it uses content masks.
PlayerSolidMask returns different content types depending on which team
they're on, and Tfplayer::ShouldCollide first checks for the collision
group, and if it's playermovement group, it then checks to see if the
content mask matches for that team. if it doesn't, it returns
Hi,
I have compiled the sample plugin from the HL2SDK (not the orange box) for
linux (serverplugin_empty).
I have installed a dedicated source server running Counterstrike Source
(linux).
When I launch the dedicated server, I have this error :
Plugins: found file serverplugin_empty.vdf
Could
Sooo...Mike, any news on when the update will hit? :o
Chris Janes wrote:
Quick question about the material editor - is there a way of changing the
preview model? A sphere isn't much use in a lot of cases! I may have missed
it, I only gave it a quick look but nothing jumped out at me as
Its already been and gone, load up one of your orangebox games with -tools
2008/6/11 Jake Breen [EMAIL PROTECTED]:
Sooo...Mike, any news on when the update will hit? :o
Chris Janes wrote:
Quick question about the material editor - is there a way of changing the
preview model? A sphere
Guess you missed this part...
*I'm sure that there will be lots of questions and I'll do my best to
answer them quickly. I'm looking update the SDK either tomorrow or
Wednesday which will give you guys some more examples as well as make
launching the engine tools more consistent with our other
Jake Breen wrote:
Guess you missed this part...
*I'm sure that there will be lots of questions and I'll do my best to
answer them quickly. I'm looking update the SDK either tomorrow or
Wednesday which will give you guys some more examples as well as make
launching the engine tools more
Doing some final testing now.
Just a heads-up: you will need to opt in to the SDK beta via the Steam
UI.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Wednesday, June 11, 2008 3:48 PM
To: Discussion of Half-Life Programming
Ah, lovely mike. Hope you don't find any bugs that will format your
computer or anything. Because that would (Obviously) suck.
Mike Durand wrote:
Doing some final testing now.
Just a heads-up: you will need to opt in to the SDK beta via the Steam
UI.
-Mike
-Original Message-
Don't give him any ideas!
// Adam
Jake Breen wrote:
Ah, lovely mike. Hope you don't find any bugs that will format your
computer or anything. Because that would (Obviously) suck.
Mike Durand wrote:
Doing some final testing now.
Just a heads-up: you will need to opt in to the SDK
Doing some final testing now.
Just a heads-up: you will need to opt in to the SDK beta via the Steam
UI.
-Mike
Hi
How do you do this in the steam UI? Are you talking about the SDK beta (code
update)?
~M
___
To unsubscribe, edit your list
Once the beta has been released, there should be an option to select a
beta in the Settings menu on Steam. Under the Account Tab there is an
area that currently says
Beta participation: (None currently
available)
Once the beta goes out, go there and you
Hi All-
The SDK Beta is out now and here are the release notes:
=Enhancements=
-Particle Editor, Material Editor, and Commentary Editor are now
included in the Source SDK
-Updated SDK source code for Orange Box mods
-Added example particle system files to SDK content
=Fixes=
How do you activate it? The beta options in settings says theres no beta
program running...
Mike Durand wrote:
Hi All-
The SDK Beta is out now and here are the release notes:
=Enhancements=
-Particle Editor, Material Editor, and Commentary Editor are now
included in the Source
Nevermind found it :p had to restart steam 2 times..
Anyways suggestion: allow content to be loaded (via File Load)
directly from the gcf. :D
Jake Breen wrote:
How do you activate it? The beta options in settings says theres no beta
program running...
Mike Durand wrote:
Hi All-
Do we have a changelog somewhere of all the code that's been updated?
On Wed, Jun 11, 2008 at 9:04 PM, Jake Breen [EMAIL PROTECTED]
wrote:
Nevermind found it :p had to restart steam 2 times..
Anyways suggestion: allow content to be loaded (via File Load)
directly from the gcf. :D
Jake
I noticed just a few minutes before this email came out that my mod started
crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD elements'
VidInit() function after the strange error Run-Time Check Failure #0 - The
value of ESP was not properly saved across a function call. This is
Since the June 10th update my OB mod doesn't render the antlion_spit
particles (they show up in the particle editor however). I also tried
waterfall_cascade_01 with a info_particle_system and it doesn't show
up either.
I see this when I first launch the mod.
Didn't find particle function
:( Still no shaders
On Thu, Jun 12, 2008 at 12:13 PM, Daniel Glenn [EMAIL PROTECTED]
wrote:
Do we have a changelog somewhere of all the code that's been updated?
On Wed, Jun 11, 2008 at 9:04 PM, Jake Breen [EMAIL PROTECTED]
wrote:
Nevermind found it :p had to restart steam 2 times..
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