Functions like that don't always return a pointer, and can just return null.
Check the function to see why it returned null.
Sent from my iPhone
On 12 Oct 2010, at 01:59, Nick xnicho...@gmail.com wrote:
gcc (GCC) 4.2.4
Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28
When checking function signatures, look at the header, not the cpp
Sent from my iPhone
On 12 Oct 2010, at 03:10, Nick xnicho...@gmail.com wrote:
So i guess the solution is to disable tripmines compleletely?
I just did some more digging (gdb is still active on crashed process).
It seems
MyThreadParams_t;
some_params.iVar = 1;
some_params.flFloat = 0.3f;
CreateSimpleThread( MyThread, some_params );
VEEERY simple example, but the MyThread function will run in a seperate
thread (along with any subsequent calls from that function).
Olly
On 6 September 2010 20:16, Tom Edwards
The source code doesn't officially support Visual Studio 2010, not even VS
2008. Your best bet is probably to use Visual C++ 2005 (Express if you don't
have a license). Most of the pre-built lib files that come from Valve are
probably compiled on 2005, so depending on what changed since VS2005,
Yea, or at very least, 2008 - I have personal experience of the code
compiling and running on 2008. But again, it is still not 'officially
supported'.
Olly
On 4 August 2010 03:33, Gabriel ga29sm...@yahoo.com wrote:
It may be hard to find VS2005 but trust me it's worth your trouble to find
AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.
On 21 July 2010 16:55, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
On 2010-07-21 17:45, Tom Edwards wrote:
That simply isn't true. If another user of the computer owns HL2 then the
GCFs will be there, and I expect
I'm personally having a problem with this; But care to say what you did to
fix it so that it's saved in the archive for years of future modders.
On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote:
ARGH!
We figured it out.
Not only does it not display empty servers, but it also
I'm _not_ personally having a problem with this** :P
On 14 July 2010 03:28, Olly oli...@gmail.com wrote:
I'm personally having a problem with this; But care to say what you did to
fix it so that it's saved in the archive for years of future modders.
On 14 July 2010 02:48, Andy Nemer
.
On Wed, Jul 14, 2010 at 3:28 AM, Olly oli...@gmail.com wrote:
I'm personally having a problem with this; But care to say what you did
to
fix it so that it's saved in the archive for years of future modders.
On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote:
ARGH
add -windowed then you won't be limited by the resolution of your screen.
On 24 June 2010 21:19, Darth.Hunter hun...@egaming-league.net wrote:
Thanks for the replies, folks! Unfortunately, forcing the resolution
through
start parameters doesn't work. The maximum I get is my TFTs 1280x1024,
You wont be able to do much with demo files as far as the actual network
data goes. All of that is closed source as part of the engine. If you only
want to learn, then play with the demo header, that info is widely known.
On 23 June 2010 12:41, C-F Strid wor...@gmail.com wrote:
I'm doing some
Nope, only ~5% of steam users (that took part) still use DX8.
http://store.steampowered.com/hwsurvey
On 7 May 2010 15:57, Ryan Sheffer darksk...@gmail.com wrote:
A lot of dx8 users still.
~Ryan
On May 7, 2010, at 6:19 AM, Marek Sieradzki
marek.sierad...@gmail.com wrote:
On Fri, May 7,
People often get angry when people try and hijack threads - (it makes the
archives very hard to read too).
I'm sure if someone has a answer to your question, they will answer it in
the other thread you created already.
On 14 April 2010 18:57, Brent Lewis coder0...@hotmail.com wrote:
How do I
Just FYI if you are after some more detailed profiling info...
type: vprof;+showvprof
On 13 April 2010 22:30, Iain Breen iain.br...@gmail.com wrote:
Brilliant, thanks again.
Iain
On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk wrote:
Iain Breen wrote:
? I'm basically
comparing performance with my custom AI against the performance with
the existing AI to see what the performance hit is, so it'd be nice to
get the numbers somewhere I can study them.
Cheers.
On 13 Apr 2010, at 22:44, Olly oli...@gmail.com wrote:
Just FYI if you are after
Looks like all of this has been moved from Tier1/commandbuffer.cpp 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
Nick, I thought you said you would never post on here again. Shame you
didn't keep to that.
Anyway, I think its good to write something to help others, and even better
that its open-source. Its a good way to get stuff on your CV when looking
for work, etc. Hammer isn't released as open-source
Download the SDK source-code, and look at: ./utils/serverplugin_empty
On 31 January 2010 06:26, DHack dh...@lucky-gaming.com wrote:
Hey!
Im trying to learn hwo to make server plugins (vdf), I know Eventscripts
but want to learn c++.
How do I setup Microsoft visual c++?
And if you can show
You running windows7? - There is a bunch of stuff in 7 that says 'reduce
volume if I'm running a communication program' or something. You can't
select what actually IS a communication program, nor can you see what it
thinks is a communication program. Might be that thinking source is a comms
platform_english.txt already exists as part of the Steam Platform files.
Might be conflicting somehow. Try renaming the file and the directory
2010/1/22 jetscope jetsc...@gmail.com
I tried to add in some custom strings to my mod, but it doesn't recognize
the custom language file. The filename
Just for the record, it should be inside the resource folder, not scripts.
2010/1/22 Skillet skillet5...@gmail.com
Make sure the file is saved as UTF-16 and it's in the scripts\ directory.
On Fri, Jan 22, 2010 at 12:10 PM, jetscope jetsc...@gmail.com wrote:
I tried to add in some custom
You're also on the wrong mailing list:
go here: http://list.valvesoftware.com/mailman/listinfo/hlds
2010/1/19 Siddharth Jain jainsiddhart...@gmail.com
i tried cstrike planet and i think my server is done now tell me how to
join other players also.
On Tue, Jan 19, 2010 at 6:17 PM, Arg!
look at public\filesystem.h - IFileSystem
2010/1/9 Darien Hager dar...@technofovea.com
OK, so I'm a C++ newbie poking around at making a utility DLL which
differently-exposes some SDK code, and I'm trying to figure out the
right way to access files. Specifically, the way the Source engine
Just put it in the function that is calling the unragdoll stuff, don't edit
the base classes.
2010/1/5 Charkrid Pornpitackchaikul actm...@gmail.com
Thanks for reply Olly,
Oh yes I fixed it. I did add it like Know Issue on Sept 06
suggested. But I still have this problem. So I add
Did you add the model cache critical section macro?
2010/1/4 Charkrid Pornpitackchaikul actm...@gmail.com
Hi,
I get two of assertion error when my ragdoll is call
CreateUnRagdollInfo() to blend all it bone with it owner to getup. I get
Assertion Failed: pModelCache-IsFrameLocking() and
You can't. Its a server plugin: CEmpty*Server*Plugin
2010/1/4 Joe Cabezas joe.cabe...@gmail.com
hello!
i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with
no
results
this is what i'm doing:
void CEmptyServerPlugin::GameFrame( bool simulating )
{
Msg(this is a
;
#endif
This code will cause the function to return if the frame is being run more
than once due to the prediction code.
I think a problem like this was posted before on the list, with the same
resolution.
Olly
2009/12/18 Jonathan White killermonke...@gmail.com
Actually, we have also noticed
a few server
queries. When I replicated the queries it didn't work. No idea how the
program manages to kill the server with barely 2 queries a second but
it did.
2009/12/16 Olly oli...@gmail.com:
You'd need a better than residential connection to bring down a server.
Unless the guy is playing
Is pLabel NULL ?
2009/11/16 Pagefile SYS nbjk...@gmail.com
I'm writing my own program which uses Half-Life client and server DLLs.
I started with loading client.dll and call Initialize function passing
pointer to cl_enginefunc_s filled completely with zeros and then I
call HUD_Init.
Then
That's why you post ALL of the relevant code the first time round :D
What's the line above return 1; in status_icons.cpp?
2009/11/16 Pagefile SYS nbjk...@gmail.com
No. And in fact, cannot be because it points to statically alloced array:
CVoiceLabel *pLabel = m_Labels[i];
decreasing host_timescale
makes spotting the difference easier.
Thanks!
2009/9/1 Nick xnicho...@gmail.com
Can you offer video/pictures to demonstrate how this bug effects all
valve games?
Or any way for a player to replicate or exploit it? Thus you make it
both easier and more likely valve
They are harder to understand if you are coming from a simple
filesystem one like ss
Sent from my iPhone
On 24 Aug 2009, at 12:24, joshua simmons simmons...@gmail.com wrote:
I don't think the distributed systems are any harder to conceptualise,
at least not with a decent explanation. And
So you can get stuff done quicker?
2009/8/19 Harry Jeffery harry101jeff...@googlemail.com
I never understood having multiple coders unless it's a large scale
project. From experience usually only one is enough per mod.
2009/8/19 David Kraeutmann da...@davidkra.net:
We use git, so every
I did a line count a while back, and it was about 1.5million
2009/8/19 Adam Buckland adamjbuckl...@gmail.com
Just a quick question:
How many lines of code would you estimate, make up the Source SDK?
--
Bucky
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I have had some strange problems like this while doing things like sending a
UserMessage in the same frame that you (re)spawn in.
2009/8/5 Tom Edwards t_edwa...@btinternet.com
Finally making some headway on this. The client doesn't know the
camera's origin: in CViewRender::RenderView(), all
Thats what people said about 2008 :p - But edit continue seems broken in
2008
2009/7/18 Kohan Venets idr...@hotmail.com
D: Sad. Oh well, I'm sure VS2010 will be great. Thanks anyway.
-Kohan
From: mastersmit...@msn.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 17 Jul 2009
Lightmapped generic is a complex shader, and takes a very long time to
compile (don't reply saying it compiles faster on your rig, because I don't
care). You don't really need this compiled unless you want to edit it.
Otherwise, just wait for the number to reach 0.
You can specify the shaders to
Its not endless, let it finish.
2009/6/28 Jan Frederick Eick j.f.e...@gmx.de
Hi again...
seems like the issue has something to do with the shadercompile.exe from
the SDK.
The final command which eats up the whole cpu is:
Do a search for either +forward, +left, +right
2009/6/11 Christian Rieß e-mc2_ch...@gmx.de
Hello,
I am (still) working with my team on a Third Person Multiplayer Mod. At the
moment I have the following problem: I don't know how the Input-Keys are
Mapped to a certain action. I want to have a
with the exe, and as 64bit uses longer
pointers it might conflict).
I don't think valve ever released 64bit client binaries, I think when there
was some talk about valve doing 64bit it was just for srcds only.
Olly
2009/6/1 Aj Collins gamerzwo...@gmail.com
You could also try putting -64bit
Wasnt there a steam-like thing called Vapour that did stuff like this?
2009/6/1 Sykes sy...@ladnet.org
Well the user experience would have to be seamless..
thus I would imagine it would be something bolted into your mod DLL
somewhere!?
As I had stated in my original (badly written) email,
Yea, why do you need to use 2010, especially when its not supported on
source AND its still in beta?
2009/5/31 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
Going back to 2008 or 2005.
2009/5/31 Yaakov Smith m4ngr...@gmail.com
Downgrade the compiler?
-Original Message-
From:
Not if it doesn't compile source code they won't :)
2009/5/31 John john6...@gmail.com
When the beta is over and it is released a lot of people are going to be
using it - some of which will be source coders
On Sun, May 31, 2009 at 1:07 PM, Olly oli...@gmail.com wrote:
Yea, why do you need
Me and James are both having the exact same problem, and are running Vista
32bit. I have tried running shadercompile.exe in compatability mode, but
seems to not make a difference.
I'm beginning to wonder if the operating system is a factor of the problems
me and James are seeing.
2009/5/28
VS2010 isn't supported, neither is VS2008 (apart from OB Beta)
The fact you are also using a beta product, doesn't put you in a good
position to get help.
2009/5/27 Yaakov Smith m4ngr...@gmail.com
I installed and am testing Visual Studio 2010 Beta 1. It converted the
VS2008 projects (which in
Thanks Tobias, Ill check it out (:
2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com
Bumping this. The L4D Authoring tool was released, and it contains a
shadercompiler.exe. I don't know if it works, but its worth a shot.
/ScarT
2009/4/11 Olly oli...@gmail.com
Is there any
):
As far as I know, everything is setup here correctly, and I don't get any
errors. Has anyone else managed to compile the fxc's using this new beta?
2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com
Great. Let us know ;-)
/ScarT
2009/5/16 Olly oli...@gmail.com
Thanks Tobias
If its in the EULA (which I think it is) that says that you cannot use
unmounted content. Then you just shouldn't unless you have consent from
Valve.
Downloading music is illigal, and that's just copying data. I also wouldn't
make any money from doing so.
Emailing them would have been a much
I meant email valve directly. Not post on the list.
But it still depends on products purchased from Valve in order to function.
That statement is not valid, since Microsoft Office requires Windows which
is a Microsoft product, but I'm sure if I took some images/icons or
something from Office,
Just FYI the same issue is present with the colour correction entity.
2009/5/2 Alexander Hirsch 1ze...@googlemail.com
point_viewcontrol expects the game to be singleplayer: m_hPlayer =
UTIL_GetLocalPlayer();
So, instead of that, either do UTIL_PlayerByIndex( 1 ) to get the
first one or use
No
2009/5/1 Biz b...@cs-dsf-clan.de
Hey there,
can the particle system of the orange box be somehow used in a mod which
was created with ep1-system?
Regards,
xs57
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To unsubscribe, edit your list preferences, or view the list archives,
You cant comile shaders in the OB beta, since shadercompile.exe /
shadercompile_dll.dll is broken.
2009/5/1 Tony Sergi to...@valvesoftware.com
You'd have to port the shaders, and modify the particles.lib which.. you
can't really do.
The shader could probably be ported since there is the sdk
The domain is being camped.
2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com
Jake: He ignores his emails about source, or doesn't use that email
anymore.
On Fri, May 1, 2009 at 2:55 PM, Jake ja...@droxsden.bulletpain.com
wrote:
You could just email him..it's right there.
Dan L
Just FYI there is: CBaseEntity::IsPlayer()
2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk
I'd make a variable in the player class called int_Rounds (or something
clever) and then make a custom trigger, that could be called
Trigger_Checkpoint. Then make a variable in the
You could at-least give people pointers to help him out. No-one asked you
for the source-code.
2009/4/28 Cory de La Torre gear@gmail.com
Minh's got it right ;D Like Garry had ever released how to parent the
projector, amirite.
On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals
The beta to the SDK was released (check steam settings beta) but there are
still some pretty bad bugs.
The main one for us, being that the wrong
shadercompile.exe/shadercompile_dll.dll is on steam, so we STILL can't
compile shaders for orangebox.
2009/4/28 Saul Rennison saul.renni...@gmail.com
Sent from Saul's Pidgeon Mail
2009/4/26 Olly oli...@gmail.com
What of it? :D
My mail client adds mine automatically too :D
--
Sent from Olly's SEGA Game Gear
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You aren't getting spammed enough if you cant see how to unsubscribe.
2009/4/27 Ian T. Jacobsen www@gmail.com
Hello
I want to be removed from HLCoders since I'm now getting spammed with
more important stuff...
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Indeed, I just got slapped in the face with some irony just then =(
2009/4/27 Andrew Ritchie gotta...@gmail.com
Ironic?
On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski locwo...@gmail.com
wrote:
Hi,
Can we avoid the silliness of another pointless thread? This is spam of
the worst
What of it? :D
My mail client adds mine automatically too :D
--
Sent from Olly's SEGA Game Gear
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visit:
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CBasePlayer *pOwner = ToBasePlayer( /*--*/ );
to
CBasePlayer *pOwner = this;
Should work, if I understand the problem.
2009/4/20 Jean Marcel Knapp dos Santos changremi...@gmail.com
Hi, I'm Xblah, and I'm the programmer of Offline: Source. I'm trying
to build a corner-shot system. The player
Is there any update on when the new shadercompile.exe will be added to the
beta?
2009/3/26 Walter Gray chrysal...@gmail.com
Just an update, with a bit of tweaking I was able to make this work by
commenting out the following lines in buildshaders.bat
echo %SDKBINDIR%\shadercompile.exe
Is it predicted and you didn't write a client side version? or the client
side version isn't the same
2009/3/27 Dan Clark lnx...@gmail.com
I am trying to attach a model entity to a player. I want it to follow
the player in a sense. I have it working but when the player moves, the
entity
Didn't valve used to have a bugzilla? Maybe they would be more useful there.
2009/3/18 Walter Gray chrysal...@gmail.com
Bugs only in this thread please, put questions somewhere else.
Yaakov Smith wrote:
What is the command to go prone?
___
There is a way to get a list of cvars from the server using the query
interface. I don't remember how it works, and i'm at work so I cant get an
example now.
But if you get it working, you may notice that linux servers (I don't know
if windows ones do it now also) seem to have the packet contents
EP3 anyone?
2009/3/6 Saul Rennison saul.renni...@gmail.com
Valve Time ftw.
It will be fixed when Duke Nukem Forever goes gold.
2009/3/6 James Keith jimmy4...@gmail.com
Guess we'll still have to wait for their next-next gen engine when
everything but their tools are broke :(
Lots of the interfaces have been updated in the last version. I sent an
email to alfred asking for the new headers, but apparently we don't need
them, and there is going to be a steam client update soon. This is the case
for steam_api interfaces, I guess its the same for server plugin interfaces.
+1 gtfo tbh
2009/2/1 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
Nick: if you hate so much Valve and their way of doing things, why do you
keep working with Source? And most important, why do you keep trolling this
list? I think I'm not the only one that gets annoyed by your harsh and
Is it not possible to have dynamicly scaled fonts then?
2009/1/24 Tony Sergi to...@valvesoftware.com
You add new entries, and set the resolution range.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] On
I'm telling you, linux cant read dll's, and there is never a client_i486.so
2009/1/24 Nick xnicho...@gmail.com
I am not sure about that at all. Servers always check client binaries.
Can someone else check this for us?
On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote:
Linux
could render text off
into a rendertarget and then scale it to however you want though, but then
it may end up 'fuzzy'.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: January-24-09 9:00 AM
Linux cant/doesn't read DLLs, they are for windows only. In any case, there
is no need for a client 'binary' for a server
2009/1/23 Nick xnicho...@gmail.com
I've had this problem before. I think the problem was solved by running
./steam -command update -game
is the correct way i think. I
Ask them to type cl_predictionlist (assuming you are using
CPredictedViewmodel) they should see 'viewmodel' or 'predicted_viewmodel'
in the list. If not, chances are (not always, see below), the entity has
been removed for some reason (check code?).
There is probobly better ways of checking for
Microsoft already tried to compete with STEAM, it was called Games for
windows - Live... and it sucked. Again they tried to charge a subscription
which failed epicly.
I much prefer engines that are written in C++, they are much MUCH more
powerful than having to 1) Learn the syntax/structure of the
You don't own a master server ¬¬
2008/12/31 Nick xnicho...@gmail.com
Please send them to me, I want to know how to protect my servers.
Also, I must give you a round of applause, I don't think anyone has
ever gotten valve to reply to this mailing list so quicky :P You must
be a very
You really need to learn the facts before making statements like you do.
If someone posted any CLOSED source code of valve, it would be off very
quick. And chances are, you wouldn't even know about it.
Do you even know how many open-source projects that are based on the sdk
exist already? It
Are you still not banned from the internet?
Why doesn't valve want people making bots for TF2? And why should valve get
lawyers on anyone??
2008/12/23 Nick xnicho...@gmail.com
I don't understand why anyone would ever want to go through the hassle
and waste of time to make a bot framework for
...@comcast.net
Olly, what a terrible suggestion. There is much to be gained from extending
the sdk_player rather than just renaming it...
To do it, you just need to extend both C_SDK_Player and CSDK_Player.
The player is instantiated in ClientPutInServer in sdk_client.cpp, line
around line 80
will provide one extra level
of inheritence which will provide no noticable difference in performance
but
will allow your code base to be cleaner and more easily maintained.
-Skyler Clark
On Sun, Dec 21, 2008 at 7:27 PM, Tony Sergi to...@valvesoftware.com
wrote:
Olly is right though
rename the classes/files
2008/12/20 Michael Chang flux.black...@gmail.com
Hey all
After months (years?) of failing to fix HL2DM I've finally switched over to
scratch SDK, thank heavens for that.
I want to know how best to mod scratch SDK. For example I want to implement
my own player type
Its probably more of a problem because of the AI logic rather than actually
rendering lots of entities.
2008/12/6 Gustavo Ramos Lira [EMAIL PROTECTED]
Hi,
I've read that source really doesn't like you if you place a lot of NPCs
(I mean dozens of them, maybe up to 150 or so) in a map. Besides
Remember now that any players that join though a lobby in L4D will have the
steam id of STEAM_1:x:xx
2008/11/21 Zach Kanzler [EMAIL PROTECTED]
A full explanation is available here:
http://forums.alliedmods.net/showthread.php?t=60899
On Fri, Nov 21, 2008 at 16:08, Sam Klinger [EMAIL
It's nice to see there is such intellectual input here.
2008/11/15 Nick [EMAIL PROTECTED]
Nobody cares about maya, and really nobody cares about making it easy
for you. LOLOL
On Sat, Nov 15, 2008 at 2:47 PM, red box [EMAIL PROTECTED] wrote:
Hi list.
I have request to Mike, Valve, and
Alot of us have been waiting for this update for a VERY long time... I
wouldn't hold your breath.
2008/11/13 Saul Rennison [EMAIL PROTECTED]
I'm wondering if one of the Valve Devs would be able to zip up the new SDK
headers that are required to make plugins.
Mattie [Casper] noticed that
You can't get banned for skins, or any other customizations (unless of
course the 'customizations' were packaged in a file that included a cheat
know by VAC)
So your friend probably used the oldest excuse in the book... and you fell
for it ¬¬
2008/11/5 Tiago Conceição [EMAIL PROTECTED]
Michael
on these
servers.
Probably there's some odd thing going on with VAC or with some of the
plugins being used, so VAC thinks that it's a cheat.
Do your plugin get info where other players are located or anything like
that? Pherhaps some of this could be the problem.
2008/11/5 Olly [EMAIL PROTECTED]
You
It cant happen on a dedicated server, because the client never 'HAS' the
plugin on their hdd. And there isn't much sense banning a server via VAC ;p
2008/11/5 Keeper [EMAIL PROTECTED]
This is strange, I can't see how it could possible trip VAC.
But I would definitely get with VALVe on this.
Seeing as all of the player locations are stored on the server anyway,
altering them would have no effect on the client (apart from being in a
different place obviously...)
I have used SigScanning MULTIPLE times and its never been a problem.
Just because someone 'seems' to not be like the
would pick up on something that is being changed
from
the server on the client.
Maybe not though, I just don't know. That's why it's important for him
to
get with VALVe and figure this out.
-Original Message-
From: Olly [mailto:[EMAIL PROTECTED]
Sent: Wednesday
Update to source... jesuz.
Its not a cheat, obviously
Source code.. or its cheats...
2008/11/5 Saint Thoth (hotmail) [EMAIL PROTECTED]
Bloom Mod is a good example of what happens when VAC gets out of control:
http://www.madabouthats.org/projects/cgshader
Several dozen of our MSC
Garry glitter is well known, has been around for a lnog time, and
doesn't post here often, but would you believe anything he would say about
what he gets up-to in his spare time?
2008/11/5 Keeper [EMAIL PROTECTED]
#1) these guys are not unknown. They have been around for a long time.
.
Sorry if I caused any offence, it wasn't meant
2008/11/5 Saul Rennison [EMAIL PROTECTED]
Garry Glitter is a kiddie fiddler, that's quite offensive if your
referencing the OP. All of us that have posted here have been (legally)
playing CS:S since Day 1.
2008/11/5 Olly [EMAIL PROTECTED
Pretty much what I do... what functions are you scanning for?
2008/11/6 Michael Barr [EMAIL PROTECTED]
Oops!
http://forums.gungame5.com/viewtopic.php?p=1063#p1063
There ya go. It is an attachment in that post in the forum. I hope you can
see it without creating an account. If not, let me
steam
2008/11/4 xLnT [EMAIL PROTECTED]
Hi.
Just wondering, what's the latest version of HL SDK?
And where can i donwload it?
Kind Regards
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2008/9/30 Tom Leighton [EMAIL PROTECTED]
As far as i know, Compiling EP1 under 2008 is unsupported and doesn't work.
Paulo Rego wrote:
Hi guys
I'm getting the following linker errors
the proxy is referencing the one in gamerules:
BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy )
SendPropDataTable( offl_gamerules_data, 0,
REFERENCE_SEND_TABLE(
DT_OffLGameRules ), SendProxy_OffLGameRules )
END_SEND_TABLE()
Which leads me to ask; Olly, did you
Also in response to Tony
Gamerules have a 'proxy entity'. It is created with
CreateStandardEntities() on the server.
My CreateStandardEntities has nothing about creating 'proxy entity's', its
just the creation of the player_manager entity
2008/9/16 Olly [EMAIL PROTECTED]
The values
(
DT_OffLGameRules ), SendProxy_OffLGameRules )
END_SEND_TABLE()
Which leads me to ask; Olly, did you forget to add your variables to the
send/receive tables of DT_SDKGameRules ?
The rules themselves aren't networked. That's why there's a gamerules
proxy.
In hl2mp
Put a breakpoint in that function, and then check the callstack?
2008/8/17 Arne Sikstrom [EMAIL PROTECTED]
After the EP1 to OB merge I got some errors I can't locate. The console
error only says Programming error: CMatRenderContext::Bind: NULL material
but I have no way of setting a debug
Love how you again threw in that 'bug' of the options panel. TBH I dont know
why you keep trying, you have had an answer multiple times. And every answer
was the correct one.
Apart from that, pretty useful
2008/7/15 Jake Breen [EMAIL PROTECTED]:
Bit aggressive to valve much? lol but nice
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