[hlcoders] HLMV

2006-09-02 Thread Gus
This is a cryptographically signed message in MIME format. -- 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 --

Re: [hlcoders] HLMV

2006-09-02 Thread Jed
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: This is a cryptographically signed message in MIME format. -- For the latest SDK, does anybody get problems with HLMV? I can't get normal map checkbox

Re: [hlcoders] HLMV

2006-09-02 Thread Gus
This is a cryptographically signed message in MIME format. -- 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

RE: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-09-02 Thread bloodykenny
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

Re: [hlcoders] HLMV

2006-09-02 Thread Nick
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 cryptographically signed message in MIME format. -- Oh gawd, productivity down again.. :( Is there a way 3rd party viewer can be made? Somewthing that the SDK

RE: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-09-02 Thread Jay Stelly
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).

RE: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-09-02 Thread bloodykenny
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

Re: [hlcoders] HLMV

2006-09-02 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] hl2 broken models

2006-09-02 Thread bloodykenny
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

RE: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-09-02 Thread bloodykenny
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.

Re: [hlcoders] Physical mayhem bug?

2006-09-02 Thread bloodykenny
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

Re: [hlcoders] Physics becoming out of sync

2006-09-02 Thread bloodykenny
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: -- [ Picked text/plain from multipart/alternative ] Thanks for

[hlcoders] Re: Sound Script Entry referencing MP3 music file crash on dedicated server.

2006-09-02 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] 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