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:
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Hi, this is an
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
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
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
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
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
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
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
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
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
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.
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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
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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
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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,
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