and it worked.
Regards,
Paul
On Dec 4, 2007 10:13 AM, Tom Leighton [EMAIL PROTECTED] wrote:
Pretty much, i had trouble linking the two together (As a dynamic or
static library), so i then added LuaBind source files to my Server
project, and compiled. Without the source files included (Having them
I speak too soon...
Spawn Server dm_lockdown
Begin loading faces (loads materials)
End loading faces (loads materials)
execing skill_manifest.cfg
execing skill.cfg
Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
32 player server started
Adding master server
.
On Dec 5, 2007 12:26 PM, Tom Leighton [EMAIL PROTECTED] wrote:
I speak too soon...
Spawn Server dm_lockdown
Begin loading faces (loads materials)
End loading faces (loads materials)
execing skill_manifest.cfg
execing skill.cfg
Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10
your client is loading, but not your server.
run filemon and launch and find out which dll is loading.
On Dec 4, 2007 8:45 PM, Tom Leighton [EMAIL PROTECTED] wrote:
Hmm, the client has no reference to Lua at all (It doesnt link with it
or luabind).
I'm getting fed up now, and now STEAM
into your server.dll
and you don't have to worry about copying the LUA dll.
Tom Leighton wrote:
After some 1337 debugging skills, i have noticed that it's not even
loading my server.dll... No errors otherwise, but its loading the
sourcetest one...
server.dllC:\Program
Files\Valve\Steam
I might be wrong, but i've noticed in the debugger you get all console
output. Could it be hooking the STDOUT ?
Adam Maras (memzero) wrote:
Yes, developer 2 would give me everything parsed in the console. But, if
I remember correctly, that ConCommand/ConVar is buried in the engine
code where I
Cool, cheers lodle
Mark Chandler wrote:
Well I got it working. Seems the creat function for it was stuffed so I
recoded it and it works. Now just have to kill the modeler who thought it
was a good idea to rotate the bone im using for the attachment.
Ill add it to the wiki once im done.
Mark
text/plain from multipart/alternative ]
Tom Leighton one of the best intellisense has Visual Assist X (
http://www.wholetomato.com/) and VS2008 don't change this fact.
The most changes of VS2008 are for the Net Framework.
2007/11/26, Tom Leighton [EMAIL PROTECTED]:
Intellisense has been improved
Intellisense has been improved... a LOT.
Apart from that, and the fact it is much more reliable / responsive,
there is no difference.
I am using it to compile RELEASE without errors.
Tobias Kammersgaard wrote:
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I don't see any new feature
Maybe VALVe should have say 3 days of TF2 FRENZIES.
Basically, VALVe hosted servers, VALVe employees on those servers, etc.
Then we can have VALVe vs Public players and see who pwns :P
Mike Durand wrote:
I still have some bugs to address in the SDK updates I put out earlier
this month. Once
In the Linker properties Input Ignore Specific Library put
LIBC,LIBCD,LIBCMTD
That works for me :)
Adam Maras (memzero) wrote:
I'm getting a crapload of LNK2005 errors under Visual C++ 2008 Express
Edition:
LIBCMTD.lib(dbgheap.obj) : error LNK2005: __malloc_dbg already defined
in
Are you compiling debug or release?
LIBC,LIBCD,LIBCMTD is for release
LIBC,LIBCD,LIBCMT is for debug
Adam Maras (memzero) wrote:
Tried that, got 4084 errors. All unresolved symbol errors.
// Adam Maras (memzero)
Tom Leighton wrote:
In the Linker properties Input Ignore Specific
Since i always build release (Content Mount Bug), i have never tried to
fix the debug one
Adam Maras (memzero) wrote:
Well. I used the settings Tom provided me, and here's the results:
Release builds flawlessly. Debug, however, is still choking.
// Adam Maras (memzero)
Ondřej Hošek wrote
Check the client thats loading, maybe it is loading whatever you have
your steamappid to (I.e. not 215)
[EMAIL PROTECTED] wrote:
Additional interesting info:
If I launch the game first using the steam menu, and ingame I connect via
the serverbrowser, all's well.
If I try to connect directly
Very big guess here, but is it launching the correct client? I.e. What
is your mod's steamappid ?
[EMAIL PROTECTED] wrote:
Additional interesting info:
If I launch the game first using the steam menu, and ingame I connect via
the serverbrowser, all's well.
If I try to connect directly from
wrote:
--
[ Picked text/plain from multipart/alternative ]
As its all saying 'Episode 2' does this mean there isnt a multi player code
update too?
On Nov 7, 2007 12:56 PM, Tom Leighton [EMAIL PROTECTED] wrote:
We aren't able to release this version of the SDK as a beta so I will try
to act
We aren't able to release this version of the SDK as a beta so I will try
to act as quickly as possible to fix problems and put out an update.
Now, is this the same reason why Garry Newman isnt putting garry's mod
2007 beta on steam? Have steam managed to completely break the beta
system? :P
I remember a program called writeminidump.exe, in the steam folder, and
it was referred to by Mike to help track down client hangs in hl2mp
(Where it deosnt crash), maybe that is your answer.
Minh wrote:
--
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I've been playtesting my mod lately and
I'm running a non 4:3 resolution ( 1280x800 ), tools work fine (ATI
Mobility Radeon X100 - 128mb vram)
Tony omega Sergi wrote:
--
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seeing 'shaderapi' in there, and the fact that my resolution isn't 4:3 and i
can run all the tools perfectly fine
HL2MP Right?
1) The name fluctuating issue -- I haven't had it (When i am in my mod
(In release mode, launched from STEAM) and the game name is set in
gameinfo.txt it uses that name )
One idea is if you are adding search paths add them to the TAIL! and
ensure that |gameinfo_path| is in
We don't want DirectX 0.9 :P
Its 2 digits.
-dxlevel 90is directx 9
-dxlevel 81is directx 8.1
-dxlevel 80is directx 8
-dxlevel 70is directx 7
Minh wrote:
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Did you try adding
-dxlevel 9
to the command line options when running
After some nosing, i found this:
dxsupport.cfg (counter-strike source\bin\dxsupport.cfg)
Although i swear that before (about 6 months ago), i found a bin file
named dxconfig.bin (could be wrong) in my source game folders, however,
i can't find that file any more.
Maybe your graphics card isnt
Could this be related to gmod 9 where Lua files were blocked by VALVe
because of the mass of Lua viruses spreading?
I would try a different extension for your file and try again, if it
works, then maybe that is it.
Jeremy wrote:
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We use lua to
I dont know whether it was *just* for gmod, or whether it was all
downloads, however, Garry Newman has his own lua downloader in Gmod
10, maybe you could make something similar to that to allow lua downloads...
Jeremy wrote:
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I read you the
Whether this was gmod specific i dont know, but it seems you are getting
bitten by GMod :P
*Source Engine*
* Exclude .lua files from being downloaded by clients
* Exclude the addons/, gamemods/ and lua/ from having files inside
of them downloaded to clients (Garry's MOD support)
Oh wow, requests really go down well here...
How about a copy of the CSS Source code? :P
Jed wrote:
Hey Mike, can I make another request? :D
After playing EP2 theres a lot of visual niceties that I'd like to
consider for my mod, but with development times being what they are, I
have to
.
- Jed
On 15/10/2007, Tom Leighton [EMAIL PROTECTED] wrote:
Oh wow, requests really go down well here...
How about a copy of the CSS Source code? :P
Jed wrote:
Hey Mike, can I make another request? :D
After playing EP2 theres a lot of visual niceties that I'd like to
consider for my mod
An example of this is hibernating your laptop or standby. If i do this i
can go and use any game like it is in Online mode.
Minh wrote:
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Have you tried logging onto steam, disconnecting your internet, then running
any steam apps?
For some
Show Off
Mark Chandler wrote:
The game_hl2mp is the same thing just a diffrent version
Sent from my iPhone
On Oct 8, 2007, at 1:17 AM, steven belmans
[EMAIL PROTECTED] wrote:
ok kind of new to this
so i was hoping that you guys can help me out
i made some changes in the source code but
But there is a little bug that affects some users that means you cannot
load other content while compiling debug (with or without attaching a
debugger). It's on Bugzilla 183.
Mike Durand wrote:
When HL2MP (320) is updated in the next few weeks to use the new engine your
mod will stop working.
But if you do that, then you have the problem that it does not mount the
content... Or am i missing something here?
Janek Le_Vert wrote:
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You're right Tom. I had to add #ifndef _DEBUG #endif.
I just tested successfully that Mike's suggestion
the search path cstrike.
garry
On 9/19/07, Tom Leighton [EMAIL PROTECTED] wrote:
I already explored this route, and got an answer off Mike Durand. You
cannot distribute CSS models with your mod (I am just recreating CSS
with some new weapons and gameplay stuff), so i really need a code solution
Hey,
I am trying to get CSS player models into my mod, but am having some
trouble understanding the difference between the scratch sdk (Where it
works), and HL2MP (Where it doesn't).
Is there a simple way to enable the usage of these (For example,
something to do with the weapon activity
Ok, i am still having the original issues with baseentity.h and the
CNetworkHandle issues.
d:\code\c++\*\src\dlls\baseentity.h(1502) : error C2061: syntax error :
identifier 'm_hMoveParent'
d:\code\c++\*\src\dlls\baseentity.h(1502) : error C4430: missing type
specifier - int assumed. Note: C++
I get the same error. Maybe this is related to the new SDK Update?
Adam amckern McKern wrote:
I think you missed an al Adam
'Australia' not Austria
Adam
--- Adam Donovan [EMAIL PROTECTED] wrote:
--
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A very sad day for valve...Valve you
Hey,
I am trying to create an entity in a server plugin (a weapon) in
counter-strike source, but am having trouble with some compile errors:
(These being the first 4)
d:\code\c++\*\src\dlls\baseentity.h(1502) : error C2061: syntax error :
identifier 'm_hMoveParent'
Yes, i have #define GAME_DLL 1 at the top.
I know its not particularly safe, but its a bit better than the hackage
that CSS:RPG uses (And CSS:DM as i've read).
I will probably have to end up using those however, if i do, is there
any serious documentation on them?
Cheers,
[EMAIL PROTECTED]
Thank you mrdeathllama i will take a read of that :)
[EMAIL PROTECTED] wrote:
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This is the most volatile way to use stuff from the game in plugins. I know
for sure that CSS:DM scans the memory for the signatures of the functions it
has to use,
I understand what you are both saying, i would like to see a basic bot
framework for following paths and engaging enemies (such as the nav
files in css), but not the whole caboodle. Just the framework :P
Nick wrote:
You are working on a mod and you expect valve to give you their code
so you can
*Some* CSS Code is included, but it is very simply just there to like
flip hands on left handed weapons, an other small tidbits. There is no
css sdk in there.
Christopher Harris wrote:
No you cannot. The ability for weapons to function requires source
code be
there as well.
Counterstrike
Thats if they are using 215. If they are using 320 or something they
will be using a different one :P
Tony omega Sergi wrote:
--
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besides comparing them with a diff thing, i don't really know of a way. and
also, you realize the sdk has nothing to
You could, except the loading dialog code is in the engine... Bummer.
Michael Kramer wrote:
--
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Can't you just modify the loading dialog.res set it to be full screen and
add an image based on what map is loading?
--
Hey,
I need to load a certain set of gamerules depending on the map type (Set
by an entity in the map).
Is there a function that is called when the map has finished loading
(When all the entities are loaded), so i can set my global and also load
the gamerules?
Cheers
existing smg1.cpp (the normal 1)and i get
the same
error,s!
grz steven
From: Tom Leighton [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] compile error,s
Date: Wed, 01 Aug 2007 04:49:45 +0100
Have you moved / renamed your mod
Have you moved / renamed your mod source folder since extracting?
Adam amckern McKern wrote:
Are they in your solution file?
Adam
--- steven belmans [EMAIL PROTECTED] wrote:
Hi all .
i am trying to compile a weapon_pistol.cpp but it
keeps giving me errors !!
Compiler: Default compiler
You will need to Precache the model before you use it (PrecacheModel();)
Also, Set its Origin/Angles before spawn, there is no need after.
Cheers
Drak wrote:
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--
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Well, i was messing around with
Add
-allowdebug
to your command line... You're missing it and usually that crashes me :)
Ben Everett wrote:
It ran fine until I swapped over to Vista x64, and that is when the issue
started. The other programmer on the project has no problem at all on
Windows XP.
As far as the DLL it is
I assume that the EP2 sdk will be able to be used by people without EP2
(I can't run it because of my system specs).
Also, could you possibly make a feature to make shortcuts of SDK
programs for certain games (I.e. make a shortcut to open hammer or model
viewer for CS:S), even if you don't have
PROTECTED] wrote:
Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks!
I had it working before by adding a bone and changing the .qc but this is
much easier, Ill look into the recoil function.
On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:
The recoil issue is due
No offence, but can you use the forums? This mailing list is just for
the coding and mod side of it..
Ray wrote:
its just for standard cstrike-source
At 09:21 PM 6/27/2007, you wrote:
--
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Does your mod have any custom shaders?
On
Won't work, some people use linux dedicated servers...
Louka Outrebon wrote:
--
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Use windows API.
On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote:
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Did some searching and found
Create a team_filter in your map and then in the button set it to that
filter. You can set only terrorists / ct's, etc.
Adam amckern McKern wrote:
http://www.interlopers.net - best place to ask - don't
forget, be nice to them :)
Adam
--- Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED]
wrote:
You mean when you create it and under appid 215 textures are missing?
It's a simple fix, just shove the GCF mounting code in there :)
Tobias Kammersgaard wrote:
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All that stuff is ready in the SDK
in the \hl2mp\ folders, in cl_dlls, dlls,
Is there any ETA on getting the CS:S/HL2:DM style chat (With the filters
and what not)? That would be fairly interesting especially for mods
where we use the chat area for messages which the user might want to
scroll back up in.
Garry Newman wrote:
How are you running your mod?
Sometimes when
I get it in HL2MP code too... Maybe there's a valve issue here?
Tony Paloma wrote:
It happens in HL2MP whenever I spawn a boat. It's either when they get in or
get out, not both. I think it happens when they get out of the vehicle but
it's possible I have it mixed up.
So, no, it's not just
I have only found it happens when a person gets into the vehicle, not
when they get out (Although it takes quite a long time to get out)...
Doesn't always happen, does most of the time.
Garry Newman wrote:
It seems totally random. Sometimes it doesn't happen at all, but
sometimes it happens
Hey,
What code are you using? I'm using HL2MP and the players assume the
correct pose...
[EMAIL PROTECTED] wrote:
Hi list!
I'm just gonna keep spamming my longterm bugs here, one day one of them
will get solved this way :D
One bug we're having is that players, when they die and turn into a
There is a vehicle clip brushbased entity in HL2MP -- func_vehicleclip
:)
[EMAIL PROTECTED] wrote:
I should add that I did see the COLLISION_GROUP_VEHICLE_CLIP collision
group, but setting my objects collision group to that does not do anything
for me.
I'm finalizing my forcefield code,
);
...
etc.
i did something like this in another one of my mods.
On 6/1/07, Tom Leighton [EMAIL PROTECTED] wrote:
Hey,
I would like to create all the CS weapons in my mod, but i don't want to
create a file for each... I created a base weapon that i would like to
base all of them off (It gets
Cheers for that, when my source has committed and i have found out
whether or not i can get CS:S players working, i will test this :P
If it works, you get milk and cookies.
Tom
Tony omega Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
sec.
http://www.omegaowns.us/omega
Hey,
I believe there is a team filter entity in Half-Life 2 Deathmatch that
finds the players team, and has outputs if the player that touches it is
a certain team. Im sure it would help you :)
[EMAIL PROTECTED] wrote:
Hey all!
I'm trying to work on our forcefields which basically blocks
: public CWeaponBaseCS
{
};
LINK_ENTITY_TO_CLASS( weapon_ak47, CWeaponAK47);
PRECACHE_WEAPON_REGISTER(weapon_ak47);
class CWeaponGalil : public CWeaponBaseCS
{
};
LINK_ENTITY_TO_CLASS( weapon_galil, CWeaponGalil);
...
etc.
i did something like this in another one of my mods.
On 6/1/07, Tom
( weapon_galil, CWeaponGalil);
...
etc.
i did something like this in another one of my mods.
On 6/1/07, Tom Leighton [EMAIL PROTECTED] wrote:
Hey,
I would like to create all the CS weapons in my mod, but i don't want to
create a file for each... I created a base weapon that i would like to
base all
The right is VGUI, the left is GameUI, Hud elements are like the
Health panel.
Take a look at teammenu.cpp (Thats what i'm basing all my vgui stuff
off) -- it works ingame too (No pressing ESC to get to the menu)...
~Tom
Drak wrote:
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--
[ Picked
would rather not
have to distribute the hacked world models with my mod (Increases size),
is there anyway to move the ValveBiped bone to the RHand attachment on
the HL2DM Player Models?
Cheers
Tom
___
To unsubscribe, edit your list preferences
I'm sure this topic has been mentioned many times on this list, but I
missed it all
But, is there any way to bring up the main menu via code?
I mean, some other way of bringing it up, instead of the ESC key.
We have a mostly mouseable UI, and we'd like to make a HUD button bring
up the
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Ahduhthanks!
Alfred Reynolds wrote:
Issue the gameui_activate con command.
- Alfred
Tom Parker wrote:
I'm sure this topic has been mentioned many times on this list, but I
missed
VectorNormalize is Quake legacy code. I have never worked with
Half-life 1, so, I'm not sure if anything has changed, but,
VectorNomalize, VectorMA VectorSubtract and etc are in all versions of
Quake, as well as the code in low level routines, like in_main.cpp
Replacing this code with a more
in the debugger for a while). The Friends Beta release should
NOT have this problem (we moved from a purely time based assert to a
queue depth warning which shouldn't trigger in normal operation).
- Alfred
Tom Parker wrote:
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Hello all
I'm wondering if any of you sporadically get an assertion from pipes.cpp?
This started happening in our mod a little while ago, and we naturally
thought that it was something that we were doing, so we've been pulling
our hair out trying to debug it.
Desperate, we created a new mod
Newman wrote:
Are you using the friends beta?
I've noticed that about 1 in 10 times when launching my mod in debug
mode it'll crash in the steamclient.dll when I have the friends beta
enabled.
On 2/21/06, Tom Parker [EMAIL PROTECTED] wrote:
Hello all
I'm wondering if any of you
Delete clientregistry.blob.
Kamran wrote:
I just started getting a Steam exception today:
Steam.exe (main exception): Win32 StructuredException at 010BCF68 :
Attempt to read from virtual address 0 without appropriate access rights.
I get it when trying to start it up, I can't use Steam now...
You want to alter some script files to stop it happening. Have a look at
http://developer.valvesoftware.com/wiki/Creating_Menu_Background_Maps#Script_files_for_background_maps_and_chapters_in_your_own_MOD.
Giedrius T. wrote:
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Hi. I want my mod
Is it possible for mods to have custom icons, specific developer names
and links in My Games?
Erik Johnson wrote:
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The beta is available now for people to take a look at the update coming
to Steam
Sounds like traditional lag to me...
Aditya Gaddam wrote:
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.
On 10/6/05, Dan Stevens (IAmAI) [EMAIL
the weapons' penetration capabilities.
Tom Edwards wrote:
Sounds like traditional lag to me...
Aditya Gaddam wrote:
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes
They re-sync when you shoot http://media.putfile.com/SourceHITBOX82.
It doesn't happen all the time for obvious reasons...
Andrew Foss wrote:
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least
That's not entirely fair, I had endless hit reg problem until I manually
tweaked my config. The default cmdrate and updaterate values were both
20, but they needed to be around 50.
Benjamin Davison wrote:
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Just for reference this is what your
Hallelujah! :-D It would be very useful to set nosounds (or whatever)
across all games from Steam - any chance of the update adding that?
Alfred Reynolds wrote:
cl_downloadfilter nosounds
Will prevent your client from downloading sounds when connecting to a
server.
- Alfred
-Original
That's how it works anyway, I think?
Kamran wrote:
I am not to the developing stage yet for my weapons, but conceptually,
is it possible that I can use a melee weapon, such as the crowbar, and
have it, instead of a 3 foot-ranged gun, have it hit when it detects a
collision with an object?
--
I'm looking into producing a mod that involves widespread player
creation of static brush entities. The biggest problem with that is
lighting - instancing them /should/ be simple enough, but lighting them
correctly looks to prove a major difficulty.
I suppose my question is this: might it be
I can't answer your question, but I would like to ask how you kept all
this so quiet! A new commercial Source game and a professionally-made
mod should be all over the headlines, yet this is the first time I've
heard of Valhallon?
Joshua Alejandro Jacobo wrote:
We are currently looking to use
Bad form to use a bullet list but I can't think of a better way.
* It's hard to tell how far apart they are without anything to give
a sense of scale.
* The fastest way to see if it's your code that is the problem is
loading the map in HL2 and spawning something.
* Use
One of the reasons I like mailing lists is that you need at least some
degree of sense to find and sign up to them. A theory that doesn't
always hold true, unfortunately.
It's the same old shit with a new spit shine.
Sounds like someone I know, minus the shine.
SB Childe Roland wrote:
It's
Enjoy it while you can, I don't act like that very often. ;-)
Ben Davison wrote:
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Look! I'm playing the worlds smallest violin.
On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote:
One of the reasons I like mailing lists is that you need
TF2...TF2...hang on in there... ;-)
SB Childe Roland wrote:
Noone has done it??
On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
I've recently tried to tackle adding prediction to vehicles and wound up
finding it was a more difficult task than I realized. I've heard the
issue
*Queue 'should have been there from the start' complaints*
Mattie Casper wrote:
I love the new update. Not least because of the new addition of the API
InsertServerCommand():
Actually, there is one change (nothing that would break a plugin). We
added this function:
virtual void
Well, uh, if we were DJs it would be...
Matt Parkins wrote:
Cue, not Queue. :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 07 July 2005 13:44
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Many thanks to Valve
Of Tom Edwards
Sent: Tuesday, July 05, 2005 2:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities
I'm no modeller or coder, but that sounds pretty neat regardless. What's
the collective term for these technologies (the material system sounds
like it does the same sort
If I understand the concept of rigid bodies correctly, there isn't going
to be any way of doing this at all without faking it (like with a sprite).
Ian Warwick wrote:
I need to code an orb that expands over time, but not quite sure how to
approach it.
I am after some ideas on how I could
( ACT_ZOMBIE_WALLPOUND );
On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote:
Since the VDC launched I've been making solid progress documenting
Source's AI. My current project is the actbusy routine, and I need help.
Actbusy is a way of telling NPCs to perform certain actions at specified
locations. You
*VCD
Tom Edwards wrote:
Cancel that, they aren't there. Here's some examples of the 'hidden'
activities I'm looking for:
d1_t01_BreakRoom_Sit01_Idle
d1_t01_BreakRoom_Sit02
d1_t01_BreakRoom_WatchBreen
d1_t01_Clutch_Chainlink_Idle
d1_t01_BreakRoom_WatchClock_Sit
LineIdle01
sitcouchknees1
I've
Since the VDC launched I've been making solid progress documenting
Source's AI. My current project is the actbusy routine, and I need help.
Actbusy is a way of telling NPCs to perform certain actions at specified
locations. You enter the action name into a keyvalue box, but the
actions aren't
There's been a report on the Steam forums of someone getting a prompt
that looks exactly like the 'Ticket Expired' error and (you can guess
what's going to happen, can't you?) after entering the password in the
account had been hijacked by the next day.
has been around
for a while, but doesn't seem to have been found out
before.
Tom Grim
aka Elven Thief
--- Arithon Kelis [EMAIL PROTECTED] wrote:
I apologize in advance for the cross-posting. I
scanned through my
archive of the hlds mailing list, but did not see
anything related
If I recall correctly, yes, everyone on the NS server
dropped. This occured a lot back in the playtesting
when steam started. I'm unsure if Charlie has
determined what caused it, but the last post he made
here mentioning it said that he wasn't 100% sure it
was cleared up.
Unfortunately, I only
))-1);
- Original Message -
From: Tom Taylor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 22, 2003 11:32 PM
Subject: [hlcoders] ScreenToWorld?
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Can anyone shed any light
of searching the archive? All i can find is a huge index which is
a bit difficult to use when your looking for specific things.
Thanks,Tom
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the team, the
authentication would kick him. If I recall correctly,
it was a bug in the authentication process where an
unauthorized player joining would kick everyone.
Tom Grim
aka Elven Thief
--- Ben Banfield [EMAIL PROTECTED] wrote:
I have just encountered this bug in the latest
version of bg
im not sure that the client knows the position of all of the players, you
are only sent data from players in your current VIS group afaik so a client
side radar would be rather limited
- Original Message -
From: Kyle [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 24, 2003
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