Re: [hlcoders] Third Party Mod crashes while starting a server

2005-04-06 Thread Adam \amckern\ Mckern
read it again After a steam update, you have to run your mod thuough steam at least once For some reaon there are dll errors if you don't. Just open up steam games menu and double click your game. All should be well after that. --- Do that and it should work amckern --- Knifa [EMAIL

[hlcoders] Rotating Vectors

2005-04-06 Thread krenzo
Matrices and three dimensional math has always been a gray area for me, so I have to ask for help on this one. In my mod, one of my player classes can build items on the ground. I'm currently getting the bounds (GetRenderBounds()) of my buildable entity's model which returns min and max vectors

Re: [hlcoders] Rotating Vectors

2005-04-06 Thread garry
There is a function called something like GetNearestPoint. I assume that it finds the nearest point of collision from the point you specified. You should be able to just provide the point directly under it and it will return the point of the very bottom of the model on it's current rotation.

[hlcoders] Any problems with VB .Net?

2005-04-06 Thread Tan Theodore
I apologise if this has been asked before but will there be any problems if I were to compile the HL SDK 2.3 with VB .Net? If there are any, no matter how small, please do tell. If there is, mean I will have to install it later. I still have my VB C++ 6.0. If not, then I can say hello to the HL2

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Knifa
Um.. you need to use Visual C++ .NET, you can't use Visual Basic. I apologise if this has been asked before but will there be any problems if I were to compile the HL SDK 2.3 with VB .Net? If there are any, no matter how small, please do tell. If there is, mean I will have to install it later. I

Re: [hlcoders] adding unused weapons

2005-04-06 Thread Paul Vinten
- Original Message - From: garry [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, March 31, 2005 2:40 PM Subject: Re: [hlcoders] adding unused weapons You should be able to just right click on the file and change exclude to include. You'll need to add a weapon_*.txt

Re: [hlcoders] adding unused weapons

2005-04-06 Thread Jeffrey \botman\ Broome
Paul Vinten wrote: I right click on the file and there is no option for exclude or include or anything resembling it... there is a property called content, but guns that I know are in are all set to false anyway... Click Properties, then select General, change Exclude from Build to No -- Jeffrey

Re: [hlcoders] adding unused weapons

2005-04-06 Thread Paul Vinten
I get an unspecified error when I try right clicking on a cpp or h file :( - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, April 06, 2005 6:18 PM Subject: Re: [hlcoders] adding unused weapons Paul Vinten wrote: I

Re: [hlcoders] adding unused weapons

2005-04-06 Thread Paul Vinten
ignore the last bit, was using the wrong project file - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, April 06, 2005 6:18 PM Subject: Re: [hlcoders] adding unused weapons Paul Vinten wrote: I right click on the file

Re: [hlcoders] Third Party Mod crashes while starting a server

2005-04-06 Thread garry
Sorry but what other mods crash? I'm not having any problems.. Anyway - it looks like you're passing a NULL/invalid pointer to something and it's crashing when it tries to access it. The only real thing you can do is trace back in the call stack in the debugger to find out where that pointer is

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Tan Theodore
Whoops. I meant I have now Visual Studio .Net with Visual C++ .Net and the rest of the programs. I would like to know if any errors will be produced if I were to compile the HL SDK with Visual C++ .Net. This is quite confusing with C, C++, C++ .Net, Visual Basic, Visual Basic C++... Man, why can't

SV: [hlcoders] RE: Because forks are fun!

2005-04-06 Thread Jakob W. Nielsen
Since when is a game engine defined by the format of its resource files? LOTS of engines can read BSP trees; it doesn't make them Q1 engines by any standard. If you want to have a guessing contest by my guest by at least be a little serious about your arguments. Guessing that Source is built on Q1

RE: [hlcoders] Rotating Vectors

2005-04-06 Thread Jay Stelly
Mins/maxs pairs always defined bounding boxes. Those boxes are implicitly in some space. In HL2 we use the terminology: AABB (axis-aligned bounding box) which means a bounding box in world space (aligned with the world's axes, or aligned to an identity orientation) and OBB (oriented bounding

[hlcoders] Localization woes

2005-04-06 Thread ChromeAngel
I'm trying to use localizations in my HL2MP based mod, without much success. I have seen on the VERC forum Yahn suggested using the -ccsyntax parameter to list all the localization strings. I have tried this, but mine aren't showing up. I think it may be going wrong at vgui::localize()-AddFile

RE: [hlcoders] Localization woes

2005-04-06 Thread Alfred Reynolds
The localization files are in keyvalues format, check that you have closing braces in the right places and you don't have any stray characters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ChromeAngel Sent: Wednesday, April 06, 2005 2:04 PM To:

RE: [hlcoders] Localization woes

2005-04-06 Thread Yahn Bernier
It should be saved as Unicode (16 bit characters) not UTF-8. We use Notepad.exe to edit these since it can save out to Unicode format. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ChromeAngel Sent: Wednesday, April 06, 2005 2:04 PM To:

Re: SV: [hlcoders] RE: Because forks are fun!

2005-04-06 Thread tei
poke poke, Its the horse dead? Jakob W. Nielsen wrote: Since when is a game engine defined by the format of its resource files? LOTS of engines can read BSP trees; it doesn't make them Q1 engines by any standard. http://c2.com/cgi/wiki?DuckTyping If it WalksLikeaDuck and talks like a duck, it must

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread SB Childe Roland
There is no such thing as VBasic C++. C++ and Basic are completely different languages, as are C++ and Visual Basic. On Apr 6, 2005 3:07 PM, Tan Theodore [EMAIL PROTECTED] wrote: Whoops. I meant I have now Visual Studio .Net with Visual C++ .Net and the rest of the programs. I would like to

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Tan Theodore
Er... Guys. Thanks for the names and all but I just want to know if there is anything wrong with compiling the HL SDK 2.3 with VB C++ . Net. Thank you. :) From: SB Childe Roland [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders]

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Hasan Aljudy
There shouldn't be anything wrong. Actually, the Sorue Code is meant to be compiled with Visual C++ .Net 2003 On Apr 6, 2005 11:23 PM, Tan Theodore [EMAIL PROTECTED] wrote: Er... Guys. Thanks for the names and all but I just want to know if there is anything wrong with compiling the HL SDK 2.3

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread [EMAIL PROTECTED]
The problem is that VB C++ .NET simply *does not exist*. We cannot help you with something which does not exist. Perhaps you mean VS instead of VB? On Thursday 07 April 2005 12:23 am, Tan Theodore wrote: Er... Guys. Thanks for the names and all but I just want to know if there is anything