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
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
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.
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
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
- 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
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
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
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
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
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
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
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
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
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:
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:
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
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
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]
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
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
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