Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:
When I Build my Mod (Debug), I get this error:
2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals
What do I do?
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A lot of indie coders use macs. So it will be popular with mod teams and
such.
Mark
On 6/12/2010 10:16 AM, Keeper wrote:
Thinking about this ... how much development do people think will happen on
macs? In the school/academic world, it makes sense because of the
availability to larger
You can use 2010 but still compile as 2008 as long as its installed.
Thus you get the ui update with out the hassle.
On 4/13/2010 4:34 PM, Adam Buckland wrote:
It may be a weird reason, but I use it just because the new UI design
is easier on the eyes (especially if it's late at night!)
On
Im using wxWidgets for work as a cross platform gui. It uses native
controls for each platform and works in a very c++ way, should give it a
look.
Mark
On 3/21/2010 9:25 AM, Richard Slaughter wrote:
I'm not convinced touting a common Java UI is a good thing. Java apps,
as a rule, look awful
If you use steam_api.lib from the sdk and steam_api.dll you can get it
this way:
#include steam/steam_api.h
#include steam/isteamuser.h
#include steam/steamclientpublic.h
SteamAPI_InitSafe();
CSteamAPIContext cc;
cc.Init();
ISteamUser *user = cc.SteamUser();
if
m_pTextPass is a pointer to a char not a char array and thus cant store the
result in it.
Change it to:
char m_pTextUser[255];
char m_pTextPass[255];
nLena = 255
steven belmans wrote:
Hi all.
For some reason this piece of code forces my mod crash! I don't have a clue
of what's going
Just hash the usernames into an int. The chance of collisions is small
and being an int it will be hard to find in the code. We do this for
goldeneye source
ZuM wrote:
Well, probably it will be hard coded on the code right?
Also all the options presented here would be easily hackeable, IF
Not really. If you can find and work out how to change ints you can work
out how to bypass the check code in the first place.
Saul Rennison wrote:
Thanks for releasing your trade secrets. :|
Thanks,
- Saul.
On 18 Sep 2009, at 14:34, Mark Chandler lo...@iinet.net.au wrote:
Just hash
Look down the stack trace as something earlier on could be causing it
a...@watkins.to wrote:
I've been working on fixing the crashes introduced in the latest version of
our mod. From mdmps, I've got all the obvious ones, but there's a few that I
just don't know how to deal with. In fact, it
Are you compiling the map for the right engine version as ep1 maps dont
work in ob and ob maps dont work in ep1.
Mark
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Thought there was some texture/model issue (remember the good old days
before hammer for ob and you had to hack all the textures up)
mark
Jonas 'Sortie' Termansen wrote:
(Ep1 maps works in OB according to my experience)
- Original Message -
From: Mark Chandler lo...@iinet.net.au
Mind shareing some sample code as this is driving me nuts atm.
Steve Henderson wrote:
2) When you position the player, you are moving the feet of the
player's model. You will have to figure out the transformation from
the feet to the eyes (based on the model's eye height) to figure out
how
Got a link with more info?
Jonas 'Sortie' Termansen wrote:
Despite your awful English and bad formatting and poorly asked question, I
am already working on a technology to keep mods automatically updated using
a content server network and torrenting for additional bandwidth. It's
already
There is two ways to do what you want. Inside the gamerules class you
can do different logic depending on the game type, the other way is to
have one gamerule class per game type. This is what we have done in
GoldenEye Source.
void InstallGameRules()
{
if (ge_singleplayer.GetBool())
of that
project.
Annoying I know.
On Wed, May 6, 2009 at 10:06 AM, Tom Leighton
tomrleigh...@googlemail.comwrote:
I reported this as a bug to Microsoft a while back. I forget their
response, but it was something along the lines of desired
functionality and wont fix.
Mark Chandler wrote:
Thats
Thats not the issue. Its visual studio being gay.
Visual stuido only reads the preprocessor defines from the first
project but uses them in every project. So code from the server is
greyed out but is active.
Ms knows about this but they cant fix it as it is part of the major
system.
Hey guys,
Got a problem i cant figure out and i hope the collective minds on the
list can give me some help. With GES i have split both the client and
server project files up into two projects. One of which compiles in to a
lib and has the sdk code and needed libs (this only needs to be
only
compiles the
files I changed (linking will take the same time for both of us).
Paul
On Sat, Feb 28, 2009 at 4:44 AM, Mark Chandler lo...@iinet.net.au
wrote:
Hey guys,
Got a problem i cant figure out and i hope the collective minds on
the
list can give me some help. With GES i
The command is not missing, just linux is not linking right. Check my
posts from 2 weeks ago on this very issue and a fix.
Mark
Michael Chang wrote:
Hey all
The say command works on a listen server, and has worked with HL2DM
dedicated.
We've switched to scratch sdk. We've compiled a linux
Im getting this error again in GoldenEye source.
Have a dedicated server which is upto date. :(
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:
In your gameinfo.txt change Game hl2 to Game |
all_source_engine_paths|hl2 and make a new file called steam.inf with
appid=218 inside (or the appid you base your mod off).
Now you should be able to start your mod dedicated server.
On 18/02/2009, at 9:23 AM, Mark Chandler wrote:
Jsaon im
think may stem from files missing in the project file
and thus causing problems later.
http://www.nopaste.com/p/amuitIo1z
check and see if those files are within your server vcproj file then
if not add them and see if it works afterwards.
On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler lo
causing problems later.
http://www.nopaste.com/p/amuitIo1z
check and see if those files are within your server vcproj file then
if not add them and see if it works afterwards.
On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler lo...@iinet.net.au
wrote:
Hi,
With GoldenEye Source we are having
Just cause a crash happens there doesnt mean it valves fault. You need
to look at the call stack when the crash happens and see what it was
doing in your code.
Mark
On 16/02/2009, at 8:29 AM, W0rf0x wrote:
Well, I already talked to our coder regarding this error and he said
the
crash
think it might be when the l4d sdk comes out.
On 14/02/2009, at 11:45 PM, botman wrote:
Tony Sergi wrote:
Soon as the SDK goes into beta again, it's there.
How long is that in Valve time? :)
--
Jeffrey botman Broome
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Hi,
With GoldenEye Source we are having major issues with our linux build.
It builds and runs fine but it seems that non of the client commands get
to the server as chat doesnt work and chacterseletion doesnt work ether.
We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and still
Hey,
We are just about to release GoldenEye Source beta 3 and we came accross
a strange bug. Our linux build can run a server fine but none of the
client commands (say, use etc) work at all.
From memory there was a simillar problem with linux hl2dm. What was the
fix for this?
Mark
Im in the process of writing an application that needs to write to the
program files (which invokes uac on vista) but i have noticed that steam
never seems to do it.
How does steam get around uac on vista?
Mark
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();
}
Or you forgot to add the behavior in CreateBehaviors()
Sander
On Sat, Dec 27, 2008 at 4:01 PM, Mark Chandler lo...@iinet.net.au
wrote:
Ok, i have managed to make a new npc and set up schedules to make him
do what i want, the only thing i cant get working is the act busy.
My npc
://developer.valvesoftware.com/wiki/VMPI
~~ Ondra
On 14.07.08 6:47 Uhr, Mark Chandler wrote:
Mike and yahn is there any chance to get a release of the program valve
uses
internally to distribute compiling of maps over many computers?
My father and i are going to buy a mac pro (have 8 cores @ 3ghz
Programming
Subject: Re: [hlcoders] Distributed Map Compiling [hammer]
No problem.
Now let me sit here with my toy Mac mini and its 1.5GHz single-core
processor while you get all the girls. ;-P
~~ Ondra
On 14.07.08 8:15 Uhr, Mark Chandler wrote:
Fantastic :P
Thank you
-Original Message
just
after the
worker requests '--plightdata--')If you experience anything
different, please let me know!
Chris
On 14/07/2008, at 4:45 PM, Mark Chandler wrote:
Well if I can get this working, I should be able to compile over 20
cores
and 30gb of ram. Should be pretty fast hopefully
Mike and yahn is there any chance to get a release of the program valve uses
internally to distribute compiling of maps over many computers?
My father and i are going to buy a mac pro (have 8 cores @ 3ghz and 12 gb of
ram) each which i would love to be able to send work to them for map
compiles.
I don't see how this helps. You need a copy of the source code as you don't
want to be editing the version from the sdk. The create mod wizard allows
you to do this.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
McKern
Sent: Tuesday, July
A friend had the same problem. Turn optimization of and it should work fine.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang
Sent: Saturday, July 05, 2008 7:24 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] beta crash related to
The thing is nick that modding is all about working stuff out for yourself
and trial and error. So what if there is one little bug you need to fix for
it to work. This helps you buy teaching you skills in searching and working
out the fix.
Your also lucky that people have told you three times
Calm down there. Valve doesn't owe us anything! We didn't exactly pay grand
sums of money for the sdk and we are lucky to get as much support as we do.
Mark
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Saturday, June 21, 2008 3:24 PM
To:
is unbelievable! I refuse to
listen to people like you who say Valve owes us nothing, and doesn't
care about us.
On Sat, Jun 21, 2008 at 2:59 AM, Mark Chandler [EMAIL PROTECTED] wrote:
Calm down there. Valve doesn't owe us anything! We didn't exactly pay
grand
sums of money for the sdk and we
Hey guys,
Playing around with a ob mod atm and im having a strange problem. Im trying
to add some code to the LevelShutdown function (void
ClientModeShared::LevelShutdown( void )) but im finding that it is been
called after I join the server and not when the level shuts down.
Is this meant to be
Well it does get called on level shutdown but also just after level init.
Strange. Any way I just hooked an event.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Sunday, June 15, 2008 7:10 PM
To: 'Discussion of Half-Life
Should be good. :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 12:01 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!
Hmm, since Forsaken is now officially dead (can't get in
Ben, im part of the moddb team but if you send an email to scott
([EMAIL PROTECTED]) he could re grant you access.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 6:44 AM
To: 'Discussion of Half-Life Programming'
Hey tom, thanks for cleaning my wiki thingy up but you did add one error. :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 5:30 PM
To: hlcoders
Subject: [hlcoders] Post your code!
Do you have any code lying
yeah
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 8:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Ahh, so SubPanel was just an example?
Mark Chandler wrote:
Hey tom
Follow this. It works for me
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_
Code
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Saturday, June 14, 2008 9:37 PM
To: Discussion of Half-Life Programming
Subject:
the client :).
On Sat, Jun 14, 2008 at 2:51 PM, Mark Chandler [EMAIL PROTECTED] wrote:
Follow this. It works for me
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_
Code
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Pack it into the map (google pakrat)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Devin Dawson
Sent: Saturday, June 14, 2008 10:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Clients Download Files
Hello, just wondering if there are
Hey mike,
Is there any way to make a network table optional. I Want to do a small
change for ges but don't want to break compatibility with the current
release. It doesn't matter if the client has the old version as it just wont
have a display because everything else is done server side.
Mark
I don't think srcds has the ability to be able to debug. You can debug it by
running a local server or by getting the crash dumps from the dedicated
server and using those.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nuno Ramiro
Sent: Saturday, June
Have you checked for your code in the stack? More often than not it will be
because of something you have done.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard
Sent: Thursday, June 12, 2008 8:33 PM
To: hlcoders@list.valvesoftware.com
Include an old server.dll, this way they cant host servers and can only
connect to your server and then have a steam id kick plugin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Wednesday, June 04, 2008 5:04 AM
To: Discussion of Half-Life
On another note, Alfred can you please ask the tf2 guys to fix the spawns on
goldrush so red cant get into blues base. This is very annoying with ubered
pryos.
Mark
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Wednesday, June 04,
You can work out the size of the comment by commentLength
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of theY4Kman
Sent: Thursday, May 15, 2008 8:18 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Pakfile Lump Reading
I'm developing a C++
)) and fread'ing in the struct.
However, since the comment is of variable length, there is no way to
correctly read in the ZIP_EndOfCentralDirRecord. Thus, there is no way to
access commentLength.
On Wed, May 14, 2008 at 9:53 PM, Mark Chandler [EMAIL PROTECTED] wrote:
You can work out the size of the comment
Are you razvan252 from the forums by any chance?
You really shouldn't be reloading multi res files on the same panel. What
you should have instead is multi panels (each with one res file) and then
you swap between those. For example the option menu uses this system. Look
at PropertyPage in the
, 2008 at 2:07 AM, Mark Chandler wrote:
They are not being cleaned up properly. Had same problem with weapon
spawns
on ges. Make sure you remove all pointers and memory allocation for
the
weapons.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
They are not being cleaned up properly. Had same problem with weapon spawns
on ges. Make sure you remove all pointers and memory allocation for the
weapons.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
Sent: Tuesday, April 29, 2008 5:53 AM
To:
Hey all,
Im getting a server crash when im trying to use
engine-GetPlayerForUserID(userId) for a tf2 server plugin. The error it
crashes with is NUM_FOR_EDICT: bad pointer. I think this might be a valve
bug but I really need to convert userId (from events) into the edict index
(to use with some
))
{
if (m_Engine-GetPlayerUserId(pEnt)==UserId)
{
return pEnt;
}
}
}
}
return NULL;
}
On Sun, Apr 27, 2008 at 1:47 AM, Mark Chandler [EMAIL PROTECTED] wrote:
Hey all,
Im getting a server crash when im trying
()) { if (FStrEq(pEnt-GetClassName(), player)) { if
(m_Engine-GetPlayerUserId(pEnt)==UserId) { return pEnt; } } } }
return NULL; } On Sun, Apr 27, 2008 at 1:47 AM, Mark Chandler
[EMAIL PROTECTED] wrote: Hey all, Im getting a server crash
when im trying to use engine-GetPlayerForUserID(userId) for a tf2
It's a 'not' defined. Hes not running any xbox code at all. The problem is
that the tracking libs use timeGetTime and valve doesn't want people to use
that for some reason.
Mark
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cory de La
Torre
Sent:
Programming'
Subject: Re: [hlcoders] feature request for tf2 and other srcds and
hldsserver
? Sending a message to the server admin over the steam community?
Do you have a link for this plugin?
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Mark
Dont you mean irc? Isnt iirc an abbreviation for something else? :P
Mark Chandler wrote:
Well its not to hard to make a plugin that connects to iirc and sends a
msg.
Will have to look into the steam community part.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED
and
hldsserver
So thats why you're ow playing TF2? xD
Mark Chandler wrote:
Yeah, sorry little sleep doesnt help
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Tuesday, March 25, 2008 2:16 AM
To: Discussion of Half-Life Programming
You can all ready do this using a server plugin.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raphael Hehl
Sent: Monday, March 24, 2008 5:17 AM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] feature request for tf2 and other srcds and
While we are on the subject of cameras is it possible to shrink the camera
size so every thing looks bigger or make it so the map can be larger?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Sunday, March 16, 2008 7:22 PM
To:
There is a call back function that gets called once a users id gets
validated. Ill have to find it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
Sent: Saturday, February 23, 2008 10:44 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
Why not use 2005 then?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian T. Jacobsen
Sent: Friday, February 22, 2008 2:41 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] compiling problem
When I try to compile my mod, there come over 100
Its both, server and client.
Should use dedicated servers for testing. You can have it on the same
computer as the client you are using.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Sunday, February 17, 2008 1:31 AM
To:
.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Wednesday, February 13, 2008 10:16 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog
Weird, I have done what you have said and I
Can you select text from it?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Wednesday, February 13, 2008 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog
This is a
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Wednesday, February 13, 2008 7:22 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Scrollbar on vgui::RichText in a PropertyDialog
Can you select text from it?
-Original Message-
From: [EMAIL PROTECTED]
[mailto
Hey I got a shader for a texture problem.
Now what I have made using a custom proxie is a texture that scrolls ontop
of another texture at a given time interval. Now this works fine, no
problems there except the scrolling texture only shows the color blue with
every other color being black. This
Hey mike,
Any chance we could vgui_controls to be changed to a dynamic link library so
changes made to panels effect all panels. The reason I ask this is because I
want a theme on my panels using images but all the closed source panels use
the default vgui_controls static lib.
Mark
the health
indicator is.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Monday, February 04, 2008 8:22 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Creating A Informational VGUI Panel that sits below
the hud.
Why
Why not just use a hud panel?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Tuesday, February 05, 2008 4:07 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Creating A Informational VGUI Panel that sits below the
hud.
No net_fakelag is fine. This is because the weapons are not being predicted.
Ill try and find the fix for you.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodrigo
'r2d2rigo' Diaz
Sent: Sunday, February 03, 2008 8:37 PM
To:
http://list.valvesoftware.com/mailman/private/hlcoders/2007-September/022161
.html
Quote
I'm glad you brought this topic back up, and I've found the definite
fix. The original problem was that weapons would shoot too fast, but
I've been encountering a problem where weapon animations are just
#ifdef CLIENT_DLL
Msg(Client: %s, text);
#else
Msg(Server: %s, text);
#endif
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saul Rennison
Sent: Sunday, February 03, 2008 11:50 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
If steam runs without the sdk beta cla it will revert to the old version.
Make sure every time you run steam it has the beta sdk cla on it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan ---
Sent: Saturday, February 02, 2008 5:15 AM
To:
Mike any chances we could get the code for the tf2 scoreboard or the steam
community features like the picture and locking the name.
Mark
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Good Find. Now to fiddle with it :P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez
Sent: Friday, February 01, 2008 12:30 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Scoreboard
--
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This is a multipart message in MIME format.
--
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Hey guys got this problem that shouldn't be atm.
Ok I made a new vgui class based from the vgui::panel class:
class PD_BasePanel : public vgui::Panel
now in that class I have overwritten the
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:
class PD_BasePanel : public vgui::Panel
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Panels not playing nice.
Try making them virtual functions.
// Adam Maras (memzero)
Mark Chandler wrote:
This is a multipart message in MIME format.
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Hey guys got this problem
Basically the number is current and max (2679124576) and your model detail
is to high and will crash the engine. I don't think you can change it
without recompiling hammer and the engine.
Why you need that much detail?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
for the help Mark.
On Jan 30, 2008 12:06 PM, Mark Chandler [EMAIL PROTECTED] wrote:
Basically the number is current and max (2679124576) and your model
detail
is to high and will crash the engine. I don't think you can change it
without recompiling hammer and the engine.
Why you need
I tried it out one day and its not that great.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
McKern
Sent: Wednesday, January 30, 2008 4:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SteamWorks we should get a piece of
Delete the clientreg.blob file in the steam folder
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DAV
Sent: Tuesday, January 29, 2008 4:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK problem
Importance: High
I am writing this to see
PROTECTED]
Azure Sheep: http://halflife.multiplayer.it/azuresheep/
Point of View: http://halflife.multiplayer.it/pov/
DAV Levels: http://davlevels.planetquake.com.gamespy.com/
- Original Message -
From: Mark Chandler [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday
Upload your crash dump file and mike could prob tell you whats causing it.
goto the folder of the game your mod uses.
For 215 its sdk base. In there, there should be some dump files that look
like: Steam__3366__2008_1_27T20_17_49C21265.mdmp
find the most recent one and upload it to a file hosting
Another problem: When using app id 440 I can launch it via the vis debugger
(http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source
_Code) but when I launch it via steam it crashes and burns after playing the
steam video saying could not load library client.
-Original
Mike small problem. I got 3 monitors and the drop down box for the sdk menu
is always shown in the center even if the window itself is on a different
monitor. Only a small bug.
Left Mon:
http://lodle.net/public/left.jpg
Center Mon:
http://lodle.net/public/center.jpg
Right Mon:
Try this:
- cmdline: steam -beta srcsdk0122
Mines updating atm
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Thursday, January 24, 2008 1:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.
--
[ Picked
doesn't work. Selecting any
OB game and starting Hammer = instant crash. I'm assuming from the date
in the commandline that this isn't the proper update to be released later.
Mark Chandler wrote:
Try this:
- cmdline: steam -beta srcsdk0122
Mines updating atm
-Original Message-
From
There should be an iq check before joining the list. Cause any one who could
read could see instructions on the bottom of every email from the list.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of timothy moore
Sent: Thursday, January 24, 2008 10:53 PM
I couldn't get it to run. Complained it was unavailable at this time
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ed Kehoe
Sent: Thursday, January 24, 2008 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.
--
[ Picked
. Namely, it features a Hammer crash
that I fixed already.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Thursday, January 24, 2008 3:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.
Try
Hey mike, why wasn't it a beta in the steam settings like the community?
Thought command line betas where a thing of the past.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, January 25, 2008 2:26 AM
To:
24, 2008 5:36 PM, Mark Chandler [EMAIL PROTECTED] wrote:
Hey mike, why wasn't it a beta in the steam settings like the
community?
Thought command line betas where a thing of the past.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
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