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(
(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)
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
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
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.
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
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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
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
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 -
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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
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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
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]
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