it
From: Tim Baker [EMAIL PROTECTED]
You run the batch file from *within* Hammer. I use the Tcl scripting
language
to batch compile Heart of Evil Source maps. You're saying DOS batch
files don' t work though?
-- Tim Baker
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I guess you'll have to wait for qUiCkSiLvEr's compile tool for that.
-- Tim Baker
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From: Jonas 'Sortie' Termansen
Ah great. Any way to do it without Hammer open?
From: Tim Baker
I just tried it with a BAT file and it seems to work
You run the batch file from *within* Hammer. I use the Tcl scripting
language
to batch compile Heart of Evil Source maps. You're saying DOS batch
files don' t work though?
-- Tim Baker
--
From: Jonas 'Sortie' Termansen [EMAIL PROTECTED]
Sent
Speaking of vehicles, I think this is a bug calculating the rear wheels
in CFourWheelVehiclePhysics::CalcWheelData:
m_wheelTotalHeight[2] = m_wheelBaseHeight[0] - left.z;
m_wheelTotalHeight[3] = m_wheelBaseHeight[1] - right.z;
The right-hand array indexes look wrong.
-- Tim Baker
{ event 3900 4 }
The number after the event number is the frame when the event should
be fired. It looks like the last frame in your animation is 35 so write:
{ event 3900 35 }
-- Tim Baker
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ok back again and found out a bit more
I'm
of attachment #1)
while the other takes an attachment point.
-- Tim Baker
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It's probably the move-and-shoot overlay, the thing that lets
NPCs
shoot/reload while moving. There's no schedule being
selected for
that.
-- Tim Baker
robert gill wrote:
Some of the
other schedules I have examined in the metropolice code are
declared in
this way with
Interrupts
After using AddGesture() with a looping sequence (marked loop in the QC file)
the animation gets close to cycle 1.0 then quickly goes in reverse. This seems
to
be a problem with non-looping interpolation on the client for m_flCycle in the
overlay. Anybody have a fix?
-- Tim Baker
I'm using SteamAppID 218 plus this on client and server
if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
return false;
I actually extracted a few .pcfs to test the particle editor and they
show up there, just not in-game.
-- Tim Baker
Are you guys including the .pcf files
Say what? I use the same code in debug/release no problem.
-- Tim Baker
Tom Leighton wrote:
BTW, you might want to mount that with a - sign in there
if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
return false;
Otherwise running under a debugger in debug mode
stuff works fine. It just seems to be the newer EP2 stuff that
stopped working. Perhaps I need to update the mod code with the latest
SDK sources?
-- Tim Baker
Tony omega Sergi wrote:
Yeah, as I stated before, you must mount negatively, otherwise the
filesystem code tries to remount
After doing a full code merge the particles are working fine.
I got some undefined references when I used only the new particles.lib.
-- Tim Baker
Mike Durand wrote:
You definitely will need to rebuild against the particles.lib included
in the beta for the new particles to work properly
For anyone drawing models in VGUI two new files will interest you:
game\client\game_controls\basemodelpanel.h
game\client\game_controls\basemodelpanel.cpp
It looks like two old files basemodel_panel.h/.cpp (with an underscore)
aren't used.
-- Tim Baker
particle function Alpha Fade Out Random
Didn't find particle function Movement Dampen Relative to Control Point
Didn't find particle function Radius Scale
Is this because Source SDK Base - OB needs an update like TF2/EP2/Portal
received?
-- Tim Baker
broken. See this thread for more info:
http://www.xsibase.com/forum/index.php?board=24;action=display;threadid=32914
-- Tim Baker
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Its in hl2_player.cpp. Just search for m_QueuedCommand.
-- Tim Baker
@Tim:
Can you point me to where the double-tap 'c' to recall your squad is
called?
I found out that is an impulse 50
(http://developer.valvesoftware.com/wiki/Impulse), but it confuses me
that the same impulse sends
Any suggestion on how implement double tap controls in source.
I am working on an assignment where we can use only 4 keys, so we need
a way to broaden the range of controls.
In HL2 you can double-tap 'c' to recall your squad. The code is in
the SDK for that.
-- Tim Baker
changes to
the options dialog were busted).
Is there some other file I can put gamemenu.res-friendly translations into
or perhaps a code change I can make to avoid modifying gameui_english.txt?
-- Tim Baker
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I was tracking down a crash in ai_speech.cpp CConceptHistoriesDataOps::Save.
It looks as though m_ConceptHistories is not being iterated over properly?
CUtlDict ConceptHistory_t, int *ch = ...;
int count = ch-Count();
for (int i = 0; i count; i++ ) { ... }
CUtlDict uses a CUtlRBTree for
not found!: TOOLS/TOOLSTRIGGER
It used to work. I'm passing -game correctly so it finds my own mod's stuff.
ToolsAppId is 211.
-- Tim Baker
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from 0 to
360?
Tim Baker wrote:
C_BaseAnimating::OnNewModel() assumes that all rotation bone controllers
loop/wrap. These are the problematic lines:
bool loop = (hdr-pBonecontroller( i )-type (STUDIO_XR | STUDIO_YR |
STUDIO_ZR)) != 0;
m_iv_flEncodedController.SetLooping( loop, i );
I changed
C_BaseAnimating::OnNewModel() assumes that all rotation bone controllers
loop/wrap. These are the problematic lines:
bool loop = (hdr-pBonecontroller( i )-type (STUDIO_XR | STUDIO_YR |
STUDIO_ZR)) != 0;
m_iv_flEncodedController.SetLooping( loop, i );
I changed it to this to fix it, based on
() )) )
-- Tim Baker
So there is a way to compile with the ep1 studiomdl? Because I'm getting
the MaterialSystem.dll error, regardless if I have HLMV running or not. Is
this fixed if I compile the studiomdl from the beta code?
-- Maarten
Well I figured out why vphysics.dll wasn't being loaded.
I
overwritten.
-- Tim Baker
I built the EP1 studiomdl.exe using the current beta code and the
function that fails is in physdll.cpp:PhysicsDLLPath...
pPhysicsModule = g_pFullFileSystem-LoadModule( dllPath );
...where dllPath is VPHYSICS.DLL. With HLMV running this function
succeeds.
I added
vphysics.dll is located.
My debugging adventures stop there as I don't think we are given the sources
to IFileSystem::LoadModule.
-- Tim Baker
I use GUI StudioMdl http://www.wunderboy.org/apps/guistudiomdl2.php
And just select the Ep1 studiomdl.exe from sourcesdk\bin\ep1\bin. No need
to
switch
if the Launcher would
stop crashing 50% of the time when I try to switch engines.
-- Tim Baker
Anyone else have problems with Studiomdl.exe on both Episode One and
Orange Box?
I currently have the Beta SDK, but I have also tried the normal SDK and it
still gives the same things;
I keep getting a warnings
an
Orange Box game then your customer will need to own that game. Right now
there is a problem with the new SDK Base so you should use 420 if your
mod is single player or 440 if your mod is multi-player.
I've been using the Episode 2 hl2.exe.
-- Tim Baker
It seems everyone is able to get
studiomdl.exe has always crashed for me unless I have HLMV running.
-- Tim
Another issue, seemingly related to the vbsp one.
I'm running studiomdl.exe to compile a model, and it fails also with a
Can't load MaterialSystem.dll
Any solutions for this one?
-- Maarten
is unreadable.
-- Tim Baker
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This is a multi-part message in MIME format.
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My mod based on Source SDK: Base uses the HL:S GCF, mostly for materials,
sounds, and a few models. I'm wondering if those will work with the Orange Box
engine or whether I'll have to convert them (is
Well the file formats have changed. I get errors when using
the Orange Box HLMV/Hammer with models/textures compiled for
the old engine.
That's why I'm wondering how GMOD will work with pre-OB stuff.
Although Garry has the full engine source...
-- Tim Baker
- Original Message -
Jake
Never mind. I only get problems when setting SteamAppID=280
with the new SDK. When I copied a model and textures for the
old engine to the Portal directory the models loaded correctly.
-- Tim Baker
- Original Message -
Tim Baker wrote:
Well the file formats have changed. I get
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Would it be very difficult to change vrad to respect texlights on
func_details?
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? texlights
work for brush entities and regular worldspawn geometry.
- Original Message -
From: Tim Baker [EMAIL PROTECTED]
Would it be very difficult to change vrad to respect texlights on
func_details?
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)
(?MMReciprocalSaturate@@YA?AU__m128@@U1@@Z)
-- Tim Baker
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
I vaguely remember fixing this at some point for Orange Box. Checking
the history:
...
I fixed this by adding the line above (src += ...). The starting point
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Any suggestions on how to play a death sound from an NPC's ragdoll?
Currently the death sound doesn't follow a ragdoll if it gets blown away by
an explosion for example.
--
won't follow the ragdoll. Just make sure you
invoke EmitSound() from the ragdoll entity.
If this is what you're doing, then I'm sorry, I have no idea why it's
not following the ragdoll entity.
Are you creating a clientside ragdoll? or server-side?
- Original Message -
From: Tim Baker
Try adding an exception for GameOverlayUI.exe too.
-- Tim Baker
- Original Message -
From: Minh [EMAIL PROTECTED]
Just the default Windows Firewall which I already added exceptions for
hl2.exe
and all of the 3rd party mods.
I haven't changed my firewall settings in months
in Episode 1 with a couple
of test maps I made.
I would use overlays but I don't know of any easy way of
converting decals to overlays and there are ~40 maps in the mod.
-- TIm Baker
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