[hlcoders] Receiving messages out of order

2010-05-15 Thread Tom Edwards
Has anyone else been seeing this lately? The list server often sends me messages hours or even days late, even though I receive all the replies posted afterwards at the right time. I just got a message that had been sent on the 13th! ___ To

Re: [hlcoders] Receiving messages out of order

2010-05-15 Thread Tony omega Sergi
Sounds like an issue with your mail provider. gmail's working properly for me;) -Tony On Sat, May 15, 2010 at 6:57 PM, Tom Edwards t_edwa...@btinternet.comwrote: Has anyone else been seeing this lately? The list server often sends me messages hours or even days late, even though I receive all

Re: [hlcoders] Receiving messages out of order

2010-05-15 Thread Matt Hoffman
All's fine on this front. (Using GMail) Sometimes however, I see a reply being split from the original 'thread' per say. That however, is more of a user error than a mailing list error I think. On Sat, May 15, 2010 at 6:54 AM, Tony omega Sergi omegal...@gmail.com wrote: Sounds like an issue

Re: [hlcoders] Receiving messages out of order

2010-05-15 Thread Iain Breen
Pretty much an identical situation as Matt on my side. On Sat, May 15, 2010 at 6:28 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: All's fine on this front. (Using GMail) Sometimes however, I see a reply being split from the original 'thread' per say. That however, is more of a user

Re: [hlcoders] SP respawn issue

2010-05-15 Thread Klaus Müller
Okay, I played around a bit and it seems like calling an engine-ServerCommand(respawn_entities\n) from respawn() in hl2_client.cpp and moving the pPlayer-RemoveSolidFlags( FSOLID_NOT_SOLID ) to the function that actually respawns the entities (which is void FrameUpdatePostEntityThink() in

Re: [hlcoders] SP respawn issue

2010-05-15 Thread Tony omega Sergi
I wouldn't use the respawn_entities command itself to do it, but rather take the HL2MP map cleanup code and use that. do the clean up, then respawn the player. That way it doesn't just explicitly respawn stuff that should only be spawned once. On Sun, May 16, 2010 at 5:40 AM, Klaus Müller

[hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread James K
I'm trying to get rain splashes to show up when they collide with the ground. In a way, I've succeed. I can get splashes. The problem is they're almost everywhere but where I want them. They show up even on the skybox, which I don't want. They won't show up on displacements, glass, or physics

Re: [hlcoders] SP respawn issue

2010-05-15 Thread Klaus Müller
Thanks for the tip, Tony. Unfortunately though, I don't really know how to get it working. The game crashes immediately when I respawn :/ I moved the hl2mp cleanmap code to FrameUpdatePostEntityThink() in entitylist.cpp and did a similar call to it as with respawn_entities. I added a concommand

Re: [hlcoders] SP respawn issue

2010-05-15 Thread Saul Rennison
The first message won't print because it only updates the screen ever VGui frame. Try a dedicated server... or even better just debug with Visual Studio. On Saturday, May 15, 2010, Klaus Müller tloeffl...@googlemail.com wrote: Thanks for the tip, Tony. Unfortunately though, I don't really know

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread Tom Edwards
You can stop them from hitting the skybox by checking the surface you hit...look at the HL2 rocket for how to do that. It disappears if it hits the skybox. As for displacements, phys objects, etc. your choice of collision group is almost certainly to blame. I'd use whatever the !picker

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread James K
Do you know by chance what the !picker traceline uses? On Sat, May 15, 2010 at 8:44 PM, Tom Edwards t_edwa...@btinternet.com wrote: You can stop them from hitting the skybox by checking the surface you hit...look at the HL2 rocket for how to do that. It disappears if it hits the skybox. As