This problem could be solved by allowing developers access to the closed
source filesystem dlls.
Or valve could actually program their closed source filesystem dlls with
MASSIVE verbosity. I mean line by line verbosity so that mod developers
know exactly what is happening when steam goes through
update us every 12 hours please
On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
Here's a stack trace: http://codepad.org/5IUFpgD4
Here's another: http://codepad.org/tz0nEpKd
Here's a third: http://codepad.org/kRUAaFFA
All unreliable of course since I don't have
, Jesse Oak wazanato...@gmail.com wrote:
Can confirm this issue as well. Mod is now crashing on map load
On Oct 2, 2014 8:27 AM, Nick xnicho...@gmail.com wrote:
update us every 12 hours please
On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez bs.v...@gmail.com
wrote:
Here's a stack trace: http
Is this problem still broken? I also cannot debug on vs2005 by directly
starting hl2.exe with the -novid -allowdebug -steam -game moddirectory
parameters.
The only way I can debug w/ vs2005 is to manually attach. I really hope
this problem is fixed by now.
On Sat, Oct 26, 2013 at 10:20 PM,
search for recent .mdmp files in your steam directory
On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.comwrote:
Yeah I knew about that folder, but they're still not generated for me.
Perhaps there's some other step I'm missing?
--
Date: Sun,
make sure your mod is actually loading
make sure the right engine
make sure all files/directory are writable
start a new sdk, compile it, run it, check for mdmp files
On Sun, Mar 16, 2014 at 12:53 PM, James Marchant james.march...@live.comwrote:
Already done that. Unfortunately nothing useful
WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD
On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote:
What exactly is some other missing file. WIth the information provided
it’s quite difficult to pin down what your problem here is. On a sidenote:
if
threads like this make me facepalm at the arrogance of valve software.
everyone in source development knows hammer is in major need of open
sourcing and improvements. (has been for 8 years)
what is valve software doing?
a steam box to compete with ps4, xbox-one, nintendo wii-u, and
Valve please drop everything you're currently doing and improve a 10
year old editor. That's the most important thing right now.
On Fri, Oct 11, 2013 at 5:37 PM, Nick xnicho...@gmail.com wrote:
threads like this make me facepalm at the arrogance of valve software.
everyone in source
Jonathan,
thanks for trying to improve map editing in source, but I am not as good a
coder as maybe others on this list. My reason for posting was to maybe get
someone from valve to help you a little bit, i really didn't mean to troll
you sorry...
nick
On Fri, Oct 11, 2013 at 12:14 PM
which version of the SDK is this?
can you post the code in question?
On Fri, Oct 4, 2013 at 10:48 AM, eric.br...@dnbrown.net wrote:
Hello,
I've been working on a simple auto turret based on code in
server/hl2/func_tank.cpp, and I've got a few questions about making
something like a turret
AM, Jan Hartung jan.hart...@gmx.de wrote:
TF2 and CS:S show the same behavior. A warning in the console sounds like
a good idea.
** **
Jan
** **
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Nick
*Gesendet
is restricted to local
clients“ message.
** **
Jan
** **
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Nick
*Gesendet:* Mittwoch, 25. September 2013 16:13
*An:* Discussion of Half-Life Programming
*Betreff:* Re
commentary 1 ? prevents listen servers from showing up in server
browser?
needs to have a console warning immediately(if commentary 1) !!!(only
valve can do this from the engine level))
jan can you test this in maybe a tf2 server or css to see if those are
impacted as well?
On Tue, Sep 24,
meh .. well... I SAY MAKE SV_LAN 1 A
LOUD WARNING ALSO!
haha
On Tue, Sep 24, 2013 at 8:04 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
On Tue, Sep 24, 2013 at 6:20 PM, Nick xnicho...@gmail.com wrote:
Because commentary 1 should never
CanYouSeeMe.org - Open Port Check Tool
On Fri, Sep 13, 2013 at 5:47 AM, Radimir Bobev radimir.bo...@gmail.comwrote:
Hi, I know there’s a similar issue with the 2013 base but I wasn’t sure
if it’s related to it at all (especially since mine affects the Linux
dedicated server as
Thanks Joe for helping us on this email list
Thanks Valve for hopefully paying Joe alot of money to fix all of these
bugs and organize things for the SDK, it is GREATLY needed. Fixing the SDK
should be Valve's number one investment right now, (open source hammer),
because MS, SONY, Epic, are all
I really hope Valve didn't in one move shutdown all(most) of the 7(?) year
plus mods that were working perfectly for original hl goldsrc.
I really hope Valve cared enough to keep the old working hl goldsrc mods
fully functional, and Valve did a release of newer
appid/channel/distribution for the
...@list.valvesoftware.com] *Im Auftrag von
*Nick
*Gesendet:* Donnerstag, 22. August 2013 09:15
*An:* Discussion of Half-Life Programming
*Betreff:* Re: [hlcoders] Dedicated servers not connectable at
all, listenservers are not registered with the master servers
I am curious if this has
I am curious if this has been fixed and or confirmed a bug by valve?
On Wed, Aug 14, 2013 at 12:52 PM, Jan Hartung jan.hart...@gmx.de wrote:
Manually connecting to listen servers works well, and it’s better than
nothing when it comes to playtesting. Just checked, there are no replies to
the
you would like, then convert how jump was done into how your move
is done. I am guessing that your custom move is a left, right, forward,
back 'jump' dodge.
I hope this could be helpfupl
Nick
On Fri, Aug 2, 2013 at 12:58 PM, Jeremy Merriam jer...@jeremymerriam.comwrote:
Hi Everyone,
Its
looks good!
all
//nightfall - amckern - amck...@yahoo.com//NightVision
did was set
cvar-FindVar(mat_fullbright)-SetValue(1);
on clientside
On Wed, Jul 24, 2013 at 6:00 PM, Daniel Glenn dgl...@bit-cubed.com wrote:
Hey James,
Have you taken a look at the Night Vision article on the VDC?
Thanks. Knowing how to fix is very important
On Mon, Jul 8, 2013 at 12:41 PM, Jan Hartung jan.hart...@gmx.de wrote:
A late reply, but here it is. In our 2007 based version the first line in
SourceScheme.res read #base ../../hl2/resource/SourceScheme.res. For
2013 based mods this necessarily
the weekend but dry July is still in effect
Sent from Windows Mail
*From:* Nick
*Sent:* Friday, July 5, 2013 4:55 AM
*To:* Discussion of Half-Life Programming
Have a fun and safe Fourth of July!
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most of the people here have at least a good
understanding of C++, given that, the SDK code IS in C++.. Just saying..
On Wed, May 8, 2013 at 5:44 PM, Jesse F jesf...@gmail.com wrote:
I want enemy behavior to react to voice so client side only isn't enough.
Thank you all for the help.
Nick
I blame valve a great deal for this. I understand Valve is basing the
entire hopes of the company on steam distribution/DRM. I still believe
valve should not be so quick to abandon the roots of what has always made
it money, modding and the vast amount of games that will be made FOR THEIR
ENGINE!
On Tue, Jan 15, 2013 at 7:10 AM, Saul Rennison saul.renni...@gmail.com wrote:
Bone merge puts the position of two bones together AFAIK. So if you have
attachmentbone1 on the player, and attachmentbone1 on the item you want
to attach, they'll always be in the same position (i.e., merged).
Is
it bonemerge and follow the
player around.
I had a bunch of other stuff which handles the helmet getting shot or blown
off and just spawning it into the world as a non solid gib that vanishes
after a while.
// Jed
On 30 November 2012 18:32, Jan Hartung jan.hart...@gmx.de wrote:
Thanks Nick
Jed Where is this mod you are talking about? I wants to try it!
On Tue, Dec 11, 2012 at 9:22 AM, Jed j...@wunderboy.org wrote:
Nick,
You are doubtless right and there is a simpler way.
The reason I did it with it's own entity just happened to be the way we
utilize head wear in the mod
i am not sure... but someone did a mod where weapons were added on the
player back.
Also, I knew of amodeler named Flare and who was able to set the
attachment point on the prop.. And that attachment point on the prop
determined where the model was attached to the player.
If the prop is setup
320 was the default for the 2006 sdk. Only when 2007 was released did
the appid change.
I wonder, is there enough files for someone to download to test for you?
I would like to see this bug in action, I have enough experience
debugging to be able to tell you
if it is YOUR setup bug or every
I don't think valve is going to update or fix the sdk. The last hl2mp
sdk update was in 2007.
Unless u can post your files somewhere I doubt anyone can really help
u fix the bug.
Aso if you are 2006 sdk, you need to use appid 320.
On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown
A. i think valve fixed the problem. ( an explanation from valve would be nice)
B. Neico...that online server browser for obsidian conflict is
pretty elite! I am impressed with your work
On Sun, Jul 8, 2012 at 6:21 AM, Neico ad...@neic0.de wrote:
I've made a sourcemod plugin for Obsidian
what Ben, you were right !
The jittering is gone when I play on a dedicated or remote listen server !
I can't freaking believe it was that simple..
Many thanks, now we won't have to port back to OB !
So I guess net_fakelag is really broken..
On Fri, Jun 8, 2012 at 8:42 PM, Nick xnicho
to be the best way.
On Fri, Jun 8, 2012 at 12:47 AM, Nick xnicho...@gmail.com wrote:
is there any way to fix net_fakelag? Everytime i use it things get
glichy like i am on dialup..
On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye bfh...@gmail.com wrote:
Psy_commando, net_fakelag is broken on a listen
irrelevant. Seems
to me your not a dev,
From: Nick xnicho...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, 7 June 2012, 7:23
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
Nobody can answer
made the fighter into a marine useable entity, in a clean new
asw build, and the jittering is gone. Its obviously something this build of
asw has that my main build has not. Most likely something in the marine
code.
And Nick, stop begging for code I already told you the code would
is there any way to fix net_fakelag? Everytime i use it things get
glichy like i am on dialup..
On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye bfh...@gmail.com wrote:
Psy_commando, net_fakelag is broken on a listen server, the results are
unpredictable.
On Thu, Jun 7, 2012 at 6:26 PM, Nick xnicho
origin isn't changed ?
On Thu, May 3, 2012 at 11:59 PM, Nick xnicho...@gmail.com wrote:
Hard to believe a free sdk such as ALIEN SWARM is going to get any
complaints if the code is buggy to begin with..I feel sorry for
commando.because without him uploading aworking sdk with the
problem
do wrong ?
@Nick:
Well, first just who are you exactly, who is we. Are you part of a mod
team ?
And secondly my source code will be available to anybody soon, once i can
transfer to google projects. But I have to figure out the damn problem with
my fighter entity first, because I'll probably
I find this code of yours to be quite interesting is there any chance
we could get a copy or sample of how to recreate?
On Mon, May 28, 2012 at 4:02 AM, Tony omega Sergi omegal...@gmail.com wrote:
I only create a client entity when it needs an effect. If it doesn't need to
render a particle or
Anyone have an estimate the least down payment required for a license?
On Thu, May 24, 2012 at 3:37 AM, Garry Newman garrynew...@gmail.com wrote:
Licencees have their own mailing list, I usually get good a response on
there...
garry
On Wed, May 23, 2012 at 6:58 PM, Andrew McWatters
Reeuwijk mreeu...@yahoo.com wrote:
Nick, ppl only need that piece of specific code sometimes, the rest can just
be discussed on points of interest. Which is what this mailing list is for.
Nobody will upload a full working codebox to test it out, as the snippet of
relevant code is the only part
Everything would be solved if there was a working demo of the problem.
If a random person can't download and reproduce the problem in one or
two clicks... then... not going to be solved.
Please give us an exact copy of the sdk u are using. so there is no
doubt we can reproduce
...@gmail.com wrote:
Nick, if you knew anything about coding, you'd be able to make it work
fairly quickly. He is not going to give you all the SDK code prepped and
ready.
On Thu, Apr 26, 2012 at 11:17 PM, Nick xnicho...@gmail.com wrote:
The code you posted certainly is impressive. I just can't
?
Is there any examples of simple moving predicted entities, besides the
player ? I could really use an example...
By the way, is what Stephen says accurate ? Is the net_fakelag command not
working on listen servers ?
On Thu, Apr 26, 2012 at 12:34 AM, Nick xnicho...@gmail.com wrote:
i think you
i think you should give us a basic code, and send it to valve... only
valve can help you. Usually valve is quite nice, and I am sure they
wouldn't mind helping you out, as long as you can share what the
problem is with the rest of us.
On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando
alien swarm isn't meant for modding.. i think valve is just trying to
troll everyone by releasing a free engine that isn't meant for
modding...
On Thu, Apr 19, 2012 at 11:36 AM, Psy_Commando psycomma...@gmail.com wrote:
Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
SOMEONE GO MAKE A FREE TF2 account and play the neoforts.com mod to test..
On Wed, Apr 18, 2012 at 4:28 AM, Adam amckern McKern
amck...@yahoo.com wrote:
Free TF2, Free Alien Swarm, Free Lost Coast (set correct appid in
gameinfo.txt) - you can play mods on any of these engines for no cost.
ANY FREE TF2 account can play source mods?
2012/4/16 Jack Steele jacks4...@gmail.com:
Thanks! You helped a bunch!
On Apr 14, 2012 10:58 PM, HWGUY SiPlus hwguy.sip...@gmail.com wrote:
No, you don't, install Source SDK Base 2006 and 2007 in Tools section of
Steam Library, and use 215 (old
how about giving us a clue when the next update will be out?
any chance of getting more and better tools included?
On Thu, Mar 29, 2012 at 1:58 PM, James Pizzurro
ja...@agentredproductions.com wrote:
You are forgiven.
On Mar 29, 2012 2:05 PM, Tony omega Sergi omegal...@gmail.com wrote:
Minh
to low health and
then asked all of them to point where the ragdoll ended up for them after I
shot the rocket. Each pointed to a entirely different spot after
Ruined a lot of funny vids for me.
From: Nick xnicho...@gmail.com
To: Discussion of Half-Life
drawing the model first?
On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer kra...@siosphere.comwrote:
I have a floating VGUI Panel that follows a given entity, it seems to
allow brush geometry through it, and other models. But the model of the
entity it is attached to gets cut out.
[image:
Are u SURE that props are serverside? I always thought they are
clientside entities? I remember that empiresmod had a problem reviving
ragdolls
On Sun, Mar 18, 2012 at 11:56 AM, Carlos Sotelo
charlysot...@hotmail.com wrote:
Greetings,
I've been trying to make the player be able to pick-up
I like the effect of the sound particles very much. I watched it in
mute and it was interesting. The code looks very professional actually
2012/1/26 Flávio Roberto feg...@gmail.com:
Okay, here I am again!
I was able to inject some code in SoundEmitterSystem.cpp that spawns a
particle system
try valve sdk first.. then do the client part of your mod then the
server and see which is the problem
On Thu, Aug 4, 2011 at 11:30 AM, Jan Hartung jan.hart...@gmx.de wrote:
Hi all,
Has anyone ever succeeded in creating a debug build on Linux? I can get my
code to compile without any
Maybe you could make a simple CS:S knife map? Or a small website with
a list if small modifications you have done?
Maybe make a SOURCE SDK MOD where the SMG shoots balloons?
On Tue, Jul 5, 2011 at 1:48 AM, Sam aersi...@gmail.com wrote:
i was thinkin of doin whatever, or maybe something live to
i am receving the same opposite issue. I want to keep getting emails,
and for a while there i thought i was unsubscribed..
everything is good now, i am still getting emails.
:Sent from my microwave
On Thu, Apr 14, 2011 at 8:28 PM, Psy_Commando psycomma...@gmail.com wrote:
At each 3 to 4 months
Seems pretty amaturish, lacking creativity, and just crash the game of
fans who are willing to go through so much trouble to play gmod.
Why not some sort of 5 minute countdown, and then a nag screen, and
then after 10 mins, immediate exit??
if done correctly, i am sure dozens of new people would
i like playing soccer outside
On Sun, Feb 20, 2011 at 6:29 AM, Richard O'Brien thi...@iosmod.co.uk wrote:
This is a complete newbie question, so try to bite your lips! I eventually
want to make a mod for Source where you can play soccer/football. The
original coder/creator of International
Did you think about recording with a digital camera of a stopwatch and your
monitor? Would be much more scientific. is this with the latest unmodified
valve hl2mp sdk + linux server?
shouldn't be that hard to setup,,,
On Tue, Jan 25, 2011 at 5:32 AM, Adam amckern McKern amck...@yahoo.comwrote:
If it is a problem with the valve sdk, then don't even try to fix it,
track the problem down, send valve a detailed report, and hope for the
best.
On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be wrote:
I did some checking, and you are right. My issue is unrelated to the
no way you're going to be
able to afford that many particles on screen, aside normal particles for
whatever else you might want to be doing.
On Sun, Nov 14, 2010 at 4:41 PM, nick seavert atomicpo...@yahoo.com wrote:
Hello,
I'm quite stuck on how to create more optimized rain like left 4 dead 2
Hello,
I'm quite stuck on how to create more optimized rain like left 4 dead 2. I've
gotten to the point where the func_precipitation emits the particle rain_test
A custom particle by me for testing purposes.. Any ways.. I have 2 main
problems. How will i make the splashes? Originally i kept
gcc (GCC) 4.2.4
Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28
UTC 2010 i686 GNU/Linux
n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version
Warning: falling back to auto detection of vproject directory.
Unable to find gameinfo.txt. Solutions:
1. Read
at CBaseEntity::VPhysicsInitNormal in
baseentity_shared.cpp to see.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Monday, October 11, 2010 6:00 PM
To: Discussion of Half-Life Programming
Subject
at
this...
On Mon, Oct 11, 2010 at 9:26 PM, Olly Ginger oli...@gmail.com wrote:
When checking function signatures, look at the header, not the cpp
Sent from my iPhone
On 12 Oct 2010, at 03:10, Nick xnicho...@gmail.com wrote:
So i guess the solution is to disable tripmines compleletely?
I just did
Which mod, clientside or serverside? give a link to the debug file?
ati or nivdia?
Valve is usually very helpful in these matters, as long as you can
give them a place to fix..
nick
to whatever it takes to find a way to replicate the crash.
On Sat, Oct 2, 2010 at 6:54 AM, Andrew Watkins
Does the ASW snow particle have some kind of control point lock on it? What in
it doesn't work for you?
-Nick S.
--- On Sun, 9/19/10, hlcoders-requ...@list.valvesoftware.com
hlcoders-requ...@list.valvesoftware.com wrote:
From: hlcoders-requ...@list.valvesoftware.com
hlcoders-requ
i am still getting this error.. i have copied all libraries included
in sdk to /linux_sdk and left them also in /lib/linux..
Please help.. gcc 4.2.4
On Mon, Nov 6, 2006 at 2:15 PM, Stefan Bermig wins...@winstonsmaps.com wrote:
uhh...
i forgot to add the new libraries to the Makefile, my bad.
gaben strikes again!!!111!!1
On Thu, Jun 10, 2010 at 2:57 PM, Rodrigo 'r2d2rigo' Diaz
r2d2r...@gmail.com wrote:
A HACKER DID IT!11o1neoneone
2010/6/10 Saul Rennison saul.renni...@gmail.com
Lmao lost their code. That is CLASSIC
Thanks,
-
post all of your code, that way we can help easier.
On Wed, May 19, 2010 at 6:05 PM, James K jimmy4...@gmail.com wrote:
Yup.
On Wed, May 19, 2010 at 6:22 PM, Saul Rennison saul.renni...@gmail.com
wrote:
Just to make sure: the displacements DO have hull, ray and physics
collisions enabled
Why? Valve doesn't much like open source, or linux. Valve doesn't want
to release hammer as open source. Why not work on OpenSource projects
that for an OpenSource friendly engine? You are in highschool right,
why not spend time with your friends or if you have no friends join a
club or sports
utility and help
the community out is a good thing.
Oh, and programming during high school doesn't equate to being a loner/loser
as you seem to suggest...
-Original Message-
From: Nick [mailto:xnicho...@gmail.com]
Sent: Wednesday, March 17, 2010 12:20 PM
To: Discussion of Half-Life
Steam is for gamers. Gamers know about it. Most gamers like it, or at
least consider it the least evil DRM available. What could work, then,
is selling game-related media.
??? Offline mode is a frozen bird poop in july joke. Steam only
works on windows. Do you really expect anyone to buy
,
instead of still going in an upward direction on slants and walls?
Thanks,
Nick
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voting fraud exists.
nick
On Fri, Dec 4, 2009 at 5:20 AM, Garry Newman garrynew...@gmail.com wrote:
Yeah voter fraud is what I'm trying to avoid. I don't want it to become a
contest of who has got the most IP addresses or email addresses. It gets
messy.
Common opinion is going to influence
After long discussion with well known modders, it seems one of the
biggest flaws with this contest is the judging, or lack of formal
judging.
I quote http://frettacontest.facepunchstudios.com/:
Winners will be decided by the staff of Facepunch Studios (not the forums).
Is there any way to have
Hello,
I'm Nick/Jangalomph and I'm new to C++ coding for the Source Engine, i have 6
months visual basic experience from school. But down to the nitty gritty.
I have this code taken from grenade_ar2.cpp.
What I've made bold are the changes I've made with the help of a noob coder as
myself
I was also impressed with Empiresmod's vehicles, extremely well coded
and developed. Fun to drive and fun to play.
I would suggest you visit http://www.empiresmod.com/ for all those who
haven't played it.
On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
I always
still no reply, im not surprised though
On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Yeah, I guess it makes much more sense if I treat it as sarcasm.
Meh.
2009/8/6 Tony Paloma drunkenf...@hotmail.com:
I think you missed the sarcasm.
-Original
Good site. I liked the very quick tutorial on how to make prop using
blender and smd exporter::
http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote:
The release of the Heavy model sources (which is
/importer/transporter/howsyourdaughter.
- Jed
2009/9/21 Saul Rennison saul.renni...@gmail.com:
Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
like
DMX :D
Thanks,
- Saul.
2009/9/21 Nick xnicho...@gmail.com
Good site. I liked the very quick
Remember when valve gave modders good tools and fixed bugs?
no, neither do i..
On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com wrote:
You guys remember when they broke say in hl2mp?
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
...@hotmail.com wrote:
Remember when Nick said anything useful on this list?
no, neither do i..
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Tuesday, September 15, 2009 3:39 PM
To: Discussion
I need some good cheats, the last ones I used had some sort of bug and
they got me banned from some servers. Can someone please send me links
to good ones?
On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison saul.renni...@gmail.com wrote:
Seeing as you're referencing a command that's only available
Can you offer video/pictures to demonstrate how this bug effects all
valve games?
Or any way for a player to replicate or exploit it? Thus you make it
both easier and more likely valve will look into this problem and fix
it.
On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com
Please, everyone backup your mod data to different hard drives. It was
a western digital btw, only 7 months old.
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visit:
I basically summed up the entire thread for everyone.
Give modders better tools:
Open source hammer.
Open source all tools.
Release specs on proprietary formats
Enable a lua added version of sdk
allow some sort of documentation of the non-released parts of sdk
(release entire sdk, but have only
On Tue, Jul 21, 2009 at 10:35 AM, christoph neuwirthta...@hotmail.com wrote:
Hello everyone.
I started coding around 2 months ago. I´m currently working on a shader
system for hl1.
LOL
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This is originally from knifa, the original creator of sourceforts:
(done inside flag prop)
SetAbsOrigin( pPlayer-GetAbsOrigin() + Vector( 0, 0,
100 ) );
SetParent( pPlayer );
SetMoveType( MOVETYPE_NONE );
On
You pay for the license and you don't even modify the actual game
engine? And your mod would benefit the most from altered game engine?
YOU FAIL, BADLY.
On Sun, Jun 14, 2009 at 9:19 AM, Garry Newmangarrynew...@gmail.com wrote:
I wouldn't mind this. But there's a lot of things I wouldn't mind
On Mon, Jun 15, 2009 at 4:09 PM, botmanbotman.hlcod...@gmail.com wrote:
On 6/15/2009 4:02 PM, Matt Hoffman wrote:
I for one am hating the official map release.
While I have a project that I would have needed the map sources for (and not
recompiles), I think we are going to see alot of
Wait? They answer questions SINCE WHEN? Why didn't someone
tell me this earlier..
Just because noone responds directly to a particular issue doesn't
necessarily mean issues are ignored ;)
-Tony
That is my new quote of the year! I lold so hard.
On Sun, Feb 1, 2009 at 6:51 AM, Benjamin
here. I will
stop posting here, until someone from valve asks me to return.
Peace,
Nick
PS: Im going to tryout ut3 modding and bug them for a bit:P
On Sun, Feb 1, 2009 at 2:27 PM, Christopher Harris
char...@resrchnet.com wrote:
Agrizzle,
This isn't a soapbox to complain your dislike of Valve
i think valve is trying to send you guise as message, and the message
is stop modding
On Fri, Jan 30, 2009 at 11:37 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
Try -nop4 as well, that's been known to cause problems for me.
--
Jorge Vino Rodriguez
the last
engine update
Nick wrote:
i think valve is trying to send you guise as message, and the message
is stop modding
http://www.botman2.com/images/HAHA.jpg
--
Jeffrey botman Broome
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Programming
Subject: Re: [hlcoders] Linux server disconnects
I'm telling you, linux cant read dll's, and there is never a client_i486.so
2009/1/24 Nick xnicho...@gmail.com
I am not sure about that at all. Servers always check client binaries.
Can someone else check this for us?
On Fri, Jan 23
2009/1/23 Nick xnicho...@gmail.com
I've had this problem before. I think the problem was solved by running
./steam -command update -game
is the correct way i think. I don't remember if the linux server
needed the exact same dll's as the clients but i would make sure both
the client
, or is that just the way its
meant to be?
Thanks for any insight anyone has to offer
Andrew
Message: 5
Date: Sat, 27 Dec 2008 13:50:06 -0600
From: Nick xnicho...@gmail.com
Subject: Re: [hlcoders] Linux binary runtime error
To: Discussion of Half-Life Programming
hlcoders
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