All,
Ignore this message if you want to avoid spamming your contact lost. I
apologize for this as I didn't avoid it myself.
J.
Le 20 avr. 2011 à 15:49, jan...@gmail.com a écrit :
Hey,
Je t'ai envoyé un message protégé à
You can use a CUtlVector and use standard function like addtotail...
J.
2010/7/28 Eddie Cameron edd...@grapefruitgames.com
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
I confirm. Very good. Ty Valve.
2010/7/2 Andy Nemer an...@paranormalent.com
Seems Valve fixed it in yesterday's update:
http://store.steampowered.com/news/4012/
Awesome.
Andy
On 24 June 2010 05:57, Janek jan...@gmail.com wrote:
OK, thank you all. Let's waitas usual.
2010/6
OK, thank you all. Let's waitas usual.
2010/6/23 Dexter dex...@linux.com
Yes, I stand corrected - it's definitely something wrong with steam. With
Steam.inf blank or with an appid in it, has the same behavior for every
source mod. :(
On Wed, Jun 23, 2010 at 3:04 PM, Matt Hoffman
Hi all,
Is there a solution to display in steamfriends (chat window and friends
list) mod you're playing instead of this useless playername currently
playing Source SDK Base 200x like in the past ?
J.
___
To unsubscribe, edit your list preferences, or
+1 with Harry.
Migrating to an other platform (OSX) was the biggest effort : quitting
Windows context for a context very closed to Linux.
Now adapting code done for OSX to Linux is a minimal effort and it is
definitely what we all dream about. Of course it's not done yet but
the first step
Hi list,
I found that you must do a mod_big.tga picture to see this big icon in new
steam GUI but I don't know what to do to have banner of your game present in
List view and the very big one in Grid/Map view of your games. Does
anybody know ?
---
j...@nek
OK. Ty all for your answers.
2010/5/11 Tobias Kammersgaard tobias.kammersga...@gmail.com
I don't believe it is. The images are loaded from Steam servers as far
as I know. That's what I heard anyway.
2010/5/11, Janek jan...@gmail.com:
Hi list,
I found that you must do a mod_big.tga
functionality to it.
For example; one thing that I did in an orange box mod was add the
ability
to unregister console commands, so that I could replace them with my own.
-Tony
On Sat, Apr 10, 2010 at 2:08 AM, Janek jan...@gmail.com wrote:
Looking at this if 0 it seems you 're
to
change the callback for the engine alias ConCommand so you can check the
contents before it is fed to the engine. If you're trying to disallow the
use of particular primitive commands in aliases, that's the way to go.
On Thu, Apr 8, 2010 at 4:41 PM, Janek jan...@gmail.com wrote:
Hi
In fact I found this InstallGlobalChangeCallback but can't use it coz I'm
not able to get this alias as a ConCommand. There's probably somethiing
different to a standard ConCommand.
J.
2010/4/9 Janek jan...@gmail.com
I try to find where this callback could be hook for any alias but didn't
From what I understand, alias list is stored in memory bu I don't know how
to get access to this list. Is there anybody (even in Valve Software) to
explain how to access it ?
J.
2010/4/9 Janek jan...@gmail.com
In fact I found this InstallGlobalChangeCallback but can't use it coz I'm
not able
into the
engine. Doesn't look like there is a way to access aliases from outside the
engine.
On 9 April 2010 16:35, Janek jan...@gmail.com wrote:
From what I understand, alias list is stored in memory bu I don't know
how
to get access to this list. Is there anybody (even in Valve Software
Hi,
In Source, you can write alias in autoexec.cfg file ala : alias
name_of_alias cmd1; cmd2; cmd3.
I'd like to be able to check each command in the alias when this alias is
executed. I thought it was possible by studying pszCurrentBinding in int
CInput::KeyEvent( int down, ButtonCode_t code,
Hi all,
I'm trying to list whole entities seen client side. For that I used
ClientEntityList() (cl_entitylist) but browsing it I was able to see that
this list is dynamically filled with entities that we are seeing second
after second. Do you know if it is possible to browse the whole list of
from the server to the client side as they come
into
the clients PVS. I think this also depends on the transmit flags the
entity
has.
--
From: Janek jan...@gmail.com
Sent: Thursday, January 28, 2010 1:15 AM
To: Discussion of Half-Life
Hi List,
I would like to determine if I'm currently playing a demo server side.
Client side you can use engine-Is PlayingDemo(), but it is only client
side. Is there a way to get this state server side only. It's due to a
portion of code I have to execute in a function which is server side only.
I'm thinking that it's probably a stupid question as playing demo, server
shoudn't be sollicited, should it ?
J.
2010/1/23 Janek jan...@gmail.com
Hi List,
I would like to determine if I'm currently playing a demo server side.
Client side you can use engine-Is PlayingDemo(), but it is only
No idea ? This tall parameter should be somewhere.
J.
2009/12/7 Janek jan...@gmail.com
Hi all,
In ClientScheme.res we can specify a font codename and specify its features
for a specific resolution by using keyvalues for name, tall, weight...
In our codeline we're refering to this font
:
HFont font = vgui::surface()-CreateFont();
Assert(font);
if ( !vgui::surface()-SetFontGlyphSet( font, strName, iTall, iWeight, 0,
0,
iFlags )
{
// Error reporting etc
}
garry
On Wed, Dec 9, 2009 at 11:21 AM, Janek jan...@gmail.com wrote:
In fact I would like to understand how
Hi all,
In ClientScheme.res we can specify a font codename and specify its features
for a specific resolution by using keyvalues for name, tall, weight...
In our codeline we're refering to this font using SetFont function. All
features specified in ClientScheme.res are used for it.
I would like
, and it only shows one server per map.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek
Sent: Sunday, October 04, 2009 5:43 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Servers list
Hi all,
I have a problem with list of servers in Internet tab when using the
servers list panel outside of the mod. For a reason I ignore, I can't see
my server. When I'm launching my mod and look at servers list in
Internet tab, I can see it with tag increased_maplayers. When I don't
start my
[FIXED]. My steam.inf was an empty file instead of including appID=218.
Adding this line fixed the problem.
J.
2009/9/7 Janek jan...@gmail.com
Hi all,
I have a problem with list of servers in Internet tab when using the
servers list panel outside of the mod. For a reason I ignore, I can't
Hi all,
I would like to know what are the axis range in terms of units : is it -4096
to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher
than than lik -16384 to 16383... ?
I'm very interesting in knowing the real range of each axis.
Thank you in advance for ya help.
means the world boundaries.
It's all defined in worldsize.h
2009/8/17 Tom Edwards t_edwa...@btinternet.com:
Axis of what?
Janek wrote:
Hi all,
I would like to know what are the axis range in terms of units : is it
-4096
to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set
) and trying to trace
to (0, -16384).
Janek wrote:
Sorry for my bad initial demand. As specified by Harry I was speaking
about
x, y and z axis.
Looking at worldsize.h I can see following settings which are answering
my
question:
#define MAX_COORD_INTEGER (16384)
#define MIN_COORD_INTEGER
Hi Jonathan,
I'm not really friendly with particle behaviours meaning that I can't really
test that your fix is working but looking at your explaination I feel
confident. I would have like having an answer from Valve in order to be sure
this origin is not set in any other location but nothing for
Hi list,
It seems like rotate feature for $basetexturetransform in vmt is not
handling center like it should. And thus it doesn't as well using
TextureTransform proxy.
In this page http://developer.valvesoftware.com/wiki/$basetexture it is
specified that center defines the point of rotation. Only
I forgot to mention that I did many tests, one of them being simply by
modifying the rotate value in this line :
$basetexturetransform center .5 .5 scale 1 1 rotate 45 translate 0 0
It is rotating but point of rotation is not center of the texture ;-(
2009/7/29 Janek jan...@gmail.com
Hi list
Very good. Ty for the answer.
J.
Le 12 juin 09 à 14:55, Stephen Swires stephen.swi...@gmail.com a
écrit :
It is fixed and has some of the stuff like the TF2 player soft-
collisions
Janek wrote:
Thank you guys. It is working fine now.
An other question : Are the fixes done in Start
of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
Isn't the beta SDK just updated programming sources?
- Original Message -
From: Janek jan...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wednesday, June 10, 2009
Hi list,
I don't understand how to launch this OB SDK Beta (not L4D). I have accepted
Source SDK Beta in my account settings but when I start Source SDK I still
have the normal Source SDK (no template).
Do I need to buy L4D ?
J.
2009/6/10 Willem Engel | Naviscale wil...@refreshmi.nl
This one
You can use pPlayer-EyeVectors(vForward)
J.
2009/5/1 Dan Clark lnx...@gmail.com
Vector vecAiming = GetAutoaimVector( 0 );
SetAbsVelocity(vecAiming * m_thrust);
I am trying to move a player forward with a specific thrust or speed.
It doesnt seem to work inside hl2mp_player.cpp;
Jay,
Do you know if there is a way to have boneposition and angles once
interpolated client side ? I thought calling GetBonePosition in RenderStart
should do the job but it isn't ;-(
J.
2009/4/23 Janek jan...@gmail.com
Wonderfull :-D You did it Jay.
Thank you so much. Have a good day.
J
Hi all,
There is something I don't understand with VectorRotate method. I did the
following test :
Vector vHitBoxPos;
QAngle aHitBoxAngles;
mstudiobbox_t *pbox = set-pHitbox(j);
if ( !pbox )
continue;
pPlayer-GetBonePosition( pbox-bone, vHitBoxPos, aHitBoxAngles );
Vector vBefore (10,10,10);
?
- Original Message -
From: Janek jan...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, April 23, 2009 5:09 PM
Subject: [hlcoders] VectorRotate
Hi all,
There is something I don't understand with VectorRotate method. I did
...@list.valvesoftware.com] On Behalf Of Janek
Sent: Thursday, April 23, 2009 8:31 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VectorRotate
This is the question I am thinking about. Sounds like the
answer is no. I'm
trying to determine which transformation
Hi,
Does anybody know if it is possible to get hitboxes synchronous with
animations we see client side ?
J.
2009/4/18 Janek jan...@gmail.com
Hi list,
Yesterday I decided to display hitboxes to see where they are client
side. I added my code at the end of RenderStart thus ensuring that all
Message -
From: Janek jan...@gmail.com
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 20, 2009 5:23 PM
Subject: Re: [hlcoders] Hitboxes client side
Hi,
Does anybody know if it is possible to get hitboxes synchronous with
animations we see client side ?
J.
2009/4/18
Hi list,
Yesterday I decided to display hitboxes to see where they are client side.
I added my code at the end of RenderStart thus ensuring that all
interpolation (I checked that players are in list of entities to interpolate
and they are) and simulation are done.
I thought these hitboxes will
was playing both Natural Selection
SvenCoop yesterday, and was seeing this bug.
Adam
Owner Nigredo Studios http://www.nigredostudios.com
--- On Fri, 27/3/09, Janek jan...@gmail.com wrote:
From: Janek jan...@gmail.com
Subject: [hlcoders] In a Mod in chat window and friends list
Hi list,
For few weeks now (maybe months), when a player is joining my mod, I have a
window (bottom right of my screen) informing me he is joining my mod with
correct name of my mod. BUT when I'm opening my Friends list I see him
playing In a Mod and if I open a chat window, it is also specified
of 8).
Does anybody in here can explain why I have this result. Do I have to
proceed differently ? I simply altered WriteUsercmd and ReadUsercmd to add
my values.
J.
2008/12/8 Janek jan...@gmail.com
Thank you for the link. In fact, it confirms what I finally understood.
Good :)
2008/12/7
and today i'm only sending to one of them ---
the recorder :-D
2008/12/5 Janek jan...@gmail.com
Hi all,
I know we can send information from client to server using
engine-ClientCmd(szCmd). But I would like to understand is how it
is possible to send informations (short information) differently
CUserCmd sounds to be what I was looking for.
Thank you very much for your help :-)
2008/12/6 Andrew Ritchie [EMAIL PROTECTED]
You could mod the CUserCMD class I believe so that it is capable of holding
extra data, like at the very end have a bit to indicate whether there is
more data to be
Hi all,
I know we can send information from client to server using
engine-ClientCmd(szCmd). But I would like to understand is how it
is possible to send informations (short information) differently. In
fact, like it is done to send what key you pressed for example. I
don't speak about adding
Use a ConCommand to send your data from client to server.
J.
Envoyé de mon iPhone
Le 10 nov. 08 à 00:08, frikazoyd [EMAIL PROTECTED] a écrit :
The idea is that I want each client to know if someone is in a
particular
group or not. Having the clients check if they are in the group is
Hi,
Last Steam update sounds to have a bad effect in Servers list browser as
now none of servers of my mod are listed when my mod is not started. I have
to launch my mod to be able to see servers in servers list browser.
Does any of you are experiencing the same issue with your mod ?
Does Valve
a fix will come out
soon
enough.
Janek wrote:
Hi,
Last Steam update sounds to have a bad effect in Servers list
browser as
now none of servers of my mod are listed when my mod is not started.
I have
to launch my mod to be able to see servers in servers list
browser
I forgot to mention thank you alfred for taking care of this issue.
J.
2008/11/7 Janek [EMAIL PROTECTED]
HL2:DM (320) Ep1 engine
2008/11/7 Alfred Reynolds [EMAIL PROTECTED]
We will look into it, can you please tell me the app your mod is based
off (HL2, HL2:DM, SourceSDK Base, etc
all servers are available.
On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote:
I forgot to mention thank you alfred for taking care of this issue.
J.
2008/11/7 Janek [EMAIL PROTECTED]
HL2:DM (320) Ep1 engine
2008/11/7 Alfred Reynolds [EMAIL PROTECTED]
We will look
.
On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote:
Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320.
320
is mounted.
2008/11/7 Nick [EMAIL PROTECTED]
Also mods based on 215 also have the problem.
http://www.empiresmod.com/
You cannot see
Now the problem is back ;-(
I will wait for Alfred informing us officially when it is really fixed.
J.
2008/11/7 Janek [EMAIL PROTECTED]
Problem sounds to be fixed for me now.
Great job Alfred. Thank you very much.
2008/11/7 Tobias H. [EMAIL PROTECTED]
I can confirm that for our mod
spent some time
grabbing
more mods to make sure.
- Alfred
-Original Message-
2008/11/7 Janek [EMAIL PROTECTED]
Problem sounds to be fixed for me now.
Great job Alfred. Thank you very much.
2008/11/7 Tobias H. [EMAIL PROTECTED
Hi all,
Sorry for coming back to a so old subject but I 'm very disappointed about
movement within OB engine using HL2MP base code.
I did everything that was explained and published by Sergi but it doesn't
fix the problem. I tested with a clean HL2MP install and movement are still
bad.
Does any
Of Janek
Sent: October-06-08 10:36 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SendTables animation problem
Hi all,
Sorry for coming back to a so old subject but I 'm very disappointed
about
movement within OB engine using HL2MP base code.
I did everything
is that it is ok now. Again my config is :
- Unbuntu 8.04.1 server (coz I didn't want x11 for better performance as it
is running in VMWare)
- gcc, g++ 4.2.3
- xerces 2.8.0
Thank you for your help
PS : I confirm I can't make it compiling fine under 3.4.2.
2008/8/12 Janek [EMAIL PROTECTED]
Thank
:01 PM, Janek [EMAIL PROTECTED] wrote:
Hi,
I got fix from Sergi to compile my HL2MP OB SDK mod but I have 2
compiling
problem that I don't know how to fix:
1) achievements_hlx.cpp
It seems that there is a problem with macro DECLARE_ACHIEVEMENT as in
line
48, 75, 103 (each time I
Thank you for your answer Stephen. I also had to face similar problem.
I confirm
- #include: I confirm. Most of them are related to GameStats vs gamestats
- cpp files missing : I fixed that in previous version (I don't remember
this files)
- vcpm and LD_LIBRARY_PATH : I didn't had this problem
I saw in Steam review that they are also speaking about Minerva.
Anyway, does Valve plan to extend this capability to the whole modding
community ?
2008/8/11 Joel R. [EMAIL PROTECTED]
On the Synergy website.
___
To unsubscribe, edit your list
Hi,
I got fix from Sergi to compile my HL2MP OB SDK mod but I have 2 compiling
problem that I don't know how to fix:
1) achievements_hlx.cpp
It seems that there is a problem with macro DECLARE_ACHIEVEMENT as in line
48, 75, 103 (each time I have a DECLARE_ACHIEVEMENT). Compiler is saying (it
is
Hi,
Few months ago, Sergi was giving this SDK from scrath. As Maurino I'm using
HL2MP SDK and I have to say that even if Sergi said that it is exactly the
same fix for HL2MP and we only have to do a copy/paste, till now I didn't
succeed to do the right copy/paste. For me it is definitely not as
) ),
RecvPropDataTable( hl2mpnonlocaldata, 0, 0,
REFERENCE_RECV_TABLE(DT_HL2MPNonLocalPlayerExclusive) ),
Again I really have doubt on the fact there are missing variables or not.
Feel free to comment and add your 2cents especially if there's something
missing (yes again :-D).
J.
2008/8/6 Janek [EMAIL
,
DT_BaseEntity ) (baseentity.cpp)
Before implementing any solution in my codeline, I would like to understand
coz atm it is a mystery for me.
J.
2008/4/25 Janek [EMAIL PROTECTED]:
Just to clarify. The problem I was refering to is not a real performance
issue. The problem is only related to laggy player
, 2008 at 10:04 AM, Olly [EMAIL PROTECTED] wrote:
I think j is talking about the jittery viewmodels, as that is also an
issue
for us too.
2008/6/16 Janek [EMAIL PROTECTED]:
Tony,
There are things which make me not understanding how your code can fix
the
jittery movement issue
On Fri, Jun 13, 2008 at 5:37 PM, Janek [EMAIL PROTECTED] wrote:
Thank you very much for letting us know its status Mike :-)
2008/6/13 Mike Durand [EMAIL PROTECTED]:
That one is on the list of fixes Tony has made that I have not had
time
to merge over yet
Mike,
Do you plan to include fix for jittery movement in HL2MP codeline ? Sergi
said it was due to network tables which were missing variables.
[EMAIL PROTECTED]
2008/6/13 Spencer 'voogru' MacDonald [EMAIL PROTECTED]:
Come to think of it, it might be a better idea to just use a networked
Of Janek
Sent: Friday, June 13, 2008 8:12 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools and SDK Updates Live Now
Mike,
Do you plan to include fix for jittery movement in HL2MP codeline ?
Sergi
said it was due to network tables which were missing variables.
[EMAIL
Hi,
I didn't see any modification in the new codeline relevant to the jittery
movement. And you ?
[EMAIL PROTECTED]
2008/6/12 Paul Peloski [EMAIL PROTECTED]:
I was able to merge the new code in the SDK with our mod. I didn't find
that
we were missing any libs or headers. I merged by
No compiling error due to this. But it is really annoying. Also, I was
speaking about hl2mp codeline.
2008/6/12 Mike Durand [EMAIL PROTECTED]:
I'm glad to add them, although in my testing I didn't need them to
compile any of the game DLLs. Are you getting compiler errors due to
this?
-Mike
wow I never knew about this negative use of steamAppID. Thank you so much
for the information.
2008/6/12 Tim Baker [EMAIL PROTECTED]:
I changed it now, but I've been mounting it non-negative since March 2007
without issue. I must have looked at the one wiki article that doesn't
mention it:
Personnaly, the 2 main concerns I have are the following :
- fixing perdiction error causing jittering movements
- providing us with a working linux version
My mod is already transfered to OB engine, but this two issues prevent me
from releasing.
[EMAIL PROTECTED]
2008/5/17 Stephen Micheals
@Benjamin and Tom I saw this post as it was an answer to a question from
me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a
fix frm Valva as there could have other less noticeable prediction issue.
2008/5/17 Mikie [EMAIL PROTECTED]:
For the last four years, Valve has
As it is slightly different in HL2MP SDK and as there is still no linux
version of SDK I will wait next update of Valve. It is probably the best
things to do to avoid back changes.
Anyway, thank you very much for the information Tony.
[EMAIL PROTECTED]
2008/4/25 Tony omega Sergi [EMAIL
Just to clarify. The problem I was refering to is not a real performance
issue. The problem is only related to laggy player movement due to
prediction issue.
TF2 is working quite well in my 6600GT so OB engine is not requiring so
much additional power.
2008/4/25 Andrew Ritchie [EMAIL PROTECTED]:
Hi,
I just finished porting my mod from ep1 engine to OB engine. I wanted to
post a quick feedback about performances I had under ep1 engine and OB
engine. My mod is based on HL2MP SDK.
It is clear that performance under new engine are very bad from what I see:
- movement are jittery
- fps drops
Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX(R)
9
level Graphics Card, Windows(R) Vista/XP/2000, Mouse, Keyboard, Internet
Connection
Make sense? :)
-Tony
On Thu, Apr 24, 2008 at 4:01 AM, Janek [EMAIL PROTECTED] wrote:
Hi,
I just finished porting my mod from
]:
Somebody with very similar problems fixed them by uninstalling the
nVidia Firewall only a few hours ago. Do you have it?
Janek wrote:
Hi,
I just finished porting my mod from ep1 engine to OB engine. I
wanted to
post a quick feedback about performances I had under ep1 engine and
OB
engine
]
wrote:
There is a Stuttering problem with it (Affects movement). It seems to
lag with this.
Janek wrote:
Yeah, I saw this message but I don't have NVIDIA Forceware Network
Access
Manager installed so I don't had to uninstall it. The problem is very
different. I really think HL2MP
Tony, you could maybe post what is missing in those tables. :-D
2008/4/24 Janek [EMAIL PROTECTED]:
I was also thinking on a prediction error reading an other thread speaking
about that. Thank you for the information Tony.
Sad fix is not published yet.
2008/4/24 Tony omega Sergi [EMAIL
Hi all,
I encountered a weird issue with HL2MP of OB SDK. I can't change my name
typing : name toto generates a call to ClientSettingsChanged in gamerules
but name I get is still the old one.
It is like name can't be changed.
I also see that there is no more entry field in Options (multiplayer)
by using setinfo name name in the console - but I'm not sure
that you're meant to be able to.
garry
On Wed, Apr 23, 2008 at 2:02 PM, Janek [EMAIL PROTECTED] wrote:
Hi all,
I encountered a weird issue with HL2MP of OB SDK. I can't change my name
typing : name toto generates a call
I just tested and it just gives syntax of the command. No list.
2008/4/23 Tobias Kammersgaard [EMAIL PROTECTED]:
In the GoldSrc you just type setinfo, and it'll output a list of values
set. Whether it's all of them or not, I do not know.
/ScarT
On 23/04/2008, Janek [EMAIL PROTECTED] wrote
Hi,
Any news on when Linux version of OB SDK will be released ?
--
---
[EMAIL PROTECTED]
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
. Not sure if
the fix will be an update to the Ep1 engine or an update to Steam at
this point.
I'll advise the list when I have an ETA on the fix.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: Tuesday, March 25, 2008 10:38
Hi,
This morning, launching my mod (which was working yesterday), I discovered
this Engine Error panel :
MountFileSystem( 312 ) failed:
SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5:
No Steam Content Servers are available
Is it really only due to No Steam Content
I found it is due to the fact I'm trying to mount content of HL2MP using:
filesystem-MountSteamContent(320);
Is there something explaining this problem in new update from SourceSDK ?
[EMAIL PROTECTED]
2008/3/25, Janek [EMAIL PROTECTED]:
Hi,
This morning, launching my mod (which
Mike,
filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error
:
MountFileSystem( 312 ) failed:
SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5:
No Steam Content Servers are available
If I remove my line : filesystem-MountFileSystem(320) it is
Yes my mod is still ep1 coz I'm based on hl2mp.
2008/3/25, Tony omega Sergi [EMAIL PROTECTED]:
is your mod still ep1?
On Tue, Mar 25, 2008 at 9:56 AM, Janek [EMAIL PROTECTED] wrote:
I found it is due to the fact I'm trying to mount content of HL2MP
using:
filesystem
, this happens. You need to compile
release to mount content, its a known bug.
Janek wrote:
Mike,
filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine
error
:
MountFileSystem( 312 ) failed:
SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error
5
My mod is based on ep1 (215). Maybe it is only broken in ep1 but is still ok
for Orange box engine.
2008/3/25, Janek [EMAIL PROTECTED]:
Yes my mod is still ep1 coz I'm based on hl2mp.
2008/3/25, Tony omega Sergi [EMAIL PROTECTED]:
is your mod still ep1?
On Tue, Mar 25, 2008 at 9:56
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Hi,
A little question. I have a friend who get HL2MP via special offer with ATI
graphic card. He said me that he can't run third-tier mod which are using
Source SDK Base coz he can't install Source SDK Base.
In Tools he can't see Source SDK
, and its Valve's decision :-)
/ScarT
On 24/02/2008, Janek [EMAIL PROTECTED] wrote:
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Hi,
A little question. I have a friend who get HL2MP via special offer with
ATI
graphic card. He said me that he can't run third-tier mod which
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Garry, it works absolutely great. Thank you very much. You make my day.
[EMAIL PROTECTED]
2008/2/11, Garry Newman [EMAIL PROTECTED]:
Try adding -insecure to the command line
garry
On Mon, Feb 11, 2008 at 6:19 PM, Janek [EMAIL PROTECTED
is fixed. Ty
2008/2/11, Mike Durand [EMAIL PROTECTED]:
It's a bug.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: Monday, February 11, 2008 8:58 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: Beta SourceSDK does
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Hi all,
I have this message after 20 seconds making it impossible to debug. Do you
know what can cause this problem ?
Thank you in advance for your help.
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[EMAIL PROTECTED]
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simple.
On Feb 9, 2008 1:00 PM, Janek [EMAIL PROTECTED] wrote:
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I thought that as I was able to dl OB source SDK which is downloading
hl2
for OB and source base SDK 2 (appID=218 even if it is not working
atm),
I
would have
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Can anyone of you respond to this mail so that I know if you received it ?
Thank you in advance and I apologize for this thing which can be seen as a
spam.
2008/2/8, Janek [EMAIL PROTECTED]:
Nobody knows ???
2008/2/7, Janek [EMAIL
code you need an OB engine, currently that is either
HL2:EP2 hl2.exe or TF2 hl2.exe. and their respective AppID's. The dlls
will crash on the older engine (ConCommand changes, etc).
Janek wrote:
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Can anyone of you respond to this mail so
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