Damn noobs!
/me runs like hell
On 7/8/06, Eric Smith [EMAIL PROTECTED] wrote:
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--
Jeff Fearn
--
Jeff Fearn
Postmodernism: Once more without feeling. -- Geoffrey Nunberg
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not reproduce the
crash 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
--
Jeff Fearn
Postmodernism: Once more
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 got the
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I'm sure your comment is directed at other people since Mr L Duke
didn't actually complain or bitch in any of his posts.
--
Jeff Fearn
Postmodernism: Once more without
-op, so let us
know if you find a good solution :)
--
Jeff Fearn
Postmodernism: Once more without feeling. -- Geoffrey Nunberg
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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, please
believe this list needs to be regulated; if someone comes along
with
a topic that you feel doesn't belong on the list, just ignore it. But I
really don't like the idea of being limited to any particular topic here,
or
having people holding back answers as a result.
On 1/26/06, Jeff
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
when compiling
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Postmodernism: Once more without feeling. -- Geoffrey Nunberg
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On 12/20/05, Gnolfo [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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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 steam
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
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 12/15/05, 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 your hl1
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 12/14/05, [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 changes that
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!
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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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 getting
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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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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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
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 feeling. -- Geoffrey
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 the
ABI in minor versions :/
--
Jeff Fearn
On 9/29/05, Erik Johnson [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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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 actively
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 installation
On 9/28/05, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote:
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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 out if
Any plans for:
HL1 mod support
Handling mods that are already installed
Linux servers
Jeff
On 9/29/05, Patrick Flanagan [EMAIL PROTECTED] wrote:
--
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P.S. I like steam, would rock if mods could distribute that way.
Not to
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). If there's interest, I can
add hl1 support too.
Patrick
On 9/28/05, Jeff Fearn [EMAIL PROTECTED
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
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 get the debugger
-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
Sent: Wednesday, August 10, 2005 3:27 AM To:
hlcoders@list.valvesoftware.com Subject
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 engine API
:)
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 5/15/05, Adam amckern Mckern [EMAIL
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
advising them
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 do,
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 correct (I
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
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-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 02, 2005 6:59 PM
To: hlcoders
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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To
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
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 extra fields for when and how the player
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote:
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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 link
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote:
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[ 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 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.
I don't believe lag compensation has any visual (rendering
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 clocks
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 you recommend a good discussion on lag
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 second.
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), and therefore it's the
number of impulses per second
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 think it
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 6/8/05, 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 what's passed from the
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 of the
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 what
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/2
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 impulses per second that allows speed hacking?
Yes, I believe
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
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 appears the SZ_GetSpace error occurs when the engine
overruns
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
snigger
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 plugins
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 use the
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
CQC
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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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 of game
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 of
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 the client's
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
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 even
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,
snip
What negatives do you see?
Thanks,
Mike
If you are new to this list, you should first check out some of the
HL2 wiki
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, this would
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
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 hell
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 have
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.
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 seem to
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 :^)
lol,
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
poke :)
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
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 the lengths
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 becomes
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, there
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 spawning a
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
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
I am trying to get the origin of brush based entities, specifically a
func_bomb_target. pev-origin is all 0, pev-absmin and absmax. VecBModelOrigin
returns -1, -1, -1.
I am trying to support CS de type maps, as they fit my mod well. I already have
HLDM working properly :}
I am using
It sounds like the func_breakable you are spawning is setting the size of the
entity and thus messing up the VecBModelOrigin() calculations.
Do you have UTIL_SetSize(), UTIL_SetOrigin() or something similar in your
func_breakable code somewhere?
The min and max values for the brush model
I was able to compile it no problem under Redhat 6.x, but now that
that installation tanked and I'm forced on to Redhat 7.2, I have compile
issues. Wish I knew the intricacies of Linux; took me an hour to get
things like FTP or the HL Dedicated Server running...
gcc -Dstricmp=strcasecmp
Cortex wrote:
A good tool to use in this case could be Call stack. Sometimes I had
similar problems and thanks to the Call Stack, I've found what pointer
pointed to null :)
That works when you pass a null pointer as an argument to the code that
crashes. In my case, no code of mine, (or
I've been working on patches to modify the Full and Standard SDK 2.2 to
compile
cleanly with Borland, MinGW and Microsoft Visual C++.
While you're at it, why not include gcc 2.95.3 in your list? :)
This is easy, it's just fully defining the function pointers, moving some
variable
can't i just export a makefile from windows? or will this not work when it
comes to
compiling for a linux machine?
Sorry for the _long_ delay in replying, but my motherboard shat itself
it took a month for me to scrape up the cash, but at leats I got to go from
a 650MHz to a 17GHz CPU :}
Worldcraft uses MFC's CObject serialization system to read and write RMF
files. The RMF file holds runtime class type information so that the
objects
can be automatically constructed as the file is read. After each runtime
class block are the raw data members of each object. There's no
Hey Valve guys, is there any chance of Valve letting me (or anyone) port WC
to Linux? Can be open or closed source, I'd prefer open. Maybe something
like how ID have allowed GTK-Radiant to be done. I'd be prepared to sign any
NDA's etc as required.
Jeff 'DarthBobo' Fearn
[EMAIL PROTECTED]
Hi all, I have a modified my zoom tute, on bigguys site ages ago, to be
fully client side and sdk2.2 friendly. Please take a look and give me some
feedback on style, layout etc.
http://swarm.edgegaming.com/team/darthbobo/tutes/zoom.php3
Gots to update my personal site, it is way outta date ;}
why
there is the limit which is currently in place
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 29, 2002 3:00 AM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
I don't believe this can be done
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