[hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Jason Manson
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:

Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Tony omega Sergi
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

Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Kyle Gospodnetich
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
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

Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Jason Manson
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

Re: [hlcoders] Post your code!

2008-06-15 Thread John
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

Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Adam Buckland
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

[hlcoders] LevelShutdown

2008-06-15 Thread Mark Chandler
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

[hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Cale Dunlap
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

Re: [hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Tom Edwards
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

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-15 Thread Benjamin Davison
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

Re: [hlcoders] LevelShutdown

2008-06-15 Thread Mark Chandler
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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]

Re: [hlcoders] Post your code!

2008-06-15 Thread Stephen Micheals
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Leighton
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 --

Re: [hlcoders] Post your code!

2008-06-15 Thread Nuno Silva
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)

Re: [hlcoders] Post your code!

2008-06-15 Thread John
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
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

Re: [hlcoders] Post your code!

2008-06-15 Thread Ondřej Hošek
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

Re: [hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Cale Dunlap
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]

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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Re: [hlcoders] Post your code!

2008-06-15 Thread Joel R.
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Re: [hlcoders] [other] Re: Post your code!

2008-06-15 Thread Caleb
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tobias Kammersgaard
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Re: [hlcoders] Post your code!

2008-06-15 Thread Spencer 'voogru' MacDonald
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Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
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Re: [hlcoders] Post your code!

2008-06-15 Thread Daniel Glenn
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Re: [hlcoders] hlcoders Digest, Vol 4, Issue 42

2008-06-15 Thread Patrick Gurney
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