is most likely you screwed somewhere, since the last you see is that, start
with a breakpoint there and go from there
and/or remove code until it works, then add it back again
and/or try memory leak debug methods, I usually just read the whole thing
and fix all issues I see on the way
On Sun,
Whats weirder is that I unsubscribed from this list years ago, whats going
on.
On Sun, Dec 26, 2010 at 12:01 PM, jetscope jetsc...@gmail.com wrote:
(apologies if this is a duplicate, I got a delivery error on the first one)
Hi folks, this is a very strange issue. I recently implemented this
Also, I might be completely off, but the SMG has the laser thing, maybe that
has an effect. I have had render effect issues when using attachments with
different render parameters than the parent model.
On Sun, Dec 26, 2010 at 12:01 PM, jetscope jetsc...@gmail.com wrote:
(apologies if this is a
The solution is that valve hires Jed as Tools programmer.
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It is possible using just the tools provided by valve, sorry can't be of
much more help since it was long ago. I added a bgm, a death bgm, and a sped
up one for when the timer is running out. and did the required transitions,
looping and other checks. I do recall I did this client side since its
g_pgamerules is a pointer to the class CGameRules @ gamerules.h/cpp, about
spawning at the center of the map I forgot but its related to sthe pickup
setting the original origin (a variable) of the item to 0,0,0 and then when
it moves to somewhere else it has a timer that when triggers resets the
Hi, I haven't seen the latest sdk, I only merged the first upgrade ever
whatever that is called. When using localize()-Find( tempvar ) I wanted to
know whether to delete the result or not after using it, the usual would be
not to delete the result. But the prototype says wchar_t* Find() without
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I can't launch any source games (hl2, hl2dm, sdk base) or any mods since
orange box, is that a bug too? Launch game, Preparing to launch, hl2.exe at
task manager, dissappears, nothing.
I complained at steam support and haven't received response
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There is a function called something like calcviewmodelbob, and
addviewmodelbob, check them then create a calc and addviewbob. Now where to
plug it I forgot but there's a function that gets called after all view
calculations are done and asks for
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All the ducking code is in gamemovement.cpp. By default the game uses
m_bDucked and m_flDuckingTime, without rewriting it you'd hack it by using
negative timer values for unducking and positive for ducking but you'll add
to the if/else mess. It's
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search for ragdoll in the player classes, something like C_HL2MPRagdoll
On 4/18/07, A.Oliver [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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Hi, well, that's the
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Hi, I wanted to get the local time of the system to save a file with that
data but noticed time() shouldn't be used (USE_VCR_MODE), so what's the
alternate way to get the value?, couldn't find any alternate call.
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Cool, i was using #undef then include ctime in the meantime but thought it
looked ugly. I'll see option 2, hopefully the hook is always on, thanks.
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The ony place the CBlue pointer is is inside a comment so it doesn't exist,
and then it has a null value since it is not being initialized, so even if
you uncommented it your mod would crash.
There's a redefinition:
flagblue.h - class CFlagBlue
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you edit the code*
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Keep it inside the .h, the new class variables and functions you create in
the cpp move them to the h. Plus fix that ifdef problem.
I'd delete the if #hl2mp and their endifs since they are most likely useless
on your code.
You must have seen a
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v *= -1.0f
v2 = -v1 etc
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Where you do SetOwner, comment that and do something like SetThrower, you
will have to add a variable m_hThrower to store the player. After that, the
grenade will try to explode when it spawns since it will touch the player,
add a new variable
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Hi, I read a previous topic where you had this problem on the august sdk. I
have merged up to november (although I'm not using the -2003/-2005 versions
of the vcproj files. I use visual 2003, on windows I got a lot of missing
and duplicate symbol
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- That crash has been forever.
- To reproduce it I load a map and start strafing and firing until it
crashes. I was aiming this more at a valve rep since they could tell me
it's trying to play a missing sound or something.
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Hi, I keep getting crashes randomly when playing my mod, the mdmps all agree
on the same stack trace, but it's on the closed side so I don't know how to
fix it.
Almost all the mdmps I had said the stack was:
kernel32.dll!7c812a5b()
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Hi, I am trying to merge my mod code to the 'new sdk' (the one that still
can't compile on vc2k5). I cleared all compiler errors on the client but the
linker is giving me missing symbols like:
_info::vftable on tier1.lib vgui_controls.lib
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I havent done animations with scripts but search for CPanelAnimationVar
(IIRC), it is a member definition macro like CNetworkVar.
The classes you inherit from already have some animation vars defined, like
x/y pos or alpha. Then you did that
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Pretty sure that was the cause, I recoded CTeam so it was a shared file and
also made it Array3 + Steam update and the error dissapeared. Couldn't test
Array2 because the code was already modified by then. Hmm I'll make it
Array2 again and see
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Yup no crash.
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Hi, I am having trouble debugging my code since it crashes on the closed
source so I get no symbols :(
May someone tell me what does that address points to so I can have an idea
what is causing the crash? Some network variable maybe?
I have
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Don't quote the whole thing :)
Hello, I have a Server side Logical Entity that uses a Think func:
CWeaponSetEnt::SpawnNewItem, I also have a ConCommand that eventually
triggers a SetThink(CWeaponSetEnt::SpawnNewItem).
After loading the mod, and
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