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For the latest SDK, does anybody get problems with HLMV? I can't get
normal map checkbox
checked because it checks off itself! I can't for the life of creating
mods use the tool to check
progress on work beeing done!
Gus
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You're not the only one reporting the same error. Also the wireframe
material doesn't work.
- Jed
On 02/09/06, Gus [EMAIL PROTECTED] wrote:
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For the latest SDK, does anybody get problems with HLMV? I can't get
normal map checkbox
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Oh gawd, productivity down again.. :(
Is there a way 3rd party viewer can be made? Somewthing that the SDK
won't mess with?
Gus
Jed wrote:
You're not the only one reporting the same error. Also the wireframe
material doesn't
So if the box is low on ram, the HL2 core will memory it's not actively using
right that moment? I think I now understand what the issue is, although I'm
confused by the use of scope locking for something like this.
In any case I've added MDLCACHE_CRITICAL_SECTION per Jay's instruction, and
I would higly doubt anyone could do a better 3rd party viewer than Valve could.
On 9/2/06, Gus [EMAIL PROTECTED] wrote:
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Oh gawd, productivity down again.. :(
Is there a way 3rd party viewer can be made? Somewthing that the SDK
No, we just rely on virtual memory for that. This is for when you hit
the cache ceiling (which is usually 256MB depending on the physical ram
on the machine). Obviously on consoles it's lower given the usual
memory configurations there (which isn't relevant to any of you guys,
but is to us).
Thanks, I'm going to assume this means that FrameLocking is an expensive
operation and would cause noticeable slow-down machines if done too frequently.
I haven't noticed any problems, but I'll develop another patch with the locks
up higher in the stack.
It sure would be nice to document this
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Wasn't HLMV for HL1 a third party tool to begin with?
On 9/2/06, Nick [EMAIL PROTECTED] wrote:
I would higly doubt anyone could do a better 3rd party viewer than Valve
could.
On 9/2/06, Gus [EMAIL PROTECTED] wrote:
This is a
I added KIs per those previous discussions about the broken models. Didn't get
any info from Valve, so just recommending commenting them out for now. See:
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Assert:_no_supported_muzzle_flash_for_the_type_specified
and
New patch available:
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#IsFrameLocking_assert
Since the scopes were moved higher, it's a little harder to say that the patch
is airtight. But it fixes everything trivially encountered by just loading up
HL2DM and moving around a bit.
Yep that is Physical Mayhem.
I'm assuming that's an EP1 map? I don't have EP1 so I can't try to repro on
that map, but I tried cl_ragdoll_collide 1 on dm_overwatch and didn't see any
issues.
I've not seen Physical Mayhem at all on any map since updating to the latest
SDK and applying this
I'd seen this in my mod too and hadn't really had time to investigate.
Added a KI for this:
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Bot_physics.2Fhitbox_not_accurate
At 2006/08/23 12:18 PM, Jeremy Swigart wrote:
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Thanks for
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No one knows? I mean even people testing mp3s. I just need to know if its
our problem.
On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
During recent mod testing my team has come across some issues with sound
script entries using MP3 format
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