Everyone I've ever emailed at Valve has replied graciously and has
usually been able to help with my problem. Except Doug Lombardi, but of
course ignoring people asking difficult questions is his job. ;-)
botman wrote:
I'm sure the Valve guys really appreciate you sending them unsolicited
I was going to compliment you on your use of the English language, but
then I realised that you should have said /effect/. :-P
The player model can be defined anywhere you see fit, but it's normally
done either in the player ent's Spawn() function or the GameRules'
FinshPutClientInServer() -
then, then...
Matt Hoffman wrote:
Why not replacing the player with a vehicle, and making him fast? Wouldn't
that cut an unnecessary segment out of the loop and make life more
peaceful/less effin source physics grr?
Depends on what he's trying to accomplish.
On Wed, Nov 25, 2009 at 1:33 AM, Tom
There's a maximum draw distance value further down the list.
Christopher Harris wrote:
Is there some way to have particles automatically culled (with fade if
possible) when the camera (ie the player) is beyond a certain radius from
the particle or the whole system?
I tried setting the
I've been making a Windows gadget that replaces as much of the SDK
launcher as it can. It works very well, except for launching the Episode
One builds of Hammer or Faceposer, which both crash on startup. Does
anyone know the trick to launching them successfully?
The gadget is at
://technet.microsoft.com/en-us/sysinternals/default.aspx) you can
look at the currently-running SDK tool to determine what command-line
arguments and working-directory it was launched with.
--Darien Hager
On 1/17/2010 5:05 PM, Tom Edwards wrote:
I've been making a Windows gadget that replaces
I've uploaded a new version of the gadget. It runs Ep1 tools, supports
L4D and L4D2, restores properly after a system restart and validates
project paths.
http://steamreview.org/external/vdc/SourceSDK.gadget
If all goes well, I'll put this version on live.com.
On 18/01/2010 1:01, Tom Edwards
You want this: http://developer.valvesoftware.com/wiki/$poseparameter
From: JumpCore Productions onl...@jumpcore.com
To: hlcoders@list.valvesoftware.com
Sent: Thursday, 21 January, 2010 20:08:09
Subject: [hlcoders] Compiling Skeletal Animation for Choreography
I fixed a subtle networking problem with point_camera yesterday, where
the entity was never being dispatched to the client because it started
disabled. Perhaps a similar thing is happening here. Are its client-side
functions ever called?
On 27/01/2010 10:48, Chief Whosm wrote:
Has anyone got
No, a listenserver is not the same as singleplayer. In SP there are all
sorts of backdoors between the client and server, no interp or
prediction or indeed lag, and probably other changes I can't remember
right now. That's why Valve didn't catch the point_camera bug I
encountered: they've only
Zing! :-)
On 28/01/2010 6:32, Chief Whosm wrote:
Setting it to maxplayers 1 instantly made the sound work.
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Have you tried doing the same thing in the singleplayer source? I remember
removing that block of code from the singleplayer source and it worked.
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Ever since I built my new system I've been having trouble with the
Orange Box engine (the 'old' mods/Ep2/Portal/Gmod build) messing with
sound on my system. If I connect to a server or open the options window
of a multiplayer game, Source will:
* Pause or unpause Windows Media Player.
The final version of the gadget is out. If you're still using 1.0 please
upgrade here:
http://developer.valvesoftware.com/wiki/Source_SDK_Windows_gadget
On 18/01/2010 1:01, Tom Edwards wrote:
I'm using it already! I was making a stupid error though: I forgot to
try starting the tools
Thanks! It's on the Steam forums and ModDB, and VDC of course...where
else do you suggest?
On 31/01/2010 2:48, Ryan Sheffer wrote:
Very cool Tom. :)
You should make a post on some popular forums about it as well. I think it
would benefit a lot of people.
Cheers!
On Sat, Jan 30, 2010 at 12
There are some DX10 hardware features accessed through the DX9 API,
which can be enabled with mat_dxlevel 98. The only difference we know of
is a change to the way alpha blending works:
http://www.pcgameshardware.de/aid,635907/Erste-Direct-X-10-Screenshots-von-der-Source-Engine/Spiele/News/
I take my last message back: it seems that dxlevel 98 isn't valid any
more, if it ever was. I guess they rolled the sRGB-compensating stuff
into 95.
On 07/02/2010 1:31, Tom Edwards wrote:
There are some DX10 hardware features accessed through the DX9 API,
which can be enabled with mat_dxlevel
When the player creates AttackAction, it fills in details about the player's
input state, things like how long he's been holding the attack button, when
he's released the attack button, etc. The AttackAction is created using the
CreatePredictedEntityByName method.
Only the client deals with
Looks like CHLClient::Init() is the first call. The actual DLL entry
point is _DllMainCRTStartup(), but that's a Windows API thing.
On 14/02/2010 6:41, Brent Lewis wrote:
I'd like to know what places in the client.dll are called as part of the
initialization phase. I'd rather not have to set
The answers are all here:
http://developer.valvesoftware.com/wiki/Frame_Order
CHLClient::View_Render() looks like the place to disable rendering, and
Physics_RunThinkFunctions() appears to be the root of NPC thinking. I'd
place breakpoints and check the call stack to be sure in both cases,
Last October I released this as a beta, then, er, forgot all about it.
This update adds a VS2010 solution, but otherwise is an attempt to get
someone with VS2005 to try compiling (I applied the relevant fixes for
VS2008 then backported the projects, so can't be completely sure they're
valid).
I've used SendPropExclude() in a class which I'm inheriting from
(CBaseNetworkedPlayer), and now this error appears when I connect to a
server:
Missing RecvProp for DT_DeathmatchPlayer -
DT_BaseEntity/AnimTimeMustBeFirst
Which is of course one of the SendProps I've excluded. It would seem
Seems this was an odd issue relating to not #including header files from
a subdirectory properly (odd because surely that should make the compile
fail?). Once I fixed that, the problem went away.
On 16/02/2010 7:56, Tom Edwards wrote:
I've used SendPropExclude() in a class which I'm inheriting
Have you set mp_allowmonsters to 1?
On 19 February 2010 07:33, Adam amckern McKern amck...@yahoo.com wrote:
Hey,
un-life - a MP project i was working on from the 2.3 sdk was built on SP
code, and allowed monsters straight out of the box.
If you want monsters in your MP mod, build it from
Are the client and server DLLs in your mod's \bin folder?
On 05/03/2010 4:18, Albert Aurbakken wrote:
For reference, I'm following this:
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Debugging
But when I try to debug it just says
Failed to load the
Are you aware of Nem's Batch Compiler? You need to manually set BinRoot
to get the OB tools working, but otherwise it's very good. Way better
than VBCT in my opinion.
http://nemesis.thewavelength.net/index.php?c=1
On 17/03/2010 3:29, Jonas 'Sortie' Termansen wrote:
Hi, my name is Jonas
I'm making a new player entity from scratch. I have it working and set
up to do client-side animation, but the pose paramaters aren't
animating. They are being selected and applied correctly, but after a
pose has been blended into it never changes. /Except/ when I fire my
hitscan weapon: then
Downside: Java.
On 20/03/2010 11:16, Darien Hager wrote:
I'm currently working on a similar kind of replacement for Pakrat, so
this is probably the with a hammer everything looks like a nail style
of programming...
...But if I were to make a VBCT replacement I'd want to do it in Java,
That's the name of the entity class itself. I think GetDebugName() is
what Iain is after.
On 22/03/2010 1:23, Brent Lewis wrote:
CBaseEntity::GetEntityName()
Date: Mon, 22 Mar 2010 00:53:44 +
From: iain.br...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
Oh yeah? Spill the beans! :p
On 22/03/2010 12:03, Tobias Kammersgaard wrote:
Valve is currently using Steam login shizzle on a new site which
they're testing in closed beta (external from Steamcommunity.com ) :)
-ScarT
2010/3/22, David Kraeutmannda...@davidkra.net:
It was never fully
It's all here:
http://developer.valvesoftware.com/wiki/Accessing_other_entities#Finding_entities
On 23/03/2010 5:08, Iain Breen wrote:
Trawled through the hlcoders archives, think I found the answer:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html
points
to
I've used it since Beta 2 and it's great for Source. If your projects
work in 2008 there shouldn't be any manual changes needed after you move
to 2010.
It's 100% worth upgrading for the new Intellisense. It's way faster and
doesn't need to be rebuilt every time the IDE starts, and also does
It also does highlighting and intellisense in preprocessor-disabled
areas, which makes which makes working with shared code much easier.
On 13/04/2010 9:58, Tom Edwards wrote:
I've used it since Beta 2 and it's great for Source. If your projects
work in 2008 there shouldn't be any manual
I'm pretty sure one of the vprof commands writes data out to the disc.
On 13/04/2010 11:02, Olly wrote:
There is a bunch of vprof report things (type: find vprof_) but it only
outputs to console, so you need to run the game with -condebug to have all
console output to console.log
On 13 April
FUU
On 14/04/2010 8:23, Ryan Sheffer wrote:
Seriously? Do not hijack!
I just raged a little.
~Ryan
On Apr 14, 2010, at 10:57 AM, Brent Lewiscoder0...@hotmail.com wrote:
How do I make the mouse cursor visible? I'd rather not resort to
calling the
This is the first hard evidence I've seen. Everything else so far
(including the L4D Linux binaries) has been either definitely or
potentially related to the dedicated server, but I don't see why you'd
needt the graphics, friends or skins folders for that.
On 24/04/2010 5:05, 1nsane wrote:
Nothing is new, it's just incompatible with the changes Valve made to
the engine recently.
On 01/05/2010 2:56, Sam wrote:
I can confirm all that, thankfully the EP1 model viewer and faceposer are
still working, even that they're outdated
Is there even a changelog on what's new in the SDK
to?) the
L4D2 tools. The Instancing tool is available is Hammer anyway.
- ScarT
On 1 May 2010 17:45, Tom Edwardst_edwa...@btinternet.com wrote:
Nothing is new, it's just incompatible with the changes Valve made to
the engine recently.
On 01/05/2010 2:56, Sam wrote:
I can
I'm using a material proxy for my player spawn effect, which works fine
except that it applies to all instances of the material in question at
once. How should I go about applying the effect to different entities at
different times?
I expect that creating new instances of the material each
, Ryan Sheffer wrote:
You mean every material of the same name is getting effected? That
seems very strange. Are you overriding the material in the entities
draw function? I remember replacing materials for the player for a
cloak effect with no problems.
~Ryan
On May 5, 2010, at 2:01 PM, Tom
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Thursday, May 06, 2010 5:57 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Getting material proxies to act on individual
entities
Ryan, that is exactly what I can't work out how to do.
Chris
You might not intend to cheat, but when VAC sees a code hooking into the
client it doesn't know that. You'd better write some code into this that
blocks connections to secure servers.
On 07/05/2010 1:22, Synthos wrote:
Hello,
To address your knee-jerk reaction I have NO intention of
That's largely because of the lower video settings it enforces. You
could get the same performance under DX9 if you applied the relevant
cvars from dxconfig.cfg.
On 07/05/2010 4:42, jetscope wrote:
I believe this data is largely irrelevant. I'm pretty sure this 5% is, more
specifically, users
quality settings in
TF2. I don't know what makes it so much more expensive to render, but I'm
guessing it has to do with the Phong shader since turning down shader
settings improves my framerates quite a bit under DX9 (though they still
never reach DX8 rates).
On Fri, May 7, 2010 at 8:59 PM, Tom
Check the collision groups. Weapons and ammo are in their own special
one that might by default not collide with triggers.
On 09/05/2010 3:55, Colm Sloan wrote:
I've made a custom trigger class. It's set off by NPCs and physics props but
weapons and ammo won't set it off. I don't understand
I didn't think that was possible yet.
On 11 May 2010 19:28, Janek jan...@gmail.com wrote:
Hi list,
I found that you must do a mod_big.tga picture to see this big icon in new
steam GUI but I don't know what to do to have banner of your game present
in
List view and the very big one in
Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange Box
(AppID 218) then mount Ep2 just below it with AdditionalContentId to be
on the safe side, even if it isn't.
On 13/05/2010 5:27, Klaus Müller wrote:
Hey list,
I tried setting up a mini-mod for Ep2 today. Among other minor
to the
SDK.
-Tony
On Fri, May 14, 2010 at 1:51 AM, Tom Edwards
t_edwa...@btinternet.com
wrote:
Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange
Box
(AppID 218) then mount Ep2 just below
The first issue is a deficiency of CBasePlayer, I believe. You'll need
to call RemoveSolidFlags( FSOLID_NOT_SOLID ) in your player's spawn() func.
The second issue can be resolved with respawn_entities console command,
which may well work around your first issue too.
On 14/05/2010 3:09, Klaus
Has anyone else been seeing this lately? The list server often sends me
messages hours or even days late, even though I receive all the replies
posted afterwards at the right time. I just got a message that had been
sent on the 13th!
___
To
You can stop them from hitting the skybox by checking the surface you
hit...look at the HL2 rocket for how to do that. It disappears if it
hits the skybox.
As for displacements, phys objects, etc. your choice of collision group
is almost certainly to blame. I'd use whatever the !picker
This usually happens when you try to run Source 2007 gamecode under the
Source 2009 build of the engine.
Are you sure you're using SDK Base and not, say, Ep2?
On 26/05/2010 11:47, Tobias Kammersgaard wrote:
Am I the only one that gets this error when I want to run my mod? I'm pretty
sure its
Erm, you don't have to do anything. Just move to SDK Base (which you
should have been using the whole time) and everything will be fine.
You can get around the Hammer AdditonalContentID thing by extracting the
content of the game in question to a folder on your system then adding
an absolute
What's that all about? Isn't never select me precisely what a weight
of 0 means?
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Topics:
1. Phoneme Extractor for Windows Vista/7 (Tom Edwards)
--
Message: 1
Date: Thu, 03 Jun 2010 16:06:00 +0100
From: Tom Edwardst_edwa...@btinternet.com
Subject: [hlcoders] Phoneme Extractor for Windows Vista/7
We're on Source 15 already, keep up!
On 10/06/2010 8:07, Joel R. wrote:
Is this the big surprise for E3?! I hope it is, that would so rock!
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Perhaps you could continue this conversation privately?
From: Katrina Payne fullmetalhar...@nimhlabs.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, 18 June, 2010 15:56:12
Subject: [hlcoders] Demonstration to show how
Check your -game parameter. You're launching the engine without
telling it which game to run, and it's defaulting to HL2.
On 16/07/2010 9:59, adam chance wrote:
When I Debug my Mod, I get this error
Setup file 'gameindo.txt' doesn't exist in subdirectory 'hl2'.
Check your -game parameter or
If you hadn't heard already, the SDK is being updated on Monday with
the complete source code to Alien Swarm, a brand new Source 2009 game by
the team who made the original UT2004 mod (and who now work for Valve).
It's going to be a sample project in the same vein as TFC.
AS has a tile-based
I don't think so. I'd try looking on koders.com for a mod/plugin source
release from about that time.
On 16 July 2010 15:45, Nick xnicho...@gmail.com wrote:
is there any way to obtain a copy of the 10/31/2006 SDK Code Release ??
On Fri, Jul 20, 2007 at 10:59 AM, Tobias Kammersgaard
It's a brand new SDK.
http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943
Making the SDK separate clears the way for it being absolutely free to
*everyone*, without it granting access to existing 2006/2007 Source mods
(which mount HL2 content) too. I'm betting that
You're on trecharous legal ground here. Alien Swarm and its SDK are free for
EVERYONE - not just owners of Source games like before. Valve didn't include
HL2 content or code for a reason!
On that subject, how suitable is the game for TC mods? It's simple enough to
bring its code back to FPS,
not exactly the same version since it
won't mount GCFs).
--- On Wed, 21/7/10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Subject: Re: [hlcoders] Alien Swarm
To: Tom Edwards t_edwa...@btinternet.com
Date: Wednesday, 21 July, 2010, 16:11
On 2010
have support for VPK.
On 21 July 2010 16:55, Jonas 'Sortie' Termansenhlcod...@maxsi.dk wrote:
On 2010-07-21 17:45, Tom Edwards wrote:
That simply isn't true. If another user of the computer owns HL2 then
the
GCFs will be there, and I expect most of them will be there if the HL2
demo
The only thing you should need to copy is resource\swarm_english.txt,
replacing swarm with your mod's folder name.
On 21/07/2010 7:01, Elliott Dicus wrote:
Hello all,
What do I need to copy over to my mod's folder in SourceMods from the Alien
Swarm folder to have a playable copy. I'd like to
, 2010 at 7:42 PM, Tom Edwardst_edwa...@btinternet.comwrote:
Alien Swarm:
Protocol version 7108
Exe version 7.1.0.8 (swarm)
Exe build: 10:58:16 Jul 19 2010 (4272) (630)
TF2:
Protocol version 15
Exe version 1.1.0.0 (tf)
Exe build: 16:21:09 Jul 16 2010 (4269) (440)
And I don't own L4D2
Tom! There is a file in my resource folder: Shadow
Swarm_english.txt but the folder name is shadowswarm (under SourceMods).
So I need to change it to shadowswarm_english.txt instead?
Also, by the only thing do you mean the other files I copied are not
necessary, or just that I must have
I totally don't get the pylons reference.
On 27/07/2010 5:28, Matt Hoffman wrote:
But you were at the time that you wrote in our beautiful sdk and that's how
we all know it. :P
On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergiomegal...@gmail.comwrote:
Correction: I'm not contracting right
He meant libcmtd.
--- On Thu, 5/8/10, Jordan Friendshuh jman1156ga...@yahoo.com wrote:
From: Jordan Friendshuh jman1156ga...@yahoo.com
Subject: Re: [hlcoders] String_base error
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Date: Thursday, 5 August, 2010, 23:55
that
There's a function somewhere that captures or releases the mouse based
on whether the window is active.
On 24/08/2010 12:15, Jonathan White wrote:
Hi everyone,
I implemented FMOD in our mod about a month or so ago and it has been
wonderful (after completely rewriting that abysmal wrapper
1) User |ClientActive(), ClientFullyConnect(), or similar. They are
all in game_client.cpp
2) Use resource lists (extension .res), or at least appropriate their code.
|
On 25/08/2010 7:07, Razvan Adrian wrote:
Hello.
I have asked the question before(on spuf) but did not get any answers. I am
Yes, there's doxygen and there are several instances of it being used
on the SDK (at various points) to be found online. The best solution is
to open Visual Studio and use Class View, though.
On 02/09/2010 12:12, Colm Sloan wrote:
a mod-friendly company like valve
questionable ;)
I'd
Hi everyone. I'm trying to push a set of sizeable HTTP downloads off
to an asynch thread, but I can't work out how to do it: all of the
approaches I've tried have frozen the server while processing. Will any
of Source's built-in thread classes actually do what I want?
);
VEEERY simple example, but the MyThread function will run in a seperate
thread (along with any subsequent calls from that function).
Olly
On 6 September 2010 20:16, Tom Edwardst_edwa...@btinternet.com wrote:
Hi everyone. I'm trying to push a set of sizeable HTTP downloads off to an
asynch
They've got the right idea with Alien Swarm. Every update to the game
is matched with an update to the source code. I doubt that will happen
with Portal 2 though...
On 12/09/2010 4:09, Tobias Kammersgaard wrote:
The Source SDK is getting rather uninteresting to work with. All the engine
them that. I can see the same problem they've got to deal with
everytime they update the regular SDK code base. Breaking old mods that's
no longer being updated! There's bound to be people complaining.
- ScarT
On 12 September 2010 18:57, Tom Edwardst_edwa...@btinternet.com wrote:
They've got
On whose end are hits achieved at a distance? The attacker or the target?
On 20/09/2010 5:48, Richard Paterson wrote:
This is sort of a vague question but I hope to perhaps benefit from
the experience of others if anyone has managed to overcome this issue.
My mod relies quite heavily on melee
Yes, Radimir has it. You're seeing an unavoidable flaw of using
predicted melee weapons over the internet. It's not unfair though: the
attacker *did* hit his target on his machine.
On 20/09/2010 6:54, jetscope wrote:
I've also noticed that this isn't the case in other valve games such as
You can run unpause (or perhaps it's pause again, as a toggle) while
inside the console. It's probably possible to bind a key that does both
things at once.
On 30/09/2010 7:18, Martin Smith wrote:
Hey list,
By default, when the engine receives a toggleconsole command in a
single-player
How does VRAD know that the shader requires lightmaps?
On 27/10/2010 6:11, Tobias Kammersgaard wrote:
Already tried that too. I tried messing with the vtf settings. I'm not using
normalmaps or anything.
However I am getting a warning about trying to use a $normalmap that isn't a
valid texture
We can use threads: http://developer.valvesoftware.com/wiki/Threads.
The only thing missing in 2007 is the option to turn then on/off from
the GUI, which is no biggie. But I had to dig around and write the
documentation myself (the CWorkerThread bit is someone else's contribution).
I do
Maybe you could check the value of enginefuncs_t.GetPlayerAuthId on each
player (I'm not sure what a non-Steam player's SteamID is though, but I
think it may be PENDING).
On 30 October 2010 04:34, Krzysztof Krysztofiak sezam...@gmail.com wrote:
On Fri, Oct 29, 2010 at 6:36 PM, Sam
There is no built-in inventory system. You'll need to be more specific
with the problems you're having.
On 31/10/2010 1:52, Anthoni Caldwell wrote:
I am trying to code an inventory system into the source engine. The
inventory in itself is fairly easy I just have a class to manage, and
access
the inventory class into the player class...
class CHL2_Player {
private:
Inventory *pl_inventory;
}
It creates a loop in include files.
On 10/31/2010 9:26 AM, Tom Edwards wrote:
There is no built-in inventory system. You'll need to be more specific
with the problems you're having.
On 31/10/2010 1:52
It seems to have vanished from all Valve games, including Source SDK
Base (2007, it was never in 2006 AFAIK). I've searched the game and
engine binaries and the string just isn't there.
When did this happen? Surely someone noticed! I'm not mad, it was still
there in July:
://developer.valvesoftware.com/wiki/Mounting_multiple_games to implement
it yourself, or just hardcode it in using:
filesystem-MountSteamContent( int -Id )
Yes, you need to negate the number.
Thanks,
- Saul.
On 31 October 2010 17:07, Tom Edwardscont...@steamreview.org wrote:
It seems to have vanished from
I've been experimenting with the filesystem today, and I decided to see
what would happen if I tried to mount L4D2, which I don't own. Would it
error? Would it crash?
No. It made Steam download the map I requested. I've now also downloaded
one of the VPKs.
Only left 4 dead 2 common.ncf
https://code.google.com/p/sourcesdk-skeleton/
The Source SDK Skeleton implements the Source Engine, and nothing more.
It is the ideal cruft-free base from which to build your own new game.
These projects (VS 2005/2008/2010) will compile into working client and
server libraries using only
Precisely. It's what it doesn't provide that matters. :-)
On 08/11/2010 3:13, Tobias Kammersgaard wrote:
Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev Marek Sieradzkimarek.sierad...@gmail.com:
On Mon, Nov 8, 2010 at 2:32 PM, Tom
what she said. :)
On 11/8/2010 9:38 AM, Tom Edwards wrote:
Precisely. It's what it doesn't provide that matters. :-)
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As far as I understand it, the client ignores the entity lump when
loading a map and just waits for the server to send it information about
which entities it needs to spawn where.
I doubt that info_player_spawn itself is ever broadcast to the client.
On 10/11/2010 10:02, Trevor 'Drak' wrote:
Those aren't real entities. They are absorbed into the world at compile
time.
On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:
Well, doesn't the client load the prop_static entities and the like?
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InstallGameRules() decides which rules are actually used. In HL2MP, it's
CHL2MPRules only.
On 12/11/2010 2:46, Trevor 'Drak' wrote:
In a vanilla MP mod, you have “hl2mp/multiplayer/teamplay/hl2_gamerules.cpp”.
Obviously, all are being compiled. Wouldn’t it be ideal to just have a single
one?
I think the TriAPI should give you the functionality required for the movie
rendering (minus the sound anyway). There may be a way to find the
coordinates of where to render somewhere in the world model's model_t
structure.
I recall seeing some physics code for Half-Life using Newton (it was
. Fix here:
http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip
On 14/12/2010 11:50, Cory de La Torre wrote:
Not really sure if this falls under mapping or not, so I threw it in the
coders list. My current problem is extracting phenom extraction. I'm
currently using Tom Edwards
install now.
On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torregear@gmail.comwrote:
Thanks tom, really appreciate it. I'll go looking for those files, though
might you have any idea which folder they would be located in within the cd
directory? I'm assuming it would be in the root directory
Yes. There are no limitations at all, and in fact what you're asking
about has already been done by the Falcon 3D mouse thingie people.
On 15/12/2010 2:47, Thaddeus W wrote:
Hello everyone!
I am an amature programmer working with some small scale industrial control
systems (PLC, data
You've all been brought out of retirement for one last job together.
*TF2 theme tune*
On 26/12/2010 9:20, David van der Staak wrote:
I also un-subscribed from this list years ago ... why have i been
added again (or something along those lines)?
Follow these instructions:
http://developer.valvesoftware.com/wiki/Dedicated_server
On 07/01/2011 1:46, Marvin Kilp wrote:
Its the Source SDK available on steam, based on Source SDK Base 2007.
I already set up a server using HLDSUpdateTool. Did not work with the
update command -update tf (tf
Yeah it's down. (In future: http://www.downforeveryoneorjustme.com/)
On 07/01/2011 3:57, Marvin Kilp wrote:
Does this only affect me, or arent you able to read
developer.valvesoftware.com too?
--Marvin
Have you tried RT_SIZE_EXACT? That might ensure that the render
target is created with
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