+1 on the stuffcmds being present in the valve.rc!
*we* had the same problem in our mod!
2009/7/15 Saul Rennison saul.renni...@gmail.com:
Ensure you haven't deleted valve.rc. Try executing stuffcmds in the
Console and see if it works.
Sent from my iPhone
On 15 Jul 2009, at 13:37, atomy
So just to deviate from the usual whining that accompanies releases..
great work Tony :D keep the good stuff flowing :o)
loving the updates.. it has helped our MOD *ALOT*
S.
2009/6/16 Matt Hoffman lord.matt.hoff...@gmail.com:
It crashes hammer every time you try to use it. I've got a chatroom
nice stuff :D
not sure about all the additional gesture recognition but the head
movement + perspective stuff look great... similar to those ol' wii
control + ir led glasses hack
2009/6/14 Steve Henderson steven.j.hender...@gmail.com:
You can get Torben's code, which is the excellent work in
Might sound ambitious.. but Im wondering if anyone has any
ideas/experience in client side action replay under the hl2 sdk?
cheers
s.
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yea kinda.. last moments before death and all that :D
though im understand there is some facilities to accomodate server
side playback..
all ideas welcome
2009/6/12 botman botman.hlcod...@gmail.com:
On 6/12/2009 7:25 AM, Sykes wrote:
Might sound ambitious.. but Im wondering if anyone has any
automatically updated using
a content server network and torrenting for additional bandwidth. It's
already in its beta stages and is used for my own mod's demos, but I'll go
public in a matter of months, and then this should be a problem of the past.
Sortie.
- Original Message -
From: Sykes sy
that it
was a waste of time.
Paul
On Mon, Jun 1, 2009 at 8:28 AM, Sykes sy...@ladnet.org wrote:
So I know steam-works is the official solution to distributing your
mod DLL's/content. This seems great if you are a major MOD or
game publisher.
however for the small outfit MOD maker.. has anyone
Message -
From: Sykes sy...@ladnet.org
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Sent: Monday, June 01, 2009 4:28 PM
Subject: [hlcoders] Dll updates : ways to update your clients
So I know steam-works is the official solution to distributing your
mod DLL's
...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Sykes
Sent: May-06-09 8:00 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] linux server : +map not loading map on startup?
For our MOD the linux srcds +map commandline option is NOT starting
For our MOD the linux srcds +map commandline option is NOT starting
the map when the server loads.
I've check with -game hl2mp and +map works fine.. so i know its
specific to our mod/server config perhaps...
i have to manually enter the map name of map in the console to
kick things off, after
Not sure if it helps..
But for deep coding sessions, I just run the server and client .vcproj
files in their own VC instances.
this sorts out the preprocessor shinanigens once and for all :D
s.
2009/5/6 Jonas 'Sortie' Termansen hlcod...@maxsi.dk:
That's what I said, it's a useful workaround,
for the replies to those that did.
S.
Ps. expect AHL2 soon
2009/4/15 Sykes sy...@ladnet.org
So still no feedback on this..
does ANYONE know if there are some engine hook code i should check. i've
done lots of compiles and tests.. and it would appear that if i omit the
HL2MP code the linux .so's
our mod's timescales :o(
(or does someone have a contact in valve?)
Im sure its something really stupid that if I can get some direction on
would help enourmously!
S.
2009/4/6 Sykes sy...@ladnet.org
Right...
So i've build a slackware 11 distro install (yep vmwared)... and this
failed also
makin all this effort is it worth
going OB?
s.
2009/4/5 Sykes sy...@ladnet.org
Thanks for the feed back .. will be trying this next..
2009/4/5 frikazoyd frikaz...@gmail.com
Yeah I set up a specific linux distro with the *exact* glibc and gcc
versions (not multiple versions) required. It's
AM, Sykes sy...@ladnet.org wrote:
I've actually managed to pull this out of the coredump after using gdb to
load my mod library..
(gdb) bt
#0 0x in ?? ()
#1 0xb727a4b3 in CModAppSystemGroup::Create () from bin/engine_i486.so
#2 0xb7380c7f in CAppSystemGroup::Run () from bin
--00:00:00:05.542 13942-- Reading syms from
/servers/srcds/bin/scenefilecache_i486.so (0x5fe5000)
runs fine
any ideas ? +advice +help welcome!! :D
regards
S
2009/3/30 Sykes sy...@ladnet.org
kewl. will do man :D
hl2mp works just fine though :o - must be cuz im running in mixed gcc
environment
/dedicated_i486.so
#8 0x0804909e in ?? ()
#9 0xb7def450 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#10 0x08048f11 in ?? ()
(gdb) quit
still none the wiser - however its clear CModAppSystemGroup::Create () isnt
happy when the mod .so is loaded.
S.
2009/4/2 Sykes sy...@ladnet.org
So
Hai.. I'm looking for advice / pointers
Compiled a testmod on the linux platform and the dedicated server is
crashing when we load -game testmod.
(the testmod is based from ep1 sdk)
./srcds_i486 -game testmod
Console initialized.
Segmentation fault (core dumped)
gdb srcds_i486 core
(back trace)
kewl. will do man :D
hl2mp works just fine though :o - must be cuz im running in mixed gcc
environment.
i'll give it a whurl on the suggest slackware 11.
s.
2009/3/30 Jorge Rodriguez bs.v...@gmail.com
A quick Googling of your error message Cannot find new threads: generic
error reveals some
there. I would actually suggest moving over to keyvalues
because they are really easy to deal with in comparison to doing it
manually.
Cheers.
On Mon, Feb 23, 2009 at 6:34 AM, Sykes sy...@ladnet.org wrote:
I was hoping to change the format of the maplist for the server (to
include extra
I was hoping to change the format of the maplist for the server (to
include extra parameters per line) .. is this file parsed in the
engine or is there some way to override the away its parsed?
thanks
S.
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Anyone got some advice on where to start..
the hl2mp code seems to inherit a nest of calls from parent classes..
I'd like a player to go straight to spectator mode on connect?!
cheers
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()-IsTeamplay() == true )
{
if ( GetModelPtr() == NULL )
{
ChangeTeam( TEAM_SPECTATOR );
}
}
}
}
this makes it choose the spectator team as the default on connect.
hope that helps!
Sykes wrote:
Anyone got some advice on where
to terminate.
s.
2009/1/20 Nick xnicho...@gmail.com:
you people complain too much i think
On Mon, Jan 19, 2009 at 4:12 PM, Sykes sy...@ladnet.org wrote:
Happening here too..
hl2.exe still sits in the background and needs to be killed.
2009/1/19 dave daveslastname hit...@firearms-source.com
Happening here too..
hl2.exe still sits in the background and needs to be killed.
2009/1/19 dave daveslastname hit...@firearms-source.com:
I've also had this problem, but only when doing a LAN game. If I join one
of our development servers with other people playing, and quit the game from
In essence there need to be a few more sections source wiki that cover
codebase better.
the VGUI stuff isnt far off with at least a hlaf decent decription on
how it all hangs together etc..
someone could write up the various aspects of the sdk, studio rendere,
network, client code, etc..
I like
Have to agree with botman there.. some wise words..
though just as a comment : botman: your HL1 SDK site used to host some
awesome howto's that really did aid in the learning curve
perhaps this is best thing.. some practical examples? - though
arguably thats what most of the sdk is anyway..
S.
Unfortunately I'm not able to always be connect to the internet whilst
developing..
I've had to WASTE entire days of dev time because of this stupid
offline steam ticketing system.
Are there any rules of thumb on how to best work with this.. Its
really starting to P**S me off, I get some work
it,
select to remember your password, and when you open it w/o internet there
should be the option to run in offline mode.
2009/1/6 Sykes sy...@ladnet.org
Unfortunately I'm not able to always be connect to the internet whilst
developing..
I've had to WASTE entire days of dev time because
We use twitter linked to our SVN post commit hooks ;D kinda neato for
announcing changes..
twitvn is the script we used ;o)
2008/11/8 botman [EMAIL PROTECTED]:
Adam Buckland wrote:
I'm guessing becaus he sent a twitter invite to the hlcoders email
address?
It won't work. hlcoders has no
...
2008/10/3 Jorge Rodriguez [EMAIL PROTECTED]:
http://articles.thewavelength.net/617/
On Fri, Oct 3, 2008 at 6:55 AM, Sykes [EMAIL PROTECTED] wrote:
Im sure there is some info around *somewhere* but since i've upgraded
my linux servers a few times. im having problems getting a working GCC
basically its borking out looking for header files.. I think the issue
is todo with the way gcc4 impliments stuff..
the build script was :
mkdir gcc-build
cd gcc-build
../gcc-2.95.3/configure --enable-languages=c,c++
make bootstrap
then fail :D - http://sykes.pastebin.com/m31ab67d8
cheers
S.
Thats good news .. thanks for that Heimo..
Think i'll give it ago..
2008/10/4 Heimo Stieg [EMAIL PROTECTED]:
for ESF we are using g++-3.4 and it is working fine =)
Sykes schrieb:
basically its borking out looking for header files.. I think the issue
is todo with the way gcc4 impliments
H
Problem is i'm not doubting the wavelength article.. is there anyway
to confirm which gcc the HL1 .so's are compiled against? is it still
gcc 2.x?
Gcc 3.xx is clearly fine for HL2 dll's
S.
2008/10/4 Sykes [EMAIL PROTECTED]:
Thats good news .. thanks for that Heimo..
Think i'll give
Yea.. its what i thought.. well thanks for ur help fella :D
+ great article on wavelength BTW :D
we're just putting together last release of action halflife :)
2008/10/4 Jorge Rodriguez [EMAIL PROTECTED]:
It is possible that Valve decided to change what GCC version they build
against since
Im sure there is some info around *somewhere* but since i've upgraded
my linux servers a few times. im having problems getting a working GCC
2.95.3 compiler!
Has anyone successfully used a newer compiler for the old HL1 mod? -
i believe the main issue is todo with the compiler version valve make
A while ago during the steam gui updates.. I remember alfred (valve) saying
something about mailing valve to update mod links/screen shots for the new
storefront site etc..
Is this still possible ? if so who do i contact to update my mod info ?
regards
James sykes Moverley
Totaly looking to do the same thing for our MOD.
Want to make a weapon model selection GUI.. (we have replacement models for
our weapons).. currently its an external app, but i'd like to incorperate it
ingame..
On Wed, 27 Jul 2005 00:39:28 -0700, Skyler York wrote
It's absolutely possible.
Can anyone point me in the right direction on information on the steam
ingame menu's and options.. im wondering if there can be any customization..
for example could it be extended to cope with game relative stuff ?
thanks
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