Oh, I think this is pretty harmless. Daniel made a thought-out post, it
wasn't the usual omg has mod idea come help plxx you hear about. And
to be perfectly honest, I think the mod community /needs/ more teams
doing new stuff, to keep the community vitalized.
// memzero
Gr3ml1n wrote:
i'm
Gee, I wonder what brilliant individual thought of that one?
:D
// mem
Keeper wrote:
Plus you can go to this link to get additional resources...
http://steamcommunity.com/groups/hlcoders
Has both the steam group and IRC channel in one place.
-Original Message-
From: Matt
Oh, he did. But nobody really helped him promote it ;)
// mem
Keeper wrote:
Kinda makes me wonder why he didn't promote it himself :P
-Original Message-
From: Adam Maras (memzero) [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 14, 2008 11:24 AM
To: Discussion of Half-Life
Hey, if I make a post about the Steam community and IRC will you get it
stickied?
// mem
Yahn Bernier wrote:
But we're always reading...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: Tuesday, October 14, 2008 8:56 AM
To:
Hop on the IRC if you haven't already! We don't mind recruiters. Soon
I'll look into setting something up where people looking for coders can
put out an announcement on the Steam group or something.
// mem
Matthew Dryden wrote:
One big problem I have is that it seems damned near impossible to
at 8:30 AM, Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
Oh, he did. But nobody really helped him promote it ;)
// mem
Keeper wrote:
Kinda makes me wonder why he didn't promote it himself :P
-Original Message-
From: Adam Maras (memzero) [mailto:[EMAIL PROTECTED]
Sent: Tuesday
irc.gamesurge.net/hlcoders
Lech wrote:
So, where exactly is this IRC channel located I've read so much about?
On Tue, Oct 14, 2008 at 11:17 AM, Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
Hop on the IRC if you haven't already! We don't mind recruiters. Soon
I'll look into setting
Try: http://www.aeroxp.org/board/index.php?showtopic=7216
This appears to be the same problem as outlined in the above link.
// Adam
Tom Edwards wrote:
Dammit, GIMP's behaviour of removing colour information for 100%
transparent pixels has come back to haunt me. There's no way I can
extend
Someone needs to ban you from the internet. If I had an internet-wide
banhammer, I would use it.
// Adam
Nick wrote:
Mike,
Can you do something about fixing the multiplayer options menu? Having
people like Omega Sergi telling me to copy the file from hl2dm is not
a real solution. I know
We need a little more information about your crash. If you could give us
the call stack and the actual error, that would help :)
// mem
Michael Chang wrote:
Hey all
Thanks for suggesting that I switch to the new Beta SDK.
I just merged my code with the new SDK, an OB HL2MP game.
As soon
I love how at least three people on the list have told you how to fix
your problem, yet you still ask...
// Adam Maras (memzero)
Nick wrote:
Hi Mike, can you fix the multiplayer options screen in the beta ep2 hl2mp
sdk???
can you check why check why c_team_train_watcher.cpp
*THERE IS NOTHING BROKEN, THEREFORE, THERE IS NOTHING TO FIX* Am I wrong
in saying this? You're trying to say that a panel that *YOU NEED TO
CREATE FOR YOUR MOD* is broken because *YOU HAVEN'T CREATED IT YET*.
This isn't a bug. It's not a legitimate anything. It's you showing us
that you
There's no fix because it's not broken. You need to customize the
resource file for those options; the errors you get in console are
because your mod doesn't have ConVars that match up with the sample
controls included in the SDK's default Multiplayer options tab.
// Adam Maras (memzero
There's nothing wrong with telling us about your mod here, don't worry
:) If anyone has a problem with it, they'll have to kick my ass first.
// Adam
Adam Donovan wrote:
well..sorry i never new that:P But its not your usual mod anyway..its to
create awarness on a subject that is in no way
Don't give him any ideas!
// Adam
Jake Breen wrote:
Ah, lovely mike. Hope you don't find any bugs that will format your
computer or anything. Because that would (Obviously) suck.
Mike Durand wrote:
Doing some final testing now.
Just a heads-up: you will need to opt in to the SDK
[17:49] * Now talking in #hlcoders
[17:49] * Topic is 'void hlcoders() = 0; // SDK UPDATE TOMORROW OR
WEDNESDAY: PARTICLE EDITOR, COMMENTARY EDITOR, AND MATERIALS EDITOR
(FROM LATEST OB GAMES UPDATE) WILL BE INCLUDED (THIS FROM THE DESK OF
MIKE DURAND)'
Awesome news!
// Adam Maras (memzero
shameless plug
Also, don't forget that #hlcoders on irc.gamesurge.net is *the place*
for real-time SDK discussion!
/shameless plug
// Adam
Cory de La Torre wrote:
Hey if you guys have any issues, and to make it easier on Mike too, please
list them here
Could you invite the testers to a private Steam Communities group and
hard-code the group ID into the mod instead? Then, simply use the Steam API
to check for membership in that group.
// Adam Maras (memzero)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
I might be able to stick it somewhere stable. Beep me on IRC, we'll
collaborate :D
// Adam Maras (memzero)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Monday, May 19, 2008 3:02 PM
To: Discussion of Half-Life Programming
Subject
Wouldn't it also be fair to say that an SDK like the one provided by Valve
is, in itself, something that's generally unheard of at the commercial
level? I think we're all darn lucky that Valve lets us extend their engine
at all...
// Adam Maras (memzero)
-Original Message-
From: [EMAIL
O_o
// Adam
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Wednesday, April 30, 2008 9:37 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Off Topic: Racing in the 2008 Tire Rack One Lap of
America
Hey guys,
I guess that explains Hammer :D
// Adam Maras (memzero)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Saturday, April 05, 2008 4:25 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Advanced SDK, know
This is why we need a newsgroup or something _
// Adam Maras (memzero)
Tom Leighton wrote:
No, basically Hotmail is screwing over the longer messages by removing
all line breaks and putting the email all into a few lines with no
formatting.
Jeffrey botman Broome wrote:
Adam Donovan
The way I do it is, I run my mod from Steam (just like starting any
other game) with Visual Studio open, then I use VS's Attach to Process
command, in the Debug (?) menu. A process list will open, you should
attach to the only hl2.exe in the list.
// Adam Maras (memzero)
Andrew Watkins wrote
DOS? No, I'm sure Valve uses Linux or Windows.
// Adam Maras
Tom Leighton wrote:
Righto, thanks Jay.
Was it simply a steam outage? Or what? Someone DOSing steam?
Jay Stelly wrote:
tracert is not failing there it's being rejected.
-Original Message-
From: [EMAIL PROTECTED]
We already have one of those ;-)
// Adam
Tom Edwards wrote:
Surely this should be a Steam Community group? :-p
Adam Maras (memzero) wrote:
Hello coders! I've taken the time to register a brand new IRC channel on
the GameSurge IRC network: #hlcoders . From casual coding chat to deep
.
// Adam Maras (memzero)
Tony omega Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
I think the reason that he did it is simply a matter of.. there is no one
ever in the community chat, yet the irc channel already has had 10 people
minimum there all the time.
On Mon, Feb 25, 2008
Hello coders! I've taken the time to register a brand new IRC channel on
the GameSurge IRC network: #hlcoders . From casual coding chat to deep
developer discussion, #hlcoders is the right place for you. Visit us:
irc://irc.gamesurge.net/hlcoders
// Adam Maras (memzero
Me.
// Adam Maras (memzero)
Tom Leighton wrote:
Who gets Op?
Nick wrote:
If I ever want to whine about the latest sdk still being in beta, I
will join you. Yy!
On Sun, Feb 24, 2008 at 5:32 PM, Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
Hello coders! I've taken the time to register
I believe it was announced that the /technology to create portals/ would
be included with the SDK, but not the Portal code itself.
// Adam Maras (memzero)
Tony omega Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
who the hell said they were releasing the portal source code
I could see some interesting potential with Dystopia (specifically in
cyberspace) with Portal technology... :)
// Adam Maras (memzero)
Jeffrey botman Broome wrote:
Ryan Sheffer wrote:
--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great
Try making them virtual functions.
// Adam Maras (memzero)
Mark Chandler wrote:
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys got this problem that shouldn't be atm.
Ok I made a new vgui class based from the vgui::panel class
models and attach them at runtime?
// Adam Maras (memzero)
Ben Mears wrote:
--
[ Picked text/plain from multipart/alternative ]
Well, it's a pretty detailed model with a lot of armor and accessories. I'm
happy with the model at about 11,000 polys but when I bring it down to
around 5,000 to make
Want.
// Adam Maras (memzero)
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
http://www.steampowered.com/steamworks/
Are mod authors ever going to be able to get in on this action? Some of the
features look mighty tasty.
--
- Benjamin Davison
Looks like the engine is trying to call a null function pointer
somewhere. You'll have to get Valve's help on this one!
// Adam Maras (memzero)
Emiel Regis wrote:
Hi,
I'm using the non-beta version of SDK and Source SDK Base as engine. I
noticed this debug crash a while ago, reinstalled
When can we look forward to another source code push?
// Adam Maras (memzero)
Mike Durand wrote:
Hi Maarten-
These are good questions:
1) We have made it so that anyone who has the rights to the old Source
SDK Base (215) will get the new one (218). This means that users who do
not own any
Mike, when can we expect to see the new Source SDK *Base* out?
// Adam Maras (memzero)
Mike Durand wrote:
Yes, it is fixed and will be part of the release. Be warned that the
more detailed preview mode (3D Ray-traced Lighting Preview) can take a
long time on complex maps. But if you're
This game is currently unavailable.
Please try again at another time.
I had assumed I was getting this message on an Orange Box test mod
because the Source SDK Base was unavailable.
// Adam Maras (memzero)
Mike Durand wrote:
It's actually out right now, but doesn't show up in the Tools menu
.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Thursday, January 24, 2008 10:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.
Mike, when can we expect to see the new Source SDK *Base* out
Windows SDK is for building Vista-applications (though you can still
build for 2003/XP and prior, if I remember correctly.) The Source SDK
works flawlessly on the Platform SDK, so I would recommend that.
// Adam Maras (memzero)
Jed wrote:
Aren't we supposed to be using the Windows SDK now? I
We should all get on the hlcoders Steam Group Chat to discuss the beta
release :)
// Adam Maras (memzero)
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// Adam
Jake Breen wrote:
Got a link for that?
Adam Maras (memzero) wrote:
We should all get on the hlcoders Steam Group Chat to discuss the beta
release :)
// Adam Maras (memzero)
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I was hoping it would be out by the time I got back from work, but no :(
// Adam Maras (memzero)
Jake Breen wrote:
Guess we're either not getting it or midnight launch?
Benjamin Bunse wrote:
Finally the update :)
There is no cake!
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED
Best news I could hope to hear. Will it be available as a participable
beta in the Steam Settings dialog?
// Adam Maras (memzero)
Mike Durand wrote:
I'm finishing up the release notes now after spending the day fixing some
issues. It will be available later this evening. I'll update you
update you when it goes
live.
-Mike
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Wednesday, January 23, 2008 5:16 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.
I was hoping it would be out
?
// Adam Maras (memzero)
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We're on SVN as well. Also, we use rsync to get content out to testers.
// Adam Maras (memzero)
Mulchman wrote:
1) SVN (because it's free)
2) Hosted on a buddy of someone on the team who can host stuff for free
That's typically how it works for a mod team.
-Original Message-
From
Nice! Slightly off-topic, but have you joined the hlcoders Steam group
yet? :D
// Adam
Garry Newman wrote:
Valve don't have much faith in my intelligence.. it's a good job I'm pretty.
On Jan 18, 2008 6:41 PM, Stephen Swires [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME
I think you should take a look at who sent the message you just replied
to ;)
// Adam Maras (memzero)
Alfred Reynolds wrote:
You are going to want to change your password right away. Right now the
only place you should ever enter your Steam password is the Steam Client
and the Steam
Launchers, why not simply combine the games in one single
list box? I suggest this from a user experience and end user simplicity
standpoint... having one list with all the games, just like it used to
be, will cause less questions to be asked by people who are new to the SDK.
// Adam Maras (memzero
For goodness' sake, guys... it'll be out when it's ready. Give poor Mike
and his team a chance.
// Adam Maras (memzero)
Nick wrote:
It has been 4 months since September and still no code updates ?
On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from
Wasn't us.
// Adam Maras (memzero)
Adam amckern McKern wrote:
Could also be Dystopia?
http://www.dystopia-game.com/
Adam
--- Chris Janes [EMAIL PROTECTED] wrote:
I think the mod you're talking about was Caliber -
last I knew the coder
that did the shield stuff had moved on (Imperio59
Hmm, I'll have to look into that. If that's stashed somewhere, I
wouldn't mind having a look at it either :D
// Adam Maras (memzero)
Adam amckern McKern wrote:
Hm, i thought Teddy did it with the refraction shader
when he showed it off at Free Play in 2005 (About 8
weeks before it went
http://steamcommunity.com/groups/hlcoders
This was brought on by a forum post about there not being a group for
modders on Steam. As far as I can tell, I haven't found another group,
so join away :)
// Adam Maras (memzero)
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Mine has a shiny logo :D
// Adam
Tom Leighton wrote:
http://steamcommunity.com/groups/HL2EngineCoders
Did have one, albeit that one's dead and not really got a good name :P
Adam Maras (memzero) wrote:
http://steamcommunity.com/groups/hlcoders
This was brought on by a forum post about
Huh... everyone I talked to said that didn't work at all. I'll look into
it further.
// Adam Maras (memzero)
Troy Thompson wrote:
@memzero:
I followed the instructions at
http://developer.valvesoftware.com/wiki/Compiling_Under_Visual_Studio_2008
That seemed to work just fine.
- Tr0y
Indeed.
// Adam Maras (memzero)
Ondřej Hošek wrote:
... because Valve is trying to override malloc et al?
~~ Ondra
On 05.01.08 23:23 Uhr, Adam Maras (memzero) wrote:
Tons of Symbol already defined errors.
Ondřej Hošek wrote:
What sort of linker errors?
~~ Ondra
On 05.01.08 23:08 Uhr
Tons of Symbol already defined errors.
Ondřej Hošek wrote:
What sort of linker errors?
~~ Ondra
On 05.01.08 23:08 Uhr, Adam Buckland wrote:
--
[ Picked text/plain from multipart/alternative ]
That wiki tut doesn't work for VS2008 pro
Throws out a billion linker errors
:(
--
to override malloc et al?
~~ Ondra
On 05.01.08 23:23 Uhr, Adam Maras (memzero) wrote:
Tons of Symbol already defined errors.
Ondřej Hošek wrote:
What sort of linker errors?
~~ Ondra
On 05.01.08 23:08 Uhr, Adam Buckland wrote:
--
[ Picked text/plain from multipart/alternative ]
That wiki tut doesn't
the tutorial
and taking the screenshots with Visual C++ 2008 Express Edition,
not full-blown Visual Studio 2008.
I would appreciate the assistance, it should help me get this churned
out and refined a little faster. Thanks!
// Adam Maras (memzero
Maybe one of those Steam update notifications is in order (the ones that
talk about new games and releases and stuff) with a big ol' reminder
about Valve's policy.
Jeremy wrote:
--
[ Picked text/plain from multipart/alternative ]
I realize this isn't technically the proper place to post this,
people interested in Source modding, since there's more
documentation around. I'll say this-- the Source source scares me a
little bit! Probably just because I don't have enough docs on it.
Anyone interested?
// Adam Maras (memzero)
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I was personally thinking something a little more handmade, but that's a
good start! I need to take a better look at Doxygen to say for sure, though.
// Adam Maras (memzero)
Tobias Kammersgaard wrote:
--
[ Picked text/plain from multipart/alternative ]
Interesting idea! A Doxygen setup
That's another reason a manual writeup might be a good idea. We don't
have to post the source tree, just class definitions and such.
// Adam Maras (memzero)
Jed wrote:
Theres already a hundred odd sites with Doxygen dumps of the HL2 SDK.
That said, putting the code through Doxygen not only
to find changed.
// Adam Maras (memzero)
Garry Newman wrote:
I don't think that much has changed internally to warrant this burst
of action. It's just really the same code, cleaned up, with
new/changed bits. A conversion guide would probably be good though.
Although I think there's only really
My thinking is that we'll have more people interested in modding if they
see that the Orange Box SDK is out and has decent documentation.
// Adam Maras (memzero)
Paul Peloski wrote:
--
[ Picked text/plain from multipart/alternative ]
I'd help in a community effort to clean up and document
(Off-topic- I don't know what mail client you use, but it totally just
ate the quoted previous messages!)
// Adam Maras (memzero)
Mark Wisecarver wrote:
--
[ Picked text/plain from multipart/alternative ]
Yup, make it more like Coding 4 Fun.
Starter Kits for the Msft DNA coders are kicking
Not automatically, at least.
// Adam Maras (memzero)
Tom Leighton wrote:
Like class diagrams in VC# ?
That would be cool, but i don't think you can do that in C++ Projects :S
Minh wrote:
--
[ Picked text/plain from multipart/alternative ]
yea, sometimes when im coding so hard, I lose
I have a feeling that will all come with the Orange Box SDK source code.
// Adam Maras (memzero)
Sebastian 'Darth.Hunter' Kreutz wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello folks!
I haven't followed recent discussion
by the end of my winter break.
// Adam Maras (memzero)
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Thanks! I appreciate your kind words. If you want to tweak the layout,
by all means, hit it!
// Adam Maras (memzero)
Ondřej Hošek wrote:
Dear Dystopia Programmer Who Is Neither Teddy Nor Epicar And Whom I
Therefore Do Not Know Yet,
Your article = the win. Might need some layout changes
I hadn't even though about that! Though... if the system (or another
program) starts toying with output handles, wouldn't that trigger VAC?
Something seems awry about that.
// Adam Maras (memzero)
Tom Leighton wrote:
I might be wrong, but i've noticed in the debugger you get all console
Short of rewriting Msg(...) and related functions, is there a way I can
catch all console messages? I searched around for this and struck out.
// Adam Maras (memzero)
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Yes, developer 2 would give me everything parsed in the console. But, if
I remember correctly, that ConCommand/ConVar is buried in the engine
code where I can't get to it?
// Adam Maras (memzero)
Tobias Kammersgaard wrote:
--
[ Picked text/plain from multipart/alternative ]
Developer 2 would
Is this statement in jest (ala the Valve Time wiki entry) or do you
know something we don't?
// Adam Maras (memzero)
Ryan Sheffer wrote:
Don't expect it this year, maybe January.
On Nov 26, 2007 4:18 PM, Jeremy D [EMAIL PROTECTED] wrote:
This is Valve we're talking about. They don't
, they didn't show up in Visual Studio
2005, so I'm a little confused at the moment. Can someone who's got this
working on Visual C++ 2008 Express Edition or Visual Studio 2008 help me
out?
// Adam Maras (memzero)
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Tried that, got 4084 errors. All unresolved symbol errors.
// Adam Maras (memzero)
Tom Leighton wrote:
In the Linker properties Input Ignore Specific Library put
LIBC,LIBCD,LIBCMTD
That works for me :)
Adam Maras (memzero) wrote:
I'm getting a crapload of LNK2005 errors under Visual C
Well. I used the settings Tom provided me, and here's the results:
Release builds flawlessly. Debug, however, is still choking.
// Adam Maras (memzero)
Ondřej Hošek wrote:
The output of cl /? on my machine says the opposite.
~~ Ondra
On 24.11.07 21:28 Uhr, Tom Leighton wrote:
Are you
I've got more errors than just those functions... it looks it's a bunch
of the _Crt and *_dbg functions in memoverride.cpp. I can't simply
undefine them, or the game won't start.
// Adam Maras (memzero)
Jorge Rodriguez wrote:
--
[ Picked text/plain from multipart/alternative ]
I remember
*sigh*
Well, hopefully Mike Durand reads this and makes sure it isn't an issue
in the new version of the source code (hint hint!)
// Adam Maras (memzero)
Ondřej Hošek wrote:
http://scottbilas.blogspot.com/2007/10/figuring-out-how-to-override-malloc-and.html
I guess this pretty much
It wasn't on the Source engine a long time ago. It also wasn't owned by
VALVe a long time ago.
// Adam Maras (memzero)
Kori wrote:
It was along time ago.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 21, 2007 7:14 PM
As much as I support your idea, we have to remember that VALVe wouldn't
just code such things out for the heck of it. I'm sure there's a
perfectly logical reason why the Cvars were removed and the gameplay was
changed.
Rogerio Morais wrote:
--
[ Picked text/plain from multipart/alternative ]
Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.
// Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
For what it's worth
on connect?
// Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
Well, you can always put the version number in the name of the server, which
may be what he's doing?
Really though what you want, per previous discussions, is a way to alert users
to the existence of a new version when they try to connect
Are you sure you've got _all_ your files?
// Adam Maras (memzero)
David van der Staak wrote:
--
[ Picked text/plain from multipart/alternative ]
Okay, i'm here again. I figured out what the problem was with the first one, as
i was just missing a bunch of files.
Right now i've got
Oh, be nice :P
Adam Maras (memzero)
Ryan Sheffer wrote:
future update indeed, ill probably be in an old folks home by the time
its released. ;)
On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:
Safely in the hands of Mike Durand, it hasn't been released yet
Any guess on whether the Ep2 SDK will give us the same options for mod
creation?
Ryan Sheffer wrote:
It depends what you are doing. The scratch is good if you want to
write your own game rules, the HL2MP is good if you want some
groundwork already done for you. Both start off which player
Somehow it sounds like if the specifications were that easy to work
with, Valve would have already released something for us.
//Adam Maras (memzero)
Jorge Rodriguez wrote:
--
[ Picked text/plain from multipart/alternative ]
Perhaps if Valve made available some documentation and examples
You can use the SDK Base SteamAppId but mount the HL2DM content in your mod.
[EMAIL PROTECTED] wrote:
As far as I know, you should be basing your current mods off the Source
SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId.
~~ Ondra
I need some of the HL2DM
?
// Adam Maras (memzero)
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Stupid simple question, but what version of GCC are you using?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David van der
Staak
Sent: Saturday, November 10, 2007 7:16 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Error on compile on
I use it a lot! It's always my first reference for everything. Of course, I
didn't mind registering.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Tuesday, November 06, 2007 3:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders]
The difference is that Wikipedia has millions of people and dozens of bots
patrolling the pages. Valve doesn't.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Tuesday, November 06, 2007 4:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re:
Pardon my prodding, but do you have any idea of what the date of that
subsequent release would be?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Tuesday, November 06, 2007 9:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE:
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