[hlcoders] Faceposer for Source 2009 no longer working?
Has anyone had any luck launching Faceposer under the new Source 2009 game configuration in the SDK Launcher? It crashes immediately under both Portal and TF2. Also, I seem to no longer have an entry for Half Life 2 Episode 2 under Source 2007, anyone else experiencing this? I've reset my game configurations and refreshed the SDK content already. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source 2007 no longer working!
I have a similar problem with the Source 2007. Half Life 2: Episode 2 seems to be grayed out and non selectable after I reset Game Configurations. From: Byron Mallett byrona...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, 12 July, 2010 8:16:13 Subject: [hlcoders] Faceposer for Source 2009 no longer working? Has anyone had any luck launching Faceposer under the new Source 2009 game configuration in the SDK Launcher? It crashes immediately under both Portal and TF2. Also, I seem to no longer have an entry for Half Life 2 Episode 2 under Source 2007, anyone else experiencing this? I've reset my game configurations and refreshed the SDK content already. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source 2007 no longer working!
You guys simply have to edit sourcesdk\bin\engine version\bin\GameConfig.txt and add your mod data to it. Then it will be fully moddable. Reseting the Source SDK game config does not always handle all mods and games correctly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (no subject)
When I Build my Mod (Debug), I get this error: 2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals What do I do? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Whats the rest of the error message? ' On 7/13/2010 12:48 AM, adam chance wrote: When I Build my Mod (Debug), I get this error: 2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals What do I do? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
On 2010-07-12 18:48, adam chance wrote: When I Build my Mod (Debug), I get this error: 2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals What do I do? You have a linker error. It means that you are using a function defined in a header file, but it cannot find the declaration anywhere, for whatever reason. This is very basic C++, look it up and learn to figure out linking errors. You need to find the missing function(s) (usually written to the next line(s) in the output) and make sure it is properly linked against. This is often caused by declaring linking incorrectly, or forgetting to include an external library. Anyway, this can be caused by all sorts of things. We need the name of missing symbol/external (function or variable written to the output), otherwise we cannot help you on this list. Good luck! Jonas 'Sortie' Termansen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Show Map List issue..
Hello list, This OB issue has been bugging me for a while now. In short: if *Show Map List* is checked in the *Find Servers* panel, no servers show up in the list (whether they are empty or not). I've followed the VDC guides to the letter ( http://developer.valvesoftware.com/wiki/Maplist_Thumbnails) and have tried a few things of my own, with no luck. The only OB mod I know of that has this figured out and working is GE:S. The obvious workaround is removing the checkmark, but since it is on by default, it can confuse quite a few people. I would rather find a permanent solution. Any ideas? Thanks. -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling for mac
You can't link enough to have MFC on the Mac though right? And it relies on windows stuff I would think. Who doesn't have at least windows xp these days. :p ~Ryan On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: Actually, it's still useful when your target is a machine that doesn't have .NET Framework installed. And you can statically link the MFC libraries to your executable. 2010/7/11 Ryan Sheffer darksk...@gmail.com Hammer is very old and back in those days MFC was actually... decent? I cant imagine using it these days. :p On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com wrote: On 7/9/2010 7:08 PM, Harry Jeffery wrote: Has valve released the code update so a mod can be compiled on mac? The mod I work for is nearing release and we're looking into releasing for windows and mac, prehaps at the same time. Do I have to port the mod to source 2009 though or can I just keep the source 2007 code base? No. From what I understand, it's on Valve time at the moment, so it's effectively in limbo. And yes, you will have to port your mod to SE2009. The only Source engine they ported and plan to port to Mac (and eventually Linux?) is SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine branch ported too, but that's the only mainline engine we're likely going to get. I seriously doubt they want to port the older engines over to Mac/Linux, when they've outright refused to rewrite their SDK tools for portability (apparently they're nasty MFC-based monstrosities). It's a shame, because it'd mean I wouldn't be tied to Windows nearly as much as I am now. I really miss Unix-based OSes and tools. --michi ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling for mac
I don't actually own a mac tbh. One of our voice actors wants to compile for Mac as he owns one and wants to support the mac community when we release. I only use Windows 7 and Linux. The moment they port steam + the source engine to linux I'm nuking win7. A nice optimized install of arch linux will do me just fine. All I want is steam and TF2. CSS can come too. On 12 July 2010 20:37, Ryan Sheffer darksk...@gmail.com wrote: You can't link enough to have MFC on the Mac though right? And it relies on windows stuff I would think. Who doesn't have at least windows xp these days. :p ~Ryan On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: Actually, it's still useful when your target is a machine that doesn't have .NET Framework installed. And you can statically link the MFC libraries to your executable. 2010/7/11 Ryan Sheffer darksk...@gmail.com Hammer is very old and back in those days MFC was actually... decent? I cant imagine using it these days. :p On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com wrote: On 7/9/2010 7:08 PM, Harry Jeffery wrote: Has valve released the code update so a mod can be compiled on mac? The mod I work for is nearing release and we're looking into releasing for windows and mac, prehaps at the same time. Do I have to port the mod to source 2009 though or can I just keep the source 2007 code base? No. From what I understand, it's on Valve time at the moment, so it's effectively in limbo. And yes, you will have to port your mod to SE2009. The only Source engine they ported and plan to port to Mac (and eventually Linux?) is SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine branch ported too, but that's the only mainline engine we're likely going to get. I seriously doubt they want to port the older engines over to Mac/Linux, when they've outright refused to rewrite their SDK tools for portability (apparently they're nasty MFC-based monstrosities). It's a shame, because it'd mean I wouldn't be tied to Windows nearly as much as I am now. I really miss Unix-based OSes and tools. --michi ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders