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As discussed in the SDK update thread, let's split the thread problems from
the actual thread:
This problem is rather independent from the mail client you use. Some users
think that simply using the
No, that was me, in our mod code.
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In the mod I'm working on, we occasionally see the message [Physics!]
FAILED. I don't see this code anywhere in the mod SDK, so it appears to
be
from the engine. Anyone know what this means exactly? Perhaps
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Damn, guess my find in files failed me.
On 8/3/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote:
No, that was me, in our mod code.
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In the mod I'm working on, we occasionally see the
Yeah so much for not wanting to use 2003. I setup a virtual pc and have
2003 installed in that environment.
I am checking out the serverplugin_empty example I see it has a
serverplugin_bot.cpp
It compiles fine and I can use the command plugin_bot_add command to add a
bot to the server.
My
Scott if you look here:
http://filebase.bots-united.com/index.php?action=categoryid=19
and download a file called RCBot 2 Base Source, it has a basic
stucture to have moving and working bots. At the moment it only fires
in hl2dm, but in dod source it actually allows you to place way
points, and
I don't have the sdk in front of me, but if there are variables and/or
functions defined in there and you remove them you are going
to get linker
errors. Looks like thats exactly what is happening. That file
is probably in
there for a reason. You can't just remove arbitrary files and
expect
Scott if you look here:
http://filebase.bots-united.com/index.php?action=categoryid=19
and download a file called RCBot 2 Base Source, it has a basic
stucture to have moving and working bots. At the moment it only fires
in hl2dm, but in dod source it actually allows you to place way
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Yea unfortunately the documentation is pretty non-existant. If you take one
of those open source bot plugins, you should be able to load it and spawn
bots in any mod, though to get them to use weapons you will need to make
source changes to pass
Well I breakpointed that line and the roll is getting sent properly,
however it seems that the spatialization system doesn't handle it
properly. As soon as the roll is non-zero you get weird inversions.
This happens when you pitch over 90 degrees also (the angles go from
[0 90 0] to [180 89
I grabbed the bits and pieces from the serverplugin_empty and added them to
the serverplugin_bot and did some file and project name changes to get what
I want.
I am happy with what I have right now.
I understand the limitations of some of the information that has not been
exposed. Just figured
The entity is not created on the client until they are in the same PVS.
If it goes out of the pvs afterwards, it become dormant.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Wednesday, August 02, 2006 8:35 PM
To:
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You could zero out the roll when SetHearingOrigin is called
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ts2do
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On Thursday 03 August 2006 8:14 pm, Aaron Schiff wrote:
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You could zero out the roll when SetHearingOrigin is called
Just zeroing out won't work: as a trivial example, consider the difference
between pitch,yaw,roll [0,0,180] and [0,0,0]. The
This is great information, and not at all what I thought was being complained
about earlier. I don't believe anyone's posted these complaints here or on
Verc before. I don't suppose you'd like to consolidate this information into a
wiki page so Valve has a central place to go to for those
There was, around that time period, the Outlook preview pane bug where it'd run
script code from an iframe, if I recall correctly.
At 2006/08/02 02:31 PM, Nick wrote:
On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Wasn't the 2004 HL2
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It has been explained several times on here. I've also sent detailed lists
directly to valve, so they know whats missing.
On 8/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
This is great information, and not at all what I thought was being
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