Hi,
In my mod all gui text are written like this #GameUI_GameMenu_[Command].
I.E.: #GameUI_GameMenu_Quit instead of Quit.
How to fix this ?
I see this by running debug-start new instance in visual studio 2005. If I run
the mod from steam it crash after valve's screen and before the first GUI
Try adding them to your mod's language resource file. I don't know why
they're missing. The file is: yourmod/resources/yourmod_english.txt
As for the crash, you'll have to debug that yourself.
--
Jorge Vino Rodriguez
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On popular demand I took the time to document the order in which all of the
game library methods are called by engine.dll. The article is on the wiki
here:
http://developer.valvesoftware.com/wiki/Frame_Order
I'd appreciate input before I move on to the next thing on my to-do list. If
there's any
Amazing work. There's a similar (but far less detailed) list at
http://developer.valvesoftware.com/wiki/Game_initialization that you
might be able to glean some extra detail from. :-)
Niggles; it would be better to split the lists under the Engine
subheading into two, one for client and one
Try naming the actor who speaks the lines !player.
Harry Jeffery wrote:
I'm just forwarding this from the mapper becaus the steam forums
didn't help at all:
Hey, I have a few vcd scenes in my mod and I'm trying to make them
hear-able everywhere around the map, like how
This is stellar Jorge, thank you SO much for taking the time to do this!
--Bob
On Fri, Oct 2, 2009 at 5:30 AM, Tom Edwards t_edwa...@btinternet.com wrote:
Amazing work. There's a similar (but far less detailed) list at
http://developer.valvesoftware.com/wiki/Game_initialization that you
so yeah I rant on about terrains systems..had to go and work for a game
company to actually get things moving in the direction I wanted...glad I
didnt just wait for valve to make one:)
So after about a year working on this part time I can show off our new
terrain engine...Highest res engine for
*List**Description**hlcoders*http://list.valvesoftware.com/mailman/listinfo/hlcodersDiscussion
of Half-Life Programming
/ScarT
2009/10/2 Adam Donovan adamjjdono...@gmail.com
so yeah I rant on about terrains systems..had to go and work for a game
company to actually get things moving in the
Woah, nice work.
It's not really right for the source engine anyways, valve uses
smaller levels in BSP. Not the 100% prefab based stuff you see in the
mainstream.
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The purpose in this is what? Are you proposing you could have single
handedly removed all of Source's BSP requirements, improved Source's
geometry streaming, created that full terrain system and ensured it worked
with the other game systems by yourself within a year?
It looks very nice, the fact
chill I love Valve..and realized that I needed to go elswhere to make what I
wanted..I have been on this board for just soo long that I thought I would
post it..It would be possible to put in some sort of LOD terrain system
though..I mean this can run on the xbox so most modern pcs playing ep2
Congrats, it looks wonderful. Clouds need a little tweaking though ;)
And to Andrew: What is wrong with you? Geez..
Adam Donovan wrote:
so yeah I rant on about terrains systems..had to go and work for a game
company to actually get things moving in the direction I wanted...glad I
didnt just
I've seen you around here for years and I'm happy you posted it. It is good to
see what people are up to every now and then.
I think it looks great. There were a few LOD jumps at unexpected distances but
I guess you gotta do it at some point. Congratulations.
Date: Fri, 2 Oct 2009 22:52:39
Looks good Adam. Valve doesn't need this kind of thing because they focus on
micro gameplay, while this is more of a macro thing. However, I'm sure
someone will find some use for it.
On the other hand, this thing has nothing to do with Half-Life, so you're a
little bit off topic.
--
Jorge Vino
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