Damn noobs!
/me runs like hell
On 7/8/06, Eric Smith <[EMAIL PROTECTED]> wrote:
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Jeff
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> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > > >
> > > > --
> > > >
bug I get in release mode, even after full rebuilds. Any more
> suggestions?
Try this:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/_core_turn_on_generation_of_debug_information_for_the_release_build.asp
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Jeff Fearn
"Postmodernism: Once more without feeling." -- Geoffrey Nunberg
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Hi.
On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote:
> [ Converted text/html to text/plain ]
>
> well just woke up today to play with some things I was doing with the sdk to
> find that all my mod files will not run in hammer. I even tried making a new
> mod from scratch to test things and I go
nces, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
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on a single machine. They have no networking whatsoever - just a
> table stored in the engine that is accessed by the client and the server
> code on the same machine.
>
> Jay
JayStelly.Bravery++;
--
Jeff Fearn
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Good luck! I think more mods should have AI in MP/Co-op, so let us
know if you find a good solution :)
--
Jeff Fearn
"Postmodernism: Once more without feeling." -- Geoffrey Nunberg
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imited to any particular topic here,
> > or
> > having people holding back answers as a result.
> >
> > On 1/26/06, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> > >
> > > On 1/26/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > >
On 1/26/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> This list is for code - not maps or support...
>
> Please sumbit your comments to the correct list - if
> there is no correct list then please stop at the
> steampowered's faq - and then a google of your
> symptoms - if thats no help, ple
On 1/16/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> Maybe they'll eventually allow us to automatically update our mods and it
> will all become moot.
http://www.vapour-online.com
--
Jeff Fearn
"Postmodernism: Once more without feeling
cast
> U vtable for std::bad_alloc
> U __cxa_allocate_exception
> U __cxa_call_unexpected
> U __cxa_free_exception
> U __cxa_pure_virtual
> U __cxa_throw
> U __dynamic_cast
> U __gxx_personality_v0
>
On 12/22/05, Stephen Micheals <[EMAIL PROTECTED]> wrote:
> tier0_i486.so => not found
> vstdlib_i486.so => not found
You have not exported your library path, it can't find the HL libraries.
export LD_LIBRARY_PATH=/path/to/hlds:$LD_LIBRARY_PATH
Jeff
__
On 12/20/05, Gnolfo <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm bumping this thread to say that my mod still has this problem (HL2).
> Nobody on the team can join a server together via our mod, though the
It, 1:30 am, so forgive me if this has been discussed, but the 2.3 SDK
does not compile. Fresh install, no mods, .NET 2003:
Error 1:
d:\HL-SDK\Multiplayer Source\engine\cdll_int.h(72) : error C2011:
'client_textmessage_s' : 'struct' type redefinition
d:\HL-SDK\Multiplayer Source\engine\Se
On 12/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> Like chosing to use a SDK for a TC or start from
> nothing, it can be done, its just the render engine
> will be missing some hooks, and you will have to do
> almost as much bug hunting as it would take to compare
> the hl2 class with yo
I'm considering porting a HL mod, or 2, to Source. Anyone have any
feedback on how porting compares to starting from scratch? Only
interested in the coding aspect atm. Any resources on the net for
this? FGoogle has failed me ... or more correctly I have failed Google
;)
Thanks, Jeff
_
On 12/14/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Actually, there have been patches released on hlcoders that (for some
> reason or another) aren't in 2.3
>
> Go to www.metamod.org and click "SDK Files", 2.3-p2 is as of the
> clientcvarquery1 interface. The most important thing are chang
Hi, I was just wondering if the latest HL1 SDK was 2.3 or if there has
been any patches released?
Will the HL1 SDK be added to the Steam Tools? Tracking 2.3 down took a
bit of work :)
Thanks, Jeff.
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On 12/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> Go to Debug->Exceptions in MSVC and set "Access Violation" to "Break
> Always".
It just had to be embarrassingly simple :(
Jeff
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On 12/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> If you want to have an internet server (i.e sv_lan 0) and still want to
> debug then you can also launch your game via Steam and then attach the
> debugger to the process.
Nah, that's fine debugging on lan is ok.
I am having a problem gett
On 12/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> You can also run with "sv_lan 1".
Hmmm that fixes it ...cept for the annoying mscvrt70.dll missing error
when it crashes ... google to the rescue!
Thanks, Alfred :)
Jeff
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Hi ho all, for some resaon I can no longer debug my Hl1 mod. It's been
a month or so since I last tried, yes I am slack, no idea why it's
stopped.
Setting up renderer...
SKY: nottinghamrt, nottinghambk, nottinghamlf, nottinghamft,
nottinghamup, nottinghamdn, done
**Graph Pointers Set!
Compressing
On 12/7/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> We have released a fix for this in Beta form. Run Steam with "-beta hl1"
> on the command line to get this update (note that you CANNOT run both
> the SDK beta and this beta at the same time).
>
> I would appreciate feedback from people verif
On 12/2/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> We are working on a more extensive system to allow popular Mods to
> directly message their users. No ETA or hard feature set yet, but we are
> on it.
It would be easier to become more popular if people could update less
popular mods and get
Just thought I'd let the list know that Alfred has confirmed this as a
bug and is working on a fix.
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When trying to run my HL1 mod as a listen server I get "This Steam
account is being used in another location" error. Setting sv_lan 1 in
listenserver.cfg bypasses this problem.
Fully updated Dedicated Server seems to work ok.
--
Jeff Fearn
"Postmodernism: Once more without feelin
ermine if there will be any
strange run time behaviour without extensive testing. Is that crash
due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell
;)
Valve dudes, which 3.x version of gcc are you using? The x being
pretty important give the (expletive words) practice of changing th
On 9/29/05, Erik Johnson <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> It at least falls under the umbrella of some of the next set of things
> we're working on for Steam.
>
> Along those lines, we're pretty activ
On 9/29/05, Ian Warwick <[EMAIL PROTECTED]> wrote:
> I do believe if your mod is good enough Valve would make it available
> through steam, there is an option in steam to view 3rd party mods and
> download them, only the good ones get listed.
You get a link to your web site, no actually installati
mplemented but no one had asked for it yet so it's been on the
> backburner.
> Support for new games (e.g. hl1 mods) isn't too hard to add, it's just a
> matter of filling in the blanks (directory structure of the new game,
> commands to launch mods, server protocol, etc
Any plans for:
HL1 mod support
Handling mods that are already installed
Linux servers
Jeff
On 9/29/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> >
> > P.S. I like steam, would rock if mods could distribute that way.
>
> Not
On 9/28/05, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Good point Draco, I suppose it was wrong of me to say that, when they have
> started releasing names of mods they are following the progress of and are
> more than willing to help ou
On 8/16/05, Skyler York <[EMAIL PROTECTED]> wrote:
> Maybe just make the view model a VPhysics object that's attached to
> the player at a point and tries to stay oriented forward, and it will
> interact naturally with the environment. Just my two cents.
This would rock! What are the limits on VP
set go
> to the Debug->Exceptions menu and set the exception type you want
> (Access Violation for example) to "Stop always".
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
>
Still can't catch exceptions when running HL1 mod in VS .NET 2003 ...
anyone have any idea what may be causing such a thing?
Jeff
On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
> edge ;) And I still can not
On 8/8/05, Damien <[EMAIL PROTECTED]> wrote:
> >> But are there dedicated functions in the engine to do multithreading, or
> >> should I include myself the thread libraries (win and linux) ?
> >
> > AFAIK, there isn't anything in the Half-Life or Half-Life engine that is
> > threaded (and the engin
nyway :)
SteamApp.cfg:
SteamAppId=70
SteamAppVersionId=0
SteamInstallPath="D:\Steam"
[EMAIL PROTECTED]
BinaryLogEnable = disable
Steam.dll & msvcr70.dll in half-life directory
Jeff
On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> On
l use, you have to pay for a license.
>
> Isn't commercial when you charge people money to play or download the
> plug-in/mod and the writer/development team profits off of it.
>
> So as long as the mod is freely available,
>
> - voogru.
>
> -Original Message-
> F
On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote:
...snip... GPL discussion
I disagree with those articles definition of what is legally
enforcable as a derivative product. By that kind of definition
anything that uses the MS header files is a derivative of Windows,
clearly insanity!
The
On 8/3/05, Damien <[EMAIL PROTECTED]> wrote:
> Now what I think :
> I'm developping a plugin for CS:S (and other mods soon) and it will use
> mysql. I will distribute the source code if people ask me...
Aside from the MySQL "Limited GPL" stupidity, if you hold that MySQL's
interpretation is correc
Again the note that no one here is a lawyer, so either get a lawyer or
simply don't use software written by arseholes who give mixed
messages.
On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote:
> you must not have gained any of the knowledge you need for
> this from the GPLed MySQL - if you
On 8/1/05, Michael A. Hobson <[EMAIL PROTECTED]> wrote:
> Dear All,
>
> First of all I AM NOT A LAWYER.
>
> Do not make legal decisions based upon my opinions.
>
> Hire a real lawyer for legal opinions.
Same here! :)
> You are not a lawyer either and you can get people into big trouble by
> advis
On 7/24/05, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> Cs:s is 64 players max.
> It's all defined in shareddefs.h
Ahhh 255 ... should be workable ... hehe
Thanks, guys :)
Jeff
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>From the FAQ:
# Will mods be able to set maxplayers > 32?
Our plan is to allow a mod to go above this on a per-mod basis.
No promises yet on that :)
Did this ever happen? If so what is the absolute max and how is it set?
Jeff
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Probably, but why use KeyValues to store game data?
Jeff
On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote:
> But would it allow me to save a KeyValues object?
>
> Jeff Fearn wrote:
>
> >There is save/restore functionality in the SDK, you could just add a
> >couple of
green 0, 255, 0
red 255, 0 ,0
% = 50
((max(x,y) - min(x,y)) * %) + min(x,y);
for(int i = 0; i < 3; i++)
{
new_color[i] = ((max(g[i], r[i]) - min(g[i], r[i])) * 0.5) +
min(g[i], r[i]);
}
Jeff
On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote:
> There's no way to calculate the color between two ot
There is save/restore functionality in the SDK, you could just add a
couple of extra fields for when and how the player got the item to the
base item entity, add a new item list for non-current items to the
player, add that list to the player data description and then use the
existing save/restore
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> If I could kiss you I would ;)
Ben had better be short for Benita! ;)
Jeff
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On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I wish there was an easy way to install that XML parser, I'm a god damn
> linux nub.
I'm loosing track of who is who here ... are you using Fedora?
Googling for '"XML Parser" rpm' first lin
On 6/10/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > I can see how exploiting lag compensation could allow you to speed up
> > by a factor or two, but the hacks I have seen have been measured in
> > magnitudes.
> >
>
On 6/9/05, LDuke <[EMAIL PROTECTED]> wrote:
> Imagine that the client lags out for 5 seconds, then an update gets
> through. From the tick before the update to the tick after the update,
> the client moves 5 seconds * maxspeed. At a max speed of 320, that's
> 1600 units in less than a tenth of a se
On 6/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Clearly I am missing some fundamental understanding of how the lag
> > compensation works because I don't get how you come to this conclusion
> > from this scenario. Can
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> To have a concept of future time you have to synced clocks. The engine does
> have a svc_time event the server can send, this event is not adequate to
> compensate for network lag (and does not need to be). You would not be
> guaranteed the c
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Based on the quake code here is what the move command passes:
>
> BYTE 3 (means move)
> FLOAT time (Used to calculate lag, ping, and movement)
> ANGLE viewangle X
> ANGLE viewangle Y
> ANGLE viewangle Z
>
> // The next three are the velocity
On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeffrey "botman" Broome wrote:
> >
> > Use the source Luke...
> >
> > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
> > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)
> >
> > UserCmd is w
On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote:
> Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Jeff
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On 6/7/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> LOl, it is the same thing. The movement command is based on time, that is
> why velocity not position is passed. Keep in mind velocity is a measurement
> of distance over time. If you advance time it thinks you traveled farther.
I don't thin
t a second.
I think you are wrong, Botman said this earlier:
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), an
On 6/6/05, Teddy <[EMAIL PROTECTED]> wrote:
> Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs
> the player commands (#2779 of /dlls/player.cpp). It only runs the
> physics once per frame. Increasing the number of commands per packet
> won't change this...
A: The engine is wh
On 6/4/05, Teddy <[EMAIL PROTECTED]> wrote:
> I don't think you can speed hack by increasing your cl_cmdrate.
Of course not, simple maths would lead anyone to that conclusion.
Client sends X packets a second with Y commands per packet. If you
double cl_cmdrate you get X*2 packets each containing Y
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulse
On 6/3/05, Mike Dussault <[EMAIL PROTECTED]> wrote:
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that a
On 5/25/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> > On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> >
> >>Adding -zone 8192 to the command line can sometimes help this. From looking
> >>at the Quake code it
On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> lol,
>
> He asked how to change the username not the password...
> If he meant the password then as root
> type "passwd" on the command without the quotes.
bwahahahahahah that's so funny, my mind couldn't cope and made me read
password lol
hehe
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> If he is worried about someone cracking his password use a better password.
Which is exactly what he asked how to do.
--snip--
Jeff
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On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> uh, That isn't advised
> You will probably screw up your box if you do that.
It won't break anything.
> There are alot of better ways to secure the box then to just change the root
> login.
True, but it's a good first step.
>
> r00t 3:16
>
On 5/23/05, Andrew (British_Bomber) <[EMAIL PROTECTED]> wrote:
> > If the client says its game time A and I'm here, then, it's game time
> > B and I'm there, how is that in anyway difficult to calculate
> > distance/time? This is only a problem if the client doesn't send or
> > the server doesn't u
On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Adding -zone 8192 to the command line can sometimes help this. From looking
> at the Quake code it appears the SZ_GetSpace error occurs when the engine
> overruns static buffers used to build network messages. Too many or poorly
> written pl
Hi, I occasionally get the dreaded SZ_GetSpace fatal error, crash and
burn thing. I was wondering if there was anyway to debug this as it
seems the engine catches this and exits, so I can't find out whats
causing it in gdb.
Jeff
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On 5/19/05, LDuke <[EMAIL PROTECTED]> wrote:
> Sometimes a player will lag out for a couple seconds and then when his
> posistion is updated he "jumps" to his actual location. It seems like
> that would appear to be a speed hack if you weren't checking an
> "average" speed for a long enough period
On 5/19/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> r00t 3:16 wrote:
> > Does anyone know (please do not post it if you do know) how the speed hack
> > actually works?
> > It seems they are somehow changing a variable in memory ? Or are they
> > tricking the server somehow ?
>
> Usually
On 5/18/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> You would probably not have difficulty detecting a speed hack that was a
> LARGE increase from the server's max speed (i.e. 2X speed, 4X speed,
> etc), but trying to determine if someone is going 10% to 20% faster over
> a small amount
On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> Just download the dlls'
>
> You can find them in the zhlt package -
> http://downloads.ammahks.com/zhlt/zhlt321.zip (place
> them in the system32 folder)
>
> I dont know why its asking for them, mayb vs6
> downloaded a service pack in the
Hi all, I have suddenly started getting MSVCR70.dll missing error when
my mod crashes in a debug session. Now obviously I'm trying to debug
wtf it is crashing so this is annoying as after this message VC stops
the debugging session so I can't find out why it's crashing.
HL1, VC6 + SP5, Win2K Full
On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote:
> char message = "Here is your striing";
try:
char message[] = "Here is your striing";
Jeff
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On Wed, 23 Feb 2005 10:38:50 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> I manually unsubscribed him. *sigh*.
Keep his name, you'll probably see it on this years Darwin Awards!
Jeff
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On Sun, 30 Jan 2005 21:39:54 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> There needs to be a HL2DM release for it to export these new interfaces
> (so far only CS:S has had such a release). Hopefully sometime in
> February.
>
> Your plugin code needs to be able to handle an out of date (or
On Thu, 27 Jan 2005 00:02:52 +, Serapth Blah <[EMAIL PROTECTED]> wrote:
> >What would be cool is if you integrate these two things. i.e. have a
> >tool in VC that hooks into one of these wikis and lets you
> >retrieve/submit information.
> >
> >One approach would be to use XML and a Schema, thi
On Tue, 25 Jan 2005 22:26:37 -0600, jeff broome <[EMAIL PROTECTED]> wrote:
> On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah <[EMAIL PROTECTED]> wrote:
> > Hello all,
>
>
>
> > What negatives do you see?
> >
> > Thanks,
> > Mike
>
> If you are new to this list, you should first check out some of
Another way is to use the players class as a reference into an array
of weapons. This way you can have 31 weapons for each class. If you
don't have player classes then you can use the player class variable
as a weapon class and achieve a similar effect.
I implimented this for my Swarm mod a fair w
> > You have to have a widescreen LCD monitor like all the guys at Valve.
>
> ...and you have to drive a Ferrari, like all the guys at Valve! ;)
>
> --
> Jeffrey "botman" Broome
I bet you're kicking yourself you took that job at at Gearbox and
didn't hold out for a job offer from Valve! Must be h
> Jeff,
>
> The Academic version of VS.NET is reasonably priced - if you're not
> developing for commercial purposes, its quite a good buy.
>
> Michael
Your assumption is that I qualify for the Academic version, I do not.
You don't have to be a student to be pov :(
Jeff.
___
On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> I just want to do a quick straw poll of how many people on this list
> DON'T have access to MSVC.NET or above for their MOD development (we
> hope to only release MSVC.NET project files with the SDK)?
>
> - Alfred
I h
Hi, I was trying to stop mail delivery while I am away on holidays, but I keep
getting connection refused messages when trying to access
http://list.valvesoftware.com/mailman/listinfo/hlcoders or
http://list.valvesoftware.com/mailman/options/hlcoders/jfearn%40labf.org
Thanks, Jeff.
__
> Is it possible to block players through something like "playerclip" and
> allow monsters to pass through?
>
> Currently Half-Life has:
> A standard clip brush which blocks players and monsters.
> A monsterclip entity-brush which blocks monsters but allows players to pass
> through.
>
> I can't se
> > The Palladium is public by Microsoft however MS employees decided it would
> > be fun to release other details such as the "trusted code" part which
> means
> > microsoft checks anythign and everything before its runtime, this infact
> > won't be practical and...
>
> Sounds like Steam to me :
I was just wondering if anyone knew what Wxdebug.cpp was for? Obviously debugging,
but for what, and is it of any use to mod makers?
Also stats.cpp.
Thanks, Jeff.
-
Jeffrey Fearn
[EMAIL PROTECTED]
Programmer & Software Engineer
---
> Hey guys I made a cool tfc server-side and was wondering if anybody could host
it for me?
> I just need a 15 player server max and at LEAST a T1 connection, let me know if
you can
> help me out in anyways, thanks alot.
I need a PIV 2Ghz with 4GB ram and a T3 ... oh yeah and a shovel to start hi
:)
> I am having a strange problem with player models. The problem is that if the
idle
> sequence selected for the gait sequence is in position 0 then the model is
always
> bent forward, facing toward the ground at about 45%. Idle animations in other
> positions do not have this problem. Also if
I am having a strange problem with player models. The problem is that if the idle
sequence selected for the gait sequence is in position 0 then the model is always
bent forward, facing toward the ground at about 45%. Idle animations in other
positions do not have this problem. Also if I switch the
> But doesn't that assume you set the model yourself with the "SET_MODEL"
> command, and precache it?
>
> What I'm trying to avoid is precaching ALL of our player models, which
> would mean:
> 1) Only server-defined player models could be used. This isn't an issue
> because I restrict the models
I was wondering if it would be possible to increase the size of buttons in
usercmd_t, from an unsigned short to an int?
I believe I can't do it as it is part of the engine :{
If this is the case is there any chance of getting the SDK updated at some
stage?
I want to add some melee attacks, and
> question: Does "{2492} normal block at 0x054A6FD8, 264
> bytes long.
> Data: < A7 say_team mov> 10 41 37 05 73 61 79 5F 74
> 65 61 6D 20 6D 6F
> 76" come up every time you say something to your team?
> These look like part of the networking protocol, is it
> possible that you're misdeclaring th
Below is a debug log of some memory leaks I get when debugging my client dll on
occassions. Not really sure what happens to make it come up, it seems rather
random. Any ideas on how to track it down/fix it?
I closed the game by typing quit in the console.
Loaded symbols for 'C:\SIERRA\Half-Life\
> However, KeyValue still isn't being called and the
> GetClassPtr function is still being skipped over. So
> it was a map problem masquerading as a code problem.
> Oh that tricky MSVC!!! :)
>
> I suppose I'll just let it go on doing that, although
> I suspect when the keyvalue data actually becom
As we seem to be sharing fixes for strange behavior, I thought I'd share my latest
... "experience" with you.
I have been having a problem where the incorrect animation would be displayed for
a player, seemingly at random. So instead of running a player would swim, or it
would say sequence 77 not
> I see two potential problems with the way you're spawning the entity. First,
> you're using GetClassPtr() to create an instance of the CBreakable class. Most
> other places in the SDK where an entity is created use the
> CREATE_NAMED_ENTITY() macro to instantiate the class.
This is wrong, the
> this may sound silly, but why not just link the func_breakable to the bomb
> site in the first place?
Mainly because there may be some settings in this entity that may cause strange
behaviour, this makes sure I have to deliberately set everything. It's just a way
of keeping things as clean as p
> The "CSwarmCSDE" entity is solely being used to create a func_breakable entity
> (pointed to by "breakable" in this example) and then removes itself. The
> "CSwarmCSDE" entity is NOT the one that is supposed to be breakable. I'm not
> sure why Jeff is doing things this way (rather than just sp
Hi ho, I am having problems getting a func_breakable ceated in game to collide. I
want to break it of course :} The model is visible, just can't figure out why it
is not colliding.
Every thing with // Test has been added as a test and has been enable or diabled
in every combination I could thnk o
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