M, Richard Slaughter <[EMAIL PROTECTED]>
wrote:
> Hmm, well that sounds ugly.
>
> I must be missing something here. It seems some screens such as the MOTD
> scale properly, but others like my Team selection menu dont? Looking at
> the code / resource files I just can't see
t; being drawn with the right dimensions, but right 2/5 or so is just
>> missing.
>>
>> It's easier to just show you:
>> http://www.vault13.co.uk/images/missingScope.jpg[1]
>>
>> Could there be another HUD element in the way, or do I need to change
>&g
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Can anyone confirm if Im right or missing something?
cl_dll/particlemgr.cpp
---
void CParticleEffectBinding::DoBucketSort(...
{
...
// Add it to the appropriate bucket.
float flPercent = (zCoords[iCurParticle]
- minZ) / ( maxZ -
Two situation can cause that error:
1) Calling MESSAGE_BEGIN while another message is being written.
2) Forgetting to call MESSAGE_END and the end of a message you send.
It appears you are calling callback functions during MESSAGE_BEGIN,
MESSAGE_END, WRITE_BYTE (and many others). If any of these
Nick wrote:
How do you grab the bounds of the map?
On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote:
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What's tricky? Seems you can just grab the bounds of the map(very
trivial)
and double for loop through the 2 horizontal coordinates, doi
take
a little bit of time, but it is simple and would work for any map.
Nick wrote:
How do you grab the bounds of the map?
On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote:
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What's tricky? Seems you can just grab the bounds of the map(v
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Hello, After updating the SDK with the files from ftp.valvesoftware.com to
update my plugin code, I have hit a dilemma, where two of the files don't
match
filesystem_passthru.h:
has a function
virtual boolUnzipFile( const char *pFil
quire for
server_plugin_convar.h
Urgh, anyone else sorted these new headers out into a working SDK yet?
Sorry for the rant ;)
On 10/21/07, Keeper <[EMAIL PROTECTED]> wrote:
>
> I go the same error. I just commented out that line.
>
> Keeper
>
> -Original Message
Doing these things require some tricks (CBasePlayer, offsets...), but
some of it would be pretty easy if ClientCommand was reliable.
The problem is if you issue something like "ClientCommand( e, "kill" );"
it won't work very well if the client has an alias for kill.. If you
could do something to fo
Childe Roland wrote:
ClientCommand( e, "unalias kill" );??
I wish, I can't find any "un-alias" command.
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Frank Weima wrote:
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Is this possible in C++?
Tnx,
Frank.
Yes, using a client-plugin as well, ofcourse.
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David Nelson wrote:
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I think he probably needs to read Half-Life 2's history in the Raising the
Bar book, Gamespot's articles, and the various other articles about how
Half-Life came to be. (Originally it got its ideas from the book Mist (by
Steph
Okay now this is definately off-topic. Let's not have a steam-flame
here, please..
Now about my "name" question.. :)
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I dunno, I think this sounds like a *very* boring project (come on, who
actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job
(you'd think a large software corp such as Valve was more up-to-date
with development t
jeff broome wrote:
> I'd say Valve's "techniques" are just fine. The game runs good on
most machines. The game has sold many copies which is a fairly good
indication that people like what Valve has done.
Eh? How on earth does "copies sold" or "scalability" indicate good
development techniques? Y
S. Hendriks wrote:
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing t
jeff broome wrote:
> Yes. Everyone understands your point.
Look at this from Valve's point of view. You have X engineers that
cost you Y dollars per day. You can have those engineers working on
the next product (Half-Life3) that you KNOW will bring in revenue, or
you can have them work on docum
S. Hendriks wrote:
Sure, and the guys who made the mods get some pretty good jobs as
well... (and can realize their dreams). I don't see a sort of abusing
here, its Valve's right to buy these games as they developed the engine
+ materials to get them even going. And those who get hired + get
intere
Josh wrote:
Couldn't u just re-create an alias? Would suck though, just create the
alias kill that executes kill, or just create a new random alias and execute
it each time.
:) It would point to the alias, not the command. If I did alias name
whatever, and then alias RANDOMTHINGIE name, it would e
Well, it might be difficult for him to "stop fucking", as by the looks of
his composition skills he hasn't yet come of an age to have the capability
to _start_ yet...
mail2web - Check your email from the web at
http://mail2web.co
I believe this is the same bug that makes the 3rd person view jerk
when the animations are played. Is there any kind of explanation for
this bug / movement?
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The problem is that "VB C++ .NET" simply *does not exist*. We cannot help
you with something which does not exist. Perhaps you mean "VS" instead of
"VB"?
On Thursday 07 April 2005 12:23 am, Tan Theodore wrote:
> Er... Guys. Thanks for the names and all but I just want to know if there
> is anyt
Wrapping up my HUD stuff. There's still a few rather unrelated questions I
have, so I'm going to present it as a big omnibus e-mail:
The VGUI schemes. As I understand, the first one loaded is made default.
Is there a way to "layer" these things, as in, to have two simultaneously
loaded scheme?
> The Push/Pop is used by the Paint/PaintTraverse methods to deal with the
> panels GetPos(x,y) offsets relative to the parent and do clipping of
> children inside the parent rectangle. I wouldn't mess with these calls.
Bingo. That's the reason why I want to mess with these calls :)
Since evide
> A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's
> constructor will make its position independent of the parent. This
> would probably be a much easier solution, if that's all you need to
> do.
Heh. Not quite.
The following code paints the child before the baseclass, but
This is a multi-part message in MIME format.
--
All right. Before I start, I'd like to say that it would be nice having
some official srcsdk documentation on the whole Scheme shebang. Heck, if I
get a good enough understanding, *I'll* write it. :)
A general question first. Is it possible to "l
Then, I take it that defining "FgColor" inside a "Menu" sub-block, is
equivalent to explicitly defining a "Menu.FgColor" fields?
mail2web - Check your email from the web at
http://mail2web.com/ .
__
So, given that (1) schemes are monolithic and (2) scheme definitions are
not really "nestable", I take it that there is basically no way to "layer"
schemes/subschemes? (Short of re-writing all the vgui_controls, of course)
-John Sheu
--
> Why would the preprocessor be inserting that extra C when I clarly
> have CPropCGJeep being changed to C_PropCGjeep?
I'm not going to bother looking into it particularly deeply (:P) but keep
in
mind that IMPLEMENT_NETWORKCLASS_ALIASED is a macro. Look up its
definition; you're probably using it
As you guys might have noticed, there are some problems with the HUD
element positions/sizes when you do a video resolution change in-game.
(For a specific example, check out the suit-power and ammo elements in
HL2DM). And I'm wondering if those will be fixed sometime soon. Why?
Because I'm havin
I hope you have defined a "-menu_context" console function as well...
-JS
mail2web - Check your email from the web at
http://mail2web.com/ .
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As long as you're not using any Valve code, you're perfectly all right. If
you can figure out the file format (and I've no doubt that it's perfectly
easy; I just wouldn't bother personally) and write your own functions to
read them, you're good to go.
> It really depends on the format.
> For exa
r00t: I don't think you get the point of his mail. Indeed, each trigger
pull is limited to a 3 rounds. The point is that you are able to interrupt
the burst by releasing the trigger before you finish.
Most of the references you're pointing out cite three bullets per pull, but
they aren't as spec
Wow, your mail client lags too? That explains it, I thought
you were speedhacking.
On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote:
> Sorry, my computer lagged when I was opening this message and
> somehow I hit Send without replying at all.
---
What would be the most efficient way to get all enemies within direct LOS?
My thoughts as of now:
1. Get a list of entities within PVS with UTIL_EntitiesInPVS()
2. Filter list for hostile player entities.
3. UTIL_Trace[something] to each. (Which 'something' is best?)
Thanks.
-JS
---
> 1. Get a list of entities within PVS with UTIL_EntitiesInPVS()
> 2. Filter list for hostile player entities.
> 3. UTIL_Trace[something] to each. (Which 'something' is best?)
I've thought about and slightly modified the procedure.
1. Get a list of enemy players from the CTeam entity.
2. Ex
> On the other hand of course we have to ask, "So Alfred! What's
> the alternative then? Is there a particular reason this feature
> was removed, or is there a new alternative in the works?"
I suspect the alternative will consist of a grassroots standardization
effort by mod-makers to put out an
> Not sure if there is an easier way. The screen I made was mostly just
> a res file which had the sizes / positions etc etc. Not very much code
> was involved really
You're looking for SetProportional() and its kin.
-John Sheu
> The problem is that if you make something that has to be included in the
> mod source code, no one will include it (at least not for the most
> popular mods, many of which are Valve mods).
Ah, hence the "grassroots" appellation. Remember; all mods start
_somewhere_; if we can get enough communi
Evidently, the VGUI2 system has problems handing messages posted by a panel
to itself.
mail2web - Check your email from the web at
http://mail2web.com/ .
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Funky. Could be on my end.
Code is such:
KeyValues *msg = new KeyValues( "MapIconUnblink" );
msg->SetInt( "data", index );
PostMessage( GetVPanel(), msg, UNBLINK_DELAY ); // UNBLINK_DELAY = 10.0f
The header file has such, defined private:
MESSAGE_FUNC_INT( OnUnblinkIcon, "MapIconUnblink", in
show that you've done some basic research on
your own. We're all glad to help, but it does get annoying when it becomes
evident that someone's asking for a hand-holding.
Best wishes,
John Sheu
Original Message:
-
From: Morten Nielsen [EMAIL PROTECTED]
Date: Sat,
er only requires the server DLL (or SO,
if it's a *nix box.)
Original Message:
-
From: Newcomb, Michael-P57487 [EMAIL PROTECTED]
Date: Tue, 06 Sep 2005 09:54:19 -0400
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] architecture questions
This is a multi-part message in
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Gracias
Prueba el Nuevo Correo Terra; Seguro, Rápido, Fiable.
--
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Translated using Google
Like Obtaining the file mapcycle.txt of a servant?
Hello to all. I am making an application, to maintain updated the maps that I
have in my computer, with the located ones in different servants, but for it, I
need to o
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what desire, is simply to obtain the file. Later, my application, which will
do, is to verify that maps I have installed in mod, and as they need to me to
have updated it, for despues to unload them of the directions that I indicate.
Prueb
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what desire, is simply to obtain the file. Later, my application, which will
do, is to verify that maps I have installed in mod, and as they need to me to
have updated it, for despues to unload them of the directions that I indicate.
Alberto
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Im getting an engine.dll assert here:
void SendProxy_FloatToFloat( const SendProp *pProp, const void *pStruct, const
void *pData, DVariant *pOut, int iElement, int objectID)
{
pOut->m_Float = *((float*)pData);
Assert( IsFinite( pOut->m_F
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Does the SDK get updated by Valve without an announcement or mention in Steam
news? I could swear the HL2DM code generated by the Source SDK just
changed significantly in the last 4 weeks. For example, the new Ragdoll
Violence settings. Yet
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I would have thought the difference was obvious, however on investigating the
console warning:
"Model sprites/redglow1 not found!"
I found that PrecacheModel() is used commonly in the SDK for VMTs. Ex:
void CNPC_Stalker::Precache( void )
{
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Why does srcsdk reference various vmts via "sprites/" when the GCFs show these
to be in "materials/sprites"? Even my unmodifed copy of srcsdk complains
about this missing "model".
--
void CNPC_Stalker::Precache( void )
{
PrecacheModel("mo
d* be done?
>--- Original Message ---
>From : Alfred Reynolds[mailto:[EMAIL PROTECTED]
>Sent : 2/27/2006 5:31:11 PM
>To : hlcoders@list.valvesoftware.com
>Cc :
>Subject : RE: [hlcoders] sprites path bad in SDK?
>
>The PrecacheModel() call appends the materials/ directory
Any news when this is going to be fixed?
Cheers,
Matt.
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right?
WRONG.
Was it an army of stats plug-ins they envisioned because that's all they
catered for on the plug-in scene this time around?
VALVE, HELP US TO HELP YOU !
[/RANT]
-----Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of LDuke
Sent:
Benjamin Davison wrote:
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Here come the plugin authors :roll:
Imagine that, plugin authors responding to a thread about plugins on the
hlcoders list...
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Benjamin Davison wrote:
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It's not about plugins, he is asking how todo it in a mod.
The response I made was in agreement to someone who was talking about
the SDK and plugins. This is the hlcoders list and is to do with *all*
half-life coding,
Benjamin Davison wrote:
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I'm not going to bother getting in an argument here.
LOL. If you are not going to get into an argument why do you keep
responding and dragging the issue out?
But if Valve treats you so bad, why don't you vote with yo
Benjamin Davison wrote:
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I'm not going to bother getting in an argument here.
LOL. If you are not going to get into an argument why do you keep
responding and dragging the issue out?
But if Valve treats you so bad, why don't you vote with yo
Hello peeps,
I have hooked both of these functions in the gamedll and only the
CBaseEntity version works - albeit in a limited fashion. I know the
CBasePlayer is f00ked because of an out of sync SDK, and can probably be
fixed other ways, so I have 2 questions.
1) When I change a players team us
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I'm always at GDC, since it's local to me. We should pick a time and
place to hook up for co-miseration. B-)
-V
>--- Original Message ---
>From : Chris Janes[mailto:[EMAIL PROTECTED]
>Sent : 3/10/2006 12:44:5
dackz wrote:
I'm guessing you're trying to do this with a plugin. You should use
IPlayerInfo::ChangeTeam(int). Using anything defined by the game DLL is
dangerous when you don't have access to their source code.
Thanks for your solution, but there are three problems with using the
IPlayerInfo v
ginal Message ---
>From : Benjamin Davison[mailto:[EMAIL PROTECTED]
>Sent : 3/14/2006 8:47:25 AM
>To : hlcoders@list.valvesoftware.com
>Cc :
>Subject : RE : Re: [hlcoders] filesystem_steam.dll cant load
>
>--
>[ Picked text/plain from multipart/alternative ]
>Yeah basicall
Original Message ---
>From : Chris Janes[mailto:[EMAIL PROTECTED]
>Sent : 3/14/2006 7:45:17 AM
>To : hlcoders@list.valvesoftware.com
>Cc :
>Subject : RE: [hlcoders] filesystem_steam.dll cant load
>
>Run HL2, should fix it right up.
>
>-Original Message-
9Counter - Strike Dedicated Server (no-won).
Connect: 9Counter - Strike Dedicated Server (no-won).
Connect: 9Counter - Strike Dedicated Server (no-won).
- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June
?
- Original Message -
From: "Leon Hartwig" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 21, 2002 6:01 PM
Subject: RE: [hlcoders] Fwd: Half-life fake players bug
> This is a multi-part message in MIME format.
> --
> And cracked (no-won) s
, so make sure you're entering the information
> correctly. I just tested it again and it appears to be working okay.
>
> -Eric
>
> -Original Message-
> From: Persuter [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, October 03, 2002 6:15 PM
> To: [EMAIL PROTECTED]
> S
All:
I have been able to create fog in hardware mode but not software. Has
anyone been able to create fog (or a resonable facsimilie of it) for the
software mode? If so, can you send any hints or suggestion on how to do
it?
Thanks,
Scott
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All:
On the client side, I know that IEngineStudio.IsHardware() can determine
if the player is using software or hardware modes. But how can I
distinguish between OpenGL and D3D hardware modes?
Thanks,
Scott
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() == 0, 1, 2
>
> 0 = software, 1 = opengl, 2 = d3d.
>
> -omega
> Blackened Interactive - http://blackened-interactive.com
> Front Line Force - http://www.flfmod.com
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of botm
Here is a tutorial on creating a grapple. This can get you started, but IIRC, it is
incomplete, or has some problems.
http://www.planethalflife.com/hlprogramming/old/tuts/tut_offhandgrapple.htm
-Scott
John Frings wrote:
> From: "Avatar-X" <[EMAIL PROTECTED]>
>
> >
This is a multi-part message in MIME format.
--
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--
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--
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All,
Sorry. I meant to send them to a personal account. Please ignore/don't flame.
With sincerest apologies,
Scott
"[EMAIL PROTECTED]" wrote:
> This is a multi-part message in MIME format.
> --
>
> --
> [ kotm_alley0002.bmp of type image/bmp deleted ]
>
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All (especially Valve):
In a model .qc file, there is the option $flags followed by a integer. I see
that this is stored in the .mdl file and can be read from the .mdl as part of
the studiomdl_t structure. But is there an easy way to access this value on
the
active - http://blackened-interactive.com
> Front Line Force - http://www.flfmod.com
>
> -----Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> [EMAIL PROTECTED]
> Sent: December 20, 2002 11:06 AM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] QC
n
> #define EF_ENVLIGHT (1<<10) // only uses environment
> light
>
> -Original Message-
> From: omega [mailto:[EMAIL PROTECTED]]
> Sent: Friday, December 20, 2002 8:02 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] QC $flag ?
&g
All:
Is there a way to make a single color on a model transparent, like the
alphatest color on a sprite?
Thanks,
Scott
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I know from experience that the TriAPI fog used in DMC does NOT work in SW or D3D. You
can have "fake" fog in these modes, but not the TriAPI fog.
Daniel Koppes wrote:
> I think TriAPI works in ALL render modes... because its basically an
> OpenGL/Direct3D/software wrapper...
>
> At 00:30 16/01/
All:
My team is making a new font that works with the "UTIL_HudTextMessage"
command. Is there a way to make this render an "alphatest" sprite
rather than the "additive blending" sprite? I can't seem to find
anything in the code to suggest this is possible.
Thanks,
Scott
___
Erik Johnson wrote:
>The Source SDK will be similar to the existing Half-Life SDK in that it will
>be C++ based, not a using a proprietary scripting language.
>
>Erik Johnson
Thank you Erik for replying! I'm sure it meant a lot to quite a few on
this list.
HoundDawg
http://www.unitedadmins.com
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Alfred wrote:
>http://www.adminmod.org/alfred/SQS_v03.html
>
>This standard was produces by this list about 6 months ago. Hopefully
>something like this will appear in HL2, nothing concrete about this side
>of the engine has been decided however.
>
Actually, we had the discussion on the hlds_apps l
Beef wrote:
>Still, 'released' can also mean that they'll only release it to a few mod
>teams under strict NDA...
A Valve NDA never stopped leaks in the past. Many times, during beta
testing under NDA, info has been posted on news sites. It's not hard to
trace the leaks, but I haven't seen much c
matt gossage wrote:
>I hope not then all the hackers out there will know how VAC works and can
>write cheats to avoid it.
LOL. What makes you think that they don't already know? They reverse
engineer parts of the HL Client during every release and they have had no
problems bypassing VAC. So, unl
I have not tried this, but does anyone know if there are any issues with
using the Standard Template Library with the HL SDK?
Thanks!
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Alfred, Botman, and Cortex,
Thanks for the info!
Alfred wrote:
Just make sure to statically link the libstc++ library (look in
/usr/lib/gcc-lib for a file called libstc++.a and add that to
the linking stage of the linux binary).
For windows, shouldn't be a problem :)
botman wrote:
I have not tr
Tei,
My guess is that you are trying to write a self-extracting file. Look
at the following link to find out how this can be done on Windows.
http://www.codeproject.com/file/packersfx.asp
There are a few more examples at the codeproject site.
-Scott
tei wrote:
This is slighty off-topic:
I wa
ow if the makers of CS:CZ have this
policy or not, but it doesn't hurt to ask. Send e-mails to Valve ([EMAIL PROTECTED])
and Turtle Rock Studios ([EMAIL PROTECTED]).
-Scott
===References:===
1. mailto:[EMAIL PROTECTED]
2. mailto:[EMAIL PROTECTED]
__
I know that this is probably the wrong forum to ask this question, but
is there a way to get the .map or .rmf files for VALVe maps such as
crossfire? A friend of mine wants to use this map in his mod, and would
like to work with the original files. For the VALVe people out there,
please let me kn
Again, I know this is probably not the best place to ask this question,
but it seems to be the best place to get a quick answer :-)
My question is: Can a Half-Life mod use DOD models, even though the
end-user might not have DOD?
Thanks in advance,
Scott
Again, I know this is probably not the best place to ask this question,
but it seems to be the best place to get a quick answer :-)
My question is: Can a Half-Life mod use DOD models, even though the
end-user might not have DOD?
Thanks in advance,
Scott
.
[EMAIL PROTECTED] wrote:
Again, I know this is probably not the best place to ask this question,
but it seems to be the best place to get a quick answer :-)
My question is: Can a Half-Life mod use DOD models, even though the
end-user might not have DOD?
Thanks in advance,
Scott
Alfred Reynolds wrote:
The problem with deleting mails with attachments is that stops anyone
with outlook being able to use the list (when using html or RTF email
modes, the defaults).
This is a problem? Sorry Alfred, but the problem is that too many
people use Outbreak, one of the leading co
http://www.dhmo.org/
I wonder if ingesting too much DHMO has impaired VALVe programmer's
ability to write code for long periods of time. :-)
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[ Converted text/html to text/plain ]
Three questions:
How fast is your computer? If you are below 1 GHz, that could be the problem.
How are you connected to the internet? If it is with a 56K modem, your server
will lag. You probably shouldn't be running a server without DSL or cable
modem.
Wha
Hi gurus!
I'm coding a new VGUI for my mod and i needed to find out the loaded map name. I'm
calling gEngfuncs.pfnGetLevelName() but every call to this function makes HL crash. I
really dont have any clue about this... HL just closes w\o giving any error.
I'm also trying to write a flag entity
Thank you for the map name tip. But i still cant get my models spawned on the map...
but entities are compiled well into the map and the entity class is the same as
cycle_sprite and doesnt work...
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Hello!
Examining my code i've found out why the CTF Flag entity wasnt spawning correctly..
i tried to find my flag with UTIL_FindEntityByClassname( pFlagEntity, "ctf_flag" ); and
examining this function i've found out that
pentEntity = FIND_ENTITY_BY_STRING(...)
was returning a valid address in
All:
One of the projects I am working on is causing the following error
(translated) on a teammates computer:
"HL caused pagefault in module KERNEL32.DLL at memoryspot"
When he types "exit" at the console. I have not been able to reproduce
the problem on my computer, but he says that it occurs
LOL.
I would if I could, but I can't reproduce the error on my machine, and my teammate
doesn't have MSVC++ on his machine.
-Scott
Oskar 'Zoot' Lindgren wrote:
> Debug!
>
> - Original Message -----
> From: <[EMAIL PROTECTED]>
> To: <[EMAIL PROT
9")
> > LoadLibrary failed on /beta/hl_2/oz/dlls/mp_i386.so:
> > /beta/hl_2/oz/dlls/mp_i386.so: undefined symbol: __vt_3ios
> > Host_Error: Couldn't get DLL API from /beta/hl_2/oz/dlls/mp_i386.so!
> > Error Host_Error: Couldn't get DLL API
gt; Tom wrote:
>
> > we could have product activation like micrsoft with the phones personnaly
> > manned by valve
> >
> >
> > - Original Message -
> > From: "Ack Doh" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> >
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