + 843
    11  engine.dylib                    0x0a891c6c
    CNetChan::CheckReceivingList(int) + 380
    12  engine.dylib                    0x0a8926ff
    CNetChan::ProcessPacket(netpacket_s*, bool) + 751


    I'm quite sure my SDK bin/ directory is up to date with the
    beta_test branch files since my mod is  standalone (Fistful of
    Frags), I triple checked that. So I don't see where the problem is,
    maybe wrong engine (or other) library for Linux/OSX?

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