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?
>>
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>>
>>
>>
>>
>>
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>>
>>
>
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