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
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
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
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
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
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
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
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
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
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
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
11 matches
Mail list logo