Interesting idea. If I understand the NCF system correctly, it's just normal
files placed inside a Steam sub-folder in SteamApps/. Doesn't that mean it is
harder for Valve to update the game? But you clearly have a point. While
switching to this system will be a bit of work, it should be
You could do some hacking, the function retrieving the value could be changed
to something like this?
void MyFucntionThatDoesStuff ( void )
{
if ( sv_MyConVar.GetInt() 5 ) { sv_MyConVar = 5; }
if ( sv_MyConVar.GetInt() 2 ) { sv_MyConVar = 2; }
TheFunctionINeedToCall ( sv_MyConVar.GetInt()
Haha yeah, but I figured the same method would work back in GoldSrc, clamping
isn't some kind of hi-tech technology you know. Yet I have absolutely no
experience with GoldSrc modding, so yeah. ;-)
From: Tony omega Sergi [EMAIL PROTECTED]
remember jonas, he's working with HL1 not source ;)
Actually, I don't see the benefit except from achievements and such, perhaps
distribution on Steam (which would be awesome!). Also, who's your source on
this story?
From: [EMAIL PROTECTED]
I noticed that Synergy is one of the first 4 mods that get access to the
steamworks sdk, so im wondering
Hi Steven.
For all crashes, find the game you base your mod on, open it's folder and find
the newest .mdmp minidump file. Open the file with visual studio, hit F5 and
the crash will reproduce. You can now easily see where the crash happened and
*easily* fix it. For a longer tutorial look up
You want to change a path in a .mdl? You don't have to decompile the model in
order to do that, you just hex it with a program like XVI (
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm )
Read a tutorial on hexing or figure it out yourself.
- Original Message -
From:
In the headers you declare functions. (head)
intMyFunction(int AValue, char* A_Pointer);
In a .cpp file you define the functions (bodies)
intMyFunction(int AValue, char* A_Pointer)
{
if (A_Pointer)
{
return AValue/7;
}
return 0;
}
When you call a function from
Pretty simple.
The list of games in the Source SDK isn't automatically rebuilt. The new
games in it, comes from a larger SDK release. In order to add them simply
edit Source SDK/bin/[engine]/bin/GameConfig.txt, which should be pretty
straight forward for users with experience. Basically the
Well, once you've calm down, this could very well be a great suggestion.
However, lately I have had the experience that if I uninstalled my Source
Mod, as a test, Steam detected it without being restarted. Seems like there
already is some support.
But yes indeed, a menu option Search for
Your code just checks if there is a local player. (Always true)
Try compare the owner of the weapon with the local player.
- Original Message -
From: Luke Smith [EMAIL PROTECTED]
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wednesday, October 08, 2008
Looks like your vertexes seem right, since the Train has the right shape.
That must mean the indices are incorrect, maybe a wrong offset in the array,
perhaps it's 0 or 1 based? Try a few things and see how they work out.
Also, NEVER link to my.php on ImageShack. Makes my popup blocker go
If you want to lower a vector, simply decrease the .z value?
- Original Message -
From: Luke Smith [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, October 14, 2008 1:23 AM
Subject: [hlcoders] Using vectors to offset.
Can someone explain to me how to use vectors to
Kevin, I love you.
Valve broke all the batch tools for the Orange Box and forced me to use
Hammer!
While I've just tried it once, it's much faster than Hammer and is quite
simple. The only problem is that the UI is really ugly, but I can live with
that of course. I'd be really interesting in
comment(linker,/manifestdependency:\type='win32'
name='Microsoft.Windows.Common-Controls' version='6.0.0.0'
processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\)
Sortie
- Original Message -
From: Jonas 'Sortie' Termansen [EMAIL PROTECTED]
To: Discussion of Half-Life
and would be very happy to
consign the sourcecode for to them so it can be included in the SDK,
something like this really should have been part of the tools a long
time
ago.
qUiCkSiLvEr
- Original Message -
From: Jonas 'Sortie' Termansen
To: Discussion of Half-Life Programming
it, I've updated the tool so styles should now work, get the 1.0b
version:
http://qsextreme.com/vbct
From: Jonas 'Sortie' Termansen
this is c#.net 2008, I'll check that, thank you Tom.
I don't have themes enabled in the screenshots, perhaps that's what
everyone
is looking at?
Well
that runs your batch file.
-- Tim Baker
--
From: Jonas 'Sortie' Termansen
Great!
Oh and as you suggested, a system to compile multiple maps in a row would
be
really nice. It's hell to manually recompile 7+ maps in a row using the
Hammer method
from *within* Hammer. I use the Tcl scripting
language
to batch compile Heart of Evil Source maps. You're saying DOS batch
files don' t work though?
-- Tim Baker
--
From: Jonas 'Sortie' Termansen [EMAIL PROTECTED]
Yep, but vbsp, vvis and vrad
%\mapsrc\%MAP%.bsp %GAME%\maps\%MAP%.bsp
=
--
From: Jonas 'Sortie' Termansen
Nope. DOS Batch compiles doesn't work for some mysterious reason, only
works
when run from inside Hammer. Sadly Hammer eats a lot
but not doing
compiles.
qUiCkSiLvEr
From: Jonas 'Sortie' Termansen
My experience is that vbsp, vvis and vrad is unable to correctly mount
the
game content from .gcf files when run outside Hammer, without this
information vbsp can't process textures, vrad can't take models into
consideration
I must admit, your graphics bug looked really cool.
Still, my 'dicso-lighting' bug is way cooler.
From: Tobias H. [EMAIL PROTECTED]
of course!
it was trying to light those objects...
thanks a lot, now it works perfectly!
On Fri, Nov 7, 2008 at 3:35 PM, Tony Sergi [EMAIL PROTECTED]
wrote:
If I had any experience modelling, I'd just write my own plugin. Can't some
of you experienced modellers and programmers get together and write a tool
and release it under some GPL-alike license for the good of us all?
From: Stephen Swires [EMAIL PROTECTED]
So nobody cares about an
Me? Spam? Probably just a coincidence. Hopefully.
From: Jake [EMAIL PROTECTED]
VerTex Animation.
btw Jonas (OMG JONAS BROTHERS!) you were marked as spam!
Tom Leighton wrote:
And what is a VTA?
Stephen Swires wrote:
So nobody cares about an industry-standard modelling tool.
Nick wrote:
Hey! I had some trouble with this as well, thanks man! The problem is that
these commands are run through the vgui system, not the console.
From: Tobias Kammersgaard [EMAIL PROTECTED]
Dang! Ignore this, I was supposed to add engine command before it
worked.
/ScarT
2008/11/26 Tobias
Hey Gustavo.
Simply delete the server-side file (or exclude it from the project) and
rebuild. You will most likely not need it in your mod.
- Original Message -
From: Gustavo Ramos Lira [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, December 08, 2008 7:36 PM
Sounds like you forgot to declare the ACTs you're using in a datadesc, or a
class, or something. Try and see where the other ACTs are declared in other
weapons. (You could also have forgotten to load a .h header file?)
- Original Message -
From: Gustavo Ramos Lira [EMAIL PROTECTED]
To:
I'd check what caused the crash, is it an invalid pointer? If it is, then
I'd try and track and see where it came from.
- Sortie
- Original Message -
From: Richard Slaughter slau...@vault13.co.uk
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday,
Just try and see what happens instead of asking us, I don't have a clue.
(But if I had, I'd answer your questions).
- Original Message -
From: Yorg Kuijs yorg.ku...@home.nl
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, January 13, 2009 2:33 PM
I've had the same problems with my mod -- occasionally -- for weeks, if not
a month or two. I thought it was related to my implemation of my Maxsi
Distribution technology for automatic updates, but if you're getting it too
then it's rather stange. Even more if you're using the Ep1 engine and
thing, as I don't remember this
happening
prior to this weekend.
Also: EP1 engine mod.
On Mon, Jan 19, 2009 at 4:20 PM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk
wrote:
I've had the same problems with my mod -- occasionally -- for weeks, if
not
a month or two. I thought
How about just placing a .dll in the bin/ folder, and seeing if the server
would compare that one with the clients'?
- Original Message -
From: Olly oli...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Saturday, January 24, 2009 9:53 PM
Subject:
Hey List,
I'm going to heavily utilize storytelling in my mod. I've decided to have an
ingame TV Station tell important information. Traditionally I would have
used a simple rendertaget and a lot of scripting, but the recordings require
a lot of locations. Having the player load textures for
) but I
*believe* there's some native support for the Bink BIK movie format.
I vaguely recall a discussion here some time back about displaying a
movie on a VGUI panel using this format. I think it was Pirates and
Vikings that was doing it.
- Jed
2009/2/4 Jonas 'Sortie' Termansen hlcod
this advice at face value.
On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk
wrote:
- AVI files seem to be rather large, according to my experience
Compress them? If you're running 1080 movies then no wonder they are
large.
If you make them 640 or 320
. Maybe alex's code is good since I know she likes
to
talk alot :) (I know, bad joke)
On Wed, Feb 4, 2009 at 10:08 AM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk
wrote:
I did some research about Bink and found that their tools are freely
available on their website. The SDK isn't publicly
Now, I haven't messed with the physics system, but it sounds like the prop
is unaware things have changed. Props in Source that haven't moved for a
while, aren't physically simulated, for performance reasons. I would find a
way to broadcast an event that tells nearby props that they need to be
Yep, I had a crash when I loaded particles from Recent. Happened twice, but
not sure if it's related to the Recent Menu rather than the loading menu, a
shame I was just about to do some testing.
- Original Message -
From: Matt Stafford wrai...@gmail.com
To: Discussion of Half-Life
be normal.
Hopefully this error will be fixed soon, I need to fix my particle effect
before I can continue with development.
- Sortie
- Original Message -
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent
Yep, they fixed the crash earlier this month.
Of course, they broke it again soon afterwards.
- Original Message -
From: Darth.Hunter hun...@egaming-league.net
To: hlcoders@list.valvesoftware.com
Sent: Thursday, February 26, 2009 11:08 PM
Subject: [hlcoders] Particle editor still broken
I suppose you are changing the values of the textures to include the folder
path, when you move them to other folders?
VertexlitGeneric
{
$basetexture models/prop_test/guy_head_diffuse
$bumpmap models/prop_test/guy_head_bump
}
- Original Message -
From: Walter Gray
: Re: [hlcoders] $cdmaterials not working
Yea, I wasn't. Doing that fixed it. Seems wierd though, I wasn't
expecting to have to put the path to the .vmfs in the .vmt as long as
they were both in the same folder.
Jonas 'Sortie' Termansen wrote:
I suppose you are changing the values
, Mar 6, 2009 at 7:54 PM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dkwrote:
I made a thread about this a few weeks ago, you need to investigate
vgui_video.cpp and Vguiscreens.cpp. ibik.h would be a good starting
point
too. Although getting the video playing is easy, getting it on a
surface
src\public\avi I'm sure you can find
it
on google from another mod project's subversion trunk.
On Sat, Mar 7, 2009 at 7:03 AM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dkwrote:
If you wish to play a video fullscreen, you should just use the console
command playmovie or whatever it's called
for any help.
-Corey
On Sat, Mar 7, 2009 at 11:38 AM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk
wrote:
Also, you could just use the search function in your IDE and search for
bink
or bik or vgui_video or anything, that's usually how I begin my
research -
or find files. Poking through
, I'll update you guys on my progress pretty soon. Thanks a lot to
everyone who helped!
-Corey
On Sat, Mar 7, 2009 at 11:53 AM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk wrote:
IBik.h is an engine interface - it's automatically part of your mod if
you're using the Orange Box
How about making a trigger_multiple -alike brush entity that counts the
number of entities in it. Everytime something new touches it, it increments
an integer, and decreases it when the entities leave it.
- Original Message -
From: n...@perforated-art.com
To:
Still waiting for the update, hate asking people to hurry up, but my release
is only 12 days away. Seems pretty weird to have the crash fixed, but not
having the update released yet.
- Original Message -
From: Mike Durand mik...@valvesoftware.com
To: hlcoders@list.valvesoftware.com
: [hlcoders] Particle editor still broken
It's now fixed.
-Dan
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wednesday, 11 March, 2009 9:21:58 PM
Subject: Re: [hlcoders
- Original Message -
From: Arg! chillic...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, March 13, 2009 2:29 PM
Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK
updateneeded?
ob sdk is updated now, perhaps a recompile
Uh sorry about the last mail - I didn't know what I was doing.
OB SDK Updated? I don't see any official messages on the Wiki, Steam RSS
Feed, here or on Steam itself. Is it real?
- Original Message -
From: Arg! chillic...@gmail.com
To: Discussion of Half-Life Programming
I'm not into assembly or calling conventions, but it sounds like you perhaps
are calling the function with the wrong calling convention?
- Original Message -
From: cheeseh-bu chew...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, March
I'm making a HL2 Ep2-based Single Player mod using the Orange Box Engine. I
didn't have any trouble with my mod's code as it is. I presume any dll's
built using the old SDK will still function with the Ep2 engine. Updating
the code for a few fixes sounds like an awful lot of work, but is it
content.
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas
'Sortie' Termansen
Sent: March-17-09 10:59 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta
source
code branches easier (and as a bonus it's also a solid, free, version
control system).
Paul
On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk
wrote:
Alright, I will port to the new code, but with a release in 6 days, my
code
base is currently locked. I
Go look where they are declared in the header files, ten bucks they're in
some large header containing most of them.
- Original Message -
From: Grash mr_gr...@yahoo.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, March 19, 2009 7:59 PM
,
Timothy Fenton
Animation and Game Design Student
-Original Message-
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Date: Thu, 19 Mar 2009 20:02:49
To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL Functions... where
that defines most of them
Thanks,
Timothy Fenton
Animation and Game Design Student
-Original Message-
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Date: Thu, 19 Mar 2009 20:02:49
To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com
Subject: Re: [hlcoders
Well, what value of className are you passing onto the function?
- Original Message -
From: Dan Clark lnx...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, March 20, 2009 7:15 PM
Subject: [hlcoders] Model Entity
I am trying to create a
the player class when it
makes it. When I try to get a value from the player it crashes with a
access violation 0x0005
Best regards,
Dan
http://www.lnxmad.com
Jonas 'Sortie' Termansen wrote:
Well, what value of className are you passing onto the function?
- Original Message
I would just create the rain as particles in the first place and move the
spawner around together with the player, and create the slashes randomly on
the ground, simply not tracing at all, but guessing. It's a lot faster, a
little less reliable, but it should serve you well.
- Original
Just go to the glass prop and see what settings are changed when the glass
breaks; I bet the traces are turned off so that NPCs can look through it.
- Original Message -
From: James Keith jimmy4...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent:
Shouldn't you use VertexLitGeneric as the shader for the .vmt?
- Original Message -
From: Jean Marcel Knapp dos Santos changremi...@gmail.com
To: hlcoders@list.valvesoftware.com
Sent: Friday, April 10, 2009 12:45 AM
Subject: [hlcoders] ForcedMaterialOverride
Hi, I'm Xblah, coder-lead
format!
The combat characters are now black... They supposed to be yellow/red.
2009/4/9 Jonas 'Sortie' Termansen hlcod...@maxsi.dk:
Shouldn't you use VertexLitGeneric as the shader for the .vmt?
- Original Message -
From: Jean Marcel Knapp dos Santos changremi...@gmail.com
To: hlcoders
Uhm, I have little idea what exact entity you are talking about; where can I
see a video of this benchmark entity?
- Original Message -
From: James Keith jimmy4...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wednesday, April 15, 2009 3:53 AM
: http://www.youtube.com/watch?v=sqSS0sSff44
On Wed, Apr 15, 2009 at 5:59 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
wrote:
Uhm, I have little idea what exact entity you are talking about; where can
I
see a video of this benchmark entity?
- Original Message -
From: James Keith
on
the Hydra model, but in the console commands for the surface entity, the
shape of it can be switched between the test shape and the hydra model.
It's the new hydra.
Mike has appeared to have lied.
James
- Original Message -
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Hey.
In an attempt to invent some new gameplay, I tried launching the secondary
fire on the Ar2 against a Combine Gunship. However the Ar2 Ball went
straigth through the Combine Gunship for some reason, with no collision at
all.
I noticed both the Gunship and the Ar2 Ball have their own
Does Portal even utilize the flashlight? If not, that's probably why. And
the stuff that creates the flashlight is done within code, and the portal
code isn't released, so you can't make changes to the portal code, if that's
what you're thinking.
- Original Message -
From: Gabriel
Isn't that just an artifact from prediction? The hitboxes are calculated on
the server that takes client latency into consideration, so the hitboxes are
very much in sync. If you are talking about the hitboxes debug command that
displays them, that's because the game runs about 100 miliseconds
Can you really invert the angle like that in 3 Dimensional space?
- Original Message -
From: Janek jan...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, April 23, 2009 5:09 PM
Subject: [hlcoders] VectorRotate
Hi all,
There is
Sounds like either your .fgd disagrees with const.h or that something in the
programming has changed from the HL2 Source (or whatever) you once used.
- Original Message -
From: Nathan Voge hl2fr...@msn.com
To: hlcoders hlcoders@list.valvesoftware.com
Sent: Monday, April 27, 2009 5:11 AM
I'd make a variable in the player class called int_Rounds (or something
clever) and then make a custom trigger, that could be called
Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called
int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then
in the Touch
: Wednesday, April 29, 2009 12:07 PM
Subject: Re: [hlcoders] Checkpoints Triggers
Just FYI there is: CBaseEntity::IsPlayer()
2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk
I'd make a variable in the player class called int_Rounds (or something
clever) and then make a custom trigger
That's pretty hacky and expensive, avoid that solution. You should use text
drawing functions. Try changing the size of the font (and color?) very fast,
then it will seem rather smooth.
- Original Message -
From: Steve Henderson steven.j.hender...@gmail.com
To: Discussion of Half-Life
They just released a new OB Beta the other day, I doubt that's outdated.
(Perhaps for L4D content, but these works in OB too, so..)
- Original Message -
From: Brent Lewis coder0...@hotmail.com
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 03, 2009 10:29 PM
Subject: Re:
Nothing has changed in the OB Engine since the release if the Orange Box
in 2007. That's why your May 12 2008 sources are up to date. Oh and May 12
2008 was a special day for me too. ;-)
- Original Message -
From: Brent Lewis coder0...@hotmail.com
To: hlcoders@list.valvesoftware.com
Select the Server or Client project from the Solution Explorer, Right Click,
Set as Startup Project. Wait a second. Done. There is also an option in the
settings that automatically switchs projects when you click on a file in
another project in the solution, but I forgot it's name and couldn't
it as it is part of the major
system. Hopefully there wont be this issue in 2010 and its why we
still use 2005 for work.
Mark
On 06/05/2009, at 1:31 PM, Jonas 'Sortie' Termansen wrote:
Select the Server or Client project from the Solution Explorer,
Right Click,
Set as Startup
The easy way to remove that video is to create an empty StartupVids.txt in
media/
- Original Message -
From: Willem Engel | Naviscale wil...@refreshmi.nl
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, May 07, 2009 9:46 AM
Subject: Re: [hlcoders]
I can't remember the exact solution, but it was something about having the
steam.inf on both the server and client.
- Original Message -
From: a...@watkins.to
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 08, 2009 4:21 PM
Subject: [hlcoders] Steam.inf woes
Hey all, I'm having
Uhm, I didn't know the physgun was broken in the first place. For playing
such a sequence, find the function that is called when the physgun is picked
up, and start the animation there? Or check some baseclass.
The last one sounds like you messed something up related to model
attachments on
My personal expierence is that you can use CS:S Content in your mod. The
100% legal way is to mount CS:S content but that requires CS:S to be
installed and owned by everyone who own your mod. Then if you modify a few
models, you can simply make some replacements in your own mod folder that
everything's OK. No
trouble!
2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Technically, you are not stealing from Valve by making a copy of their
works, if they don't lose anything, which the clause that you only use
a
small portion of their content includes, because the content cannot
that was bought for money and which you want to put into public
domain. Even for educational purposes you will not be allowed to use the
content in public without permission from valve.
Jonas 'Sortie' Termansen schrieb:
I just read the Steam Subscriber Agreement (
http://store.steampowered.com
that accompanies the SDK?
Jonas 'Sortie' Termansen wrote:
I just read the Steam Subscriber Agreement (
http://store.steampowered.com/subscriber_agreement/ ) and it said nothing
about .GCF files or using unmounted content. However, it defines Steam
Software as software and other content
: Thursday, May 14, 2009 5:57 PM
Subject: Re: [hlcoders] Game Content
Have you read the agreement that accompanies the SDK?
Jonas 'Sortie' Termansen wrote:
I just read the Steam Subscriber Agreement (
http://store.steampowered.com/subscriber_agreement/ ) and it said
nothing
about .GCF files
Joost van Kempen,
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
That sentence was in every mail you might have recieved. Use some brains,
man.
- Original Message -
From: Joost van kempen
Looks like you forgot to declare or implement the server class in your .h
file class definition, and that you forgot to give some functions a body -
if you declare them and call them, you must give them a body. It's a little
late for me to look up code, but pay some attention to the class
...@list.valvesoftware.com] On Behalf Of Jonas
'Sortie'
Termansen
Sent: Friday, 15 May 2009 10:42 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Compiling Problems
Looks like you forgot to declare or implement the server class in your .h
file class definition, and that you forgot
...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas
'Sortie'
Termansen
Sent: Friday, 15 May 2009 10:57 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Compiling Problems
Fixing the very first error often solves the following in the output. Try
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas
'Sortie'
Termansen
Sent: Friday, 15 May 2009 11:54 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Compiling Problems
Again, you are defining the same stuff in the LaserBolt.cpp and
weapon_blaster
, May 16, 2009 12:43 PM
Subject: Re: [hlcoders] Compiling Problems
The code is at
http://forums.steampowered.com/forums/showthread.php?t=860217
On Fri, May 15, 2009 at 11:57 PM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk wrote:
Are you sure you are not declaring it from inside some macro
If it doesn't work on some other computer than your own, then you probably
forgot to copy a few important files to the other computer. Make sure you
have all the scripts, cfg/*.* files and whatever is required to run it.
It sounds like you are missing a console command entry in your .dlls, or
the
NewGame command isn't being found.
Removing sourcetest from the gameconfig.txt search paths just causes the
game to crash with a could not load library error. Unfortunately I
don't know why or how to resolve the issue.
Jonas 'Sortie' Termansen wrote:
If it doesn't work on some other computer
. The only thing I can think of is that it is finding the
client.dll, but failing to load it because it has a dependency on an
external .dll that it's not finding (we added a dependency on
binkw32.dll)
Jonas 'Sortie' Termansen wrote:
Hmm, weird. Perhaps your gameinfo.txt is broken, do you have
You use the minidump files that Steam automatically generates when your mod
crash, copy them into your mod's bin directory, and make sure the
automatically generated (by the compiler) .pdb files are present there too,
then you open the .mdmp file in Visual Studio and press F5 and the crash
Despite your awful English and bad formatting and poorly asked question, I
am already working on a technology to keep mods automatically updated using
a content server network and torrenting for additional bandwidth. It's
already in its beta stages and is used for my own mod's demos, but I'll
Got a link with more info?
Jonas 'Sortie' Termansen wrote:
Despite your awful English and bad formatting and poorly asked question,
I
am already working on a technology to keep mods automatically updated
using
a content server network and torrenting for additional bandwidth. It's
already
Usually models in the Skybox is relatively simple, the LOD will not give any
performance gain, or even make it worse, if the models are not complex
enough.
- Original Message -
From: Jorge Rodriguez bs.v...@gmail.com
To: Discussion of Half-Life Programming
But it doesn't have any mod support - so you can't directly make it point to
any specific gameinfo.txt and thus won't load the nessesary mod content, if
you for instance use Ep2 content like I do.
- Original Message -
From: Ryan Sheffer darksk...@gmail.com
To: Discussion of Half-Life
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