Re: [hlcoders] Help with server crash please.

2007-11-21 Thread bloodykenny
Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been modified from the Valve SDK default to not do it's if ( pPlayer ) check. At 2007/11/19 08:03 AM, RYell wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, this is an

Re: [hlcoders] Simple stealth effect

2007-11-21 Thread bloodykenny
For what it's worth, all the HL2DM weapons work fine (I do this in my mod), with the slight exception of the shining lights on the gravgun/stun baton. I never really looked into whether that might be fixable though, since it still looks ok, IMO. At 2007/11/11 05:10 PM, Ryan Sheffer wrote: I

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread bloodykenny
Indeed, that example falls in to the category of new version interpretations, or client/server havoc from differing incompatible code bases. I think we (and all the other modders out there) are in violent agreement on this one. It's just a question at this point as to what Valve's planning to

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Nick
Since when did Valve ever make money off free mods? I really see no reason for Valve to help mods that could and probably do compete against Valve products? On Nov 21, 2007 12:04 PM, [EMAIL PROTECTED] wrote: Indeed, that example falls in to the category of new version interpretations, or

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Nick
Now before people get upset. Valve helps mods a great deal, but clearly it isn't their top priority, nor should it be. On Nov 21, 2007 5:35 PM, Nick [EMAIL PROTECTED] wrote: Since when did Valve ever make money off free mods? I really see no reason for Valve to help mods that could and probably

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Slash
Ha! Valve hasn't made money off of mods? Have you lost your marbles? http://www.steampowered.com/v/index.php?area=stats See that Counter-Strike thing there at the top? That's a mod. Not only did it bring in great revenue by itself once Valve adopted it, but it also made Steam a legitimate and

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Nick
CS isn't free... On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote: Ha! Valve hasn't made money off of mods? Have you lost your marbles? http://www.steampowered.com/v/index.php?area=stats See that Counter-Strike thing there at the top? That's a mod. Not only did it bring in great

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Kori
It was along time ago. - Original Message - From: Nick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, November 21, 2007 7:14 PM Subject: Re: [hlcoders] Proper mod versioning? CS isn't free... On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote: Ha! Valve

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Adam Maras (memzero)
It wasn't on the Source engine a long time ago. It also wasn't owned by VALVe a long time ago. // Adam Maras (memzero) Kori wrote: It was along time ago. - Original Message - From: Nick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, November 21, 2007 7:14 PM

Re: [hlcoders] Server only installs

2007-11-21 Thread dackz
Was your next question why not just store the lengths then? That's what I'm wondering, at least. And I'm not too familiar with sv_pure, but couldn't the server just use hashes for that? I assume it already does, at some level. On Nov 20, 2007 6:02 PM, Mike Durand [EMAIL PROTECTED] wrote: I had

Re: [hlcoders] Animation Blending

2007-11-21 Thread Andrew Ritchie
Source has examples of both, HL2MP uses prebuilt layers with gestures (self contained one cycle layers AFAIK) and the Scratch SDK uses the CSS style run time built layering. So you can do what you like. ___ To unsubscribe, edit your list preferences, or

[hlcoders] Animation Blending

2007-11-21 Thread Sheehan, Ryan
On animataion blending/layering, for a 3rd person player class, should our animator be building the .qc files as full animations and adding animations in the .qc ex: full run, walk, idle, with aim layered onto each one, then the firing layered on to that, or can we use half animations and call

[hlcoders] Player model only facing one direction

2007-11-21 Thread Garrett
-- [ Picked text/plain from multipart/alternative ] Hi, So I just noticed this problem where the player models only face in one direction from other people's perspectives. No matter how much you turn, the model itself always faces the same direction. This is with the From Scratch SDK, using

Re: [hlcoders] Animation Blending

2007-11-21 Thread Minh
-- [ Picked text/plain from multipart/alternative ] The animation system in the Source engine is extremely versatile and it's one of my favourite features of it. When I look at other games such as Cod4 and Unreal, I realize how much more robust the source engines system is. Anyways, to answer,