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Hey all,
I'm working on trying to get shotgun animations working with the Metrocop
animation. I've gotten them mostly working, except after the reload the
model goes into ragdoll pose, and occasionally goes into the ragdoll pose
after firing.
The
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Content-description: Mail message body
client error LNK2001: unresolved external symbol public: virtual int __thiscall
C_Weapon357::ActivityListCount(void) ([EMAIL PROTECTED]@@UAEHXZ)
client error LNK2001: unresolved external symbol public:
Sounds like you've got a bad code merge or something.
// weapon_357.cpp
// ...
class CWeapon357 : public CBaseHL2MPCombatWeapon
{
DECLARE_CLASS( CWeapon357, CBaseHL2MPCombatWeapon );
public:
CWeapon357( void );
voidPrimaryAttack( void );
One of the developers on our team has recently run into an issue where
our mod refuses to load for them. The custom backround we use shows up
on the main menu, so we know the mod is being read. However, maps trying
to load either crash the game or, upon loading, do not have any of our
custom
Hi All-
Just wanted to let you know that a Source SDK patch has been published
on Steam. Here are the issues it addresses:
* Fixed compilation issues for Linux dedicated server in SDK
* Removed 3D Lighting Preview menu choice from Hammer
* Fixed SDK Launcher bugs when performing
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Woah! That's simply awesome, you're doing great at your new job (Y)
Thanks Mike :)
On 11/08/06, Mike Durand [EMAIL PROTECTED] wrote:
Hi All-
Just wanted to let you know that a Source SDK patch has been published
on Steam. Here are the
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Militia still does not load up for me :(
On 8/11/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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Woah! That's simply awesome, you're doing great at your new job (Y)
Thanks Mike :)
On
Make sure that you refresh the SDK content. Then it should work.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Friday, August 11, 2006 1:32 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Patch Released
Certainly sounds like something to do with the DLL's not being loaded your
right; I can't
imagine why though - maybe one of the old DLL's was set to readonly and
therefore it isnt
being overwrite by the new one?
Thats all I can think of sorry.
___
To
Great news! Btw, what exactly does refresh the SDK content do? does
it erase any of my code or map files?
On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote:
Make sure that you refresh the SDK content. Then it should work.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Oh man thank you so much - your a life saver.
I had commented out the #ifndef CLIENT_DLL.
Thanks again!
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I think it just replaces all the files in the sourcesdk folder.
On 8/11/06, Nick [EMAIL PROTECTED] wrote:
Great news! Btw, what exactly does refresh the SDK content do? does
it erase any of my code or map files?
On 8/11/06, Mike Durand
Thanks for the info. Like you say, cvars is the easy fix, if it was
specified...
How would one get a pointer to an the instance of IServer, I have
scoured the sdk api but come up short! Same goes for IClient as well but
is iclient applicable if being called from a server-side plugin?
tia,
luke
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Militia is still not showing up for me.
http://img128.imageshack.us/img128/4949/militiadi8.jpg
On 8/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:
I think it just replaces all the files in the sourcesdk folder.
On 8/11/06, Nick [EMAIL
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I have a question, we have been compling our mod based on the original
HL2DM MP and was
wonderingin order to take advantage of the latest changes and
features do we have to port our
modified code over to a new mod folder setup? Or
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You are going to need to merge your modifications into the new code, The
easiest way to do this is with the patch file that is floating around
http://tinyurl.com/mjht6
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I don't believe IServer and IClient are interfaces for server plugins.
On 8/11/06, Luke Duguid [EMAIL PROTECTED] wrote:
Thanks for the info. Like you say, cvars is the easy fix, if it was
specified...
How would one get a pointer to an the
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Hi Michael, I just downloaded the patch but, how do I apply this patch?
Gus
Michael Kramer wrote:
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You are going to need to merge your modifications into the new code, The
easiest
http://www.linuxhq.com/patch-howto.html
http://unxutils.sourceforge.net/ should have patch.exe
Although it doesn't take long to merge the changes...
Copy new code into a new directory.
Copy your mod-specific folders into cl_dll/dlls/game_shared, and any
additional stuff you created.
Copy your
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Am still uncertain, would I use the Source SDK wizard to create a new
mod folder setup and once that is done start merging our old mod files
into it? What
about WinMerge, will that work well?
Gus
Scott Loyd wrote:
If you were to winmerge the previous (one that came out a week ago),
into your existing code, it is possible, but it would take you forever
;); you can try the patch, it MIGHT work, but I don't trust patches for
something like this. What you need to 'diff' is an unmodified version
of the old SDK
1) Make a new 'source code' mod
2) Grab a source control programm -
http://developer.valvesoftware.com/wiki/Diff_And_Patch
3) Merge your mod into the 'source code' mod
4) Copy, and replace all the files in your orignal
mod, with that from the source code mod
5) Now you have the lattest code, with
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I guess I will choose this routeI'll give it my best shot...hehehe...
Gus
Adam amckern Mckern wrote:
1) Make a new 'source code' mod
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