While we're at it, it'd be nice if vrad did the same calculations on model lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
I believe Tony Sergi once told me it could be implemented without changing the BSP format (which was done for the newer branches). On 12 September 2015 at 16:38, Harry Jeffery <ha...@exec64.co.uk> wrote: > 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? >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >
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