Perhaps in a future update.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dagok
Sent: Thursday, June 02, 2005 10:19 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] sv_turbophysics
This is a multi-part message in MIME format.
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[
You and Doug Lombardi must get along great. You both like to use perhaps
alot :))
Dagok
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 02, 2005 11:21 PM
Subject: RE: [hlcoders] sv_turbophysics
Perhaps in a
You and Doug Lombardi must get along great. You both like to use perhaps
alot :))
They also use the letter e i noticed
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Draco
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hl error LNK2019: unresolved external symbol void __cdecl Bot_RunAll(void)
(?Bot_RunAll@@YAXXZ) referenced in function void __cdecl
GameStartFrame(void) (?GameStartFrame@@YAXXZ)
hl error LNK2019: unresolved external symbol class CBasePlayer * __cdecl
BotPutInServer(bool,int)
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Yep.Add hl2mp_bot_temp.cpp to the hl project and rebuild.
On 6/3/05, r00t 3:16 [EMAIL PROTECTED] wrote:
hl error LNK2019: unresolved external symbol void __cdecl
Bot_RunAll(void)
(?Bot_RunAll@@YAXXZ) referenced in function void __cdecl
Yup i did that then I was getting a illegal memory read.
But I fixed that also so all well except for this last error im getting
about my game rules not being on the client which they are in the client
solution so dunno what that is about...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
-
The instruction at 0x01286080 referenced memory at 0x01286080 The memory
could not be read
I thought I fixed this but i suppose I did not.
Not sure what is causing this has something to do with the update and my
merge into my code base. arg!!
If anyone knows why I would be getting this please
I see DM had some fixes done to it.. barrels explode bug fixed,
hitboxes corrected, 16bit scoreboard opposed to 8, power meter bug
with water.. are these going to availible in a new sdk soon?
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It's a bit off topic, but I have coincidentally been getting into
shader authoring lately and have been toying with a night vision post
process effect. It's probably horribly inefficient and unnecessary,
but if anyone is interested in seeing my shader, I've uploaded the
RenderMonkey project here:
Draco wrote:
You and Doug Lombardi must get along great. You both like to use perhaps
alot :))
They also use the letter e i noticed
--
Draco
e?, i?
bah!
With the T letter and half-life2 you can build fighting mechs.
http://img284.echo.cx/img284/6472/gmrobotwars00019pl.jpg
Jeff Fearn wrote:
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that allows speed hacking?
Yes, I believe that is correct. The player sends movement commands to
the
Stephen Micheals wrote:
i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177
Assertion Failed: pBlob
if i ignore the assert right after it will crash out with the same
The instruction at 0x01286080 referenced
Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be
anywhere
I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is code that is the
r00t 3:16 wrote:
Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be
anywhere
I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is
I have an unmodified version of the older sdk and ALOT has changed ... I
think roughly 130 files + some directories added I believe (have to check it
again for the correct numbers)
So basically i need to check every file and see what has changed and see if
I use whatever function that was
On 6/3/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeff Fearn wrote:
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that allows speed hacking?
Yes, I believe
Well 2 people myself and Stephen are getting the exact same memory access
violation but the error seems a bit different as he gets an assert first and
I do not (yes im in the debugging build)
I have almost tracked it down
Stephen if you wanna try it and see leave out.
public/tier1/utlsymbol.h
UPDATE.
Thank you imperio59 for recommending this.
Include the files I said to leave out
public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp
Merge those then compile everything_SDK.sln
then do a clean Rebuild of game_sdk.sln
That should fix the memory access violation.
That fixed
I'm having a problem trying to figure out the npc_citizen entity.
I'd like it to be assigned the resistance body model from later in HL2,
but I can't find any difference in the SDK's example maps between the
npc_citizen entitys from d1 to d3.
It's defaulting to the refugee body model for me. I'm
One method I know about is speederxp to speed hack search google for it...
It speeds up the applications and such.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, June 04, 2005 1:11 AM
Subject:
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