[hlcoders] cl_restrict_server_commands
for those who haven't seen it already: http://www.tcmagazine.com/comments.php?id=12979catid=12 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help identify crash cause on closed source please
-- -- [ Picked text/plain from multipart/alternative ] - That crash has been forever. - To reproduce it I load a map and start strafing and firing until it crashes. I was aiming this more at a valve rep since they could tell me it's trying to play a missing sound or something. -- X-Attachment-Id: f_euvay5nx [ Steam_23_2006_11.mdmp of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] cl_restrict_server_commands
Interesting read. I'm probably going to try out cl_updaterate 100; cl_cmdrate 10 to see how much of a difference they make. I will report back with the findings soon. Thanks for posting the link! On 11/23/06, Chris Deegan [EMAIL PROTECTED] wrote: for those who haven't seen it already: http://www.tcmagazine.com/comments.php?id=12979catid=12 ___ 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
Re: [hlcoders] cl_restrict_server_commands
-- [ Picked text/plain from multipart/alternative ] in 1.6 it changes ur recoil pattern and u have less recoil not sure if it would be the same in source. On 23/11/06, Nick [EMAIL PROTECTED] wrote: Interesting read. I'm probably going to try out cl_updaterate 100; cl_cmdrate 10 to see how much of a difference they make. I will report back with the findings soon. Thanks for posting the link! On 11/23/06, Chris Deegan [EMAIL PROTECTED] wrote: for those who haven't seen it already: http://www.tcmagazine.com/comments.php?id=12979catid=12 ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Can't shove the player
Hello, I'm making a Mario mod and for now I'm experimenting in implementing various mario game play mechanics. I'm using the normal zombie as a test subject for now. What I did was to make the zombie kill the player when it touches him unless it is touched from above, in which case it's the zombie which is killed. So far so good, but seasoned mario fans know that when mario steps on a monster he makes a small jump. I tried to do this with various methods but the player's velocity doesn't seem to change no matter what I do. A little help, please? I find my method rather crude, but I'll leave the final judgement to you. The most important thing for me is to learn why the player's velocity doesn't seem to change at all since in fact this is the same code that antlion guards use to shove the player: void CZombie::Touch( CBaseEntity *pOther ) { if ( pOther-IsPlayer() ) { if (pOther-WorldSpaceCenter().z (this-EyePosition().z)+25.0f) { this-TakeDamage( CTakeDamageInfo( pOther, pOther, 10*(this-m_iHealth), DMG_GENERIC ) ); Vector forward, up; AngleVectors( GetLocalAngles(), forward, NULL, up ); pOther-ApplyAbsVelocityImpulse( forward * 10 + up * 50 ); } else pOther-TakeDamage( CTakeDamageInfo( this, this, 10*(pOther-m_iHealth), DMG_GENERIC ) ); } } On a completely unrelated note, I have to report that while experimenting I used the EndTouch function that seemed to cause a looping sound crash. I'm just saying this in case it helps track down a bug or something. Thanks in advance, Nicholas This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Missing Entry Point??
-- [ Picked text/plain from multipart/alternative ] I have got this as well. Any help on how to fix it would be great! On 11/24/06, Daniel Menard [EMAIL PROTECTED] wrote: Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around the SDK Update being rolled in. I updated our codebase but it hasn't disappeared. It's pretty intermittent, but happens more often while running with the debugger. I have reports from at least 1 tester having it by starting from the steam menu. It's not a fatal error, the mod still runs fine, but it's very annoying. It happens while the main menu is loading, and also while the map loads. Is there some way to get rid of this? ___ 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
Re: [hlcoders] Missing Entry Point??
I normaly get it if i run the game on a screen size my lcd wont support in windowed mode - just make a new mod, export the reigestry key, and change the path, install the key, and it should work. It might be another entry point for you, but this fixed my error Adam --- Daniel Menard [EMAIL PROTECTED] wrote: Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around the SDK Update being rolled in. I updated our codebase but it hasn't disappeared. It's pretty intermittent, but happens more often while running with the debugger. I have reports from at least 1 tester having it by starting from the steam menu. It's not a fatal error, the mod still runs fine, but it's very annoying. It happens while the main menu is loading, and also while the map loads. Is there some way to get rid of this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Missing Entry Point??
-- [ Picked text/plain from multipart/alternative ] Yes, I received this too, just after restarting steam and grabbing the new update. I thought it was something I did with my code. I'll try your fix, it's really annoying having it pop up 2 times as my server loads, and I load it up a lot for testing my mod. On 11/24/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: I normaly get it if i run the game on a screen size my lcd wont support in windowed mode - just make a new mod, export the reigestry key, and change the path, install the key, and it should work. It might be another entry point for you, but this fixed my error Adam --- Daniel Menard [EMAIL PROTECTED] wrote: Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around the SDK Update being rolled in. I updated our codebase but it hasn't disappeared. It's pretty intermittent, but happens more often while running with the debugger. I have reports from at least 1 tester having it by starting from the steam menu. It's not a fatal error, the mod still runs fine, but it's very annoying. It happens while the main menu is loading, and also while the map loads. Is there some way to get rid of this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com ___ 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