Thanks a million. I had considered that, but figured it would have been named
something like numSignificantBits or something more descriptive. I guess valve
has a knack for that kinda thing, huh?
Date: Tue, 2 Jun 2009 14:51:45 +0900
From: minh...@telus.net
To:
Wait a minute... the SendPropInt function has a nBits parameter... and no
default values for parameters...
SendProp SendPropInt(
char *pVarName,
int offset,
int sizeofVar,
int nBits,
int flags,
SendVarProxyFn varProxy
)
There's a #define or overload I'm missing
The SENDINFO macro fills in the first three parameters based on the
variable.
On May 3, 2009, at 2:30 AM, Brent Lewis coder0...@hotmail.com wrote:
Wait a minute... the SendPropInt function has a nBits parameter...
and no default values for parameters...
SendProp SendPropInt(
char
Ah yes, I just noticed that. Macro Hell - is that a real thing? Now I just
gotta figure out why this:
SendPropInt(SENDINFO(m_iMental), 12, SPROP_UNSIGNED),
Causes this:
Error1error C2039: 'MakeANetworkVar_m_iMental' : is not a
member of 'CBasePlayer'
I guess you've declared m_iMental like this: int m_iMental. For
networked variables you must use this instead: CNetworkVar( int,
m_iMental );
On Sun, May 3, 2009 at 4:04 PM, Brent Lewis coder0...@hotmail.com wrote:
Ah yes, I just noticed that. Macro Hell - is that a real thing? Now I just
On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote:
hey,
our windows servers keep crashing with STV enabled (tv_enable 1) after
changing map.
The crash location seems to be within tier0.dll as MSVC says when
debugging mdmps. Often I got crashes near string functions like
Yeah, I figured that out like 2 seconds ago. Also seems I needed to use
CNetworkVarForDerived instead of IMPLEMENT_NETWORK_VAR_FOR_DERIVED in player.h.
I tried modeling the code for m_iMental off of m_iHealth, but perhaps
m_ArmorValue is better... because it's not inhereted from
You only use IMPLEMENT_NETWORK_VAR_FOR_DERIVED when the base class has
CNetworkVarForDerived, but doesn't add it to the network table.
Then in the child class, you do IMPLEMENT.. and then add it to the send/recv
tables of the child class.
This is how health is, everything has health
I'm no expert on this, but I just read somewhere that using allowdebug
will turn off VAC protection, try running the servers without VAC
protection and without the -allowdebug parameter.
Hope that helps!
Mandibull wrote:
On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote:
Hi List,
I'm looking to make a hud element where the text being displayed shrinks
down in size smoothly over time.
So far I've discovered that DrawSetTextScale only works for Bitmap
fonts, which would be nice to avoid so that it will work with the
existing ttf fonts that we're using.
I'm
You could try varying the width and height of the vgui label containing the
text. I think the methods are SetWidth and SetHeight. I can't remember if
these take floats though, so may not be as smooth as what you need
On May 3, 2009 3:52 PM, Richard Slaughter slau...@vault13.co.uk wrote:
Hi
Another idea is to use a point camera and a monitor. I've used these
before. Set up a studio room in your map and make a brush with the stuff
you want to zoom. Then make a point camera that is set to capture this
content. Then you need to make a vgui material that will be painted with
what the
Has anyone just flat out asked for the MDL Format? If not:
Valve, can we please have the MDL format specifications, or something
equivalent?
Thanks,
Brent
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That's pretty hacky and expensive, avoid that solution. You should use text
drawing functions. Try changing the size of the font (and color?) very fast,
then it will seem rather smooth.
- Original Message -
From: Steve Henderson steven.j.hender...@gmail.com
To: Discussion of Half-Life
public/studio.hpublic/studio_virtualmodel.cpp
public/optimize.h
:)
/ScarT
2009/5/3 Brent Lewis coder0...@hotmail.com
Has anyone just flat out asked for the MDL Format? If not:
Valve, can we please have the MDL format specifications, or something
equivalent?
Thanks,
Brent
Outdated, isn't it?
Date: Sun, 3 May 2009 22:27:18 +0200
From: tobias.kammersga...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] MDL File Format
public/studio.hpublic/studio_virtualmodel.cpp
public/optimize.h
:)
/ScarT
2009/5/3 Brent Lewis
They just released a new OB Beta the other day, I doubt that's outdated.
(Perhaps for L4D content, but these works in OB too, so..)
- Original Message -
From: Brent Lewis coder0...@hotmail.com
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 03, 2009 10:29 PM
Subject: Re:
Its dated for the version of the SDK released. So no, without an updated
version you can't compile your mod properly.Of course it isn't updated with
possible L4D changes but otherwise I believe it is.
/ScarT
2009/5/3 Brent Lewis coder0...@hotmail.com
Outdated, isn't it?
Date: Sun, 3 May
Don't forget the actual file format structures in studio.h.
Also the most recent SDK has support up to v48 models, L4D uses 49
mostly. I haven't poked around yet to see what was added in 49.
Tobias Kammersgaard wrote:
Its dated for the version of the SDK released. So no, without an updated
Nothing has changed in the OB Engine since the release if the Orange Box
in 2007. That's why your May 12 2008 sources are up to date. Oh and May 12
2008 was a special day for me too. ;-)
- Original Message -
From: Brent Lewis coder0...@hotmail.com
To: hlcoders@list.valvesoftware.com
Well, I may be making my own attempt here soon - so we prolly ought to put our
heads together on that.
As for May 12, 2008 - It's extra special - it's also my birthday. :D (and
coming again soon)
Date: Sun, 3 May 2009 23:08:27 +0200
From: tobias.kammersga...@gmail.com
To:
You may need to double check that any plugins you have running are still
being loaded with -allowdebug turned on (I think it forces the server to
only load debug builds of plugins, not release builds).
Your error may still be occurring but less obvious because of the debug
build of your plugin/s.
So I figured I'd go test out the Orangebox Beta's new Template mod. I made
my mod, made a few changes, got all the code compiled, etc. Packed up the
mod, sent it to a friend to play. He booted up the mod, and tried to connect
to my server and got Invalid Steam key size. We both restarted steam,
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