Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Jed
Thank god for GMail's mute function... On 27 July 2010 05:46, Dexter dex...@linux.com wrote: IRONY OVERLOAD On Mon, Jul 26, 2010 at 9:19 PM, Cory de La Torre gear@gmail.com wrote: Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we need to build additional Pylons

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Tony omega Sergi
Correction: I'm not contracting right now. -Tony On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre gear@gmail.comwrote: Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we need to build additional Pylons to stop this injustice.

[hlcoders] Alien Swarm VPK

2010-07-27 Thread Yorg Kuijs
Hey list, As some of you may know, Alien Swarm uses some VPK files to store some stuff, for some reason it will load files in it over files directly in the folder, which means making your own vpk. Can anyone tell me the advantages of rebuilding a .vpk over and over just to make one line of

Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Jonathan Sutton
VPKs get a big speed boost by not having to search the local disk for loose files. We're aware of the inconvenience this causes for modders though, so we're looking into a command line option that overrides the behavior. You can enable that while working to quickly iterate. Regarding mods,

Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Yorg Kuijs
Well that's great to hear. Updating is a bit of the pain in the ass for me since I couldn't continue with my main work I can only start with some profiles equipment related work that require changes in a bunch of files. However the other guy I'm working on this with is busy moving, so we

Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Tony omega Sergi
just compare the source from alien swarm\sdk_src to your mod source and incorporate the changes, doing so fixes it, at least it did for me. -Tony On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Well that's great to hear. Updating is a bit of the pain in the ass for me

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Matt Hoffman
But you were at the time that you wrote in our beautiful sdk and that's how we all know it. :P On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergi omegal...@gmail.comwrote: Correction: I'm not contracting right now. -Tony On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre gear@gmail.com

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Tom Edwards
I totally don't get the pylons reference. On 27/07/2010 5:28, Matt Hoffman wrote: But you were at the time that you wrote in our beautiful sdk and that's how we all know it. :P On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergiomegal...@gmail.comwrote: Correction: I'm not contracting right

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Casey Doran
Tom needs more vespene gas... On Jul 27, 2010 4:05 PM, Tom Edwards t_edwa...@btinternet.com wrote: I totally don't get the pylons reference. On 27/07/2010 5:28, Matt Hoffman wrote: But you were at the time that you wrote in our beautif... ___ To

[hlcoders] Simple queue

2010-07-27 Thread Eddie Cameron
Hi guys, I need to use a simple FIFO queue in my mod, but am stuck as to how this is used in the SDK. I can only find a priority queue(from CUtl), which I can't get to work properly. Is there any standard queue in the SDK? Or is there a way to make the priority queue act like a normal queue?