http://www.moddb.com/mods/forsaken/downloads/forsaken-assets-source-code
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish
Sent: Tuesday, January 13, 2009 5:05 PM
To: Discussion of Half-Life
Delete the .pch file in your build directory (Debug or Release directory in
cl_dll and dlls directory), then rebuild. This means there is an error in
the Pre-Compiled Headers file... a clean build won't necessarily delete it.
You can also right-click the file that generates the PCH and select
of intellisense cache in that rar that could be
deleted.
I tooled around in a few of the maps but didn't manage to work anything
out. Fantastic visuals though. :-)
Ben Everett wrote:
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
and FileShack to have them host it. You
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?
-Original Message-
From: [EMAIL PROTECTED]
not your work.
Otherwise, bring it on! :-)
Ben Everett wrote:
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think
://www.moddb.com/mods/3591/forsaken/downloads
Ben Everett wrote:
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
and FileShack to have them host it. You can already nab all art assets and
code from:
http://www.obike.net/forsaken/Forsaken%20Release.rar
I'll upload a installation
Hey guys,
Just sending out an e-mail to all of you to let you know I
will be racing from May 3rd-10th in the 2008 Tire Rack One Lap of America.
This is an endurance race visiting premiere tracks all over the United
States where I will be racking up 4,000mi in seven days! Races
Why will we not want to merge straight to the new SDK code, just too much
changed? Or is it that there will be no way to work off of the new engine
until those are updated?
I think if we got the new SDK code pretty quickly we can have a merge
already in-place for when you release the new engine.
CEntitySphereQuery.
Example:
CBaseEntity *ent = NULL;
for (CEntitySphereQuery sphere(GetAbsOrigin(),
FORSAKEN_SPAWN_RADIUS);
(ent = sphere.GetCurrentEntity()) != NULL;
sphere.NextEntity())
{
Testers Having Issues Running Modification
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Didn't someone else have this problem here once? Or was that Forsaken too
:o?
/ProZak
On 11/08/07, Nick [EMAIL PROTECTED] wrote:
bugs happen, get used to them :P
On 8/10/07, Ben Everett [EMAIL
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We have some beta testers that are unable to run our mod. The users
experience an issue where after the Preparing to Launch... screen, the
game just closes during the loading screen. There are no MDMP
PROTECTED] On Behalf Of Ben Everett
Sent: Friday, August 10, 2007 10:10 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Beta Testers Having Issues Running Modification
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We have some beta testers
through the normal steps of removing
the .blob file, and other steps listed on the
steampowered support site?
Adam
--- Ben Everett [EMAIL PROTECTED] wrote:
No these are not debug DLLs... this is a small
minority that is having the
problem (~2%).
-Original Message-
From: [EMAIL PROTECTED
just incase, it
could be a stupid question, but do they have source sdk base, and access to
download it?
i can't remember what happens when you don't have it..
if it just quits.. or what
On 8/11/07, Ben Everett [EMAIL PROTECTED] wrote:
Yup, as I posted.
-Original Message-
From: [EMAIL
@list.valvesoftware.com
Subject: Re: [hlcoders] settings.scr and sv_lan
theres probably a listenserver.cfg file thats overriding the setting.
if the file is not in the cfg directory its in the base games gcf file.
On 7/8/07, Ben Everett [EMAIL PROTECTED] wrote:
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Keep looping through the trace, and whenever you hit a wall or anything set
it to ignore that entity. This is done by setting up a trace filter (the
part where you are passing NULL).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday,
] How to trace?
Hello,
thanks thats a nice idea but its to many time thats needed so i get lags
becouse i
trace over the full map :/
Is there no other way to trace and hit only players?
With friendly Reguards
Ratman2000
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders
?
Hello,
can you give me an example please?
Thanks!
With friendly reguards
Ratman2000
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 09, 2007 8:04 PM
Subject: RE: [hlcoders] How to trace?
You can setup a complex trace
?
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Saturday, July 07, 2007 1:17 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Crashing on Debug
Also, one thing I can add is that I can attach to the hl2.exe process
once
] On Behalf Of Ben Everett
Sent: Sunday, July 08, 2007 10:14 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Crashing on Debug
Mike,
Yup SP1 for VS2005 is installed, as well as the SP1 VS2005 Vista
x64
patch. Steam runs great outside of the debugger for the most part. Only
a
few
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I've noticed that if you include an option in settings.scr for sv_lan, that
no matter what you change the setting to inside of the Create Game dialog
that the change does not take place. Is this by
for you.
On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote:
Add
-allowdebug
to your command line... You're missing it and usually that crashes me :)
Ben Everett wrote:
It ran fine until I swapped over to Vista x64, and that is when the
issue
started. The other programmer on the project has
-allowdebug on your command line from the debugger?
On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote:
1) Well aware of this.
2) This doesn't work, still crashing.
3) This I know, but running in Release mode doesn't do much help when I'm
trying to set breakpoints :)
The main thing to note
, July 07, 2007 2:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crashing on Debug
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you added -allowdebug on your command line from the debugger?
On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote:
1) Well aware of this.
2
%5 %6 %7 %8 %9
From: Ben Everett [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Crashing on Debug
Date: Wed, 4 Jul 2007 19:07:46 -0500
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Steam.exe is crashing whenever I attempt to debug our modification, it's
before hl2.exe even launches.
I'm launching source sdk base\hl2.exe with the working directory set to
source sdk base. Command
investigate this bug, but I doubt anyone will.
Good luck in solving the bug. If you find a fix please email it to me,
I would be interested in fixing this bug as well.
On 6/29/07, Ben Everett [EMAIL PROTECTED] wrote:
Sounds like GetTeam is returning a bad value, or your order for the teams
is
wrong
) ) );
In c_playerresource.cpp I am using:
#ifndef HL2MP
m_Colors[TEAM_BRITAIN] = COLOR_BLUE;
m_Colors[TEAM_FRANCE] = COLOR_RED;
m_Colors[TEAM_GERMANY] = COLOR_YELLOW;
m_Colors[TEAM_SPECTATOR] = COLOR_WHITE;
#endif
and the colors are defined in shareddefs.h
Baer
From: Ben Everett
What are you using to obtain team colors?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Baer
Sent: Thursday, June 28, 2007 5:42 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Team colors are screwey
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Are the texture coordinates on the model correct?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis
Sent: Thursday, June 21, 2007 5:12 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Changing sprite's orientation
Hi,
I'm having some
What may help you with that is changing the view vectors (i.e. what is
forward, up, and right).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, May 09, 2007 1:23 PM
To: hlcoders@list.valvesoftware.com
Subject: Re:
To save data inbetween map changes, using KeyValues and saving and loading
from file works wonders.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Saturday, May 05, 2007 4:29 AM
To: hlcoders@list.valvesoftware.com
Subject: RE:
Is the crash on the machine you compiled the binary on?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Tsakok
Sent: Thursday, May 03, 2007 2:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] hl2mp fresh source compilation for linux
Could it be an attachment problem? ;)
Check your paths first, after that your QC file is the next bet.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio
Sent: Thursday, March 22, 2007 6:34 PM
To: hlcoders@list.valvesoftware.com
Subject:
In the Cgib::Spawn function you can change the AddSolidFlags and
SetCollisionGroup flags. You can also modify your bullet collision code to
affect that collision group (as it may be ignoring it now).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mukkan
assume what your saying is I could use the
TraceBullet to check if it has collided with the model; but if it has
then what shall I do? Some how tell the model to respond to it??
Thanks,
Mukkan
Ben Everett wrote:
In the Cgib::Spawn function you can change the AddSolidFlags and
SetCollisionGroup
Forsaken had that issue before, it turned out to be a problem with the
actual models. If I recall, it was how the parent bones were setup as well
as the bone/attachment orientations for the muzzle effect.
If that isnt it, what Minh said about the effect not being filtered could
be the problem.
Modify CUserCmd.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(Bromfitsen)
Sent: Wednesday, February 21, 2007 5:41 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] updating server w/ client info
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That... and also are you doing client-side simulation of prone or is the
code only server side? The client-side simulation should be very close to
what is being done on the server, and also check to see what is being
sent/received on the client for prone. Limiting the amount of bits sent
across
There is no way built into the SDK to connect to a server... however you
could do it via sockets. Another option is to use the MySQL++ API to connect
to the server directly.
http://www.devarticles.com/c/a/Cplusplus/Building-a-Store-Application-With-M
ySQL-and-C/
-Original Message-
From:
This makes the most sense. As far as companies that do this already, id
Software comes to mind. Even having the materials/models/scripts/etc
included in the open-source repository makes sense as those are easily
available (you can just create a SRCDS server and easily download them).
Valve's
Also, running sv_lan 0 at the moment is causing a crash. The error occurs
when trying to retrieve a ConVar's value. I also get booted from a server
immediately if I'm not using -insecure where it says Response timed out.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
It sounds like you have something going funky in your player code's
InitialSpawn.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard
Sent: Thursday, January 25, 2007 6:07 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Falling
Memory and CPU cycles are cheap ;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon Day
Sent: Thursday, January 18, 2007 10:29 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Player HULL vs HIT BOXES
I'm very interested in finding out
Of course not, they are locked in glass boxes (with breathing holes) w/ a
OC-3 piped directly into their brain. They are in glass boxes so the
management and artists can poke 'em w/ sticks :D
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
You have ELight's and DLight's that you can place dynamically. Also, the
flashlight code is in flashlighteffect.cpp and .h on the client. The newer
effect uses a projected texture for the flashlight.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mukkan
them up as it should.
If that doesn't make any sense, lemme know and I'll do my best to explain.
It's been a long night _
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Wednesday, January 10, 2007 9:35 PM
To: hlcoders
Just tacking onto this thread... compiling my mod on linux and attempting to
run it causes a seg fault. When attaching GDB and doing a stack trace I get
the following:
#0 0x in ?? ()
#1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so
#2 0x02cfaeaf in
:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Wednesday, January 10, 2007 8:09 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Linux DS Build problem
Just tacking onto this thread... compiling my mod on linux and attempting to
run it causes a seg fault. When attaching GDB
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I'm having issues with having custom controls be displayed on a property
page. For some reason, they aren't rendered (although they are created and I
can find the child instance by FindChildByName). I
Still no luck with this =/ Other dedicated servers run fine; however, this
one is causing issues. No different configuration than the other servers.
Anyone else have a suggestion?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Saturday
] On Behalf Of Ben Everett
Sent: Saturday, December 30, 2006 1:27 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod
Which is interesting considering the fact that it works fine with a
listen server but not with a dedicated server. Hmmm, I'll do some
, Ben Everett [EMAIL PROTECTED] wrote:
Interestingly enough, fixed. Rolled back to an older bin file, ran the
server, upgraded to the new bin file, and ran the server again with no
error
this time. Weird.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
.
Adam
--- Ben Everett [EMAIL PROTECTED] wrote:
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When running a server via srcds (w/ the game set to
hl2mp when the update
command is passed to HLDSUpdateTool), clients keep
receiving
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Some users are getting this error when they attempt to create a server;
however, they do not receive it when they join a server. Any clues as to the
cause of this issue? This has only started for
UserID Ticket
Just curious which mod is this? Can you get any minidump files from the
users?
On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote:
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Some users are getting this error when they attempt
the Steam folder and restarting? I haven't seen
this issue that often.
On 12/22/06, Nick [EMAIL PROTECTED] wrote:
lol.. perhaps you are right. Nice mod btw... hehe
On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote:
Forsaken. And minidumps from a non-crash? Kinda hard to have these users
do
: RE: [hlcoders] Map not loading in mod, steams fault? :)
No, that was unrelated.
Ben Everett wrote:
Was this issue fixed in the Nov 21st Steam client update? I noticed
that one
of the items fixed was Fixed Source engine mods not launching
correctly on 64-bit systems and didn't know
I have no experience with directly using property sheets in VGUI; however,
all VGUI controls are closely modeled off of their Windows equivalent. If
you google for some examples of property sheets and property pages that
should point you in the right direction.
Sorry I couldn't be of any more
Copy the Steam.dll file from %STEAM_INSTALL_DIR% to
%STEAM_INSTALL_DIR%\SteamApps\login\sourcesdk\bin\. After that you can
still set the active game directory via the command line as described in the
wiki.
http://developer.valvesoftware.com/wiki/The_Game_Directory
-Original Message-
this is
happening.
- Alfred
Ben Everett wrote:
Some of the beta testers are having this issue as well, we have MDMPs
of the
event and it's crashing inside of HL2 with no trace-back into my
code. Going
into offline mode solved the issue only temporarily before Steam
won't let
them launch anymore
I'll have the guy who did the character animations for Forsaken e-mail you,
as this doesn't really belong on the coders list :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William Golden
Sent: Monday, November 27, 2006 5:40 PM
To:
Some of the beta testers are having this issue as well, we have MDMPs of the
event and it's crashing inside of HL2 with no trace-back into my code. Going
into offline mode solved the issue only temporarily before Steam won't let
them launch anymore This operation can't be completed while Steam is
unresponsive computer with steam pegging at 99% I shut it down with
task manager.
J
On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote:
Some of the beta testers are having this issue as well, we have MDMPs of
the
event and it's crashing inside of HL2 with no trace-back into my code.
Going
When creating a new thread, don't reply to an e-mail and change the subject
and delete all of the contents. Instead, create a new e-mail message and
send it to [EMAIL PROTECTED] That way threading works
properly.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Use a ConVar.
ConVar g_gametype(g_gametype, 1, FCVAR_REPLICATED | FCVAR_ARCHIVE,
Selects the gametype.);
Then, to determine which game rules to run simply have InstallGameRules have
some logic so that it calls CreateGameRulesObjective depending on what you
want.
-Original Message-
From:
Yes, ConVar's can be sent between the client and server... but why send
something that is explicitly server-side to the client? You can have the
client notified of ConVar changes by FCVAR_NOTIFY.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis
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Is it possible to have a sound _STOP_ playing in the QC file? We have a
looping burning sound that is played as part of our Molotov code. However,
code that we call specifically to stop the sound
Forget the compiler, the debugger is leaps and bounds above VS2003.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
Mckern
Sent: Wednesday, November 01, 2006 5:42 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] VS2003 vs VS2005
BoundsChecker, but it isn't cheap.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Darnell
Sent: Tuesday, October 31, 2006 4:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] memory leak
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Thanks a lot Mike!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, September 14, 2006 11:46 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Source SDK Update - 9/14/2006
Hi All-
We put out another minor update to
Good catch!
Add it to the bugzilla, as you have a better idea of what is going on than I
do (busy bug fixing my own code). An interesting condition to say the least,
anyone else w/ experience in this field wanting to comment?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
The underlying problem has to do with the CBuildFactoryHelper class and how
the creation of VGUI elements are handled. Right now the macros
DECLARE_BUILD_FACTORY, DECLARE_BUILD_FACTORY_DEFAULT_TEXT,
DECLARE_BUILD_FACTORY_CUSTOM, and DECLARE_BUILD_FACTORY_CUSTOM_ALIAS are
used to declare a static
: [hlcoders] CBuildFactoryHelper Not Working For Some Controls
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I had a similar problem with ImagePanel not being available anymore before,
in the meantime I used CBitmapImagePanel and it worked for me.
On 8/27/06, Ben Everett [EMAIL PROTECTED] wrote
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I've noticed that CBuildFactoryHelper doesn't have a constructor called for
all control names. The controls that do have the constructor called are as
followes:
EditablePanel
Panel
RichText
Button
Has anyone had issues getting the from-scratch SDK to compile with no
modifications? I am getting chronic errors that have no easy work-around.
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Subject: Re: [hlcoders] Aug4 SDK problems...
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What errors?
On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote:
Has anyone had issues getting the from-scratch SDK to compile with no
modifications? I am getting chronic errors that have no easy
I send an effect to the client and then call the appropriate functions with
parameters.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 4:24 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
: [hlcoders] Aug4 SDK problems...
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I really doubt you are using the clean plain SDK code.
Try to refresh your SDK contents, create a new mod and use the new
solution/project files.
On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote:
Specifically dealing w
@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...
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I really doubt you are using the clean plain SDK code.
Try to refresh your SDK contents, create a new mod and use the new
solution/project files.
On 8/16/06, Ben Everett [EMAIL
On the client:
d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746)
: error C2039: 'GetMode' : is not a member of 'C_HLTVCamera'
d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see
declaration of 'C_HLTVCamera'
Off the top of my head this is what I think:
Multiple inheritance and a reference to the parent for in-game and menu
(possibly done when you create the panel?)
Some logic for determining when you are in-game and at the main-menu and
updating the parent accordingly
There will most likely be some
Thanks for the offer Michael... I uninstalled steam and backed up the HL2
GCFs. After re-installing steam and re-downloading the SDK and creating a
from-scratch mod, everything works now. The interesting thing is that there
are over 5,000 different comparisons on what I was trying to compile with
Baseanimating. Client, DLL, and game_shared.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo
Sent: Wednesday, August 16, 2006 11:43 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Reloading while running/walking?
--
[
There is also GCFScape.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
Mckern
Sent: Sunday, July 30, 2006 1:21 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] GCF .Cache Extraction
I knew i had seen the tool around some where,
I don't consider the problem (as far as rendering is concerned) that complex
of a problem.
Consider the most-likely complex case (rendering wise) of an entrance portal
in front of the player, and the exit portal behind the player. First, this
would seem like an infinite loop problem, while I beg
Congratulations on your new job, and may you tolerate us the best you can...
I feel sorry for you joining on at these tumultuous times :)
In other news, that's good to know that an SDK update is actually coming.
Working on Forsaken without knowing what is coming in the next update has
been a
Working on third-person muzzle flashes, I have encountered an issue. I am
unable to _RELIABLY_ get the third-person (world) muzzle flashes to shoot
from the proper origin or angles. The interesting portion of this is that
the muzzle flashes will work reliably for a brief period of time, after
I just did a simple test and got the behaviour I just explained.
#include stdio.h
int main()
{
int *pValue;
printf(%p\n, pValue);
return 0;
}
VS.NET 7.1.3088 and VS8.0.50727.42
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
The most common cause of crashes in release mode but not in debug are due to
variable initializations. In debug mode all variables are initialized to
'0', while in release mode they do not have a default initialization value.
The most common cause of these crashes is failing to properly
In theory, yes... although I don't know how well that will work in action.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(Bromfitsen)
Sent: Tuesday, February 14, 2006 9:59 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] First
It is in the scripts\weapon_name.txt file.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer
Sent: Monday, February 13, 2006 9:22 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Pistol/Uzi
--
[ Picked text/plain from
at it, you might also be able to use GetAnimEyeAngles() from
C_SDKPlayer - m_angEyeAngles is a networked copy of the v_angle so should
work just as well.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: 31 January 2006 03:45
To: hlcoders
This is why I'm against copy/paste coding it's quite obvious from the
code. Use filter.AddKeep(...).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gus
Sent: Thursday, February 02, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: RE:
It would still be possible to do it if you are willing to completely re-code
the sound system... it'd take quite a lot of work.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
Sent: Monday, January 30, 2006 9:10 PM
To:
I'd also like to add the fact that adding more precision (in the
SendPropQAngles) to a higher bit (instead of 13) can eliminate some of the
issues some of you have with the up/down angle.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston
Sent:
Hah, thanks for giving me a reason to hunt this one down. The Forsaken
testers have been after me a while to fix it... anyways... here you go. A
fix.
Step 1: In PlayerState.h around line 34 change:
QAngle v_angle;
To
CNetworkQAngle(v_angle);
Step 2: In player.cpp
Has there been a permanent fix to users being unable to connect to a listen
server? Having to do the 'sv_lan' trick gets quite old, fast... and for
development builds it's hard to keep a dedicated server up and running (I
hate having to run to campus to hold a no-lag 16 player server).
Will the
Fun concept. You'll probably be better off creating your own entity and
creating your own method for hit-testing, overlap, etc. The OnTakeDamage and
CEntitySphereQuery are pretty limited in the fact that it'd be harder to
calculate world (i.e. walls) disrupting the radio wave. You'd probably do
In Forsaken, we get this a lot. The community is die-hard on having vehicles
and iron-sights in game but we believe it doesn't fit into the world. The
point is to take their suggestions, discuss it, and maybe have a little test
version with one weapon in the game. If you feel it doesn't mesh well
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