Hi guys,
I have a slight problem. Whenever I try to run my mod (based on HL2MP, used
http://developer.valvesoftware.com/wiki/Mounting_Other_Content to mount the
HL2MP content when I noticed a few things missing) using the Source Dedicated
Server, I get the following message:
are you trying to mount 312? because hl2mp's appid is 320
On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson [EMAIL PROTECTED] wrote:
Hi guys,
I have a slight problem. Whenever I try to run my mod (based on HL2MP, used
http://developer.valvesoftware.com/wiki/Mounting_Other_Content to mount
the
Tony omega Sergi wrote:
are you trying to mount 312? because hl2mp's appid is 320
On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson [EMAIL PROTECTED] wrote:
Hi guys,
I have a slight problem. Whenever I try to run my mod (based on HL2MP, used
Most of this is done in Lua. I have a searchable version of all the
Lua code here:
http://code.garrysmod.com/
Here's how the balloon is made (Even though it doesn't make much sense)
http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
All
Thank you for the reply. The following is what I've placed in
gameinterface.cpp:
filesystem-AddSearchPath(hl2mp, GAME);
filesystem-MountSteamContent(-320);
and this is what I've put into cdll_client_int.cpp:
filesystem-AddSearchPath(hl2mp, GAME);
filesystem-MountSteamContent(-320);
as per
You didn't answer my question though :(
On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman [EMAIL PROTECTED]
wrote:
Most of this is done in Lua. I have a searchable version of all the
Lua code here:
http://code.garrysmod.com/
Here's how the balloon is made (Even though it doesn't make much
I had this problem. I think it's a bug in the Steam/GUI version of
SrcDS, since when I tried running my mod from the console (ie using
hldsupdate tool, etc) it worked fine.
On 15 Jun 2008, at 11:58, Jason Manson wrote:
Thank you for the reply. The following is what I've placed in
Hey guys,
Playing around with a ob mod atm and im having a strange problem. Im trying
to add some code to the LevelShutdown function (void
ClientModeShared::LevelShutdown( void )) but im finding that it is been
called after I join the server and not when the level shuts down.
Is this meant to be
Hello all,
I have a map with numerous props on it, most of them are prop_static or
prop_detail, but a few are prop_physics or prop_physics_multiplayer. When
the game loads up and it loads the map I get an engine error with the
message: UserMessageBegin: New message started before matching call to
Every UserMessage() has to be closed by MessageEnd().
Cale Dunlap wrote:
Hello all,
I have a map with numerous props on it, most of them are prop_static or
prop_detail, but a few are prop_physics or prop_physics_multiplayer. When
the game loads up and it loads the map I get an engine error
Are we ever going to be able to write our own tools?
On Sat, Jun 14, 2008 at 5:04 PM, Tony omega Sergi [EMAIL PROTECTED]
wrote:
to put it into hl2mp is exactly the same, just with replacing 'sdk' with
'hl2mp' and SDKPlayer with 'HL2MP_Player' ;)
it's just the two tables, and the two entries
Well it does get called on level shutdown but also just after level init.
Strange. Any way I just hooked an event.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Sunday, June 15, 2008 7:10 PM
To: 'Discussion of Half-Life
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?
-Original Message-
From: [EMAIL PROTECTED]
That sounds very good, openly releasing all of the content and code
like that is a great way to give that content life again and help
other community members and mods.
On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett [EMAIL PROTECTED] wrote:
Hmm, since Forsaken is now officially dead (can't get in
Should be good. :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 12:01 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!
Hmm, since Forsaken is now officially dead (can't get in
I don't really understand the question. The entities are linked
already, in the engine. In what way do you mean linked on the client?
garry
On Sun, Jun 15, 2008 at 12:01 PM, John [EMAIL PROTECTED] wrote:
You didn't answer my question though :(
On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman
I can only assume he meant in your code how did you link two entities
created with lua together (say server/client entities)
However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
code you already have and just creating the same entity with the same
name on the clientside --
Do you think it would be okay if i post code snippets on how to do common
things in the SDK?
On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton [EMAIL PROTECTED]
wrote:
I can only assume he meant in your code how did you link two entities
created with lua together (say server/client entities)
I've got it to link the server Lua classes to entities, but I need the
server Lua entity to link with a client Lua entity. In C++ this is done
using the
IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro,
I've tried to unpick it but cant seem to generate the datatable
I just networked the name of the entity and loaded those scripts for
that clientside entity when it's created.
garry
On Sun, Jun 15, 2008 at 7:47 PM, John [EMAIL PROTECTED] wrote:
I've got it to link the server Lua classes to entities, but I need the
server Lua entity to link with a client Lua
That might do better here:
http://developer.valvesoftware.com/wiki/Category:Snippets
Nuno Silva wrote:
Do you think it would be okay if i post code snippets on how to do common
things in the SDK?
On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton [EMAIL PROTECTED]
wrote:
I can only assume
Watch out for copyright. It doesn't matter if you can get in touch with
them any more: it's still not your work.
Otherwise, bring it on! :-)
Ben Everett wrote:
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art
Forsaken? Nomen est omen.
But seriously, this place needs a few more open-source, open-content
mods. :) It's a sign of maturity; you have lots of such mods in the
Quake 3 community, which is with us since 1999, back when I didn't even
have a graphics card. Additionally, it might be a boon for
Perhaps I wasn't clear in what I'm asking.
This only happens on specific prop models. I want to know what message
is actually the culprit. I havent modified any prop code so it isnt a
custom message. Even if it were, i would not know what message it was.
On 6/15/08, Tom Edwards [EMAIL PROTECTED]
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I've moved everything back to the server project. I don't think it'll work
on the client side, being that I'm creating logical entities.
I know this is starting to sound old, but if someone could please explain to
me why including baseanimating.h and then referencing a defined function
ends in
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