Hi,
Sounds like a memory leak. Did you check how much memory is your mod
using over time? If it use a lot of memory it can probably start to use
swap file memory which leads to significant frame rate drop. If your
hard drive indicator is blinking or shining constantly during framerate
drops
Thanks for your help.
We're using the orange box version (source 2007).
This whole networking stuff is pretty new to me so I try to understand it by
looking at how the other weapons are programmed. Here's why this confuses me as
I can't find a difference between how the animation is called
I might be wrong, but my guess is that by not sending a message and instead
calling directly the message associated method, you're leaving the client
unaware that it should play that anim.
Though its been a while since I played with that. Are you using Alien swarm
or the orange box ?
On Tue,
Hi,
The problem is that I'm trying to do this with models which I can not recompile.
Like every hl2 prop model.
I've tried changing the player hull which gives me different collisions but the
actual model is still positioned by 50% into the ground.
Do you know where the height value is
I don't want to use a third-party tool to do this. I want to change the actual
game code so it'll always work.
Best regards,
Tobias
edman747 edman...@gmail.com hat am 25. August 2012 um 05:49 geschrieben:
I put that in the entity file for the map. Then used ripent -import
the entity
Ok that worked. Thank you! :)
I'm assuming I can ignore the part inside: CViewVectors g_DefaultViewVectors in
the file: shared/gamerules.cpp
I made my changes in: HL2MPViewVectors g_HL2MPViewVectors in the file:
shared/hl2mp/hl2mp_gamerules.cpp and it worked but I'm still a bit confused as
to
hello
did you try to compile your model with the $autocenter command ?
https://developer.valvesoftware.com/wiki/$autocenter
it seem you can create an attachement point and define it to be the origin
point of the model.
the hull of all prop is build on the boundary box data, if there is no hull
Care to elaborate on where you put that code?
Thank you,
Tobias
edman747 edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben:
had a similar problem with a model on one map.
minhullsize -16.5 -16.5 -37
maxhullsize 16.5 16.5 37
origin -1196 1080 -208
model models/holo.mdl
On
had a similar problem with a model on one map.
minhullsize -16.5 -16.5 -37
maxhullsize 16.5 16.5 37
origin -1196 1080 -208
model models/holo.mdl
On 8/23/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote:
Hi everyone,
over the last couple of days I've been trying to fix a problem
The interfaces that CTF uses will have changed and hence the plugin
will not load without the updated headers and versions.
The only way to fix this issue is to:
* create the plugin from scratch yourself
* contact the developer to recompile it himself
On Monday, 17 January 2011, defraptor sum
...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] help plugin counter-strike source
The interfaces that CTF uses will have changed and hence the plugin
will not load without the updated headers and versions.
The only way to fix this issue is to:
* create the plugin from
On Mon, Oct 25, 2010 at 3:30 AM, Psy_Commando psycomma...@gmail.com wrote:
Hi, I’m not sure how mailing list works, I hope I posted at the right
address. Anyways, I’ve been messing around with the sdk for some time now,
I’ve been working on a starfox 64 like shooter, and I have a few
You can scale physics models in real-time. But these changes will only work
for physics and not trace lines.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
You can load a map on start up, just add +map mapname to the shortcut
Owner Nigredo Studios http://www.nigredostudios.com
--- On Mon, 25/10/10, Psy_Commando psycomma...@gmail.com wrote:
From: Psy_Commando psycomma...@gmail.com
Subject: [hlcoders] Help on implementing a 3rd person
Thanks for the answers.
So I'm better off rescaling each individual models if I want vphysic
collisions to work properly then? I'll do that then. Thanks.
About the map menu, loading a map directly is a good idea, but if the user
somehow finds a way to drop back to the real main menu, that could
Got it working now, in a eh rather weird way, but it works fine at least
the check for grenade being thrown or not
I basically looked at how IsTeamplay works
and basically added WasThrown and SetThrown to hl2mp_gamerules
the SetThrown is then set in the weapon file and gets it in the grenade
Sorry I didn't answer for a while, got an reply elsewhere and tried that
and have been playing l4d demo.
Since I didn't get any further I took a look again at the replies I got
from the list and got me thinking.
Tom, you say make a bool into grenade_frag, but then there's know to set
the bool
When you throw the grenade from the weapon file, and you create the
grenade entity, you will get a pointer to that entity.
If you make a couple of Set/Get functions for that, when it gets thrown
you can set the boolean through those functions.
You can read up about
extern is a generic c++ thing.. it just means the variable is defined
somewhere else.
garry
On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote:
Hey list,
have been fiddling with trying to get the bool fThrewGrenade from
weapon_frag to grenade_frag using extern bool
but
I assume thats a member variable of the weapon_frag class, so you would
need an instance of that to access the variable.
You could simply put another bool fThrewGrenade into grenade_frag and
then set that when you throw the grenade?
Garry Newman wrote:
extern is a generic c++ thing.. it just
nope nothing happenedoo well i screw around with it some more how knows
maybe i will get lucky
Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also
need to add tier0.lib, tier1.lib, vsdtlib.lib
: [EMAIL PROTECTED] To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You
also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On
Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED]
wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09
You need to add user32.lib to your linker additional dependencies for
the client.
steven belmans wrote:
Trying to compile with C++ 2005 express but I got an error :
in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED]
referenced in function public: virtual void
its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL
PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help
!! You need to add user32.lib to your linker additional dependencies for
the client. steven belmans wrote: Trying to compile with C++ 2005
You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib
On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED]
wrote:
its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From:
[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject:
Re: [hlcoders
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
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Thanks Skillet, yes that was just what I needed, it worked nicely. The fact it
was client side stuff got me confused all the time.
--
Ángel Oliver (RYell) - Project Lead
--
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Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I
had it working before by adding a bone and changing the .qc but this is much
easier, Ill look into the recoil function.
On 6/29/07, Tom Leighton [EMAIL PROTECTED]
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Right I found this
Activity CWeaponUSP::GetPrimaryAttackActivity( void )
{
if ( m_nNumShotsFired 1 )
return ACT_VM_PRIMARYATTACK;
if ( m_nNumShotsFired 2 )
return ACT_VM_RECOIL1;
if ( m_nNumShotsFired 3 )
return ACT_VM_RECOIL2;
I didnt write the code, but i put it up there because i kept losing it.
The interweb's a big place.
I use this for mine, you might want to look for some more recoil
animations in the guns themselves.
//if ( m_nNumShotsFired 1 )
return ACT_VM_PRIMARYATTACK;
//if ( m_nNumShotsFired 2 )
--
[ Picked text/plain from multipart/alternative ]
Thankyou! Fixed my problem. Now the recoil animation plays every shot!
On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:
I didnt write the code, but i put it up there because i kept losing it.
The interweb's a big place.
I use this for
--
[ Picked text/plain from multipart/alternative ]
Have you read the VGUI documents on the valve developer page? I think I
recall seeing a tutorial describing how to do something similar to which
you're asking
http://developer.valvesoftware.com/wiki/Category:VGUI
- Original Message -
--
--
[ Picked text/plain from multipart/alternative ]
- That crash has been forever.
- To reproduce it I load a map and start strafing and firing until it
crashes. I was aiming this more at a valve rep since they could tell me
it's trying to play a missing sound or something.
--
X-Attachment-Id:
A few suggestions:
could you post the minidump file?
what have you done lately that causes it to crash?
when does it crash?
can you reproduce it? how?
On 11/21/06, Giancarlo Rivas [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Hi, I keep getting crashes randomly
: [hlcoders] Help with figuring out NPC movement...
Matt wrote:
If anyone could help with a brief walk through of the code or some sample
code on how to changes things in that general area or even a good place to
go to find out more info, that would be incredibly helpful.
I'm not a coder, but from
and I will definitely look into your
suggestions, thanks much.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spektre
Sent: Thursday, January 26, 2006 9:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Help with figuring out NPC
PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of Spektre
Sent: Thursday, January 26, 2006 9:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Help with figuring out NPC
movement...
Matt wrote:
If anyone could help with a brief walk through of
the code or some
You might want to contact sniper at www.svencoop.com
(he might not answer for a while due to the car
acident he was in) he has made some wonderful changes
to HL1 NPC's and the code should be an easy port to
HL2.
Adam
--- Matt [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME
Matt wrote:
If anyone could help with a brief walk through of the code or some sample
code on how to changes things in that general area or even a good place to
go to find out more info, that would be incredibly helpful.
I'm not a coder, but from a level designer's standpoint and a gameplay
Have you tried the C_BasePlayer::MakeTracer(...) function? If that's
not working, try the running UTIL_Tracer() on the client
On 8/23/05, Michael Kramer [EMAIL PROTECTED] wrote:
Im having some problems with a tracer im making. It won't show up at
all...can someone direct me to some code that
He meant GCC, not your entire distro.
On 7/13/05, Nick [EMAIL PROTECTED] wrote:
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
4.0 has not been tested, you should use the 3.4.x series.
- Alfred
-
i will try to install fedora core 3 tonight and see how that works
er...I realized you probably realized that. Don't mind me, I'm really tired.
On 7/14/05, Zach Brockway [EMAIL PROTECTED] wrote:
He meant GCC, not your entire distro.
On 7/13/05, Nick [EMAIL PROTECTED] wrote:
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
4.0 has not been tested, you
Zack:
In order to get the right version of GCC as well as everything it depends upon,
it's easier for him to just install an older Fedora Core.
I'm pretty sure he set up Fedora Core 4 just for building Source on
Linux, so it's not like he's going to lose anything but a little time.
At 02:23 AM
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I wish there was an easy way to install that XML parser, I'm a god damn
linux nub.
Does anybody know another distrubution that dosent need 4 discs to install,
which can build source?
On 7/14/05, Michael A. Hobson [EMAIL PROTECTED] wrote:
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote:
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I wish there was an easy way to install that XML parser, I'm a god damn
linux nub.
I'm loosing track of who is who here ... are you using Fedora?
Googling for 'XML Parser rpm' first link
--
[ Picked text/plain from multipart/alternative ]
If I could kiss you I would ;)
On 7/14/05, Jeff Fearn [EMAIL PROTECTED] wrote:
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote:
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[ Picked text/plain from multipart/alternative ]
I wish there was an easy way to install that XML parser,
I don't know how to fix this, but I would recommend you using Fedora
Core 3 (or a 3.4.x version of gcc), which works fine for me.
On 7/13/05, Nick [EMAIL PROTECTED] wrote:
$ make
if [ -z /usr/bin/gcc ]; then echo Compiler not defined.; exit; fi
if [ ! -d . ];then mkdir .;fi
cd .
if [ ! -f
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
If I could kiss you I would ;)
Ben had better be short for Benita! ;)
Jeff
___
To unsubscribe, edit your list preferences, or view the list
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Make sure you are using GCC 3.4.1 or above.
- Alfred
I'm using fedora core 4, with gcc 4.0? does that count or do i need to
downgrade to 3.4, or give gcc 4.0 some special compile options
___
4.0 has not been tested, you should use the 3.4.x series.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent:
Wednesday, July 13, 2005 6:04 AM To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] help with ../dlls/./entityoutput.h
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
4.0 has not been tested, you should use the 3.4.x series.
- Alfred
-
i will try to install fedora core 3 tonight and see how that works
___
To unsubscribe, edit your list preferences, or view
Make sure you are using GCC 3.4.1 or above.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent:
Tuesday, July 12, 2005 10:41 PM To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] help with ../dlls/./entityoutput.h:126: error:
'Vector'
Kuja wrote:
Hey, all.
Normally I wouldn't bother the list with this question, but I've
exhausted every other resource in trying to figure out my problem. I am
completely and totally unable to debug my mod in steam half-life, or
even won half-life. I am unable to do it when attaching, when
Thanks, I discovered that thing a while ago! Sprite data are
references to palette colours, and I thought they were RGB triplets :)
On Thu, 24 Feb 2005 21:00:42 +, Philip Searle
[EMAIL PROTECTED] wrote:
Rodrigo 'r2d2rigo' Diaz wrote:
Hi, I want to load a SPR file to use it as a texture in
Rodrigo 'r2d2rigo' Diaz wrote:
Hi, I want to load a SPR file to use it as a texture in one OpenGL
program. I have based my code from the one in sprgen.c. For testing,
I'm using a single frame 256*256 sprite, and I follow this order for
reading the data:
-1 struct dsprite_t (sprite header)
-1 short
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mark
Striemer
Sent: Friday, November 29, 2002 2:22 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders]
help
[ Converted text/html to text/plain ]
i have set
That's more of a mapping problem.
Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly.
http://www.valve-erc.com
-Sniper
- Original Message -
From: Mark Striemer [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, November 28, 2002 7:00 PM
Subject: [hlcoders]
[ Converted text/html to text/plain ]
i have set it up correctly and it was working fine but i just compiles once
and it started using tfc for no reason
Mark Striemer
(image)
From: Sniper
Reply-To: [EMAIL PROTECTED]
To:
Subject: Re: [hlcoders]
help
omg, it is true.
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 14, 2002 11:09 PM
Subject: [hlcoders] help
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent:
ARGH! Rats... I follow instructions and what do I get??? Public
humiliation!
Never mind...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of David Flor
Sent: Monday, October 14, 2002 5:09 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] help
Sure you can.
Just make different gamerules for each, and then check a cvar setting
and create the required gamerules based on that cvar value.
Ie:
if ( !gpGlobals-deathmatch )
{
// generic half-life
return new CHalfLifeRules;
}
]]
Sent: Tuesday, April 02, 2002 7:34 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] help!
Sure you can.
Just make different gamerules for each, and then check a cvar setting
and create the required gamerules based on that cvar value.
Ie:
if ( !gpGlobals-deathmatch
Lol, /me blushes :p
Oh well,
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Dynerman
David M
Sent: Wednesday, April 03, 2002 11:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] help
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