[hlcoders] randomness

2008-03-21 Thread Mark Gornall
Hi, I'm using the Advanced SDK, Ep1 edition and I seem to be having real trouble getting radomness in the random numbers. I can see that there is code there for predicted/shared randoms, but I'm just using RandomFloat or random-RandomFloat but it seems to always give the same numbers. Anyone

[hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-21 Thread Richard Slaughter
Hi List, I'm not sure if this is the correct list for the question (may be better suited to HLDS list), so apologies before hand if it's not... My mod is based on the Source SDK Base and has APPID=215 in Gameinfo.txt We've had a dedicated server up and running for a while and it's been

Re: [hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-21 Thread Nick
sdk base = hl2mp without hl2dm gcf On Fri, Mar 21, 2008 at 9:26 AM, Richard Slaughter [EMAIL PROTECTED] wrote: Hi List, I'm not sure if this is the correct list for the question (may be better suited to HLDS list), so apologies before hand if it's not... My mod is based on the Source SDK

Re: [hlcoders] randomness

2008-03-21 Thread Jay Stelly
Do you mean that you get the same sequence of numbers over consecutive runs of your mod? If so, that is the expected behavior. Low-level random number generators are typically deterministic functions. If you want them to give you different values each time you run you need to set them up with

Re: [hlcoders] randomness

2008-03-21 Thread Mark Gornall
Yeah I noticed it uses the same stream after each restart, but it wasn't just that. It was more the distribution, for example when playing a 'rndwave' sound for footsteps, I have 12 wavs and it mostly seems to play the same few over and over (see list below - I printed out the sound name from

[hlcoders] Bad Command {

2008-03-21 Thread Jake Breen
Okay..I can't seem to compile a model with physics with the Orange Box studiomdl. At the moment I'm doing a series of ports of Postal 2 Player Models (With Permission, heck they're even encouraging it. http://oxihosting.com/files/100/maxpostal2awesome.jpg = proof.) And I'm at the postal babe,

Re: [hlcoders] Bad Command {

2008-03-21 Thread Jed
It says its on line 36 which is around the collision model command. Try putting the { at the end of the line after the SMD file name rather than on a newline. - Jed On 22/03/2008, Jake Breen [EMAIL PROTECTED] wrote: Okay..I can't seem to compile a model with physics with the Orange Box

Re: [hlcoders] Bad Command {

2008-03-21 Thread Jake Breen
I started out with that, then I changed it to a new line to see if it would fix it. It didn't Jed wrote: It says its on line 36 which is around the collision model command. Try putting the { at the end of the line after the SMD file name rather than on a newline. - Jed On 22/03/2008,

Re: [hlcoders] Bad Command {

2008-03-21 Thread Tony omega Sergi
You'll have to wait for the new studiomdl. On Fri, Mar 21, 2008 at 9:34 PM, Jed [EMAIL PROTECTED] wrote: It says its on line 36 which is around the collision model command. Try putting the { at the end of the line after the SMD file name rather than on a newline. - Jed On 22/03/2008,