I can literally smell the lag.
Two projects...
One for Oregon State University that I'm a co-PI on (means I helped write the
grant request) that is to create a forest visualization system using game
technology. I've got various images, etc. online for it at
Natural Selection
dunno what ns is ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, June 06, 2005 11:14 PM
Subject: Re: [hlcoders] m_Skins on models and other things
you mean
to find out where that pointer is coming from.
On Apr 6, 2005 3:27 AM, Knifa [EMAIL PROTECTED] wrote:
Hi all.
With the latest update, my mod (and other mods) crash with a memory
error while trying to start a Server.
Other people seem to be getting this problem too.
So uh, Valve, what the hell did
Um.. you need to use Visual C++ .NET, you can't use Visual Basic.
I apologise if this has been asked before but will there be any
problems if
I were to compile the HL SDK 2.3 with VB .Net?
If there are any, no matter how small, please do tell.
If there is, mean I will have to install it later. I
uh, Valve, what the hell did you do?
-Knifa
-SourceForts
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and double click your game. All
should be well after that.
On Apr 5, 2005 7:27 PM, Knifa [EMAIL PROTECTED] wrote:
Hi all.
With the latest update, my mod (and other mods) crash with a memory
error while trying to start a Server.
Running it through the debugger comes up:
ntdll.dll!77f8d85d
why it would do this, so does any one know?
Also, what are the .ctx files in the scripts directory for?
Thanks
-Knifa
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You can only use those on the server side
So just add #ifndef CLIENT_DLL things around it... You know _
I am trying to put my weapon into hl2mp and it gives me tons of
errors. It says that UTIL_ScreenFade is an undeclared identifier when
it is not. All of the functions it was using like
the
debug overlay on there again?
I'm doing it in a weapon, if that makes a diffrence.
Thanks.
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SourceForts
http://knd.org.uk/sourceforts/
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of the clientside entities - there should be things
like DrawCube( ), DrawLine(), DrawText( ).
On Tue, 22 Mar 2005 00:05:24 +, Knifa [EMAIL PROTECTED] wrote:
Hi all.
How would I go about making debug overlay things to show client side, as
well as server-side?
I'm using debugoverlay-AddTextOverlay
Hi all.
Is anyone having problems using + commands while starting up srcds?
(like +map)
On my mod, if you use it, it says it's missing a bunch of script files
and crashes.
Thanks.
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SourceForts
http://knd.org.uk/sourceforts/
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but I've never timed it (amd 64 3500/1 gig ram).
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Knifa
SourceForts
http://knd.org.uk
know what might be going on, other than that it has a bad
sequence?
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Knifa
SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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Knifa
SourceForts
http://knd.org.uk/sourceforts
archives, please visit:
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SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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The object was on the floor (well, sticking in) at the time.
It will only have friction controllers if it's in contact with another
object. If it's flying/falling then drag+gravity only is normal.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
the list archives,
please visit:
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SourceForts
http://knd.org.uk/sourceforts/
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).
Jay
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Knifa
SourceForts
http://knd.org.uk/sourceforts
HL2DM got first released and loads of people put up crappy
servers the symptoms that Knifa described was happening. But
when better servers got put up the problems disappeared.
Ok I have just had a quick look at steampowered's forums and
I found this intresting bit of information.
#20 Physical Mayhem
Uh.. what?
You can delate farter, and uninteresting.
And move to a simulated phisic, or not phisic at all. And avoid swawning
that much using a cycle for decor stuff. etc
Ben Davison wrote:
Deleting physics objects untill the server becomes stable?
On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL
.
When you fire at a combine site, the console says the flags are set to 0.
The weirdest thing is, I hadn't even edited the code when it started
doing this, and it was working before I recompiled.
Does anyone know what might be wrong?
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Knifa
SourceForts
http://knd.org.uk/sourceforts
be wrong?
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SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk
That's it, thanks alot.
- Original Message -
From: Knifa [EMAIL PROTECTED]
Hi all.
Is there anyway I can print things on the client from the server?
Using Msg() only does it for the server.
I think ClientPrint and ClientPrintAll will do what your after.
ClientPrint( pPlayer
Hi all.
While playing my mod, after a few minutes of play, physics objects
starting bouncing around and act like they have no collisions.
Is this something to do with my mod or is it a Source Engine bug?
Thanks
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Knifa
SourceForts
http://knd.org.uk/sourceforts
2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
Hi all.
While playing my mod, after a few minutes of play, physics objects
starting bouncing around and act like they have no collisions.
Is this something to do with my mod or is it a Source Engine bug?
Thanks
--
Knifa
SourceForts
http://knd.org.uk
Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
Yea, they stick in for about half a second then bounce really high, then
they just go all over the place
I've seen this problem when there are 2 many physics interactions
going on for the server to handle.
Do physics objects seem to go
?
Téléchargez Yahoo! Messenger http://yahoo.ifrance.com
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SourceForts
http://knd.org.uk/sourceforts
Hi all.
Is there anyway I can print things on the client from the server?
Using Msg() only does it for the server.
Thanks
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SourceForts
http://knd.org.uk/sourceforts/
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difference if I just
removed the line in question, but I'm curious as per why this is even
occurring in the first place. Is this a unique problem to me or is everyone
getting this?
Thanks,
Thomas Dimson
[EMAIL PROTECTED]
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Knifa
SourceForts
http://knd.org.uk/sourceforts
Hi all.
How would I get the player who is running a command on a server?
Also, client's can't run commands that are defined only on the server,
right?
Thanks.
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SourceForts
http://knd.org.uk/sourceforts/
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command, but I don't know what I'd do for that.
Are you working with a server plugin? And clients cannot run commands that
are defined only on the server, which is shown when you make a ConCommand in
a Server Plugin the client cannot execute it directly.
- Original Message -
From: Knifa
Hi all.
Where are the options for the Create A Server panel set?
Like Teamplay, etc.
I can't find it in any of resource files.
(Also, sorry for creating lots of threads after each other)
Thanks
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I already extracted CreateAGameserverPage.res and something else like
that, but they don't have them in it.
I believe you could probably extract it from the GCF using gcfscape?
And it will use that resource file instead of the file already in the
GCF?
On Sat, 26 Feb 2005 23:54:46 +, Knifa
, 26 Feb 2005 23:54:46 +, Knifa [EMAIL PROTECTED] wrote:
Hi all.
Where are the options for the Create A Server panel set?
Like Teamplay, etc.
I can't find it in any of resource files.
(Also, sorry for creating lots of threads after each other)
Thanks
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SourceForts
http://knd.org.uk/sourceforts/
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thing should keep all other traces/physics from hitting it. Players can
definitely walk through SOLID_BSP entities as long as their collision
groups don't collide.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
Sent: Friday, February 25, 2005 8
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
Sent: Friday, February 25, 2005 8:00 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity
It all works (and the way I had it before it worked too)
I need to know
Hi all.
I'm trying to make sparks using
g_pEffects-Sparks( tr.endpos );
In my weapon (which is based on the pistol) but it isn't created.
The stunstick does it the same way when you switch to it and it works,
but it doesn't work for me. Does anyone know why?
--
Knifa
SourceForts
http://knd.org.uk
, 25 Feb 2005 22:10:35 +, Knifa [EMAIL PROTECTED] wrote:
Hi all.
I'm trying to make sparks using
g_pEffects-Sparks( tr.endpos );
In my weapon (which is based on the pistol) but it isn't created.
The stunstick does it the same way when you switch to it and it works,
but it doesn't work for me
Hi everyone.
Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer
for the HL2DM (or updated) SDK?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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Hi all.
I've made a new brush entity called func_fortsite, when a player from
the other team of who's fort site this is tries to fire a weapon
(weapon_freezer) while in this brush, it should stop.
Right now, I have it using flags and it works all well while the Solid
Type is SOLID_BSP, but I want
It's HL2 and I'm using TraceLine.
I just tried using TraceHull, but I don't get what hullMin and hullMax
are supposed to be.
I tried them just the start and end of the trace, but that didn't work.
What are they for/What should I put in them?
Knifa wrote:
I've made a new brush entity called
put those specific
weapons' tracelines into the collision group. Note that the weapon
group isn't on the entity, but passed in to the UTIL_TraceLine() call.
The fortsite group goes on the entity.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
Sent
://list.valvesoftware.com/mailman/listinfo/hlcoders
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Domino Mod
http://knd.org.uk/dominomod/
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I added it in, but got a precompiled header error, then I fixed that and
everything went all slow, and I got errors from DbgHelp.h :|
On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote:
I think its okay. Everything works perfect while your the server.
Minidumps?,,,
http
2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote:
I think its okay. Everything works perfect while your the server.
Minidumps?,,,
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
Jeffrey botman Broome
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Hi all.
How would I go about respawning ALL of the players on a server?
I'm thinking I'd need to loop through them, but I don't know.
Thanks.
-Knifa
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HL2DM:
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?
- Original Message -
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players
Hi all.
How would I go about
, or a Server Plugin?
- Original Message -
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players
Hi all.
How would I go about respawning ALL of the players on a server?
I'm thinking I'd need to loop through
Hi all.
I'm working on a mod called SourceForts where you build forts and fight
each other in teams.
Everytime a player tries to do something, the game crashes (client, not
server)
If you're hosting it, everything works fine.
The only things I've done are
Added a weapon to freeze physics
I think its okay. Everything works perfect while your the server.
i would be looking to see if you have implemnted your
calls in the weapon function correct in the mp game
rules, or what ever it is you use.
--- Knifa [EMAIL PROTECTED] wrote:
Hi all.
I'm working on a mod called SourceForts where
Hi all.
How would I go about setting up round timers?
I want to have it so that a timer goes for 10 minutes (mp_buildtime)
then, when that ends, do something and start another timer, then do
something with that.
(Sorry if that didn't make any sense)
Thanks.
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Domino Mod
http://knd.org.uk/dominomod/
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Hello.
How would I check if the player is in an SP game or an MP game?
Thanks.
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Ah. Thanks alot.
Knifa wrote:
Hello.
How would I check if the player is in an SP game or an MP game?
Thanks.
maxClients is 1 in single player, = 2 in multiplayer.
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There's no offline mode? Does that mean no one can have LAN Partys with
CS/HL2DM?
I'm not sure what all the fuss over no-offline mode is anymore. I admit,
that I complained about it at first, but after working with the SDK for
awhile now, I don't have any problems with it, nor do many, many other
Hello.
If a trace didn't hit an entity, how do I get where it hit on the world?
-Knifa
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Hi all.
I'm spawning a physics prop (domino) by doing:
CPhysicsProp *domino = (CPhysicsProp
*)CreateEntityByName(prop_physics );
domino-SetModel( DOMINO_MODEL );
domino-SetAbsOrigin( tr.endpos );
domino-Spawn();
domino-CreateVPhysics();
But when it trys to spawn, HL2 says:
I agree, it does use ALOT of memory. It's not like it even needs it.
The downloads go pretty quick for me though.
Make an option to turn off the skins?
Can't be Steam made smaller, quicker and friendlier? Why that worm
rotten IE must be used for rendering of couple of news messages? Why it
eats so
The only thing wrong with it is that it crashes all the time.
Thanks
I'm using it at the moment, its like ms paint, but you
make a model from it!
And its JAVA! w00t!
Tei, you find the best stuff, and tell us about it,
keep it up!
--- Hasan Aljudy [EMAIL PROTECTED] wrote:
wow .. this is awesome!
Okay, I've editied the title of my mod in scripts/gameinfo.txt
But the text comes up as weapons and random characters.
How do I get it to be normal text?
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Nevermind, sorted it by editing SourceScheme.res in \resource
Changed the TitleFont from HalfLife2 to another font.
Okay, I've editied the title of my mod in scripts/gameinfo.txt
But the text comes up as weapons and random characters.
How do I get it to be normal text?
Thanks.
You need to change the ClientTitleFont in resource\ClientScheme.res
On Sun, 02 Jan 2005 03:49:38 +, Knifa [EMAIL PROTECTED] wrote:
Okay, I've editied the title of my mod in scripts/gameinfo.txt
But the text comes up as weapons and random characters.
How do I get it to be normal text
Gravity still being put to the spectators?
Ok it seems to be working some what but when I go into spectator mode
now I
fall and fall and fall ...
Not sure why this happens actually.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To:
I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.
Honestly im not that excited about getting my hands
I would prefer the HL2DM Code for a base, if it started as CS:S, milions
of annoying CS/T type mods would start popping up.
PS: Can anyone tell me how to make a new thread for mailing lists? I'm
sort of new to these things.
Hi,
I know that you folks already discussed this stuff a bit but most of
okay, thanks.
Jeffrey botman Broome wrote:
Knifa wrote:
PS: Can anyone tell me how to make a new thread for mailing lists? I'm
sort of new to these things.
Send a new message (not a reply) to:
hlcoders@list.valvesoftware.com
--
Jeffrey botman Broome
Bad game code?
Elektordi wrote:
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
I've created a mod from scratch (or somthing like that...) and I did some
modifications which I don't remember and then HL2 crashed (return to desktop,
no error msg)
A day's worth for someone that is actully good at coding.
I am a newb :/
Teddy wrote:
Uhhh whoops. Nevermind me, i'm on crack :)
Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php
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