Hello (again),
I've started my open source mod on sourceforge. I figured out their
terrifying way of dealing with code submissions and now I'm working on
a way to manage the code using diff files. I downloaded sfk (as Mike
suggested) and I understand that it can be used to apply patch files
to
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Hi all,
I'm starting to get into working on particle effects as of late. Just got a
quick question to either Valve or anyone else who has had experience with
particle creation - what is the easiest/best way to be able to prototype and
test
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Not sure how well that is going to work. I don't know how patch files would
deal the base SDK being changed during updates, and then users applying the
patches to a slightly different codebase than the patch was built from. It's
unfortunate they
For what it's worth, I managed to get quick results by using the
continue-edit feature in the MS Visual Studio debugger.
I could tweak the variables for my particle emitter and see my results in a
matter of seconds. Do you know how to use the continue-edit feature?
- Original Message -
Unfortunately I can confirm this. I ported from the 8/4 code from last
year to the most recent version this weekend, and ever since whenever
I load a map with sv_lan 0, the engine.dll calls LevelShutdown()
almost immediately. sv_lan 1 allows playing. I really hope for an
answer/fix soon, since
This is a problem we've had over half a year, but I've only discovered
this mailing list now and I think my mails to Yahn are somewhere in
his spam-archives :)
Ever since we ported to the newer SDK version of august last year,
we've had problems with our vehicle's pose parameters. It's been a
Yea, I have the same problem as well. The pose parameter keeps flickering to
0.0f. If you check the values of the pose parameter on the server and
client, I believe you'll notice that it only flickers on the client, which
leads me to believe that it's not getting sent to the client properly. It's
I fixed a bug in Portal with CNetworkArray. The symptoms sound similar
to this where a networked array would not get the correct values on the
client. Because of the nature of the bug you could actually update
element zero and get the values networked properly. You might try
forcing element
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Didn't realize there was such a thing :P
I'll have a read into it, thanks.
On 1/31/07, Minh [EMAIL PROTECTED] wrote:
For what it's worth, I managed to get quick results by using the
continue-edit feature in the MS Visual Studio debugger.
I
Sorry, that didn't fix it for me :(
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 30, 2007 4:11 PM
Subject: RE: [hlcoders] Vehicle pose parameters instability
I fixed a bug in Portal with CNetworkArray. The
Yea, it's really easy to set up and saves A LOT of time not having to
restart your game everytime you make a code change.
Lemme know if you need help setting it up.
- Original Message -
From: Matt Stafford [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 30,
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Well I wouldn't really have the faintest idea where to start, so I'd really
appreciate a hand :)
On 1/31/07, Minh [EMAIL PROTECTED] wrote:
Yea, it's really easy to set up and saves A LOT of time not having to
restart your game everytime you
We had the VAC problem a few weeks ago (where we had to run our
servers with -insecure), but it's since resolved itself. We've never
had any problems with the latest SDK causing the server to crash or
shutdown.
-Teddy
On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Unfortunately I can
I did some googling, it seems it's as simple as turning it on in the options!
1. From the Tools menu, click Options.
2. In the Options dialog box, open the Debugging node, and select the
Edit and Continue category.
3. To enable, select the Enable Edit and Continue check box.
4. Click OK.
Note:
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Yeah I had a look around too and I came across that, but the Edit Continue
checkbox is already checked by default. I know you need to screw around with
Debug settings as well (debug information format has to be set to Program
Database for Edit
I don't think this has anything to do with any particular version of the SDK,
or anything to do with the SDK at all. The issue is seemingly just that Valve
can't keep the VAC servers online and stable, and whenever they go down, this
issue resurfaces.
At 2007/01/30 10:31 PM, Teddy wrote:
We
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Yeah I've done all that, but I just realized I had a warning when I compile,
about /EDITANDCONTINUE being ignored due to /INCREMENTAL:NO
I'll fix that up and see if it works
On 1/31/07, Minh [EMAIL PROTECTED] wrote:
You may also need to do the
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Got it all workin, and loving it so far. Thanks for the help :)
On 1/31/07, Matt Stafford [EMAIL PROTECTED] wrote:
Yeah I've done all that, but I just realized I had a warning when I
compile, about /EDITANDCONTINUE being ignored due to
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