[hlcoders] Metrocop Shotgun Anims

2006-08-11 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] Bogus Compile Errors

2006-08-11 Thread lix
-- [ Picked text/plain from multipart/alternative ] 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:

RE: [hlcoders] Bogus Compile Errors

2006-08-11 Thread Jay Stelly
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 );

[hlcoders] Problems Loading Mod

2006-08-11 Thread Andrew Orner
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

[hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Mike Durand
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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Militia still does not load up for me :( On 8/11/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Woah! That's simply awesome, you're doing great at your new job (Y) Thanks Mike :) On

RE: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Mike Durand
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

Re: [hlcoders] Problems Loading Mod

2006-08-11 Thread lix
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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Nick
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

RE: [hlcoders] Bogus Compile Errors

2006-08-11 Thread lix
Oh man thank you so much - your a life saver. I had commented out the #ifndef CLIENT_DLL. Thanks again! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] server plugin port

2006-08-11 Thread Luke Duguid
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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
This is a cryptographically signed message in MIME format. -- 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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your

Re: [hlcoders] server plugin port

2006-08-11 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
This is a cryptographically signed message in MIME format. -- Hi Michael, I just downloaded the patch but, how do I apply this patch? Gus Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] You are going to need to merge your modifications into the new code, The easiest

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Scott Loyd
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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
This is a cryptographically signed message in MIME format. -- 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:

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Scott Loyd
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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Adam \amckern\ Mckern
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

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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