You'll need a library that will do it for you. I used Boost's Asio:
http://www.boost.org/doc/libs/1_43_0/doc/html/boost_asio.html
You call one of its functions with a url, and it will return a string
of the HTML content of the page. To make it easier, you can retrieve
a steam account's info in
I believe he was referring to your claim about voxels being the first
thing used in 3d. Vector graphics (lines/edges) were the first things
used in 3d with games like Battlezone and Star Wars at the arcades..
If you think voxels are so great, what did you think about Kevin
Silverman's voxlap
Set a small goal for yourself and stick to it. I'd recommend creating
a new entity and familiarize yourself with how to basic entities.
Then make the entity an area that can be captured by players standing
in it, and then make multiple ones in a map and have the game end when
a team captures all
I think what you want is for friction to not take effect immediately
when a player lands. Save the time a player lands or gets a valid
ground entity. Subtract this from the current time and multiply it by
a factor you want. This will give the player a small period of time
they can jump again
#define MAX_COORD_FLOAT (16384.0f)
Anything outside of the coordinates 16384 to -16384 is not going to
function properly, and anything outside of this range is going to be
clamped to the proper range when networked. Go ahead and play in the
void all you want like it's
is lost for each call? We are chasing memory
leaks in our mod at the moment and are playing mp3 sounds file at level
changes.
On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote:
I just discovered the source of a memory leak in my mod, Smashball.
It appears that if you call
I just discovered the source of a memory leak in my mod, Smashball.
It appears that if you call EmitSound using an MP3 sound file, memory
is allocated and never returned. Specifically,
enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp
line 460 ) is the function that allocates the
How does Glowcode interface with the DLLs?
Alfred suggested I use Memory Validator, but it requires your DLLs to
be compiled with Run Time Library: Multi-threaded DLL. The SDK dlls
need to be compiled with Run Time Library: Multi-threaded otherwise
there are linker errors in some of the static
Orangebox uses protocol version 14. Teamfortress 2 and probably DoD
uses 15. Check that your windows client is running off of
sourcetest/SourceSDK 2007.
On Sat, Jun 27, 2009 at 10:40 PM, atomyat...@jackinpoint.net wrote:
hey,
when connecting to a linux ded server using a windows client I'm
Is this using the 3d vgui screen method? I remember placing a vgui
screen in the world, and its contents weren't filtered for me at all
when I wanted them to be.
On Tue, Jun 9, 2009 at 8:41 PM, Jan Frederick Eickj.f.e...@gmx.de wrote:
Hi there!
I'm having a weird problem. For my project I'm
There have been times for me when I screwed something up in the code
so badly that the dll wouldn't load and would instead load the game's
original dll. I can't say exactly how it's done, but I've done it
before.
On Tue, May 19, 2009 at 2:55 PM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk wrote:
Adding passengers to vehicles is a simple case of attaching them via SetParent.
On Tue, May 5, 2009 at 11:10 PM, Minh minh...@telus.net wrote:
I managed to get mulitple passenger vehicles to work fairly easily
by extending the existing code. I just made copies of the driver
variables for
.
/ScarT
2009/5/1 Justin Krenz kre...@gmail.com
It's not going to happen. Valve has no plans to update the editor.
On Thu, Apr 30, 2009 at 9:37 PM, Glen No tgp1...@gmail.com wrote:
I first of all hope I am posting in the right section. If I am, then I
beg
of you Valve, update your demo
It's not going to happen. Valve has no plans to update the editor.
On Thu, Apr 30, 2009 at 9:37 PM, Glen No tgp1...@gmail.com wrote:
I first of all hope I am posting in the right section. If I am, then I beg
of you Valve, update your demo smoother! Please! There are still so many
undeveloped
I was able to record a demo of this happening in Smashball. I traced
it back to EF_NODRAW being set on the client entity for some unknown
reason. The client code sets EF_NODRAW on the weapon model on weapon
switch but then removes it when it switches to the new weapon. Yet,
when this bug is
While working on my current mod (Smashball - www.smashball.tv), I came
across a rare server crash in physics.cpp: line 454 (int
CCollisionEvent::ShouldCollide function). This function tries to
determine if two entities should collide. The physics system has the
physics objects for each object
UTIL_Remove does exactly what you say. It removes the entity on the
beginning of the next frame. It adds it to a list of things to
delete, and that list is checked at a certain point of the frame when
everything is supposed to be done with it. UTIL_RemoveImmediate is
the bad one. It doesn't
You checked cl_predictionlist 1 to see that the weapon was being predicted?
The time is supposed to go back on the client. It stores all
predicted values over a period of time. When it goes back in time, it
restores the values to what they were at that time. If you have a
value that is
That's very helpful to know.
On Thu, Oct 23, 2008 at 5:07 PM, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
This isn't possible from the Steam API AFAIK. You're better off using the
XML from the steam community pages.
IE: http://steamcommunity.com/id/voogru?xml=1
-Original
:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Sunday, October 19, 2008 10:53 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Two quick questions.
Do you have a steam.inf file in your mod directory with appID=218
as the only line in it? I think doing that fixed the problem
I'm glad this was brought up. How does a material proxy affect the
number of batches done? For example, I have a player model who uses a
single texture. However, I have the model's triangles divided up so
that there are 3 separate vmts referenced. Each vmt uses the same
texture file, but each
Do you have a steam.inf file in your mod directory with appID=218
as the only line in it? I think doing that fixed the problem of the
server not being listed in the steam server browser as well as many
other problems.
On Sun, Oct 19, 2008 at 6:10 PM, A.Oliver [EMAIL PROTECTED] wrote:
Hi, very
change is a new batch. So yes, that will be 3 draw calls
minimum.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Justin Krenz
Sent: Sunday, October 19, 2008 1:44 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Static prop
Does a texture made with DrawSetTextureRGBA not support hardware
filtering at all? There's a bool in the function to enable hardware
filtering, but alternating between the two doesn't change my texture
from being scaled via pixel doubling. It ends up looking like shit if
I don't use a multiple
You need to network the heat variable and add it to the weapon's
prediction table. The client code is run multiple times because the
client's time is rewound to some time in the past when it receives a
server update. The prediction table remembers the variable's previous
values, so when the
If you run your server from the debugger, then you can get a full
memory dump with heap when the crash occurs. That's a lot more help
than a vague mini dump.
On Tue, Sep 9, 2008 at 2:57 PM, botman [EMAIL PROTECTED] wrote:
A.Oliver wrote:
Hi, my mod is suffering random crashes each certain
I don't think you understand what a vanishing point is.
Torben Schou wrote:
Does anyone know if it's possible to alter the
position of the vanishing point? I ask, as I want to
make the view look natural if you're head was off
centre from the middle of the screen. For example, if
your head
Do you have a mod_textures.txt file in /scripts/ that links the death
name to the font and character to display?
Daniel Soltyka wrote:
Hey list,
I have a question regarding the display of death notices. Within a basic OB
MP mod, I receive no graphic death notices. At first I figured it was
On May 25, 2008, at 7:13 PM, Justin Krenz [EMAIL PROTECTED] wrote:
Do you have a mod_textures.txt file in /scripts/ that links the
death
name to the font and character to display?
Daniel Soltyka wrote:
Hey list,
I have a question regarding the display of death notices. Within
I don't care about the lack of features like the particle editor, but
Valve really needs to fix the VAC connection issues and inability to
compile a Linux server with the OB SDK. Those things are definitely
holding mod teams back.
___
To
Yes, others have noticed it. I haven't seen Valve comment on it yet.
Devin Dawson wrote:
-- Forwarded message --
From: Devin Dawson [EMAIL PROTECTED]
Date: Fri, May 2, 2008 at 12:00 PM
Subject: Client timed out
To: hlcoders@list.valvesoftware.com
Hello, has anyone else
List the contents of your gameinfo.txt.
Maarten De Meyer wrote:
Hi list/valve!
I'm gonna repost a problem I posted earlier since I really need a fix for
this before we release. Basically, double-clicking on a server in the
steam client's server browser doesn't work when not ingame.
More
My mod was recently hit with a loser crashing all servers. He was using
the respawn_entities command which was changed to a FCVAR_CHEAT
command in the latest SDK.
Mark Gornall wrote:
Hi,
I released my Source mod last week and I've got a bunch of bugs to fix,
but there are reports of
at 3:51 PM, Justin Krenz [EMAIL PROTECTED] wrote:
My mod was recently hit with a loser crashing all servers. He was using
the respawn_entities command which was changed to a FCVAR_CHEAT
command in the latest SDK.
Mark Gornall wrote:
Hi,
I released my Source mod last week and I've got
Does this mean VAC will work now?
Mike Durand wrote:
Hi All-
The Source SDK has been updated to address some crashes and is no
longer in beta. Here are the release notes:
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the time anyway..
http://www.youtube.com/results?search_query=css+hacksearch_type=
I can always tell when Vac has been upgraded because I suddenly become
the best player on any sever I join :)
On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote:
Does this mean VAC
I'm unable to run my OrangeBox mod with VAC enabled. I used TF 2's
gameinfo.txt and changed the appid to 218, but a server will disconnect
the player as if the player is running without VAC (ie, using a debug
version). If I turn off VAC on the server with -insecure, then the
client disconnects
Does 218 work now?
Matt Stafford wrote:
--
[ Picked text/plain from multipart/alternative ]
I'm not even running with a Steam.inf file, and I'm using AppID 218.
On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Hey
So
I found a good site that details EA's own version of STL and why game
companies don't use STL.
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
Paul Peloski wrote:
--
[ Picked text/plain from multipart/alternative ]
Why doesn't Valve use the STL, anyways? I've always
An EA employee posted it on another forum in reply to a similar question
about game companies not using STL.
Nate Nichols wrote:
That is a really interesting article. How did you find it?
Also, they do have some performance benchmarks buried at the bottom:
I also tried getting a vgui panel to appear on a weapon view model and
gave up quickly and used an animated texture instead. I think the
problem has something to do with having to link your vgui class name
with the text file which lists all vgui panels that can be used with the
vgui entity. You
What is the point of having sounds (.wavs) on a server only install? I
notice when you download hl2dm for srcds, it downloads all sounds but no
vtf materials. Is this solely for sv_pure? I've always left out the
sounds out of my mod's server only install file, but is there a reason
to include
can't really think of anywhere it does
that.
I'd put my money on sv_pure now though.
garry
On Nov 20, 2007 10:15 PM, Justin Krenz [EMAIL PROTECTED] wrote:
What is the point of having sounds (.wavs) on a server only install?
I
notice when you download hl2dm for srcds, it downloads all sounds
You need to create a steam.inf file in your mod's directory on the
server, and it needs to have only appID=215 in it.
Joel R. wrote:
--
[ Picked text/plain from multipart/alternative ]
I'm receiving this error when trying to connect to a server via Steam Server
Browser, however, I can connect
the hl2mp steam.inf
and the server have no steam.inf in the mod dir, other than the hl2mp one if
they don't have hl2mp in the game paths.
On 10/29/07, Justin Krenz [EMAIL PROTECTED] wrote:
You need to create a steam.inf file in your mod's directory on the
server, and it needs to have only appID=215
On 10/29/07, Justin Krenz [EMAIL PROTECTED] wrote:
I've definitely gotten complaints from my players who couldn't play
because I was using the HL2DM steam.inf instead of the appid=215 one.
Have you talked to any of your players who don't have HL2DM and
confirmed that they're able to play without
Vehicles have always been possible with the Source SDK. What do you mean?
Keeper wrote:
Will vehicles be implemented or possible with the orange box SDK?
Thanks,
Keeper
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To unsubscribe, edit your list preferences, or view the list archives,
It's using an interpolated variable (m_iv_angRotation). You can call
ResetInterpolatedAngles() in C_BaseEntity after changing the angles to
have it change instantly to the new value.
[EMAIL PROTECTED] wrote:
Hi list,
I got a basic question on how entities' orientations are applied.
I've got
This was their response after they realized it was a large problem:
http://forums.steampowered.com/forums/showthread.php?t=602169
I wasn't aware if they actually released a fix yet, but the problem
according to them is Steam. If they fix the problem in Steam, then it
should take affect for all
is there for the rest of us less experienced
coders?
On 9/25/07, Justin Krenz [EMAIL PROTECTED] wrote:
It seems that fix only comes into play when getting an attachment from
the local weapon. My problem is elsewhere as it happens during all
animations. Is anyone else experiencing my problem? I suppose I
To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] FW: SDK Needs to be fixed
Why do most mods never see this issue?
At 2007/04/12 08:43 PM, Justin Krenz wrote:
Prediction-IsFirstTimePredicted() did not fix the problem as the
problem is not with simulating a command
Yeah, I'm ashamed for all of us that we didn't find this sooner. :P
Tell me how this fix works for you. It fixes the issues I was having
with glitchy shoot animations and of course the shoot animations
occurring over twice as fast for rapid fire weapons. However, I'm still
getting a jittering
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Tuesday, September 25, 2007 5:00 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] FW: SDK Needs to be fixed
Yeah, I'm ashamed for all of us that we didn't find this sooner. :P
Tell me how this fix works
These bugs scare me, if neither Valve nor the more experienced coders
can fix them. What hope is there for the rest of us less experienced
coders?
On 9/25/07, Justin Krenz [EMAIL PROTECTED] wrote:
It seems that fix only comes into play when getting an attachment from
the local weapon. My problem
I've seen many dumps for my mod with this similar stack trace ending on
the exact address in studiorender.dll. I remember asking Alfred about
it a year ago, and he said:
I am not getting good stack traces from those dumps, could they be
general memory/stack corruption?
One thing I've learned
I've had this reported by my players in random cases, and I've heard a
lot of complaints about it with the recent release of Fortress Forever.
Are you saying it happens consistently? I've never experienced it
myself, but it seems to happen randomly.
Minh wrote:
This is a multi-part message in
What's the deal? Trying to run the Source SDK gives an error message:
MountFilesystem( 236 ) failed:
SteamMountFilesystem(1264,236,0x12e0fc74=,0x12e0fd75) failed with error
5? No Steam Content Servers are available
Everyone else I've asked has had the same problem. Trying to run
off-line says
for text to overlay a raster image or embed the text
into the image?
On 8/16/07, Justin Krenz [EMAIL PROTECTED] wrote:
I modified the loading panel res file to insert my own image and
increase the size of the panel. That image uses a texture proxy which
allows me to modify the image in-game to show
I modified the loading panel res file to insert my own image and
increase the size of the panel. That image uses a texture proxy which
allows me to modify the image in-game to show the level that's loading.
I put another transparent image on top of that for hint text.
Jeremy wrote:
--
[
Yes, it's possible. Modify the UserCMD class to send a vector to the
server for the position, and then the server uses that vector as the
position for your entity when it processes the usercmd.
Oliver wrote:
--
[ Picked text/plain from multipart/alternative ]
Is there a way to temporarily set
Is there anyway for players with only Counterstrike to play mods? I
have players complaining to me because they only have Counterstrike and
can't play my mod even though they can get the Source SDK Base. The
server ends up requiring them to have HL2 DM because of the steam.inf
issue. If it's
And how are you going to show 10 magazines with ammo per each? It's
going to take up a lot of space on the HUD that's going to be wasted.
Firearms had separate magazines with separate ammo for each and only
showed you the ammo in the current clip.
Jed wrote:
Yeah just to clarify, the reasons I
that it takes Z into account. because
it only scales x and y by default.
and I pasted the name of the function that it's in..
On 7/2/07, Justin Krenz [EMAIL PROTECTED] wrote:
No, it was only resizing bones without a parent. Though altering it so
that it did all bones only lets you make models
Since about two weeks ago (coinciding with when the recent server
updates began releasing), I've been experiencing a few problems with
Steam and my mod (Empires). Whenever my beta testers or I try to join
my testing server via the in-game server browser, they'll receive a
message saying Server
Has anyone tried this on player models? I'm messing with it right now,
and only the midsection of the model appears to be changing in size.
Tony omega Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t transform )
On
No, it was only resizing bones without a parent. Though altering it so
that it did all bones only lets you make models skinny or fat. They
don't get taller or shorter with the scale.
Adam amckern McKern wrote:
Are you resizing the attachments as well?
Adam
--- Justin Krenz [EMAIL PROTECTED
Force all clients to send the server a CRC of their client.dll. If the
server doesn't receive this or it's invalid, kick them within a certain
period of time.
The upcoming dedicated server update is going to allow this
functionality built-in via the sv_pure convar. There's a beta of it
Is anyone familiar with the vprof_record_start/stop and
vprof_remote_start/stop commands? I'm trying to find a better way to
get VProf info from a dedicated server. The way I've been doing it is
to let vprof run its course and then print a report to the console.
That's much too cumbersome to be
I was contacted personally by the Goldeneye Source team about this bug,
and I had fixed this already in Empires. I assume since this is a bug
inherent in the HL2DM sdk that everyone will want to fix this bug in
their code. This is the e-mail including the fix I sent to the GE team:
The bug
PROTECTED] On Behalf Of Justin Krenz
Sent: Friday, April 13, 2007 4:31 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] FW: SDK Needs to be fixed
I was contacted personally by the Goldeneye Source team about this bug,
and I had fixed this already in Empires. I assume since this is a bug
inherent
Awww, but we love you Yahn.
Yahn Bernier wrote:
And I was in the office the week Mike and several others were on
vacation and decided to fix up a few issues you guys were seeing, but
I'm mostly moving back to other projects now that Mike is around for you
guys.
Yahn
-Original Message-
Everyone really wants to know what's going on with Dhabih Eng and when
he's going to update his web site.
Andrew (Bromfitsen) wrote:
--
[ Picked text/plain from multipart/alternative ]
More curiously, whatever happened to Minh Le?
--
___
To
collision model of the ship. Look in
triggers.cpp line 1716 for an example of how to do this. This would
require you do the same on the client and server and handle everything
about the collision on your own.
John Sheu wrote:
On Friday 12 January 2007 3:34 pm, Justin Krenz wrote:
Does
I remember Valve said Havok doesn't want their code opened in the SDK at
all, so I doubt Valve wants to start opening anything up in the VPhysics
interface to get the functionality you want.
I chose client-side vehicles because it's the fastest solution. You
just move the vehicle code
Does SweepCollideable(...) not support OBB? I know const.h says
SOLID_OBB is not implemented, but from what little I played with it,
SweepCollideable seemed to correctly orient the entity's bounding box
before doing the trace.
As far as VPhysics, what about using PhysShouldCollide(
It's because one of the header files that BaseAnimatingOverlay.cpp
includes goes back and defines that class. You need to include the
header file that defines it by adding:
#include globalvars_base.h
Michael Chang wrote:
--
[ Picked text/plain from multipart/alternative ]
Hello once again
a backup copy of
config.cfg
if (pPlyaer isGrunt)
{
cvar-FindVar(exec)-SetValue(cfg/backup.cfg);
Or if they exit the game while still in the console,
execute the backup copy on the game shutdown.
Adam
--- Justin Krenz [EMAIL PROTECTED] wrote:
I'm assigning multiple commands to the same key. I
just
When I first started programming the vehicle code for Empires, I tried
to implement vehicle prediction. This consisted of me copying the
physics entity of the vehicle onto the client so that I could predict
the physics portion of the vehicle on the client side for the predicted
frame.
In player.cpp, look in the function GetInVehicle(...). There's a
line that says AddEffects( EF_NODRAW ). This makes the player in the
vehicle invisible. What I've done in my mod is have a script which
states what positions of the vehicle show the passenger. The code
checks if the position the
I know plug-in writers can help me on this one. How do you go about
finding the memory location of a variable you don't have access to? I
assume there's some way in Visual Studio to take a snapshot of a certain
memory range and compare changes once you've indirectly changed the
hidden variable,
to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.
On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote:
I know plug-in writers can help me on this one. How do you go about
finding the memory location of a variable you don't have access to? I
assume there's
usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.
On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote:
Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually
That's great. After we switched to using 320 to use the Episode 1
engine, our players complained of having to download HL2 DM to play.
Does 215 allow those with the HL2 Demo to play? I'm curious if I have
to program some extra detection with this to make sure that griefers
can't use the HL2
Is it possible to create portals like those seen in the Portal video or
is the Episode 2 engine required? Are they essentially func_areaportals
with the two sides dynamically defined during run time?
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I have a physics object that I'm trying to retrieve its angular velocity
in degrees/second. Using GetVelocity(Vector * velocity, AngularImpulse
* angularVelocity), it appears that I can retrieve the angular impulse
of the angular velocity. Getting this value, I multiply it by 180*pi to
convert
Thank you very much. The whole AngularImpulse type was throwing me off.
Jay Stelly wrote:
GetVelocity returns a velocity. It's already in degrees / second.
SetVelocity() takes the same units. AngularImpulse is a vector type
that can contain an impulse, but here it's just used as a vector.
The last time I was getting an error along these lines, I was creating a
new BitmapImage in a HUD each frame instead of reusing the same object
or deleting the old one first. You should be able to place a breakpoint
somewhere in utllinkedlist.h to watch for when the list becomes filled.
John
Why is it that the roll angle (.z) of an entity only goes from -90 to 90
and not -180 to 180 like the other two angles? How would I go about
getting the full range of the roll angle?
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I just want to give everyone a heads up that the SteamAppId in your
mod's gameinfo.txt should be either 320 or 240, not 220. I just
received an e-mail from Alfred Reynolds in reply to my inquiry about a
fix that was supposed to go into HL2 regarding my mod. My mod was still
using 220 for it's
The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in
baseentity_shared.cpp, after if (!pCustomImpactName), place another if
to check if this entity is a player and do a blood impact if yes:
if (!pCustomImpactName)
{
if (IsPlayer()) DispatchEffect(bloodimpact, data);
Okay, so I found a much better way to handle the down scaling for my
aircraft. I changed the phys_timescale to 0.125 to coincide with my new
1/8 scale instead of trying to modify gravity and the force of the
engines and lift from the wings. Is this how you went about the scale
down? The
Has anyone tried shrinking down all players and models to get larger
sized maps? I know at least one mod has done it, but I can't remember
which mod that was. I recently started to shrink down all things in my
mod to get larger map sizes so that aircraft have more room to play in,
and most of
So is your ship an actual physics object and if so are you applying
forces or modifying the velocity directly? What do you have as your
drag coefficient and inertia values?
John Sheu wrote:
On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
Justin that looks pretty sweet btw - but let's see
What exactly are the differences between the three different
Send/RecvPropArray methods? My only tests show that 3 seems to handle
network traffic much better.
Giancarlo Rivas wrote:
--
[ Picked text/plain from multipart/alternative ]
Pretty sure that was the cause, I recoded CTeam so it was a
The scroll bar background in my mod's MOTD panel is missing its texture
(appears as the purple checkerboard). Does anyone know what texture is
needed for scroll bars?
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What defines that all variables are initialized to 0? Is it a compiler
flag, and why wouldn't you want this to be always set? This is the
first I've heard of it.
Ben Everett wrote:
The most common cause of crashes in release mode but not in debug are due to
variable initializations. In debug
For my mod, any time someone tries to play back a demo, it refuses to
play giving the exact error message of
DataTable warning: SetupClientSendTableHierarchy: missing SendTable
'DT_EffectData' (referenced by 'DT_TEEffectDispatch').
Basically, it seems that when initializing the demo, it can't
Thanks, this will be very helpful.
Now, when running a dedicated server, the FPS counter that appears in
the top area of the console, what exactly affects this? Does this go
down due to CPU utilization or is it a combination of CPU utilization
and insufficient network bandwidth?
Also, is there
I've been working on optimizing my mod and the -dti command has been
very helpful. It doesn't seem to work on a dedicated server though. Is
there anyway to get it to work?
I would like to see what the server is sending exactly because I'm in
confusion about some things that the client file
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I finally managed to get my mod to compile in Linux. However, some of the
maps cause a segfault. I guess I'll have to figure out how to use the gcc
debugger for that. However, the one map that does work does not have any
collisions between the
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