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he means the internal stuff that's in the engine. the on-the-fly things.
like the particle editor etc.
On 9/28/07, Minh [EMAIL PROTECTED] wrote:
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When did you get these tools?
Were they
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Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my
mod, gpGlobals-curtime (server side) never changed : it stays to 1. all
the time. When a first player joins, it starts counting seconds.I don't
understand
Here's what the engine does:
//-
// SV_IsSimulating
//-
bool SV_IsSimulating( void )
{
if ( sv.IsPaused() )
return false;
For a reason I don't understand, my answer is really horrible. I hope that
using firefox will have a better result.
I was saying that I'm in multiplayer mod as my mod is based on HL2MP SDK. I run
a linux version (server side only of course) and I discovered that
gpGlobals-curtime remains the
If you're in singleplayer the game pauses when you have the console
up.. could that be the problem?
garry
On 9/28/07, Janek Le_Vert [EMAIL PROTECTED] wrote:
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Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my
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The tools interface were made available with the EP1 SDK. I've seen the
tools, and they looke incredibly awesome :)!
Hope its something Valve'll release to the public :D!
And no Matt, this wasn't in the leaked source as far as I know, since it
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Just a gentle reminder-- any chance, Valve, that we can get the definition
for the VEngineCvar004?
Again congrats on TF2-- I've been playing way too much of it when I should
be coding.
-Mattie
On 9/18/07, Mattie Casper [EMAIL PROTECTED] wrote:
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The old engine will be around for some time, and there'll be a base for the
new mod interface etc.
As far as I've heard.
/ProZak
On 28/09/2007, Mark Chandler [EMAIL PROTECTED] wrote:
Whats going to happen to current mods when the new engine
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http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg20622.html
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visit:
Whats going to happen to current mods when the new engine is out?
Will they be playable or is a forced update needed?
IMO valve should keep current sdk base as is and release a new version for
new mods. (i.e. have sdk base classic [app id 215] and the new sdk bas [app
id 216 or something alongs
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Good idea. I'll do that and keep you informed.
Subject: RE: [hlcoders] FW:
gpGlobals-curtime frozen From: [EMAIL PROTECTED] To:
hlcoders@list.valvesoftware.com Date: Fri, 28 Sep 2007 09:14:29 -0700 You
You could try comparing against gpGlobals-realtime in the mapcycle code, which
will advance whether or not players are on the server or the game is paused or
not.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert
Sent: Friday, September 28,
im the one who started that. Im meaning when sdk base updates to tf2
engine not just on tf2 release day.
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http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg20622.html
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It sounds weird for me Yahn:
. when you start a server, you want mapcycle to be active. If curtime is
frozen, mapcycle never continues till a players joins
. when I join the server, curtime is ok and when I leave this server curtime is
no more frozen as I can see maps cycling from All Seeing
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And they are all answered in the original message. He got them a few days
ago, in TF2. If they were a part of the SDK beta I think alot of people
would have known about it.
On 9/28/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
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Would it be very difficult to change vrad to respect texlights on
func_details?
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Well that's weird. All func_details are gone after vbsp is run, so vrad
should see them as world geometry. I was fooled by the file
vraddetailprops.cpp in vrad.
The problem I am seeing is that func_details with texlights painted on
them do not cast light. Anyone know why this might happen?
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We're getting users that have game freezing during the load phase of the
game. A number of them have reported having the same problem in TF2. I
myself have had this problem in the past as well. Both times I had this
problem the only way I could
This was their response after they realized it was a large problem:
http://forums.steampowered.com/forums/showthread.php?t=602169
I wasn't aware if they actually released a fix yet, but the problem
according to them is Steam. If they fix the problem in Steam, then it
should take affect for all
I vaguely remember fixing this at some point for Orange Box. Checking
the history:
In src/utils/vrad/lightmap.cpp, in this function:
bool GatherSampleLight( sampleLightOutput_t out, directlight_t *dl, int
facenum,
Vector const pos,
Vector
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Lot's of us will appreciate it.
Thank you Mike!
L. Duke
On 9/28/07, Mike Durand [EMAIL PROTECTED] wrote:
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Yes, I'll make all of the updated
Thanks a million for looking at this. Unfortunately there is some known
problem building vrad.dll which I just ran into while trying your fix.
According to the WIKI the copy of raytrace.lib we are given is outdated
and gives these 3 link errors under VS2005:
trace.obj : error LNK2019:
Cool. Thats what i like to hear. Thxs mike. :D
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You will have the option of still using SDK Base which will still be
linked to the Ep1 engine or you can base your mod on the new app IDs for
Ep2,
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