the source code for CS1.6 was never released and i doubt it ever will be.
We may someday see the source code for Half-life1 released, Maybe. but
not cs 1.6.
If you want to create a CS 1.6 clone you are going to have to do it
from scratch.
On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid
with the old mod i worked on i noticed issues with the location of
effects attached to the view models as well as awkward lighting on the
viewmodels themselves.
as it turned out the viewmodels were created at a much larger scale
then the standard scale most viewmodels were made at and that was
being a view model it can be created at any size, the way it looks
from the players viewpoint is what matters, but it seems that lighting
and other items may be applied to the viewmodel relative to the
worldspace coordinates.
i applied a small hack by adding $scale to the viewmodels qc and that
Entities in all source MP games are handled by the server, the client
is untrusted as such on connection to a server or loading a new map
from the server the client downloads the entities to use from the
server ( the entities in the clients BSP are never used ) there are
different methods used to
No more xerces? thats damn nice.
Nice work.
On Sat, Apr 24, 2010 at 6:46 PM, Jonathan White
killermonke...@gmail.com wrote:
Whats more? Well I dumped the use of MSXML and XERCES, which means you
NO LONGER NEED XERCES to compile Linux if you use my program!
It is supported within source engine but i do not think that its
support is fully enabled in the orangebox mod codebase.
you can do it fine in l4d and l4d2 for example:
http://forums.steampowered.com/forums/showthread.php?t=745113
http://forums.steampowered.com/forums/showthread.php?t=1029890
On
my memory might be flawed or i might have missed something so anyone
is welcome to correct me but i dont think valve ever got around to
releasing a SDK code update that fixed compiling custom shaders for
Orangebox based mods.
On Fri, Nov 13, 2009 at 7:18 PM, Skillet skillet5...@gmail.com wrote:
only source engine game i have seen that in so far is Zeno Clash:
http://store.steampowered.com/app/5205/
On Wed, Sep 23, 2009 at 10:18 PM, Michael Chang
flux.black...@gmail.com wrote:
3. Has anyone done this before, or have an example of how best this is done?
I'm programming a third person
http://code.google.com/p/tortoisegit/
its working very well so far.
On Mon, Aug 24, 2009 at 1:34 PM, joshua simmonssimmons...@gmail.com wrote:
Linus doesn't have much to do with git anymore, he just bootstrapped it
really.
Git's windows support certainly is a talking point, and I do
What other gui's are available for git on windows, i have not been
able to find any that were even up to par with Tortoisegit.
On Mon, Aug 24, 2009 at 2:31 PM, David Kraeutmannda...@davidkra.net wrote:
TortoiseGIT was the worst git GUI I ever encountered.
Also, if anyone needs SVN/git/whatever
yeah its painfull to loose alot of data, thankfully i have always been
a rigid backup nazi and never lost any very important data.
having a backup server for your home or a offsite backup tool such as:
http://www.jungledisk.com/
can be very useful.
On Tue, Aug 18, 2009 at 11:44 PM,
Lol wut?
last i checked Subversion is supported and HAS been supported since about '06-07
http://apps.sourceforge.net/trac/sourceforge/wiki/Subversion
On Fri, May 1, 2009 at 6:58 PM, Brent Lewis coder0...@hotmail.com wrote:
I just joined back into the mailing list once I heard DuctTape was
Staying on topic a bit wasn't the grain in the shadows introduced by
valve because of nvidia (forcing a cheaper version to be used) cards
that could not handle the newer flashlight effect in EP2 without lag?
On Mon, Apr 27, 2009 at 4:00 PM, James Keith jimmy4...@gmail.com wrote:
Once again,
as soon as git has a front end like tortisesvn i would also recommend
that but subversion+tortisesvn is so much more smooth.
winmerge also helps a good deal with merging.
Even better than having to throw out your code every-time valve updates, you
could use git (http://git-scm.com/). Which
you asked for help on this before sill post my response again since i
did not see a reply:
the problem i 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
heres a snip of a diff file, check and see if those files are missing
from the vcproj.
http://www.nopaste.com/p/amuitIo1z
On Sun, Feb 1, 2009 at 8:11 AM, Andrew Watkins a...@watkins.to wrote:
Thanks for the suggestions guys, sorry for the delay.
I've checked, and neither my mod project nor
The mod i worked on was hl2mp based and with a good bit of time i
merged it into the OB sdk, then later got it running perfectly in
linux with a good deal of work.
there are a good number of fixes required in code as well as changes
and additions needed to the visual studio project files.
there
afaik unless the entity specifically supports it that animation
selection does nothing but change whats viewed in hammer.
you would need to edit the ammo pickup entity so it uses a different
model that has that animation as its idle or edit the entity to use
the standard model but use a different
With a good bit of work i have it compiled and working with my gentoo
linux box with gcc 4.1.2/glibc2.6.1 and a ubuntu linux(gcc3.4.6)
install under virtualbox.
im also using tony's/Omega's Makefiles/Patch
Some of the problems that had to be fixed:
- #include directives with incorrect case of
yes i had about the same problem.
it seems to crash without reason in initalspawn but the crashdump did
not point to anything of value.
i later tracked it to the gamestats system calls.
all odd crashes and problems were fixed by deleting the files:
game/client/statgather.(h/cpp)
That sounds very good, openly releasing all of the content and code
like that is a great way to give that content life again and help
other community members and mods.
On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett [EMAIL PROTECTED] wrote:
Hmm, since Forsaken is now officially dead (can't get in
hell who cares if its annoying as long as we have access to it.
that and the particle tools.
On Tue, Jun 3, 2008 at 12:24 AM, Matt Stafford [EMAIL PROTECTED] wrote:
You'll have an annoying time trying to get shaders working in OB. It
involves screwing around with the paths in the Perl scripts
being patient is one thing but shader's and particles can be a
important thing in a mod and we have been waiting for the code and
tools for that a damn long time.
On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn [EMAIL PROTECTED] wrote:
Obviously, they're not working on at least two retail games
keyvalues data objects are deleted when the button objects are destructed:
Button::~Button()
{
if (_actionMessage)
{
_actionMessage-deleteThis();
}
}
On Wed, Apr 23, 2008 at 4:59 AM, Piotr SiĆ³dmak [EMAIL PROTECTED] wrote:
Take a look at the following
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for now as it is it will not work correctly unless you have a Orange box
based game and have your mod use that game as its base..
with some time soon valve is going to update the rest of the valve catalog
(hl2 and hl2dm etc) to use the orange
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the mod i'm working on currently is still in the alpha stages and we have
yet to deal with this issue yet so excuse me if this idea is stupid or
incorrect in a way.
it is a bit hackish but what if you were to create a locked cvar on the
client (
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yes but the end effect is just about the same. (minus the wasted time the
user spends loading/connecting to the game before the warning is shown)
the idea i posted is just a simple method that should work, other fixes can
be more complex then
But isn't it the same issue with a dedicated LAN server?
yes having sv_lan 1 set on the dedicated server should fix that same
as a listenserver, but i have not tested it myself in a while.
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when i was making a way to check the setting of the clients music
volume setting by creating a ConVar pointer:
ConVar *m_fMusicVolume;
witch is initialized like this:
cvar-FindVar( snd_musicvolume );
be aware that cvar's grabbed such as this will not be set to their
correct user defined
offline mode has always worked fine for me and a large number of other
people, you just have to remember to launch each game and the games
its based off of atleast once after each steam client/game update to
make sure it will run in offline mode.
its annoying but if you do that it will work
if your mod is a multiplayer game then you must make sure that when
you create a listenserver to show/test on you MUST make sure the game
is started with sv_lan 1 set.
or else when you start the server it trys to check the users steam id
and drops the user since it cant connect.
On 10/26/07,
a quick question is this freezing happening when the server is set to
insecure for these users?
could be some bug involving the download of the vac security module.
On 9/28/07, Jeremy [EMAIL PROTECTED] wrote:
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We're getting users that have
its not a myth, it always works fine for me.
you just have to make sure you launch each game you might want to use
and the sdk at least once after a update while online.
anyways i'm also getting the same error when attempting to launch the SDK.
On 9/8/07, Minh [EMAIL PROTECTED] wrote:
--
[
it is.
do a find in files for the string cl_entitylist and you will see how its used.
this question has come up twice before:
http://www.mail-archive.com/search?q=cl_entitylistl=hlcoders%40list.valvesoftware.com
On 7/30/07, Nick [EMAIL PROTECTED] wrote:
I don't think it is possible from the
theres probably a listenserver.cfg file thats overriding the setting.
if the file is not in the cfg directory its in the base games gcf file.
On 7/8/07, Ben Everett [EMAIL PROTECTED] wrote:
This is a multipart message in MIME format.
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I've
Any News?
On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote:
I am able to duplicate this so I'll find the problem and let you know
what's going on. Sorry about that.
-Mike Durand
Valve
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yes i do:
sdk_vehicles.bsp
On 1/9/07, Benjamin Davison [EMAIL PROTECTED] wrote:
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Do you have a map in the maps folder?
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i have been looking into it more and when the game is loaded and
CServerGameDLL::DLLInit is called the function exits out at around
line 500:
if ( (scenefilecache = (ISceneFileCache *)engineFactory(
SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
so gpGlobals
Thanks!
On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote:
I am able to duplicate this so I'll find the problem and let you know
what's going on. Sorry about that.
-Mike Durand
Valve
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i have started working on a small test project with the start from
scratch codebase.
i built the project and it compiles perfectly with vs2005 but when
loading the game it will crash at line 845 in gameinterface.cpp:
gpGlobals-eLoadType = MapLoad_NewGame;
within the debugger comes out as a NULL
callstack.png is only 2kb, utlmemoryassert.png is only 5kb, and the
third image is 13kb, all are perfectly fine to read from.
anyways i managed to fix the problem with a bit of sleep and looking
at some of the bits of code i wrote, i forgot to reset the keyvalues
pointer at the end of a for loop
i have been having some problems with some of the custom code i have
written for a map config file system that sets what weapons a team can
select and use along with a few other items.
whenever the code gets to the point where in needs to add a item to
the CUtlVector that was created it throws
I've had a few problems since the update also such as its impossible
for me to launch my mod via visual studio (crashes on load but works
fine via normal steam link.), its making debugging a pain in the ass.
Call Stack: http://www.rafb.net/paste/results/defiIg73.html
On 7/27/06, Gus [EMAIL
Or Get a free copy of Winmerge and compare your code to the original copy...
http://winmerge.sourceforge.net/
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visit:
I'm getting this exact same problem also actually.
the sdk_vertexlistgeneric shader for me is totally broke also. (pops
out a error then just has wireframe.)
On 2/13/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Hey.
Well im having some issues
Nothing works now, this is so fucking stupid.
On 12/24/05, Jurgen Knops [EMAIL PROTECTED] wrote:
Run_hammer.bat doesn't work either.. It gives the same errors as you run it
through the 'offical' way. (Extra App Id)
- Jurgen Knops
___
To
i get this:
srcds # ldd hostiletest/bin/server_i486.so
linux-gate.so.1 = (0xe000)
libm.so.6 = /lib/libm.so.6 (0xb72d3000)
libdl.so.2 = /lib/libdl.so.2 (0xb72ce000)
/opt/srcds/bin/tier0_i486.so (0xb72a)
/opt/srcds/bin/vstdlib_i486.so (0xb728b000)
actually i just made those changes you suggested a few moments before
i noticed your reply and then deleted the server_i486.so to have it
relink the binary and the binary is still not working in the server
but i did get this from ldd:
srcds # ldd hostiletest/bin/server_i486.so
And when you do ldd, first cd to your srcds directory (where you find
all of these run scripts) and then try it this way:
ldd yourmod/bin/server_i486.so
i have been doing that actually.
When I compiled the linux server for my mod, I tried a lot of things
(had the same problem like you), but
so i have to set this before compiling the serverbinary or i have to
set it before runing the server?
this is all a bit confusing to me, please forgive my stupidity everyone.
On 12/22/05, Jeff Fearn [EMAIL PROTECTED] wrote:
You have not exported your library path, it can't find the HL
compile is done the thing compiles fine but still the thing refused to
get loaded by the server.
this is driving me insane.
heres some items from the console:
srcds # ldd hostiletest/bin/server_i486.so
linux-gate.so.1 = (0xe000)
libm.so.6 = /lib/libm.so.6 (0xb72d3000)
is that really needed is that not redundant since these:
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a
are already linked in?
also just tryed adding it anyways it did not work.
On 12/22/05, Jeff Fearn [EMAIL PROTECTED] wrote:
Realise
i have been trying to find out what exactly is wrong the server binary
seem to compile perfectly without errors or any warnings but it seems
to build a invalid binary.
im using gcc 3.4.1 with glibc 2.3.5 on gentoo.
heres various snipets from the console
===
srcds # ./srcds_run -game hostiletest
this is very interesting stuff tim thanks.
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the exact same thing is effecting the mod im working on also.
On 12/9/05, Ben Everett [EMAIL PROTECTED] wrote:
It's happening to us as well on the Forsaken mod. However, the 'sv_lan 1'
and 'sv_lan 0' trick doesn't seem to work when the server is hosted in the
US and people from Europe try to
i would like to see a tutorial on that made.
how about making the tutorial on the new valve wiki?
http://developer.valvesoftware.com/wiki/Main_Page
things have been Very slow over at twl. :(
also if you need help with wiki formating i can send you some links.
On 6/28/05, ibutsu [EMAIL
And dont forget the Great program, Goldwave.
On 6/20/05, McCormack, Chris [EMAIL PROTECTED] wrote:
Cooledit pro. I think there is a demo version that you will be able to use in
restricted mode.
load your wav and go to Tools. Hit find loop points and then play the wav in
loop mode.
You
This might be of some help:
http://swallowbush.com/forum/viewtopic.php?t=339
On 5/25/05, r00t 3:16 [EMAIL PROTECTED] wrote:
How do you add more player specific flags ? Would something like this work?
#define FL_PRONE (19 )
#define PLAYER_FLAG_BITS 10 ?
Or would that cause issues with
yes set
#define PLAYER_FLAG_BITS 10
and add FL_PRONE where you want then increment ALL the flags under
that one so if you placed it before FL_WATERJUMP you would change it
to
#define FL_WATERJUMP (13)
and increment each flag under it by one from FL_ONTRAIN all the way to
I just wanted to chime in and say i would also very much like to see a
comment on this.
On 5/19/05, r00t 3:16 [EMAIL PROTECTED] wrote:
Is Valve gonna comment ?
Be nice to know this is going to be fixed
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me and a some others i know have the error also.
On 5/13/05, Patrick Flanagan [EMAIL PROTECTED] wrote:
I get this error too whenever I try to start a game.
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visit:
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On Apr 9, 2005 12:32 PM, Patrick Flanagan [EMAIL PROTECTED] wrote:
I'm currently trying to figure out if I should update my mod to the
latest SDK codebase. Does anyone know what has been changed in the SDK
update to optimize bandwidth usage?
http://www.wunderboy.org/
On Sat, 8 Jan 2005 10:27:01 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
Does anyone here has HLLib downloaded? Nem's site is down, can you
please send it to me or upload somewhere? Thanks a lot!
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This is not the place to ask for gmail invites you may be better off
using this link.
http://isnoop.net/gmailomatic.php
Too bad you did not send this message late last night since i would
have gave you one, i recived 10 gmail invites to give out i asked
around in irc gave a few out and Sent the
the question was asked before but it as of yet still has not been answered
On Sat, 11 Dec 2004 09:08:39 -0500, Skyler York [EMAIL PROTECTED] wrote:
Ahh didn't see it, sorry.
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Even if you were to get the sdk without getting the game How would you
go about testing anything you made with it and for that you would need
to own Half-Life2.
I dont see any viable reason to have the sdk without owning a copy of
hl2 other then to say write a server plugin.
On Wed, 8 Dec 2004
no but i wish there was would be very usefull and make it so we dont
have to save each page by hand.
On Thu, 2 Dec 2004 08:48:31 -, McCormack, Chris
[EMAIL PROTECTED] wrote:
are they available anywhere offline ! pdf etc ?
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When you have a retail version you should not have to download any
files to play the game other then maybe a small update or 2 of
Counter-Strike:Source(witch should not take more then 10mins).
Half-life2 Does require a internet connection to authenticate the
game and make it available in offline
Can i ask what nvidia driver version did you use while doing this testing?
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Here is a good wiki some here might like:
http://www.hl2world.com/wiki/index.php
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might be hard to make a bot that so perfectly encapsulates
counter-strike players like that.
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good GCC support would be nice.
On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
[EMAIL PROTECTED] wrote:
I just want to do a quick straw poll of how many people on this list
DON'T have access to MSVC.NET or above for their MOD development (we
hope to only release MSVC.NET project files
On Wed, 1 Sep 2004 21:28:39 -0700, Ernest Lee [EMAIL PROTECTED] wrote:
Oh my is that a virus :O
Everyone just ignore these virus mails there filtered out
automatically so talking about them is pointless.
but on similar topic does mailman verify to origin of the emails
before sending it to
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