Yeah sorry - thats one word i cant even try and spell
physics
--- Jorge Rodriguez [EMAIL PROTECTED] wrote:
Adam amckern Mckern wrote:
Runs clean with nightfall, and seems to stop in my
testing the phis death that is cased by the
suspended
phis boxes!
Well done
Sorry, but I don't
Adam amckern Mckern wrote:
Yeah sorry - thats one word i cant even try and spell
physics
OK so phis means physics, but I still don't know what physics boxes or
physics deaths are. Come to think of it, I don't know what nightfall is
either, is it a map?
I'm not trying to insult your
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nightfall is a mod that Amckern is working on
physics boxes are func_physbox entities
physics death is when they crush you
On 3/29/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Adam amckern Mckern wrote:
Yeah sorry - thats one word i cant
Aaron Schiff wrote:
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nightfall is a mod that Amckern is working on
physics boxes are func_physbox entities
physics death is when they crush you
... and this code will stop the player dying from those boxes? That
doesn't make any sense to me,
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No...he's not saying that at all.
On 3/29/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Aaron Schiff wrote:
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nightfall is a mod that Amckern is working on
physics boxes are func_physbox
Lets forget it :)
My Website http://www.ammahls.com
Lead Programer NightFall http://www.nightfallmod.net
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Team Lead - Prime - http://www.nigredostudios.com
__
Do You
I kind of assumed that Valve didn't care since I'm not profiting from
their work and it's all coming back to them anyway.
If I were distributing Dystopia models with my mod it'd be a different story.
That said, the only non-HL2 model we have is the Gordon Half-Life 1
model. It's probably too
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Can anyone confirm if Im right or missing something?
cl_dll/particlemgr.cpp
---
void CParticleEffectBinding::DoBucketSort(...
{
...
nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; // Add it to the appropriate bucket.
nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; float
This is the same bug in the srcds core, unfortunately. In fact Valve probably
copied the Quake 2 code directly because Quake 2 had this exact same annoying
bug of failing to report dll load issues and continuing. That was the first
thing I fixed when they open sourced it. :)
Try
Right, my guess would be you have a global constructor that is causing a
.gpf and so LoadLibrary itself is failing.
There are ways to debug this (you can write a simple app which
LoadLibrary's your client .dll and see what the error code/message is),
including rolling back to a last known good
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btw, Tjoppen looked at that line you changed and said Isn't that just like
currentspeed = mv-m_vecVelocity.Length();?
I tried it, and sure enough, it works the same. wall speed is gone :) thanks
--
Draco
--
Any word Garry?
And here's the stack trace of the day...
vphysics.dll!260a2426()
vphysics.dll!260d3eae()
vphysics.dll!2608af8e()
vphysics.dll!2608b01b()
vphysics.dll!260a2697()
vphysics.dll!260aac2b()
vphysics.dll!2609cd5b()
Ahh thanks Yahn, turns out it was a badly behaved global constructor, I
was merging in some old code to my new code base and completely forget
it was there :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: 30 March 2006 01:39
To:
Patch (untested) posted to
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Case_changes_in_player_names_cause_chat_truncation
for the bare bones sdk.
At 2006/03/28 01:42 PM, Physical Mayhem Bug wrote:
Well, so far Valve has never responded to any of the SDK bug reports, so you
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