[hlcoders] Create new mod crash

2007-01-05 Thread Django Merope-Synge
After I've created a new mod using the SDK button (singleplayer), I check it has the GCF of 215 to loads, then I make a map, add a background menu material. Then, every time I try to load the mod, it shows up the menu loading background for a second, then crashes, giving an engine error: Could

Re: [hlcoders] Create new mod crash

2007-01-05 Thread Adam amckern Mckern
You will need to build the dll with an appliaction like visual studio 2003, or visual studio c++ express 2005. If your never going to change the code (add new monsters etc), then you can just copy the client.dll and server.dll from the 'Half Life 2 Episode One' GCF. Adam --- Django

Re: [hlcoders] Create new mod crash

2007-01-05 Thread Django Merope-Synge
Cheers. I'm compiling it now. It should work. Thanks for the quick reply! - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 05, 2007 9:56 PM Subject: Re: [hlcoders] Create new mod crash You will need to build the

Re: [hlcoders] Create new mod crash

2007-01-05 Thread Adam amckern Mckern
No problems You will also want to bookmark this wiki page as well - it has many, many fixes (39 topics and counting) for errors you may run into http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List Adam --- Django Merope-Synge [EMAIL PROTECTED] wrote: Cheers. I'm compiling it now.

[hlcoders] Disable sprint test cast upon +use?

2007-01-05 Thread Adam \amckern\ Mckern
Hey! I have a full screen effect (motion blur) when you are in the pPlayer(isSprinting). However, when ever you pickup a world object with +use the motion blur spritning is enabled and it seems to be there is a test case for checking if you are sprinting when picking up an object. What i would

Re: [hlcoders] Disable sprint test cast upon +use?

2007-01-05 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Put a breakpoint at CHL2_Player::EnableSprint you will see its called from CPlayerPickupController::Init to disable sprinting when the player is controlling a physics object. Regards, Paul On 1/5/07, Adam amckern Mckern [EMAIL PROTECTED]

[hlcoders] Linux DS Build problem

2007-01-05 Thread Sylvain Rochette
I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff probably changed. But i am not sure if its related to that (i think not) Here the

RE: [hlcoders] Linux DS Build problem

2007-01-05 Thread Alfred Reynolds
Try rm ./vcpm make vcpm and then run your make again. Sylvain Rochette wrote: I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff

[hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread John Sheu
Is IPhysicsEnvironment::SweepCollideable() supposed to work? It looks to me like a decent way to get a collision hull swept at arbitrary angles, but it doesn't seem to work. The allsolid and startsolid flags are set true on return, and fraction is set to an un-$DEITY-like small value, and the

Re: [hlcoders] Linux DS Build problem

2007-01-05 Thread Sylvain Rochette
Ok done, i downloaded the latest source from public/utils and builded vcpm. I still got the same error when building my mod make: *** [mod] Segmentation fault - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 05,

RE: [hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread Jay Stelly
SweepCollideable() and TraceRay() are currently stub implementations in IPhysicsEnvironment, so no. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Friday, January 05, 2007 11:40 AM To: hlcoders@list.valvesoftware.com Subject:

Re: [hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread John Sheu
On Friday 05 January 2007 1:46 pm, Jay Stelly wrote: SweepCollideable() and TraceRay() are currently stub implementations in IPhysicsEnvironment, so no. L O L Anger and hilarity makes for an interesting mix of emotion. At least some notion of a warning to this effect in vphysics_interface.h

[hlcoders] Split Collision Routines

2007-01-05 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Is it at all possible to hot-swap VPhysics Objects in the middle of simulation depending on what is being collided against? Say for energy shields, where we want players to go through, but other objects to hit the shield. We could also use it for

[hlcoders] Particle Emitters automatically released?

2007-01-05 Thread Minh
I was looking at some of the special f/x code for things such as blood and I noticed when they created a particle emitter by invoking CBloodSprayEmitter::Create (bloodpuff); they never explicitly call the CBloodSprayEmitter::Release. So , I'm wondering do the particle emitters get released