This has bothered me for a while and I would like to know the solution too,
but my layman's solution is to copy stuff outside of the CLIENT_DLL block
and then right click it, it's usually recognized by intellisense
immediately.
--
Jorge Vino Rodriguez
Okay I'll install it when I have time and try it out. Thanks Brent.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Does anybody have the sources for Cannonfodders MDL compiler from this
website? http://www.chaosincarnate.net/cannonfodder/cftools.htm
I need to give my artists something they can deal with that's better than
raw .qc files, because you know how artists are and how they can never
understand
DuctTape looks awesome, just what I need. How can I get in on this? If you
are mostly done and need someone to help you finish, I'm your man. We really
need a tool like this. You mentioned there's an SVN somewhere, where is it?
--
Jorge Vino Rodriguez
OR
We can use DuctTape, which has an active developer and is almost done.
Any word on when that will be, Tobias?
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I was about to download the sources until I noticed they're in CVS.
Subversion or Git would have been OK.
Maybe I'll do it later. I'll have to check with the developers and see
what's going on.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your
Sorry I meant DuctTape, from the SF site that was linked before.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
I would help, but I really can't be bothered with CVS. I hate to be whiney
but I've had so many nightmares and I'd really rather not go back there. I'd
honestly rather mail you patches. But that probably won't stop me from
getting involved some time in the foreseeable future when my schedule
In gmail there is a More actions button. If you click it, on the bottom of
the list there is an option that says Mute which prevents an email thread
from ever appearing in your inbox again.
I am pressing it right after I press Send for this message. Good day.
--
Jorge Vino Rodriguez
It's just a bunch of physics spheres with some clever mesh rendering to make
them look connected.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Steve,
This doesn't really pertain to your question, it's more of a general
suggestion. If you use a source control tool like Subversion (
http://articles.thewavelength.net/581/ here's a guide) you don't have to
label every line you change, since the tool will keep track of that for you.
--
A quick Googling of your error message Cannot find new threads: generic
error reveals some problems with glibc or the kernel. Unlikely as that
sounds, I would suggest you try it on another distro and see if it works, so
to rule out funny business.
--
Jorge Vino Rodriguez
Jay beats me to the reply once again.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
I wish I could lock this thread.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Sound files are looped by putting marks in the files, and .mp3 doesn't
support marks. Convert to .wav and use something like Wavosaur to set marks.
(In other words, I don't know of any way to loop MP3's.)
--
Jorge Vino Rodriguez
___
To unsubscribe,
scripts/dsp_presets.txt
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Aw damn, Jay beat me to it.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Maybe it will work to have a special frozen animation that is completely
still that you just set to play at the appropriate time?
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
are emitted into the world. I might be making a hitbleep system similar
to quake,
If you're in shared code, this might work
#ifdef CLIENT_DLL
EmitSound(etc etc);
#endif
Or you can do it in client-specific code by reading whatever synchronized
variables might tell you what you need to know to play the sound. Otherwise
you'll have to send a message to the client to play the
Copy another small similar entity and rename it, and see if it works?
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Make your class definition look like this:
class CHL2_Player : public CBaseMultiplayerPlayer
{
public:
DECLARE_CLASS( CHL2_Player, CBaseMultiplayerPlayer );
Your problems will go away.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list
I've never done ingame video playback, so take this advice at face value.
On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
wrote:
- AVI files seem to be rather large, according to my experience
Compress them? If you're running 1080 movies then no wonder they are
Ragdoll and solid body physics (like weapons falling on the ground) is
possible in Source if you import a physics library and send all of the bsp
data available through the pm shared data into it, but the ragdolls will
look terribad unless you create your own collision model and constraints.
It's
On Thu, Jan 29, 2009 at 8:14 PM, Tony Sergi to...@valvesoftware.com wrote:
He meant goldsrc not 'source' ;0
Sounds like this is his real problem right here. :P
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list
Minh,
If you are planning to have 1000 of these moving around all at the same time
then yes. Otherwise no.
If you notice things are slow, then is the time to fix it and make them
parent off the root bone, otherwise I wouldn't worry.
--
Jorge Vino Rodriguez
I believe HW bones uses some kind of video card hardware acceleration to
make things to faster, and is an OB feature. I know all the TF2 models use
it. I believe it may have optimized nine of your bones out, automatically
doing the attachment offset dealie.
I could be wrong.
--
Jorge Vino
Leave it to Jay to show me up.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
voice_enable 1
voice_loopback 1
bind v +voicerecord
Press v and listen to yourself talk.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Nothing an Orange Box particle system does can be queried or have any effect
on the gameplay. In other words, you can't see what individual particles
doing or have any callbacks into the game when they collide with one thing
or another. You need to write code that estimates what the particles are
net_fakelag 200 is 400 ping, I can't expect any game to be playable under
those circumstances. Even ordinary walking gets laggy in those
circumstances. I never go above 100.
Either way I don't know the answer to your problem. I would suggest trying
to avoid using SetAbsVelocity() and using shared
I think Valve could afford to hire one technical writer whose job would be
to go through every feature and document it as fully as he can given the
code that exists. It's not an issue of whether they can afford it or whether
it can be done, it's just that they haven't bothered to actually do it. I
Here was my approach:
// in eventlist.cpp or your own precache function
REGISTER_SHARED_ANIMEVENT( AE_CF_ENDAFFLICT,
AE_TYPE_CLIENT|AE_TYPE_SERVER );
// in yourgame_shareddefs.h
enum
{
AE_CF_ENDAFFLICT = LAST_SHARED_ANIMEVENT,
// AE_YADEYA
};
// On the client
void
Oh, and the entry in the sequence in the QC looks like this:
{ event AE_CF_ENDAFFLICT 19 primary }
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Valve does this automatically through their Perforce system. This isn't
available to the modding community, but if you put your game in a source
control system, (Subversion and git are two popular ones) you can have each
artist use it and update/commit their stuff as they change it.
--
Jorge
A func_brush is the proper entity to use, but instead of moving it upwards
in your code, I think a better route is to set it on a path in Hammer and
have it move upwards according to the track. Here's some info on how to get
that going:
http://developer.valvesoftware.com/wiki/Path_track
--
No sorry I'm a coder not a mapper. Someone around here might know.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
engine-ClientCmd() is equivalent to typing something into your console. A
faster way to type something into your console is to bind a key to it.
There's really nothing that ClientCmd() can send that can't be sent by
binding it to a key somehow.
--
Jorge Vino Rodriguez
Did you include in the particle system an initializer to spawn near the
attachment and an operator to lock movement to that attachment?
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
There is also ScreenTransform(). I don't know if it will work for you but it
is worth noting.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Those functions should both work just fine. May I suggest: Use the debugger
and figure it out?
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Better yet, create a Throw() function in the grenade class to remove the
entity following, set m_bThrown, turn the entity visible, turn on the pretty
lights, notify the aliens, fasten the seatbelts, seal all entrances and
exits, close all shops in the mall, cancel the three ring circus, secure all
Normally what's used is what's called a bone merge, but something like that
isn't really necessary in this case. Probably the easiest way is to have in
the grenade's think function it call
SetAbsOrigin(GetOwner()-WorldSpaceCenter()); every frame until it is
thrown.
--
Jorge Vino Rodriguez
Events? Animation events? No, I wouldn't think so.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Animation frames and simulation frames are different, I was talking
simulation frames. An entity's think function gets called ten times a
second. Not quite every simulation frame, but you know, whatever. Anyway all
of that is moot, what I was trying to say is, put something like this in
your
As I was reading your problem, that's the solution that came into my head at
first. It's totally possible, it might require some leg work for a
non-veteran, but it's not something out of the ordinary.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit
He forgot an asterisk.
C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this );
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
In Nethack terminology:
a
What do you want to use or apply? w
You open a bag called brainsack. Do what? o
Take out what type of objects? h
Take out what tool? b
b - your brain.
a
What do you want to use or apply? b
You are now using your brain.
Good luck.
--
Jorge Vino Rodriguez
Most of the cool shaders on the character models that you probably want to
use are already available through the material properties of whatever
material you skin your player model with. The neat looking shadows are done
with $lightwarptexture and the rim lighting with $rimlight and so on.
--
I believe the view model uses an animation event instead of being triggered
by code.
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I ran it on a RHEL install about a year and a half ago. What problems are
you having?
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
It is possible that Valve decided to change what GCC version they build
against since then. After all they have Steam, they can update it any time
they like. I think you can probably figure it out for yourself by finding
the libraries and investigating which version of libstdc++ they link
against,
On Sat, Oct 4, 2008 at 5:01 PM, Sykes [EMAIL PROTECTED] wrote:
Yea.. its what i thought.. well thanks for ur help fella :D
+ great article on wavelength BTW :D
we're just putting together last release of action halflife :)
You've got to be kidding. I wasn't aware anybody still cared about
http://articles.thewavelength.net/617/
On Fri, Oct 3, 2008 at 6:55 AM, Sykes [EMAIL PROTECTED] wrote:
Im sure there is some info around *somewhere* but since i've upgraded
my linux servers a few times. im having problems getting a working GCC
2.95.3 compiler!
Has anyone successfully used a
If you have an entity nearby that you can do a trace from that you know is
not inside the displacement, then you can just see if you hit the entity or
the world (presumably the displacement.) However, if you think about it,
displacements are open-ended, so if there is a point next to a
On Sat, May 31, 2008 at 9:22 PM, Stephen Gigante [EMAIL PROTECTED]
wrote:
It doesn't. Firefox manages it's memory exactly the way it wants to; by
caching the back button.
No, no, that's not true. It does consume a huge amount of memory caching the
user history, but it also has many memory
On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard
[EMAIL PROTECTED] wrote:
What is somewhat interesting too, Tony Omega Sergi stopped coming to the
IRC channel in GameSurge (#HLCoders).
Yeah he probably got sick of people asking him to help them learn C++. I
could have told him not to
He is working on building robots that complain all day so that Valve can
replace modders with more efficient machines :P
(I don't know.)
--
Jorge Vino Rodriguez
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
It's definitely possible if you want to go at it from a programming
perspective. The engine has no idea about the view model. Take a look at the
function C_BasePlayer::GetViewModel() and you'll see that there's a list of
view models for each weapon the player has. I think it should be pretty easy
On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
Yeah I wonder how they get on the mailing list to begin with.
When I run into someone on the internet that I don't like, I sign them up
for hlcoders spam :P
--
Jorge Vino Rodriguez
--
[ Picked text/plain from multipart/alternative ]
Wouldn't that mean he just has to recompile the models? I don't think any
code changes are necessary for changing which bone is merged to.
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list
--
[ Picked text/plain from multipart/alternative ]
Actually, isn't there a LeftHanded or something or other value in the
weapon_whatever.txt file that he can change to 1 and thus have the code flip
the weapon for him? That code's in the SDK, he just needs to have it run or
something.
Shot in the
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/SMD
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
On Feb 4, 2008 5:54 AM, Garry Newman [EMAIL PROTECTED] wrote:
MyMsg( %s, Hello %s );
crash :x
WELL DONT DO THAT THEN! :P
Seriously I wouldn't worry about that, the frequency of %s in the string
passed in is very small, and if he's still
--
[ Picked text/plain from multipart/alternative ]
On Feb 1, 2008 1:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
check the qc for an $animation line that does something like
'frame 9 15'
what that means is, start on frame 9 and use 15 frames.
Not to be contrary, but doesn't this mean
--
[ Picked text/plain from multipart/alternative ]
Alternatively, offhand,
void MyMsg( const tchar* pMsg, ... )
{
tchar szMsg[1024];
va_list args;
va_start( args, pMsgFormat );
vsnprintf( szMsg, sizeof(szMsg) - 1, pMsg, args );
va_end(args);
#ifdef CLIENT_DLL
Msg( C: );
--
[ Picked text/plain from multipart/alternative ]
The code to do this should be in client\vgui_avatarimage.h
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
You're going to have to be more specific. What exactly is wrong? How are you
trying to make it work that's not working? In HL2 the default SDK already
has nine way blending set up in the SDK, so unless you're redoing the player
model entirely it
--
[ Picked text/plain from multipart/alternative ]
This is how I do it:
// Update the current command with our view angles.
VectorAngles( vecDir, m_pCurrentCommand-viewangles );
#ifdef CLIENT_DLL
SetLocalViewAngles( m_pCurrentCommand-viewangles );
engine-SetViewAngles(
--
[ Picked text/plain from multipart/alternative ]
http://www.youtube.com/watch?v=7WHptG35EWU
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
It will definitely include support for loading Steam avatar images on the
scoreboard. I'm not sure Valve is going to have TF2-style stats and
achievements available for mods, but on the (I think slim) chance that they
do, that will require the
--
[ Picked text/plain from multipart/alternative ]
Jeremy, by their lack of response it's obvious that Valve's not going to do
this. You have options:
- Include the version number in the game description string. It's not a
tragedy if you do this.
- Change the name of the game directory, such
--
[ Picked text/plain from multipart/alternative ]
I remember getting similar errors after applying a patch that I found on
some wiki. I removed the patch and it worked. This may or may not help you
but this is the patch that fixed that problem for me.
Index: memoverride.cpp
--
[ Picked text/plain from multipart/alternative ]
Offhand I would say you need to look at collision groups.
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
--
[ Picked text/plain from multipart/alternative ]
On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:
It's a bit hard to believe something so trivial as client-server
versioning
... trivial?
I don't know where you got that idea.
--
Jorge Vino Rodriguez
--
--
[ Picked text/plain from multipart/alternative ]
If he were missing header files then it would say he is missing header
files.
I would guess that he has some wrong #define's or -D's or perhaps compiler
flags, or problems with inconsistent newlines, or something like that.
--
Jorge Vino
--
[ Picked text/plain from multipart/alternative ]
Perhaps if Valve made available some documentation and examples on the
format of the files generated by that third-party tool, the community would
be able to create their own utility for this.
--
Jorge Vino Rodriguez
--
--
[ Picked text/plain from multipart/alternative ]
On 11/2/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Valve Time
Sounds like Cuban Time :)
http://www.urbandictionary.com/define.php?term=Cuban+Time
--
Jorge Vino Rodriguez
--
___
To
--
[ Picked text/plain from multipart/alternative ]
How do you know it's not a source code problem? His mod is still in
development and infinite loop problems are common. Maybe if this was a
retail game with all the kinks worked out you could talk about audio
subsystems. His best bet is what Jay
--
[ Picked text/plain from multipart/alternative ]
What are the values of MAX_OBJECTIVES and MAX_QUESTS? It sounds like your DT
is just too large.
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives,
--
[ Picked text/plain from multipart/alternative ]
Does the problem persist if you remove m_Objectives and m_Quests or if you
make MAX_OBJECTIVES and MAX_QUESTS smaller?
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or
--
[ Picked text/plain from multipart/alternative ]
No.
32 players * 256 quests * 256 objectives = 2097152 entries, and the prop
buffer is probably something like 1024. You probably don't want all of that
data in DT's because each field needs to be initialized and baselined and
all that jazz, and
--
[ Picked text/plain from multipart/alternative ]
Hi Ed
On 10/22/07, Ed Kehoe [EMAIL PROTECTED] wrote:
1) Is there anywhere online where I can find out detailed information on
the
different mod types presented under Create a Mod? I'm mostly interested
in
the pros/cons of one mod project
--
[ Picked text/plain from multipart/alternative ]
Works fine for me, and here's what I do:
- Log on where there's an internet connection.
- Change Steam to offline mode.
- Set the computer to hibernate and take it wherever you're going without
internet.
- Boot it back up and everything runs
--
[ Picked text/plain from multipart/alternative ]
Ouch ok, lots of confusiong.
On 5/11/07, edman747 [EMAIL PROTECTED] wrote:
It is possible that someone has already worked through the HL SDK
v2.3making it ANSI-C compliant? What I would give for a download link.
Maybe if I start with SDK
--
[ Picked text/plain from multipart/alternative ]
http://articles.thewavelength.net/617/
Also, I recommend RH 7.3 for building HL1 binaries. You can find RH 7.3here:
http://fr.rpmfind.net/linux/redhat/7.3/en/iso/i386/ 7.3 comes installed with
GCC 2.96 by default. I used it to build TS just a
--
[ Picked text/plain from multipart/alternative ]
Hi Emiel. Making a Star Wars mod?
I would suggest a different approach. Instead of having the flag itself be
picked up and carried by the player, why don't you try letting the flag
spawning entity just disappear when the player touches it? Then
--
[ Picked text/plain from multipart/alternative ]
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg17437.html
Just ignore him.
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
--
[ Picked text/plain from multipart/alternative ]
Jay, you really shouldn't take yourself so seriously. Just because you got
your high school diploma doesn't give you the credentials to criticize a
group of professionals whose job you could not do.
Believe it or not, Valve is doing a good job,
--
[ Picked text/plain from multipart/alternative ]
Thanks, Jay. You were right to point me to SetupBones(). It ended up being
the lack ACT_IDLE that caused the blinking.
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or
--
[ Picked text/plain from multipart/alternative ]
I am never able to log onto offline mode unless I am actually online. This
seems inane to me... you have to be online in order to log into offline
mode? Seems that if you've been online before Steam should use your previous
authentication and go
--
[ Picked text/plain from multipart/alternative ]
I love you Mike.
--
Jorge Vino Rodriguez
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
[ Picked text/plain from multipart/alternative ]
I'm trying to replace the player model, but when I get it in game it blinks
a lot, and sometimes doesn't display at all. I tracked it down to
IVModelRender::DrawModel() returning 0 instead of drawing. I can't see
anything in the parameters that
--
[ Picked text/plain from multipart/alternative ]
On 2/1/07, Minh [EMAIL PROTECTED] wrote:
How are you changing the player model? Are you using
CBasePlayer::SetModel() ?
In sdk_player.cpp where previously it said:
SetModel( SDK_PLAYER_MODEL );
It now says:
SetModel(
[EMAIL PROTECTED] wrote:
Yeah I don't think Valve QA uses debug builds... See
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the bugzilla
page for asserts. Although I can't seem to find the first one you mention at
the moment. I thought I'd filed it though so I'm holding
Trying to build the new SDK, I'm getting a whole bunch of errors. List:
- When exporting the SDK, the launcher commonly crashes at the end of
the export. I am not sure I have all the files.
- I hit the Assert(0) in gamemovement.cpp near line 3903 (just above
Restoring player view height\n) all
Mike Durand wrote:
The crash seems really suspicious. I suggest that you Refresh SDK
Content from the launcher and see if that goes away.
Been there done that. I'll try again if you like, but Jeff Katz (on this
list too I believe) experienced the problem too.
The asserts are a known issue -
When trying to update my HL2SDK in CMake project to the latest SDK I now
get this error:
The procedure entry point CommandLine_Tier0 could not be located in the
dynamic link library tier0.dll
I understand that the CommandLine() function was moved from vstdlib to
tier0 but since I am fully
Alfred Reynolds wrote:
Half-Life 2 is running an older binary set, you need to use app ID 215
(Source SDK Base) if you want to use current SDK drops. Open up your
gameinfo.txt and change its app ID to 215.
Alfred,
Thanks for the reply. My GameInfo.txt is already running ID 215. You can
see
Tony omega Sergi wrote:
how are you running your mod?
by command line? if you are, how are you calling it?
From the debugger with the following options:
-steam -sw -dev -allowdebug -game \steam\steamapps\sourcemods\hl2cmake
I haven't changed that since before the new SDK updates started
101 - 200 of 326 matches
Mail list logo