[hlcoders] HL2DM (OB Code): CS:S Maps

2008-02-08 Thread Tom Leighton
Hey guys. I did this successfully on the EP1 codebase, where i could load into CS:S maps with my mod. I added all the spawn points (you know to check where im spawning - EntSelectSpawnPoint), added them to the Preserved Ents list, and defined them as such: LINK_ENTITY_TO_CLASS(

Re: [hlcoders] HL2DM (OB Code): CS:S Maps

2008-02-08 Thread Garry Newman
(Not the spawn problems, just the assertions) garry On Fri, Feb 8, 2008 at 9:44 AM, Tom Leighton [EMAIL PROTECTED] wrote: Adding info for the uber coders here to help me :P If i run cs_militia (The only map that will actually let me spawn), i get console spam: detailobjectsystem.cpp (993)

Re: [hlcoders] HL2DM (OB Code): CS:S Maps

2008-02-08 Thread Garry Newman
Probably because USE_DETAIL_SHAPES isn't defined. http://www.google.co.uk/search?sourceid=navclientie=UTF-8rlz=1T4GFRD_enGB211GB211q=USE%5fDETAIL%5fSHAPES garry On Fri, Feb 8, 2008 at 9:44 AM, Tom Leighton [EMAIL PROTECTED] wrote: Adding info for the uber coders here to help me :P If i run

Re: [hlcoders] HL2DM (OB Code): CS:S Maps

2008-02-08 Thread Tom Leighton
Adding info for the uber coders here to help me :P If i run cs_militia (The only map that will actually let me spawn), i get console spam: detailobjectsystem.cpp (993) : Assertion Failed: 0 detailobjectsystem.cpp (993) : Assertion Failed: 0 And when i say spam... i mean spam... Every game

Re: [hlcoders] HL2DM (OB Code): CS:S Maps

2008-02-08 Thread Tom Leighton
You would be suprised, i did find that, then removed the ifdefs (And all other USE_DETAIL_SHAPES ifdef's), and it still asserts there... I'll have another search though :P Cheers garry Garry Newman wrote: Probably because USE_DETAIL_SHAPES isn't defined.

Re: [hlcoders] Dedicated servers and Orange Box Engine

2008-02-08 Thread Andrew Timson
On Feb 8, 2008 12:41 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: I was messing around with the dedicated server and I was wondering why for orangebox games the source 2007 gcf content wasn't being downloaded? For our mods, I would think this content should be downloaded. From what I remember

Re: [hlcoders] Dedicated servers and Orange Box Engine

2008-02-08 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] Well, first of all.. the Orange Box dedicated server - (which is listed as Team Fortress 2 Dedicated Server) has it's OWN cache file, and doesn't need source 2007 gcf, _OR_ base source engine 2. The regular dedicated server (Source Dedicated

[hlcoders] Implementing SayText2 into my mod

2008-02-08 Thread Saul Rennison
I'm thinking of adding SayText2 support into my mod, solely because of the support for player colours and green. Please could somebody shed some light on this? And how I am come around to doing it? Thanks in advance, - Saul. ___ To unsubscribe, edit

RE: [hlcoders] snapping objects to a specific position

2008-02-08 Thread Jay Stelly
Moving an object from one position and orientation to another without hitting any obstacles is a very hard problem. Google for piano mover's problem and you can find a ton of research into algorithms for analyzing problems like that. We don't actually try to solve that in real time in Source -

Re: [hlcoders] Dedicated servers and Orange Box Engine

2008-02-08 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] if you're using 2007. then you need to install the Team Fortress 2 Dedicated Server as I said Orange Box. If you're not using standalone to run the dedicated server, you then put your mod folder into c:\steam\steamapps\account\source 2007

Re: [hlcoders] Dedicated servers and Orange Box Engine

2008-02-08 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] We have tried running the mod through the dedicated server and get mass loads of missing models including error.mdl. When we move the hl2 folder from outside of the orangebox folder into the orangebox folder, we have found that without the source

Re: [hlcoders] HL2DM (OB Code): CS:S Maps

2008-02-08 Thread Tom Leighton
Thanks garry, fixed all those other crashes aswell (Why didn't it crash where i could see what was going on in the callstack/debugger)... Oh well Cheers Garry Newman wrote: (Not the spawn problems, just the assertions) garry On Fri, Feb 8, 2008 at 9:44 AM, Tom Leighton [EMAIL PROTECTED]