Re: [hlcoders] Particle Emitters automatically released?

2007-01-06 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] It is a method invoked by CSmartPtr, once all particles have completed their operations (after a quick look through). Place a breakpoint in CParticleEffect::Release and look through the call stack also look at how m_RefCount is used in

[hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis
Hello, I'm thinking of starting an open source mod for Source. Can someone please inform me about Valve's policy on the matter? I'd imagine that I'm not supposed to put up the source code like that, but I think it could work well with just diff files, right? I'm looking forward for an answer.

[hlcoders] Unable to load authentication library, then crash

2007-01-06 Thread Matthew Lewis
This started about 2 weeks ago. When you try to run the debug version of a build, the game launches fine to the opening menu. But when the level starts to load, it gets about half way and then an error box pops up announcing Unable to load authentication library, exiting..., followed by a game

Re: [hlcoders] min/max errors with Linux compile [SOLUTION]

2007-01-06 Thread bloodykenny
See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#First_big_pass_at_-Wall_and_consistent_code for a more thorough and robust elimination of Valve's bad practice of using min/max macros, which I posted a year or so ago (probably where some of yall remember this discussion going

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Open Source mods are fine, because all you'll be showing that other people don't have access to will be what you've written. I know NimMod has already gone open source with no issues On 1/7/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote:

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Stephen Swires
-- [ Picked text/plain from multipart/alternative ] I think going open source or making an open source mod is a great idea, it shows us SDK n00bs how to get stuff done, yeah there's always the problem with people just copying your code but it can be nice for the learning experience. I hope to

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Adam \amckern\ Mckern
The Spirit mod for Half-Life 1 - http://spirit.valve-erc.com was open source, and i know of few mods that based there code on it - such as partical emiters, etc. Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Open Source mods are fine,

Re: [hlcoders] Linux DS Build problem

2007-01-06 Thread bloodykenny
I saw a vcpm crasher on an older version of linux that had an pre-requirements version of glibc in the lib path. It's probably something like that, if not that exact issue. See the SDK Linux wiki page. At 2007/01/05 01:42 PM, Sylvain Rochette wrote: Ok done, i downloaded the latest source

Re: [hlcoders] Linux DS Build problem

2007-01-06 Thread Sylvain Rochette
Yeah Alfed helped me the last day, i finally installed a new linux version Slackware 11 with vmware on my xp and now everything work fine. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Sent: Saturday, January 06, 2007

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Slash
I'm thinking of starting an open source mod for Source. Can someone please inform me about Valve's policy on the matter? I'd imagine that I'm not supposed to put up the source code like that, but I think it could work well with just diff files, right? The Battle Grounds (BG), an American

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis
Thank you everybody for your answers! :) This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives,