Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-19 Thread Nick
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

Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Nick
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

Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Nick
, 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

Re: [hlcoders] sdk 2006 mod, steam pipe, and debug on vs2005

2014-05-29 Thread Nick
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,

Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Nick
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,

Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Nick
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

Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Nick
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

Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Nick
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

Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Nick
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

Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Nick
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

Re: [hlcoders] Using SetMoveTimeDone to achieve smooth rotation or movement? (turret barrel movement)

2013-10-04 Thread Nick
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

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-25 Thread Nick
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

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-25 Thread Nick
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

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-24 Thread Nick
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,

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-24 Thread Nick
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

Re: [hlcoders] Source 2007 MP server not showing in server browser

2013-09-13 Thread Nick
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

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-10 Thread Nick
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

Re: [hlcoders] Half-Life SDK updated

2013-09-03 Thread Nick
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

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-03 Thread Nick
...@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

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-08-22 Thread Nick
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

Re: [hlcoders] Prediction errors while creating new movement

2013-08-02 Thread Nick
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

Re: [hlcoders] Fullbright or similar in render target pass

2013-07-26 Thread Nick
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?

Re: [hlcoders] After mod startup just the menu background and music

2013-07-08 Thread Nick
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

Re: [hlcoders] Happy Fourth of July!

2013-07-05 Thread Nick
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! ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Player voice volume

2013-05-09 Thread Nick
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

Re: [hlcoders] Player voice volume

2013-05-08 Thread 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!

Re: [hlcoders] Show a model on the player

2013-01-15 Thread Nick
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

Re: [hlcoders] Show a model on the player

2012-12-11 Thread Nick
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

Re: [hlcoders] Show a model on the player

2012-12-11 Thread 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

Re: [hlcoders] Show a model on the player

2012-11-30 Thread Nick
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

Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-11-21 Thread Nick
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

Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-11-15 Thread Nick
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

Re: [hlcoders] ATTN Valve: Server Browser refuses to show servers for ANY mod

2012-07-16 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-14 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-08 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-07 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-07 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-07 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-06 Thread Nick
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

Re: [hlcoders] Is this possible ?

2012-05-29 Thread Nick
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

Re: [hlcoders] Is this possible ?

2012-05-28 Thread Nick
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

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-24 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-03 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-02 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-28 Thread Nick
...@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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-26 Thread Nick
? 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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-25 Thread Nick
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

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Nick
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

Re: [hlcoders] SP mod without Half-Life 2?

2012-04-18 Thread Nick
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.

Re: [hlcoders] SP mod without Half-Life 2?

2012-04-16 Thread Nick
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

Re: [hlcoders] Bug with BloomScale

2012-03-29 Thread Nick
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

Re: [hlcoders] Picking up server-side ragdolls like a physics prop

2012-03-21 Thread Nick
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

Re: [hlcoders] Transparent VGUI Blocking Model

2012-03-21 Thread Nick
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:

Re: [hlcoders] Picking up server-side ragdolls like a physics prop

2012-03-19 Thread Nick
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

Re: [hlcoders] Building an HL2 mod that translates sounds to visual effects

2012-01-29 Thread Nick
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

Re: [hlcoders] Debug build on Linux

2011-08-05 Thread Nick
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

Re: [hlcoders] gettin started lookin for team to work with?

2011-07-05 Thread Nick
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

Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Nick
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

Re: [hlcoders] Awesome

2011-04-14 Thread Nick
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

Re: [hlcoders] Soccer Source mod

2011-02-24 Thread Nick
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

Re: [hlcoders] Linux build prediction? issues

2011-01-27 Thread Nick
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:

Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Nick
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

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread nick seavert
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

[hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-14 Thread nick seavert
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

[hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Nick
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

Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Nick
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

Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Nick
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

Re: [hlcoders] Cryptic engine.dll crash

2010-10-04 Thread Nick
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

Re: [hlcoders] hlcoders Digest, Vol 31, Issue 19

2010-09-19 Thread nick seavert
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

Re: [hlcoders] linux binary compiling issues, missing reference

2010-09-01 Thread Nick
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.

Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Nick
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, -

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread Nick
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

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Nick
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

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Nick
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

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Nick
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

[hlcoders] Red Blood decals for new blood type, and Making normalized vectors for impact effects.

2010-01-04 Thread nick seavert
, instead of still going in an upward direction on slants and walls? Thanks, Nick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-03 Thread Nick
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

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Nick
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

[hlcoders] Coding particle effects into explosions using PCF's and more.

2009-11-28 Thread nick seavert
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

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Nick
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

Re: [hlcoders] whats happening with this engine

2009-10-07 Thread Nick
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Nick
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Nick
/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

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Nick
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

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Nick
...@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

Re: [hlcoders] CSS FOV since last update?

2009-09-14 Thread Nick
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

Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Nick
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

[hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Nick
Please, everyone backup your mod data to different hard drives. It was a western digital btw, only 7 months old. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Nick
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

Re: [hlcoders] HL1 Question

2009-07-22 Thread Nick
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 ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-06 Thread Nick
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

Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-27 Thread Nick
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

Re: [hlcoders] Source SDK Beta Concluded

2009-06-27 Thread Nick
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

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Nick
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

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Nick
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

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Nick
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

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Nick
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 ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Linux server disconnects

2009-01-27 Thread Nick
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

Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Nick
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

Re: [hlcoders] Linux server disconnects

2009-01-22 Thread Nick
, 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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