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From: Kohan Venets idr...@hotmail.com
Sent:
I just derive all my objects from a class that spazzes out on exit if
it isn't unallocated. But that's probably the kind of thing that you
have to do from the start, so you know that whatever you changed last
caused a leak - rather than later.
The built inĀ _CRTDBG_MAP_ALLOC stuff has worked for
hmm.. yea, it's prolly too late for me to do that but thanks for the
suggestion. I think I'm just gonna figure out how to use Memory Validator.
Garry Newman wrote:
I just derive all my objects from a class that spazzes out on exit if
it isn't unallocated. But that's probably the kind of thing
If you have your own custom animations you want to link them to an activity
to use them in the source code.
so in the qc file:
$sequence Idle_Mp5 Idle_Mp5 loop fps 30 activity ACT_IDLE_MP5 1
Idle_Mp5 is the smd animation file and ACT_IDLE_MP5 is the Activity.
then to declare these new
This is originally from knifa, the original creator of sourceforts:
(done inside flag prop)
SetAbsOrigin( pPlayer-GetAbsOrigin() + Vector( 0, 0,
100 ) );
SetParent( pPlayer );
SetMoveType( MOVETYPE_NONE );
On
Change CBaseEntity to subclass from that class?
On 7/6/09, Minh minh...@telus.net wrote:
hmm.. yea, it's prolly too late for me to do that but thanks for the
suggestion. I think I'm just gonna figure out how to use Memory Validator.
Garry Newman wrote:
I just derive all my objects from a
Don't think they have a checksum?
On Sun, Jul 5, 2009 at 3:55 PM, Saul Rennison saul.renni...@gmail.comwrote:
won't modifying DEM files raw screw up the checksum? :\
Sent from my iPhone
On 5 Jul 2009, at 23:41, Tom Leighton tomrleigh...@googlemail.com
wrote:
The STEAM id's are indeed in
Hi there, when I run the run_bat.bat file, I get an error saying Could not
load library client. Help please :)
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Hi there :)
Thanks to Marek I finally managed to get most of my shaders I've written
to work with the OB SDK.
I've written a couple of shaders in GLSL before I started using the OB
SDK, and now I try to convert by hand some of them to HLSL.
My primary target now is a blur-shader.
I tried
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