Ondr(ej Hoek wrote:
On 09.06.08 6:43 Uhr, [EMAIL PROTECTED] wrote:
That's the regular SDK update, not the OB SDK. That whole wiki page
only concerns the regular SDK.
Regular SDK is misleading here. The concerned SDK is currently known
as the Episode 1 SDK.
I don't see any
Yes, in fact I believe that's how Richard Stallman does it [1 #4], since
Steam is not GPL.
[1] http://www.stallman.org/stallman-computing.html
Tony omega Sergi wrote:
I wonder if you can extract detail model positions via email?
On Fri, Mar 14, 2008 at 8:25 PM, Dylan [EMAIL PROTECTED]
*As I promised a couple people a while back, here's the patch and
instructions to upgrade to the SDK as of today (2008-06-08):
http://tinyurl.com/59aqtl*
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visit:
Hmm - those asterisks were add by my mail client and should not have
been there. Correct URL below:
[EMAIL PROTECTED] wrote:
As I promised a couple people a while back, here's the patch and
instructions to upgrade to the SDK as of today (2008-06-08):
http://tinyurl.com/59aqtl
According to the latest comment in:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132
this is fixed in the OB SDK, but the normal SDK I guess has been abandoned as
far as updates go.
Mark Chandler wrote:
There is a call back function that gets called once a users id gets
That's the regular SDK update, not the OB SDK. That whole wiki page
only concerns the regular SDK. (I'm not really clear on why there are
two SDKs, but as I understand it you can't use the OB SDK unless your
users have OB, whereas the regular SDK can be used by anyone, so I
haven't looked at
There are only a few sections where the gains were at all significant.
Rather than a divergent library they probably could've realized a few
optimization patches and gotten the same benefit. The thing I don't
understand though is why so many software companies to this day still
try to do so
Well Valve dodges the issue entirely because Steam enforces client
updates prior to the client HL2 even being launched.
If there was no client/server mod version identification system
implemented, then simplified third-party integration with Steam would be
a solution.
Jeremy wrote:
--
[
This is easy to verify at compile time if the proper __attribute__
((__format__ (__printf__, 2, 3))) tags were added to DevMsg in the
public/tier0/dbg.h. Unfortunately as mentioned on the wiki and the
mailing list in the past, there's a lot of effort involved in getting
the SDK to compile
of what I might try changing/adding/deleting?
GameInfo
{
gameArt of Ascension
title
title2
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
icon aoa
developer BloodyKenny
developer_url http://aoa.gamemod.net
FYI this was originally documented on the wiki known issues list in mid 2006.
See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
For what it's worth, however, that code doesn't actually seem to be used... at
least it never came up in my mod. I added an assert(0) there long ago
Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been
modified from the Valve SDK default to not do it's if ( pPlayer ) check.
At 2007/11/19 08:03 AM, RYell wrote:
This is a multi-part message in MIME format.
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Hi, this is an
For what it's worth, all the HL2DM weapons work fine (I do this in my mod),
with the slight exception of the shining lights on the gravgun/stun baton. I
never really looked into whether that might be fixable though, since it still
looks ok, IMO.
At 2007/11/11 05:10 PM, Ryan Sheffer wrote:
I
Indeed, that example falls in to the category of new version interpretations,
or client/server havoc from differing incompatible code bases. I think we (and
all the other modders out there) are in violent agreement on this one.
It's just a question at this point as to what Valve's planning to
I can see how from that perspective it would have been thought that there'd be
no need for sending wchar data across. That's a good explanation.
Of course in my case what I'm sending isn't really localized string data, I
just used wchar as a description because it has lots of embedded 0s in
Your example is a bit misleading as to what would be needed. You shouldn't
include version numbers in the description of the mod. You can always just add
an sv_version cvar if you want a stringified representation of the version.
The version that the srcds.exe/HL2.exe closed-source side of
Make sure you haven't corrupted your Makefile.vcpm file, for instance by
replacing tabs with spaces.
At 2007/11/10 12:11 PM, David van der Staak wrote:
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For what it's worth the last few times I asked this, the answer was basically
no.
At 2007/11/15 10:39 AM, Jeremy wrote:
Is there a way to do proper mod versioning?
Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.
/deleting?
GameInfo
{
gameArt of Ascension
title
title2
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
icon aoa
developer BloodyKenny
developer_url http://aoa.gamemod.net/;
manual http://aoa.gamemod.net
Well, you can always put the version number in the name of the server, which
may be what he's doing?
Really though what you want, per previous discussions, is a way to alert users
to the existence of a new version when they try to connect and fail. And
ideally a way to seamlessly perform the
Unfortunately using the array of items is not possible here. As noted on
http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X
items count X times towards the 1024 limit on the number of variables
associated with a single entity. So if you wanted to send a manual
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe
class table checking stuff occurs before any user-controlled mod code is run.
So you have no control over that process or that message.
At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote:
Well pardon my lack of
Yes, now that would be possible, but perhaps misleading in some scenarios. (It
would of course require the mod author to maintain some globally-available
server with the latest version, and then write the client code to do that
check.)
It's a slightly different scenario though than the one
Well there is no SendBlob sort of function anywhere in the dt_send and various
other networking files. It's not a huge deal, I just had to write my own
base-128 encoder, so that there wouldn't be any 0s in the data that went over
the wire. It just seems that Valve would want to support this
Mod not showing up in the Steam-Servers-Internet-Game selector. This
appears to have started intermittently occurring about 2 months ago, according
to various users. It disappeared on a Steam update in the past, but usually
came back after a restart. This is no longer the case.
Has there
Art of Ascension
title
title2
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
icon aoa
developer BloodyKenny
developer_url http://aoa.gamemod.net/;
manual http://aoa.gamemod.net/;
hidden_maps
In my case it is quite possible for 0xFF to occur, so I ended up doing, as I
mentioned previously, a sort of base-128 workaround like below. It works, it's
just really lame. Oh well, thanks though.
my_uint16_t my_htons(my_uint16_t i) {
assert(i 255*255);
my_uint16_t encoded_i = 0;
/deleting?
GameInfo
{
gameArt of Ascension
title
title2
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
icon aoa
developer BloodyKenny
developer_url http://aoa.gamemod.net/;
manual http
Well it would be nice if there were a version of string networking that was
binary-safe.
At 2006/09/03 08:33 PM, Aaron Schiff wrote:
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You could use a networked string table as well as the index of the string in
the entity network table. Then
Why is copy constructor disallowed for CGameTrace? This forces you to do weird
things like:
trace_t tr;
tr = CBaseEntity::GetTouchTrace();
instead of:
trace_t tr = CBaseEntity::GetTouchTrace();
Seemingly this is a legacy mistake or something? (It's annoying since lots of
functions such as
You should be able to expose it by doing something like:
IGameMovement *g_pGameMovement = ( IGameMovement * )g_GameMovement;
I've never actually tried it myself though, gamemovement is one of a few rare
spots I actually just hacked on the base classes in order to add my own game
code. The way
You could wait until the ID is valid before allowing the connect, unfortunately
for now you'd have to poll constantly to check for this. See:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132
At 2007/06/01 09:32 AM, Mulchman wrote:
A steam ID sometimes isn't known
I went back in my cvs logs and see that I fixed that bug at the same time that
I fixed the buggy lack of a version script. I forgot to post the former. For
the latter, see:
http://developer.valvesoftware.com/wiki/Compiling_under_Linux
At 2007/05/03 03:43 PM, OndÅej Hoek wrote:
Yay. :-)
In all of this, did anyone find a more thorough solution to:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108
At 2007/04/24 07:59 PM, Mark Chandler wrote:
No I dont know whats going on there. My mod has changed how text is
displayed so im not sure if I can be of any help.
Unfortunately bot development for HL2 has been seemingly all but squashed due
to:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=16
At 2007/04/23 08:52 AM, Jeffrey \botman\ Broome wrote:
Mark Chandler wrote:
Is there any base multiplayer bot code out there?
I haven't looked
Why do most mods never see this issue?
At 2007/04/12 08:43 PM, Justin Krenz wrote:
Prediction-IsFirstTimePredicted() did not fix the problem as the
problem is not with simulating a command multiple times. The problem is
with the m_flNextPrimaryAttack variable. Take a look at this:
CMD#
I can confirm that there's a bug where ClientDisconnect doesn't always get
called. There are various bugs with that, seemingly all involving map changes
or the client disconnecting during startup negotiation.
At 2007/03/30 01:19 PM, Spencer 'voogru' MacDonald wrote:
Maybe my question is too
OUCH!
At 2007/03/22 06:40 PM, Adam \amckern\ Mckern wrote:
The mail list strips all attachments
Adam
--- Mukkan Yhtio [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
The attached zip file contains a 3D model I am
trying to port into HL2 DM.
It is a penis yes;
I've seen that before by the way, dozens of times over the last 6 months or so.
It occurs seemingly at random for me however. Shutting down steam and srcds
and then reloading both has always fixed the problem so I never mentioned it.
I assumed it was just another bug in steam, like the one
Thanks.
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 has
been filed for tracking.
At 2007/03/10 04:44 PM, Alfred Reynolds wrote:
There isn't one currently which is an oversight, I will see if we can
get it added for ya. In the meantime the ugly solution is to poll
Is there a server callback when a client's steamid becomes valid? Strangely
there seems to be a server plugin interface for this called NetworkIDValidated,
but I can find no analogous interface for a server callback.
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To unsubscribe, edit your
255 is maybe a reasonable cap, I dunno. Mainly I'd be most interested in the
API exporting whatever values are needed so that the user code can
programmatically ensure the DLL_MessageEnd never occurs.
At 2007/03/04 11:52 PM, Yahn Bernier wrote:
The internal buffer's are much larger (~2500
I worked around this issue by implementing a queue system which sends a max of
X bytes in each user message per server frame, along with client functionality
to collect all the tiny messages and reassemble the original larger message.
There also seems to be 3 bytes of overhead at the beginning
Thanks - can that internal value be exported somehow?
bf_write::GetNumBitsLeft() doesn't seem to know about it, for instance, and
thinks the limit is much higher.
The first 3 bytes of bf_read::m_pData always contain some seemingly somewhat
random bytes of data, although if I recall correctly
Whenever an attempt is made to send anything but the very smallest of user
messages, the following error occurs:
DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user
message size limit is 255 bytes
It doesn't have anything to do with the usermessages-Register specified
Well in this particular case I am sending an arbitrarily-sized list of RPG
character related data to the user. Any fixed limit would be undesirable. A
larger limit (4K) would be acceptable, since, in practice the maximum amount of
data is probably about 1K.
As I understand it, the string
Sounds worthy of a zilla or a KI.
At 2007/02/25 11:23 PM, Jared Combs wrote:
Congrats, you're now the second guy I know of who found this problem. Dan
was
the first:
http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg16953.html
-John Sheu
That is unfortunate. Once I finish the
If there was supposed to be an attachment, it didn't make it. If there wasn't
supposed to be an attachment then ... huh? :)
At 2007/02/06 11:13 AM, Mike Durand wrote:
Whoops! Actually I meant 1.07.00. It was the version that existed before
I 8/4/2006 release, just in case anyone was interested
My guess is that he wasn't talking about mods. He was talking about like a PHP
page or whatever that queries the master server and shows a list of game
servers.
At 2007/02/09 03:12 PM, Greg Scott wrote:
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Question on as this applying to Mods::
That sound issue exists in HL2:DM with the RPG. Occasionally missiles leave a
sound spot behind for the remainder of the map.
At 2007/02/08 04:30 PM, Adam \amckern\ Mckern wrote:
I would be hacky and add a stopsound xxx to the area
of code that the body is removed from the world.
Adan
---
I've never launched my client from anything other than steam. I've never
launched my server from anything other than srcds.exe.
Therefore I don't think the below response was in any way relevant to the VAC
bugs that appeared a week ago for me and all of my mod's players.
Perhaps there were
Per http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108#c1
I'm more convinced now that it's an internal VGUI bug.
At 2007/01/26 08:00 PM, [EMAIL PROTECTED] wrote:
I trimmed it all down to just a call like this, and the bug still occured:
As far as CVS goes, you can create a tag on an initial import, so for instance
I have a tag called valve_2005_02_17 which was the first real Valve SDK. (Holy
cow almost at the two year anniversery already!)
So the following command gives the diff between that SDK and my mod as it
exists right
I use CVS for all my project's code, so I'm certainly very familiar with it.
If you haven't had access to the Valve SDK since day one, however, you have no
way of checking out that original version of the SDK from Steam, though.
At 2007/02/01 11:16 PM, you wrote:
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[ Picked text/plain from
Agreed wholeheartedly. Thankfully I've archived every SDK update from Valve,
so when they introduce new features or bugs I'm able to track things more
easily. It would be a royal pain if I lost those.
At 2007/02/01 07:06 AM, Nick wrote:
Yes, you are correct thats why I suggested there be
Yeah this would be an extremely difficult problem. When Valve releases SDK
version N+1, you suddenly have to create a patch for your mod to take you from
N to N+1. That patch file is going to contain all the brand new files in the
SDK.
Maybe I'm reading to much in to the earlier statements
I don't think this has anything to do with any particular version of the SDK,
or anything to do with the SDK at all. The issue is seemingly just that Valve
can't keep the VAC servers online and stable, and whenever they go down, this
issue resurfaces.
At 2007/01/30 10:31 PM, Teddy wrote:
We
Crash? There's no crash for me, VAC just disconnects me (and all other players
out there) at random sometimes.
At 2007/01/27 12:46 PM, Ben Everett wrote:
Also, running sv_lan 0 at the moment is causing a crash. The error occurs
when trying to retrieve a ConVar's value. I also get booted from a
I trimmed it all down to just a call like this, and the bug still occured:
g_pMatSystemSurface-DrawColoredText(
font,
100,
100,
255,
255,
This is not something you broke in code, as it's happening to me right now as
well. The VAC servers seem to be offline right now. Use -insecure on the
command line.
At 2007/01/26 07:39 PM, Minh wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from
Strangely I'm still getting booted off with -insecure, but it least it seems to
be taking slightly longer before it boots me.
At 2007/01/26 08:19 PM, Minh wrote:
ahhh thank you! That helps heaps!
funny how that parameter adequately describes my mood..
- Original Message -
From: [EMAIL
Since no one ever responded, I filed this zilla for tracking...
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108
At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote:
I noticed that when using PostRenderVGui, the 2D items I rendered would be
offset vertically down whenever the
The zilla is here:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=69
Feel free to add you me toos so that Valve is aware that people really do
exist that don't own American qwerty keyboards.
At 2007/01/18 02:51 AM, Jed wrote:
Yeah it's in bugzilla and it's been there since
Uh-oh, if you've followed this mailing list for a while, you'll know I sure
don't envy you! :)
At 2007/01/21 04:11 PM, Daniel Menard wrote:
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Hey,
I have this vphysics crash dump which I am getting only in a specific map
with the spacecraft from
If any of the asserts you get are not in that list, please add them to the
list, or if you are unsure, reply with more specifics here. Or alternatively
file a zilla, like I just did with
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=98 ...
At 2007/01/16 01:05 PM, Mike
http://www.youtube.com/watch?v=Af1OxkFOK18
At 2007/01/10 02:20 PM, John Sheu wrote:
On Wednesday 10 January 2007 1:57 pm, Nick wrote:
Hard work and determination beats experience hands down.
Well, generally, hard work and determination lead to experience...
-John Sheu
I noticed that when using PostRenderVGui, the 2D items I rendered would be
offset vertically down whenever the Centerprint VGUI panel activated. I
eventually tracked down this as a fix. I haven't filed a zilla on it though
because I'm wondering if maybe I'm using it inappropriately?
---
See
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#First_big_pass_at_-Wall_and_consistent_code
for a more thorough and robust elimination of Valve's bad practice of using
min/max macros, which I posted a year or so ago (probably where some of yall
remember this discussion going
I saw a vcpm crasher on an older version of linux that had an pre-requirements
version of glibc in the lib path. It's probably something like that, if not
that exact issue. See the SDK Linux wiki page.
At 2007/01/05 01:42 PM, Sylvain Rochette wrote:
Ok done, i downloaded the latest source
Regarding #4, I filed a zilla on one apparent issue:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=85
At 2006/12/21 06:30 PM, Nick wrote:
I thought someone would have replied to this message by now. I don't
know all of the answers to the questions, so if anyone could help
I just noticed something else that the client's server.dll is apparently
responsible for: command line auto-completion of command names.
At 2006/11/30 11:15 AM, Yahn Bernier wrote:
Structures in memory exported from the .dll
The server defines the SendPropxxx with the number of bits and ranges,
I continue to use that - without it, Asserts are constantly hit, on top of
which the old code seems functionally incorrect.
Mike Durand had indicated at one point he'd be reviewing those breakages but I
don't think anything's come of it yet, so the wiki is still the latest on that
assert
Yes I have not seen this in many days, since updating my srcds, so I'd say this
is fixed.
At 2006/11/29 09:19 PM, Jeremy Swigart wrote:
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Looks like this was fixed in the latest update.
On 11/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
I
Yeah I don't think Valve QA uses debug builds... See
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the bugzilla
page for asserts. Although I can't seem to find the first one you mention at
the moment. I thought I'd filed it though so I'm holding off on re-filing it.
At
I've asked before, but no one seemed to know. It's been about a year so I
figured I'd try my luck again. :)
What is the purpose of the client's server.dll? Basically, if I ever forget to
copy over the latest version, then I get weird Valve server uses different
class tables errors. But the
Ok, so it is correct that the actual code is basically unused, and that's
intentional.
What exactly is it checksumming? The .dll file on disk, or the structures in
memory?
I hope it's not the .dll, since I release server updates for my mod more
frequently than client updates, so the client's
I don't have such a file and yet I still get this error every time I launch the
mod.
According to process explorer it's loading the tier0_s.dll from
source\bin\tier0_s.dll under the srcds install directory.
At 2006/11/24 03:25 PM, you wrote:
Thanks to Joel's help this problem has been tracked
Either your symbols are broken, or Valve's code is executing a null function
pointer.
At 2006/11/25 01:13 PM, Giancarlo Rivas wrote:
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Hi, I read a previous topic where you had this problem on the august sdk. I
have merged up to november
Yeah I commented out that assert as well. I thought I'd makde a KI list entry
or zilla on this one but maybe not.
The assert occurs almost every time you duck, so clearly Valve's assert is just
totally meaningless right there. It's not clear what the intent was.
At 2006/11/09 06:08 AM, Eric
Valgrind, and it is cheap. (Free.)
At 2006/10/31 07:52 PM, Ben Everett wrote:
BoundsChecker, but it isn't cheap.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Darnell
Sent: Tuesday, October 31, 2006 4:57 PM
To: hlcoders@list.valvesoftware.com
Well this came up once before -- the topic was being able to pass microphone
data into a localized sound emitter, ie, so that conversations could take place
whereever you were -- and the answer was basically, no it's currently
impossible.
At 2006/10/26 06:31 PM, Adam \amckern\ Mckern wrote:
It looks like he probably tried to use the generic semi-useless mode instead of
HL2DM gcf mode. (I forget the official name for it.)
At 2006/10/26 03:44 PM, Garry Newman wrote:
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You're just missing a bunch of material files from the hldm
I'd never seen those http://www.steampowered.com/status/ep1/ things, Mike -
neat. But yea that sort of stuff should be implemented purely in mod code and
does not warrant an SDK change. As you can see from that URL I posted for my
mod, it's easy enough to roll your own.
I've filed
What kind of stats are you talking about? Like in game stats like the gamespy
program sort of allowed or aggregate game stats like
http://aoa.planethalflife.gamespy.com/stats/frag-stats.html or something?
I guess I should zilla this, but what I'd really like is the ability for a mod
to show
I noticed in my mod, due to some asserts I had added, that under certain
circumstances I don't fully understand, the vphysics engine would report a
child object (ie, a weapon) touching a player, which when caused the player to
touch itself. I don't think Valve could've really intended this -
I went to great lengths to try to avoid that. My original subject line was
parent touching child causes parent to touch himself...
Anyway! ... any comments on the CODING part of the email?
At 2006/10/07 05:37 PM, John Sheu wrote:
On Saturday 07 October 2006 1:47 pm, Paul Peloski wrote:
--
[
Well I've added back the lag compensation calls in player_command.cpp that the
old SDK had. Seemingly 100% of the players that were complaining before now
agree that everything is much better (as it was prior to the SDK update).
At 2006/09/24 08:40 AM, Robbie Groenewoudt wrote:
--
[ Picked
Thanks looks good - no more errors so far - I filed for this:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=53
At 2006/09/17 02:32 PM, Hyperjag 3 wrote:
This error happens because Valve never made crossbow reload animations for
the playermodels, but told it to use
Look at the Spawn code.
At 2006/09/30 07:45 PM, Adam \amckern\ Mckern wrote:
Hi!
I cant seem to find the correct '100' value when i
grep the entire source folder for the inital, and
maxuim player health value there are heaps of pHealth
but when i ask VS2003 to find the defintion, it says
'none
Ah I think I'm starting to see how the pieces fit together then. I was thrown
off by all the FX code, thinking it was a client-side function, but there's a
surprisingly useful comment at the top of FX_FireBullets:
// This runs on both the client and the server.
// On the server, it only does
Forgive my perhaps naive question, but if you only lag compensate during bullet
firing, and not the rest of the time, won't you be rendering your opponents on
screen in the wrong position?
At 2006/09/22 06:48 PM, Teddy wrote:
In the new SDK, StartLagCompensation happens on line #193 of
Closest I see is player_showpredictedposition, but it doesn't seem to visually
change anything at all.
At 2006/09/21 08:41 AM, Paul Peloski wrote:
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Check that the lag compensation system is still being used to move entities
when a player is
I'm getting lots of complaints from my user base that, following the SDK
update, lag prediction has gotten worse. Has anyone else experienced this? I
haven't really experienced much of a change, but then I don't have as large of
a ping to any of my mod's servers as some of my users do.
After
I thought this came up before, but maybe not. Anyone know how to get rid of
these?
CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/Male_01.mdl
missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/female_03.mdl
Although I'm not actively searching for this sort of thing, as some may have
noticed from http://tinyurl.com/m2n5j I'm concerned about possible wasted
bandwidth.
So, is the armor network code more of a bandwidth hog, with the
MsgFunc_Battery() message-passing, than the normal SendPropInt()
Not sure I understand what's bad about all of this. Do you have a concrete
repro scenario from HL2DM, or does this only occur in mod code?
At 2006/09/08 12:30 AM, Ben Everett wrote:
Good catch!
Add it to the bugzilla, as you have a better idea of what is going on than I
do (busy bug fixing my
Get on the latest SDK - you're probably mixing some old and some new somehow in
a bad way?
See the KI list for the workaround for the mathlib thing.
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
At 2006/09/08 06:40 PM, Jochen Werner wrote:
Hello everybody,
I'm currently
Thanks much, Mike! I requested this on several occasions long ago. If only
there'd been a bugzilla database at the time, in order to register my request
for a bugzilla database...
Unless we see a flood of bugzilla vandalism, allowing anyone to submit a zilla
seems fine. In general, large
Mike emailed me some .a's which I QA'd on my RH FC5 box, and HL2 Linux is now
functional again.
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux
has been updated with the files if anyone can't wait for the next SDK update...
At 2006/09/05 05:22 PM,
Linux is still DOA because of
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux
I keep those KIs fairly up to date - certainly if it'd been fixed 3 weeks ago I
would've updated it by now. If you can point to what you think might've fixed
Linux, that
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