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Yep, but HL2SP mods don't use engine 2
On 7/27/06, Aaron Schiff [EMAIL PROTECTED] wrote:
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Phong shading is already a part of Base Source Engine 2
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ts2do
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Anybody getting the Launcher error? Not beeing able to play any game
from Steam list?
Gus
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Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could
just mount 212.
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ts2do
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Aren't crash dumps related to engine binaries automatically uploaded?
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Verify the integrity of your caches.
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I already did that and still no go...everything on the game list
does not launch, popup box saying Failed to load the launcher DLL: The
specified procedure could not be found.
Gus
Aaron Schiff wrote:
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Try going thru and deleting all dlls... other than the third-party ones of
course
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I've had a few problems since the update also such as its impossible
for me to launch my mod via visual studio (crashes on load but works
fine via normal steam link.), its making debugging a pain in the ass.
Call Stack: http://www.rafb.net/paste/results/defiIg73.html
On 7/27/06, Gus [EMAIL
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Running all the games once and loading up a map always seems to work for me.
On 7/27/06, Gus [EMAIL PROTECTED] wrote:
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That don't work either, still is dead..
Gus
Aaron
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Hi,
I'm still learning through the SDK and I have this simple issue blocking me
into progress..
I'm simply trying to rotate the angles of an entity in relation to its
position. Changing its angles.y alone for example is not what I need. If the
Do you mean you want your entity to face the way it's travelling?
On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
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Hi,
I'm still learning through the SDK and I have this simple issue blocking me
into progress..
I'm simply trying to rotate
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No, I know I'm not making much sense, I can't really explain this properly..
Let's say I have a spray can, and i wanted it to rotate on its own. When
it's on a table, it would rotate with the y angles only. But if it fell on
the floor, it would
Yeah I know what you mean I think.. If you want to rotate it using
physics it's easier.. Kinda. Well probably harder if you haven't
looked into motion controllers.
When you apply a motion controller to the physics object you can
decide whether the forces are local or global. If you choose local
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Hello there !
I'd like to remove all decals on the map (blood, explosion, weapons
traceattack). I think it's client side however I can't find how to remove
them all.
Thanks.
Sincerly,
Louka outrebon.
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r_cleardecals
On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote:
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Hello there !
I'd like to remove all decals on the map (blood, explosion, weapons
traceattack). I think it's client side
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r_cleardecals call it on the client.
On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote:
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Hello there !
I'd like to remove all decals on the map (blood, explosion, weapons
traceattack). I
This worked great. Thanks again. Another issue took me a while to figure out:
the actbusy hint must not even touch the floor, otherwise it won't be usable by
the NPC. Wow.
Regards,
Thomas
- Original Message
From: Thomas Vollmer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
npc_relationship worked well. Thanks!
Regards,
Thomas
- Original Message
From: Thomas Vollmer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, July 25, 2006 1:21:40 AM
Subject: Re: [hlcoders] Problem with NPC and VCD
Thanks for your help! I'm using a Sequence
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I am totally with you. I am also lost on this one hehe.. I recently figured
out how to do tracelines properly so that should say a lot ;)
I'll take a different approach to my problem, maybe other people can
understand :o The physics will not
For entity angles, I think you're looking for something along the lines of
GetAbsAngles()/SetAbsAngles(). Note that GetLocalAngles()/SetLocalAngles()
doesn't refer to the object's own frame of reference (which wouldn't make
sense), but to the moveparent's frame of reference (if the moveparent
The recent angles questions just made me think of another question. A
superficial examination of mathlib.cpp shows that many of the optimized math
routines only compile under Windows. Is there any reason for this? Or is it
another one of those do-it-yourself things?
-John Sheu
Oh, and if you're going to do large changes of angles, start thinking about
quaternions.
-John Sheu
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Hi,
I'm currently creating vgui_screens for displaying text in the game. It was
pretty straight forward to create one n place it in the map using Hammer,
however,
I want to make the screen interact with the player.
E.g. change the text as the
Don't forget too that not everybody plays at 4:3 aspect ratio. Besides us
widescreeners, you might also want to note that 1280x1024 is not 4:3 either.
-John Sheu
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John Sheu wrote:
The recent angles questions just made me think of another question. A
superficial examination of mathlib.cpp shows that many of the optimized math
routines only compile under Windows. Is there any reason for this? Or is it
another one of those do-it-yourself things?
-John
On Thursday 27 July 2006 2:48 pm, Ondřej Hošek wrote:
It's either we care much more about Windows than your alien platform
or hey, GCC's better at optimizing than our rewrite to GNU-compatible
assembler! Since Valve is the only middleware vendor whose current
engine client hasn't been proven
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Just have a bunch of Labels, set them hidden (Visible to 0) and then when a
button is pushed have it trigger something (using inputs from hammer) that
will make the current Label Invisible, and toggle one of the Other Label's
Visible.
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ahh my mistake, I see now there are functions simply not implemented in
asm for linux. sorry ;)
ps, if you do implement them, posting them to the list would be cool :)
--bail
http://www.bailopan.net/
David Anderson wrote:
you're just not compiling it right, add -m3dnow and -msse to
Since this is a common question, I decided to write up something which
will hopefully help:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Garry Newman
Sent: Thursday, July 27, 2006 2:46 AM
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Thank you Jay, I appreciate this, as this is exactly what I was looking for!
Now I just got to make sense out of this :)
On 7/27/06, Jay Stelly [EMAIL PROTECTED] wrote:
Since this is a common question, I decided to write up something which
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Is there a way to copy files from a GCF to the moddir?
I want to copy the HL2's soundcaches, because it's a bit nonsense to rebuild
them when HL2's soundcache is good.
Robbie
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Take a look at hllib, and you might be able to get a
small copy program to run with the installer that will
do it for you.
I know substance did this, but it was from my
understanding an in house installer.
Adam
--- Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Just right click extract using GCFScape
On 7/28/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Is there a way to copy files from a GCF to the moddir?
I want to copy the HL2's
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I think he wants to keep the installer size down.
On 7/28/06, Wraiyth [EMAIL PROTECTED] wrote:
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Just right click extract using GCFScape
On 7/28/06, Robbie Groenewoudt [EMAIL PROTECTED]
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You have to derive a subclass of vgui_screen for each subtype of screen you
want in your maps. So for instance you wanna have keypad locks. You can
derive from vgui_screen a keypad_screen and then in there you can handle
logic specific to a
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You could always try searching for them with standard IO on DLL init to see
if they're in the actual directory and if not use
IFileSystem::GetLocalCopy(). I've never tested it but according to the
comments it should do what you want.
On
Where did you hear that?
At 2006/07/27 01:47 AM, Aaron Schiff wrote:
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Aren't crash dumps related to engine binaries automatically uploaded?
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Thanks, I'll try that out.
On 7/26/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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From a random forum thread.
Fixed. Adding (to c_baseanimating.h):
inline int C_BaseAnimating::GetSequence()
{
if (m_nSequence == -1 || m_nSequence == 1023)
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