Quality stuff but could this go away?
Anyone at Valve listening?
On 6 March 2017 at 14:19, Team at TruBrain wrote:
> There is a new comment in the ticket submitted by Amanda Rose to
> TruBrain Comment added by : Amanda Rose Comment Content:
>
> OH dear i was waiting
>
2015 at 20:48, Tony "omega" Sergi <omegal...@gmail.com>
wrote:
> On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
> While we're at it, it'd be nice if vrad did the same calculations on model
> lighting as it does in n
How about updating the particle system to match the one found in e.g. Alien
Swarm/Left 4 Dead 2 or CSGO?
The current one is somewhat limiting when creating certain type of effects.
On 11 September 2015 at 20:50, John Schoenick
wrote:
> I'll take a look. It's possible
at 16:38, Harry Jeffery <ha...@exec64.co.uk> wrote:
> A non-critical feature that it'd be nice to have is the ability to create
> impossible geometry by linking areas with invisible portals, as was done in
> Portal 2.
>
> On 12/09/15 15:32, Tobias Kammersgaard wrote:
&g
Yeah I found that out the hard way recently when bringing my mod to 2013. I
spend hours trying to figure out why it would crash on startup thinking I
had done something wrong.
Screw me for assuming the latest code branch would actually be compatible
with the released version.
On 8 September 2015
Did you try these commands to check for duplicates etc. in your string
tables?
http://pastebin.ca/878546
(Thanks to Garry for posting the snipets)
- ScarT
On 23 August 2012 12:46, J. McBroom jimbo...@gmail.com wrote:
Gave it a shot, no luck unfortunately.
It definitely seems like it's
I believe this happens with mods based on Alien Swarm, if that's any
consolation . We're currently bringing our mod over to that branch, and
I've noticed Swarm.exe keeps running in the background after shutting the
mod down.
- ScarT
On 20 May 2012 07:55, Andrew McWatters
That's the only change. Oh, and they broke the tools, but that's not really
new.
- ScarT
On 19 October 2011 01:11, Nathan Voge hl2fr...@msn.com wrote:
Hey all, I keep seeing the Source SDK is updating. Great! but what? I know
they did some stuff with TF2 but other than that I can't find
He's not.
- ScarT
On 5 October 2011 16:13, James Deeman james.dee...@googlemail.com wrote:
FYI, i have had replies from Valve but also didn't get any response from
mdur...@valvesoftware.com, who was my first point of call due to my
understanding he was mod community manager. Anyone have a
Think of Valve as Aperture Science. Steam is their lab, and their games are
the specific testing areas. Alien Swarm used up its purpose, and so has the
SDK. E.g. they're no longer being attended to.
We're basically the hobo test subjects that they pick up off the streets
(and we won't even get
I've been told that his job description changed, and he's managing more than
the SDK. It's pretty obvious Valve doesn't care about the SDK. Nobody
replies to list or direct questions anymore.
The SDK update Tony worked on was never released.
Den 06/10/2011 01.53 skrev Adam quot;amckernquot; McKern
For crying out loud! Use the god damn reply button.
- ScarT
On 17 September 2011 18:32, Alexander Davidson aldavid...@gmail.com wrote:
Just to chime in, I am getting exactly the same problem since the last
update (Even when running as administrator).
The Counter-Strie 1.6 engine is most likely different from the Half-Life 1
engine. Or its trying to load the client.dll and your custom DLL vise versa.
- ScarT
On 18 August 2011 12:59, Daku dawid szo2...@gmail.com wrote:
I build the SDK 2.3 version everything is fine RELEASE and DEBUG
What is this I don't even
- ScarT
On 18 August 2011 22:26, Aaron Johnson ajohnson2...@comcast.net wrote:
Silly... And fun.
Correct, I was asking for the mechanics to match 1.3.
Friend had suggested, lowering the reward bonus. I stopped playing because
it was not rewarding spawning with
The biggest problem with using the ASW code is really the lack of Half-Life
2 content. The singleplayer mod I'm working on would love to have features
from the ASW code base, however lack of HL2 stops us from going there.
Granted we should replace all the HL2 content with out own, but I don't see
Source 2007 is limited and horrible compared to 2009 (specifically the
particle editor).
I'm used to getting fucked over as a modder of Source so its no big deal
really. We all know that Source modding is pretty much dead.
- ScarT
On 30 July 2011 01:39, Stephen Swires stephen.swi...@gmail.com
This is hardly the place. However the key to your question is reading the
article itself.
*Y’see, Steam http://www.gamepron.com/news/tag/steam/ keeps a list of
which accounts have actually forked over the
$9.99http://store.steampowered.com/app/4000/ for
a legit copy of GMod
Yeah, Valve should totally file for bankruptcy! That's the route to take!
- ScarT
On 28 March 2011 11:34, caleb smith mastersmit...@msn.com wrote:
hlcoders@list.valvesoftware.com filing for bankruptcy really opened up my
eyes despite the circumstances I stayed positive this helped me get
Alfred Reynolds took care of the prediction if I recall correctly.
- ScarT
On 21 March 2011 23:25, Maarten De Meyer maar...@off-limits.be wrote:
Bit of an old thread, but unfortunately I'm going to have to come back to
it: I'm afraid I was mistaken too. IsFirstTimePredicted did fix some
Sounds like you need to check previous revisions of your code to be honest.
- ScarT
On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be wrote:
Found out another piece of interesting information. When we drop weapons,
we give them the direction of the player to make the drop
I'd say its related to the prediction. You say it doesn't happy with all
props? Have you tried checking the difference between props that does it,
and props that don't?
- ScarT
On 19 February 2011 12:17, Jonathan Murphy nuclearfri...@gmail.com wrote:
How unusual.. I'm starting to feel for
Hey guys!
I recently made some changes to a custom NPC I've been working on. Its a
simple player ally that follows the player around and says some random
lines. Its derived from CAI_BaseActor, however recently I found myself
needing it to be a CNPC_PlayerCompanion instead. However changing the
I'll see if I have this problem too, and find the dlls needed if I can.
Den 2010 12 14 15:49 skrev Cory de La Torre gear@gmail.com:
Oh ffs. Just had a windows update right now, and I came back to test it
just cause and everything works now! Computers, man, computers. Anyways
thanks Tom I
I'm messing around with the SDK, and decided it would be easiest to reset
the game configurations for all the engine versions for what I wanted to do.
I noticed that after I had reset it, the setup was as following:
Source 2006 Games:
- Half-Life 2: Deathmatch
Source 2007 Games:
- None
Source
What do you want to do with your mod? What kind of mod are you making?
Den 2010 11 11 17:04 skrev Yannick Milhahn yann...@mehrplus.de:
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I don't know.
Den 2010 11 10 22:53 skrev Trevor apos;Drakapos; dhlco...@wowway.com:
WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ):
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Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev Marek Sieradzki marek.sierad...@gmail.com:
On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards cont...@steamreview.org
wrote:
https://code.google.com/p/sourcesdk-skeleton/
The Source SDK
October 2010 09:57, Tom Edwards cont...@steamreview.org wrote:
How does VRAD know that the shader requires lightmaps?
On 27/10/2010 6:11, Tobias Kammersgaard wrote:
Already tried that too. I tried messing with the vtf settings. I'm not
using
normalmaps or anything.
However I am getting
, Tobias Kammersgaard tobias.kammersga...@gmail.com
wrote:
I don't know. I doubt it does. That's really not important seeing it won't
fix my problem.
I get
Requesting texture value from var $normalmap which is not a texture value
(material: maps/sdk_shader_samples/test/tilewall009b_-64_
Mike Durand introduced himself as a new employee at Valve, that's hired to
focus on the Source SDK, and updating it.
I quote My full time job is to make sure that you have everything they need
to build your games.
Date: Tue, 25 Jul 2006 19:13:13 -0700
From: Mike Durand mdur...@valvesoftware.com
Hey list!
I just compiled the samples shaders provided in the Source SDK (2007).
However the textures I tried it on is way bright.
http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg
Anyone got any ideas?
Thanks
- ScarT
___
That shouldn't be needed, but yeah I've recompiled the map with the new
shader for the materials used. The floor and ceiling uses the standard
lightmappedgeneric shader, and the walls use the one Valve provides in the
SDK (unmodified).
- ScarT
On 26 October 2010 22:11, Jonas 'Sortie' Termansen
fixed strange bugs like this.
Owner Nigredo Studios http://www.nigredostudios.com
--- On Wed, 27/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
wrote:
From: Tobias Kammersgaard tobias.kammersga...@gmail.com
Subject: [hlcoders] Problems with shader samples in the SDK
I'm pretty sure the concept of Garry's mod isn't under patent.
As Cory said there is no way to up the entity limit on GoldSrc.
- ScarT
On 23 October 2010 11:07, Cory de La Torre gear@gmail.com wrote:
Not to be rude or anything, but perhaps the community felt the need to act
that way
Hey list!
I'm trying to recreate the effect the guys behind Alien Swarm created for
their snow. However I can't get it to work. The particle system they're
using, got 3 control points. The code uses four control points to determine
the boundary of the brush and where the particle system should
The Source SDK is getting rather uninteresting to work with. All the engine
revisions are more annoying than anything. One revision please, and make it
always updated!
Unfortunately we've already seen it will never happen. This makes me sad.
- ScarT
On 12 September 2010 16:48, Cory de La Torre
:
They've got the right idea with Alien Swarm. Every update to the game is
matched with an update to the source code. I doubt that will happen with
Portal 2 though...
On 12/09/2010 4:09, Tobias Kammersgaard wrote:
The Source SDK is getting rather uninteresting to work with. All the
engine
-Life Programming
hlcoders@list.valvesoftware.com
Date: Thursday, 5 August, 2010, 23:55
that made everything fail.
From: Tobias Kammersgaard tobias.kammersga...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wed
Configuration General. Change Target Name to client and
server respectively.
Try this and let us know what errors you still get.
On Fri, Aug 6, 2010 at 10:58 AM, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
Show us a list of ignored libraries.
- ScarT
Den 2010 8 6 18:31
Visual Studio 2010 works just fine. Both debug, and release builds. I don't
have any code handy right now, but I'll show you my settings once I do.
Meanwhile try adding libcmt to the list of ignored libraries (in the Linker
options).
- ScarT
Den 2010 8 4 03:58 skrev Jordan Friendshuh
Speaking of the VPK format. How much of the add-on system is available in
the new sdk?
Den 21/07/2010 14.55 skrev Byron Mallett byrona...@gmail.com:
I'm surprised about GCF support being missing but I guess it makes sense
since Valve's last big two releases both had moved to .vpk archives.
On
(What is the vvis issue?)
- ScarT
On 21 July 2010 18:33, Stephen Swires stephen.swi...@gmail.com wrote:
Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
VVIS
issue then there should be no issues in using it for TCs - server browser's
still there.
On Wed, Jul 21,
I would like a Gmail account
pause not
- ScarT
On 21 July 2010 19:56, Dexter dex...@linux.com wrote:
I am not sure if the hlcoders list really wants a gmail account XD
On Wed, Jul 21, 2010 at 11:46 AM, edman747 edman...@gmail.com wrote:
I've been using Gmail and thought
The Particle Editor doesn't work for me. Am I the only experiencing this?
- ScarT
On 21 July 2010 19:54, Cory de La Torre gear@gmail.com wrote:
Old BSp's work on Alien Swarm no problem, you can make a map in 2009
Hammer,
and drop the bsp into Alien Swarm. Badda-bing/Badda-boom, real
No.
Sent from my HTC Desire LOL
Den 19/07/2010 13.53 skrev Adam Buckland adamjbuckl...@gmail.com:
Anyone from Valve reading this.. *hint* *wink* *nudge*
:P
Sent from my iPhone
On 19 Jul 2010, at 11:29, Byron Mallett byrona...@gmail.com wrote:
Only problem is that the so...
I'm guessing this is a project for these guys to get used to working with
the Source engine. They might as well release it (for free) so others can
judge (I don't know).
- ScarT
On 17 July 2010 01:08, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
Excited to see Alien Swarm. Not only does it
That's actually a better guess.
Two years ago, Valve hired the talented team behind the popular top down
co-op mod Alien Swarm. Since then, they have been busy working on the Left 4
Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
and the team has spent a lot of time
Sounds like the DLLs aren't being copied.
- ScarT
On 4 July 2010 09:22, sigma sigmase...@gmail.com wrote:
Hey there everyone. I've been trying to author a weapon based off the
weapon_crowbar entity using the source 2007 engine, and I'm having some
issues. It seems I've followed all the
Shouldn't hl2 be added to the search paths too?
Den 01/07/2010 15.48 skrev Jonas apos;Sortieapos; Termansen
hlcod...@maxsi.dk:
Right, if you have a mod based on the 2007 engine you need these lines in
your gameinfo.txt now:
...
It is worth noting that AdditionalContentID is implemented in the
Ah, my bad. I thought appid 420 was Half-Life 2, but that's 220 now that I
think about it. My bad.
Den 01/07/2010 15.58 skrev Jonas apos;Sortieapos; Termansen
hlcod...@maxsi.dk:
Shouldn't hl2 be added to the search paths too?
That depends on your gameinfo.txt. I don't even think you need to
You're selecting a Source 2009 mod which the code isn't released for, yet.
If you want to edit the source code then you'll have to base your mod on the
Source 2007 revision.
- ScarT
2010/6/30 Isaac Ravindran ashis...@hotmail.com
Hello developers,I use the Source SDK and when i select create
-windowed and -sw is the same thing.
- ScarT
On 24 June 2010 22:29, Olly oli...@gmail.com wrote:
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,
No Source Engine 2 wasn't the surprise for E3. End of thread tbh.
- ScarT
On 18 June 2010 23:32, Harry Jeffery harry101jeff...@googlemail.com wrote:
Platforms a source engine game (ported by valve themselves) run on:
Windows, Mac OS X, Xbox 360, Playstation 3.
I can only see one thing
VMPI is supported for vvis and broken for vrad isn't it?
I haven't checked since the last SDK update, but imagine it isn't fixed.
Which is lame.
- ScarT
On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
On 2010-06-17 16:24, Adam Buckland wrote:
You say that, I'm not
Am I the only one that gets this error when I want to run my mod? I'm pretty
sure its caused by the new update :o
Its happening even though my mod uses the Source SDK Base 2007 as its base.
- ScarT
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, 2010 at 7:47 PM, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
Am I the only one that gets this error when I want to run my mod?
I'm
pretty
sure its caused by the new update :o
Its happening even though my mod uses the Source SDK Base 2007 as
its
base
Hey!
I'm trying to make a rain effect using particles like Valve's done in
L4D(2). Obviously its a new option in the func_precipitation entity, but I
can't figure out how to set up the particle system, nor how the code would
work. Its spawning the specific particle inside the brush I assume.
Owner Nigredo Studios http://www.nigredostudios.com
--- On Sat, 22/5/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
wrote:
From: Tobias Kammersgaard tobias.kammersga...@gmail.com
Subject: [hlcoders] Particle rain like L4D(2)?
To: Discussion of Half-Life Programming hlcoders
Does it collide with thin brushes?
Den 19/05/2010 00.38 skrev James K jimmy4...@gmail.com:
Still a no go with your code. Tried MASK_SOLID and
COLLISION_GROUP_NONE too, still not working.
Blargh.
On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer darksk...@gmail.com wrote:
Hmm, you could check
I don't believe it is. The images are loaded from Steam servers as far
as I know. That's what I heard anyway.
2010/5/11, Janek jan...@gmail.com:
Hi list,
I found that you must do a mod_big.tga picture to see this big icon in new
steam GUI but I don't know what to do to have banner of your
I believe I've encountered the same problem once. I'll check it out
when I get home. Could you perhaps upload the DirectX tools (psa.exe,
vsa.exe for dx 8, fxc.exe for dx9) somewhere?
2010/5/7, Christopher Fortner tin...@gmx.net:
Im trying to track down the problem, so far ive reached the
I thought the Source SDK Base was supposed to stop these kind of things :o?!
As far as I can see the EP2 tools have been replaced (or updated to?) the
L4D2 tools. The Instancing tool is available is Hammer anyway.
- ScarT
On 1 May 2010 17:45, Tom Edwards t_edwa...@btinternet.com wrote:
WAT
- ScarT
On 24 April 2010 17:10, Jorge Rodriguez bs.v...@gmail.com wrote:
Color me pickled, it looks like they decided to make a Linux client after
all.
--
Jorge Vino Rodriguez
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I know Coder0xff, and he's excellent with C++ tbh!
- ScarT
On 17 April 2010 05:32, Ryan Sheffer darksk...@gmail.com wrote:
I think the reason a lot of people including myself don't respond to some
of
these questions is because they are rather easy problems that we can't
think
of the exact
That's written is C# though. Anyway!
2010/4/17, Saul Rennison saul.renni...@gmail.com:
Didn't he make DuctTape?
On Saturday, April 17, 2010, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
I know Coder0xff, and he's excellent with C++ tbh!
- ScarT
On 17 April 2010 05:32, Ryan
I'm using the RC, which is alot more stable compared to the betas. I
had no problems with upgrading (Missing Information is compiled with
2010).
- ScarT
2010/4/13, Bob Somers magicbob...@gmail.com:
It's out now, if you haven't heard.
http://www.microsoft.com/visualstudio/en-us/
Did anyone
If I recall correctly the source code uses some macros that only VS
supports. But I guess that could be changed.
/ScarT
On 13 April 2010 22:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
Well, what I would like to see is a MinGW port of the Source SDK - I
just ported my own software
Your stuff was actually what got me into modding :)! Thanks bro ;)!
- ScarT
On 13 April 2010 22:57, Jeffrey botman Broome
botman.hlcod...@gmail.comwrote:
I did that once (a long time ago in a galaxy far far away)...
http://hpb-bot.bots-united.com/building.html
The VGUI stuff wouldn't link
Valve is currently using Steam login shizzle on a new site which
they're testing in closed beta (external from Steamcommunity.com ) :)
-ScarT
2010/3/22, David Kraeutmann da...@davidkra.net:
It was never fully implemented.
https://steamcommunity.com/openid/login returns main page.
On Mon, Mar
site..
garry
On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net
wrote:
Strange, it doesn't work for me...
On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com
wrote:
Oh yeah? Spill the beans! :p
On 22/03/2010 12:03, Tobias Kammersgaard wrote
be. An opensource
multi-threaded vrad would really speed up compile times for i7 users
like myself. I spend a lot more time compiling the map than setting up
the compile.
On 18 March 2010 21:54, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
30 replies of bashing and license
All this license bullshit. What's the point.
- ScarT
On 18 March 2010 22:12, Alexander Hirsch 1ze...@googlemail.com wrote:
Really just depends on your ethics.
If you don't care what others do with it, choose the WTFPL or something.
If you want to give big freedom, but still credits a
30 replies of bashing and license discussion. Effectiving working here bros!
The tools aren't really the problem, Hammer is to be honest.
- ScarT
On 18 March 2010 22:50, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
David Kraeutmann wrote:
LGPL is useless for standalone apps. BSD-style
Source only supports fully supports DirectX 9. There are a few DirectX 10
features that's supposed relating to textures, but that's all as far as I
know.
You can't update the engine to use newer versions of DirectX since the
source for the ShaderAPI isn't available.
/ScarT
On 5 February 2010
I pastebinned my in_camera.cpp, try that.
http://pastebin.ca/1768157
Make sure your binaries are getting copied once they're built.
http://pastebin.ca/1768157
- ScarT
2010/1/27 kevin bowen fragmasterbo...@gmail.com
In in_camera.cpp I've commented out this section, so thirdperson SHOULD
work
Support for DirectX 6 wasn't in the retail release, and 7 isn't
supported anymore.
/FarTLOL
2010/1/20, Allan Button abut...@netaccess.ca:
Maybe ... Windows CE as implemented on Dreamcast
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
Get out of here stalker!
Give the players your IP and tell them to join that.
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! chillic...@gmail.com
It worked perfectly for me with the relative path. All on the same drive of
course.
/ScarT
2010/1/1 Piotr coderd...@o2.pl
I recall having problems with the orangebox shadercompile.exe, but the ep1
one works fine for me. Probably because I don't have any orangebox game
(only SDK Base for
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias
Kammersgaard
Sent: Saturday, January 02, 2010 12:24 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shader Compiling Issues
It worked perfectly for me with the relative path. All on the same drive of
course.
/ScarT
Sup my brothers!
I've got a model which uses multiple bodygroups, my QC entry looks like this
$bodygroup guns
{
blank
studio pistols_reference.smd
}
I'm doing SetBodygroup( 1, 1 ); in the Spawn function of my NPC,
and SetBodygroup( 1, 0 ); in the Event_Killed function - the guns are
supposed
Oh of course! I moved blank down and fiddled with the code some more.
SetBodygroup( 1, 1 ); in Event_Killed
SetBodygroup( 0, 1 ); in Spawn
That only took about a billion years to figure out. OH WELL!
Nevermind me.
/ScarT
2009/12/28 Tobias Kammersgaard tobias.kammersga...@gmail.com
Sup my
I'd like to see it too to be honest.
/ScarT
2009/11/25 David Kraeutmann da...@davidkra.net
Krenzo learned to code by writing Empires, now we've got to clean up...
On Wed, Nov 25, 2009 at 11:41 PM, David Kraeutmann da...@davidkra.net
wrote:
Ours, but some Valve code is mess too :)
On
Oh. Actually I'd like to see how L4D does do it (code wise).
/ScarT
2009/11/22 James K jimmy4...@gmail.com
I wrote that. That just adds the splashes, the raindrops are still just
textured tracers, which I want to be particles.
On Sun, Nov 22, 2009 at 1:02 PM, Tobias Kammersgaard
This. More or less. Don't waste your time on license stuff, keep your focus
on your plugins ;-)
2009/11/20 Garry Newman garrynew...@gmail.com
All this license bullshit. What's the point.
garry
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If you mean whether the assumption whether you can get the Source SDK
without buying a game or not, then the answer would be yes.
Forsaken released their codebase with the version of the SDK they're
using, and many other teams have done so. Technically it's against the
terms of use, as far as I
http://web.archive.org/web/20070204162935/http://collective.valve-erc.com/index.php?doc=1091469531-97736200
http://web.archive.org/web/20070204162935/http://collective.valve-erc.com/index.php?doc=1091469531-97736200
;-)
/ScarT
2009/10/5 Doeke Wartena clankil...@gmail.com
there was also a way
*List**Description**hlcoders*http://list.valvesoftware.com/mailman/listinfo/hlcodersDiscussion
of Half-Life Programming
/ScarT
2009/10/2 Adam Donovan adamjjdono...@gmail.com
so yeah I rant on about terrains systems..had to go and work for a game
company to actually get things moving in the
What happens if someone modifies that list of Steamids? I'm assuming it'll
be an offline list?
/ScarT
2009/9/18 Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Heimo Stieg skrev:
You have also other options:
Check the steam account name( just check the folders )
Read the steamid out of the
Delete your Source SDK folder, and the GCF. Redownload it from Steam and
done.
/ScarT
2009/9/13 Alex Kane lexywex...@aol.com
Thanks for the replies both of you, but those are two things I tried a
long time ago to no avail. Steam is running as an administrator and
verifying the cache doesn't
It gets mixed up because it seems much more logical to most people
for
it to be called func_push because it's not a trigger. It affects the
player itself.
2009/8/1 Tobias Kammersgaard tobias.kammersga...@gmail.com:
I'd search for the warning tbh. Pretty sure you'd be able to find
I *think* the reason why Valve still uses command line tools is the fact
that you can easily integrate it into the Windows context menus.I was
working on a decompiler, but simply stopped my work on it, due to the SMD
format, which is quite lame to work with.
Oh, and reloading materials ingame IS
Code for this was in the latest SDK release, wasn't it?
/ScarT
2009/7/23 Richard Slaughter slau...@vault13.co.uk
Hi List,
This has been discussed before but I can't find any concrete advice to
get TF2 style player collisions working fully (team mates can pass
through each other, enemies
Everything from (officially released) engine revisions from before the
Orange Box works perfectly on the Orange Box engine.
/ScarT
2009/7/7 Mark Chandler lo...@iinet.net.au
Thought there was some texture/model issue (remember the good old days
before hammer for ob and you had to hack all the
Well I was more thinking content wise, e.g. models, maps and textures. Of
course not all entities will work.
/ScarT
2009/7/7 Harry Jeffery harry101jeff...@googlemail.com
Except func_ladders in tf2.
2009/7/7 Tobias Kammersgaard tobias.kammersga...@gmail.com:
Everything from (officially
My first thought is prediction is turned off, that's the only suggestion so
far.
/ScarT
2009/6/16 Keeper hl2li...@afksoftware.com
I am helping somebody with a HL2MP type mod. They said they can't figure
out what's going on.
Here's the issue: When you pick something up with the physgun,
That's for textures. They're usually called e.g. barney.mdl (mesh and
whatnot) and barneyT.mdl.
/ScarT
2009/6/7 Tom Schumann schumann@gmail.com
Some Half-Life models are already split into multiple .mdl files, but I'm
not sure why. You might want to check out the studiomdl source and see
I don't think Valve ever supported 64-bit for anything but the vanilla
Half-Life 2. If you've got a 64-bit CPU, and OS Steam will automatically
detect this, download the appropriate binaries, and launch them. It'll
display a label as shown in the image below.
I just tried doing a compile of the scratch beta SDK source. Worked just
fine.
Make sure you've added the libraries properly (Linker Input Additional
Dependencies)
Add these on the Server project:
choreoobjects.lib
dmxloader.lib
mathlib.lib
particles.lib
steam_api.lib
tier0.lib
tier1.lib
Is it called client.dll or Client.dll? This caused errors one time for me, I
think. Even though it shouldn't.
/ScarT
2009/5/19 Walter Gray chrysal...@gmail.com
yep, that's in. The wierdest thing is that it IS finding the
server.dll. The only thing I can think of is that it is finding the
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 update on when the new shadercompile.exe will be added to the
beta?
2009/3/26 Walter Gray
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