Re: [hlcoders] Wacked animations
Yeah, i have rebooted many times - same issue Adam --- Nick <[EMAIL PROTECTED]> wrote: > I have seen the wacked animation you describe > before. I think a > restart fixed it somehow. > > On 11/5/06, Adam amckern Mckern <[EMAIL PROTECTED]> > wrote: > > ===Wacked animations=== > > > > For some reason my animations are all lagged out > (on > > default weapons in a ep1: sp mod code base), this > has > > happened between compiles, and I changed no code. > > > > Links to videos - > > NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o > > WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA > > > > Adam > > > > > > Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > Get your email and see which of your friends are > online - Right on the New Yahoo.com > > (http://www.yahoo.com/preview) > > > > > > ___ > > To unsubscribe, edit your list preferences, or > view the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Nigredo Studios http://www.nigredostudios.com We have the perfect Group for you. Check out the handy changes to Yahoo! Groups (http://groups.yahoo.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Wacked animations
I have seen the wacked animation you describe before. I think a restart fixed it somehow. On 11/5/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: ===Wacked animations=== For some reason my animations are all lagged out (on default weapons in a ep1: sp mod code base), this has happened between compiles, and I changed no code. Links to videos - NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA Adam Nigredo Studios http://www.nigredostudios.com Get your email and see which of your friends are online - Right on the New Yahoo.com (http://www.yahoo.com/preview) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
On Sunday 05 November 2006 6:33 pm, Adam "amckern" Mckern wrote: > I am able to use window commands, and everything else, > this is an exmaple of my shortcut to run the game in > dev mode As far as I can tell, shortcuts are fine. The problem is when launching games directly from the Steam window, with the "launch options" deal. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Wacked animations
===Wacked animations=== For some reason my animations are all lagged out (on default weapons in a ep1: sp mod code base), this has happened between compiles, and I changed no code. Links to videos - NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA Adam Nigredo Studios http://www.nigredostudios.com Get your email and see which of your friends are online - Right on the New Yahoo.com (http://www.yahoo.com/preview) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues
Just check its in offline mode - my computer at home has been netless for 3 weeks now, and runs hammer fine. Adam --- Nick <[EMAIL PROTECTED]> wrote: > I can't even use the source sdk when in offline > mode. I don't know if > this is a bug, or if this is a feature, but i know > it is annoying. > Sometimes I want to edit a map with hammer on my > laptop but I can't do > it because there isn't a wireless connection around > :( > > On 11/5/06, Sebastian 'Darth.Hunter' Kreutz > <[EMAIL PROTECTED]> wrote: > > I recognized this "calling home" behaviour, too. > > It either happens when Hammer is idling or when > you hit the "browse" button, > > for instance to load a model. > > The funny thing is: This does not happen > regularly, but rather occasionally. > > > > Other things I have recently noticed in > conjunction with Hammer: > > > > - normal maps seem to have less effect than before > > - after building cubemaps, you have to shut down > the game entirely and > > restart it to see them...wasn't like that before. > > > > Greetings, > > Darth.Hunter > > http://tne.invision-games.com > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or > view the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Nigredo Studios http://www.nigredostudios.com Get your email and see which of your friends are online - Right on the New Yahoo.com (http://www.yahoo.com/preview) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues
I can't even use the source sdk when in offline mode. I don't know if this is a bug, or if this is a feature, but i know it is annoying. Sometimes I want to edit a map with hammer on my laptop but I can't do it because there isn't a wireless connection around :( On 11/5/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]> wrote: I recognized this "calling home" behaviour, too. It either happens when Hammer is idling or when you hit the "browse" button, for instance to load a model. The funny thing is: This does not happen regularly, but rather occasionally. Other things I have recently noticed in conjunction with Hammer: - normal maps seem to have less effect than before - after building cubemaps, you have to shut down the game entirely and restart it to see them...wasn't like that before. Greetings, Darth.Hunter http://tne.invision-games.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
I am able to use window commands, and everything else, this is an exmaple of my shortcut to run the game in dev mode C:\Steam\steam.exe -applaunch 215 -dev -sw -game "C:\Steam\SteamApps\SourceMods\Prime" +map prime002 +sv_lan 0 +heartbeat +hostname "Running Wild" Basicly, it seems to be the either the v3 client, or a recent update stops some of the 'game' functions geting read in. Adam --- Nick <[EMAIL PROTECTED]> wrote: > This is a really confusing problem. > > On 11/5/06, Daniel Menard <[EMAIL PROTECTED]> > wrote: > > As far as I know, stuffcmds is only for the + > arguments are console > > commands you run after the exe has started. The - > commands go straight > > to the exe and it seems valve hasn't done that for > mods based on > > Source SDK Base > > > > On 11/5/06, Skillet <[EMAIL PROTECTED]> wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Command line args work with 320. > > > Try extracting the valve.rc from HL2DM to > yourmod/cfg. > > > The important part of it is "stuffcmds". > > > > > > On 11/4/06, John Sheu > <[EMAIL PROTECTED]> wrote: > > > > > > > > On Saturday 04 November 2006 10:08 pm, Tim > McLennan wrote: > > > > > You must add the args to the SDK Base, > rather than your mod. > > > > > > > > > > Regards, > > > > > Tim > > > > > > > > That's rather unfortunately unintuitive. > > > > > > > > Valve, fix? I can think of many scenarios in > which one would want > > > > different > > > > arguments for different SDK Base-based mods. > > > > > > > > -John Sheu > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or > view the list archives, > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or > view the list archives, please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or > view the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Nigredo Studios http://www.nigredostudios.com __ Check out the New Yahoo! Mail - Fire up a more powerful email and get things done faster. (http://advision.webevents.yahoo.com/mailbeta) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues
I recognized this "calling home" behaviour, too. It either happens when Hammer is idling or when you hit the "browse" button, for instance to load a model. The funny thing is: This does not happen regularly, but rather occasionally. Other things I have recently noticed in conjunction with Hammer: - normal maps seem to have less effect than before - after building cubemaps, you have to shut down the game entirely and restart it to see them...wasn't like that before. Greetings, Darth.Hunter http://tne.invision-games.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues
-- [ Picked text/plain from multipart/alternative ] I don't know what's going on with Hammer and your internet. But, if you want to control the camera much more easily, press Z and use the WASD keys + mouse to move around. On 11/5/06, Robert Oschler <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I've just started working with the Source SDK and Hammer. Apparently > Hammer > "calls home" on occassion by itself over the Internet (I say "call" but I > have a broadband connection so there's no actual "calling"). Whenever it > does this it crashes with an exception error dialog box (Ok to Terminate, > Cancel to Debug). > > Also, if I try to access Help from Hammer, I get a message box saying "The > web site couldn't be opened". > > Does anyone know how to fix these two problems? I tried "Reset Game > Configurations" and "Refresh SDK Content", neither of which helped. > > BTW, is there a way to simply scroll the camera viewport up/down and > left/right? The Camera mode buttons seem to rotate about an axis that is > outside the center of the area I"m working on, like a something at the end > of a spoke in a rim. I simply want to slide the viewport up/down and > left/right. > > Thanks. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Hammer crashing during Internet access, and "Help" issues
-- [ Picked text/plain from multipart/alternative ] I've just started working with the Source SDK and Hammer. Apparently Hammer "calls home" on occassion by itself over the Internet (I say "call" but I have a broadband connection so there's no actual "calling"). Whenever it does this it crashes with an exception error dialog box (Ok to Terminate, Cancel to Debug). Also, if I try to access Help from Hammer, I get a message box saying "The web site couldn't be opened". Does anyone know how to fix these two problems? I tried "Reset Game Configurations" and "Refresh SDK Content", neither of which helped. BTW, is there a way to simply scroll the camera viewport up/down and left/right? The Camera mode buttons seem to rotate about an axis that is outside the center of the area I"m working on, like a something at the end of a spoke in a rim. I simply want to slide the viewport up/down and left/right. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] fademindist / fademaxdist in env_detail_controller
Hi guys, I was asked by a mapper if I could get fademindist and fademaxdist working in our mod for one of his large outdoor maps. We haven't finished updating the code with that last major hl2:ep1 sdk update just yet. I can see that nothing has changed in game_shared/env_detail_controller.cpp recently anyway -- but a *lot* has changed in cl_dll/detailobjectsystem.cpp. Am I right in thinking that support for this: http://developer.valvesoftware.com/wiki/Env_detail_controller is dependent on our code being updated to the latest sdk release? FWIW, he's tried the map on cs source as well, and the fading wasn't changed to what he'd specified in hammer. No console errors, no leaks, no problems there. That suggests to him and me, that perhaps the functionality isn't all there yet. Any ideas, suggestions? Cheers & thanks, Anders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] R e: [hlcoders] Mod doesn´t load its own dlls
into sourcemods/testmod/bin this is what is printed into console Game.dll loaded for "Half-Life 2" Both ConVars must be marked FCVAR_REPLICATED for linkage to work (r_VehicleViewDampen) Warning! Game event listener registerd for all events. Use newer game event interface. Warning! Game event listener registerd for all events. Use newer game event interface. CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_citizen.txt): Entry NPC_Citizen.die duplicated, skipping CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_metropolice.txt): Entry NPC_MetroPolice.Die duplicated, skipping CSoundEmitterSystem: Registered 5135 sounds CResponseSystem: scripts/talker/response_rules.txt (217 rules, 214 criteria, and 208 responses) maxplayers set to 1 Heap: 256.00 Mb Parsed 23 text messages Both ConVars must be marked FCVAR_REPLICATED for linkage to work (r_VehicleViewDampen) Couldn't find custom font file 'resource/HL2MP.ttf' Warning! Game event listener registerd for all events. Use newer game event interface. Warning! Game event listener registerd for all events. Use newer game event interface. Warning! Game event listener registerd for all events. Use newer game event interface. execing config.cfg cc_lang = Sound Initialization Set primary sound buffer format: yes Using secondary sound buffer 2 channel(s) 16 bits/sample 44100 samples/sec DirectSound initialized Sound sampling rate: 44100 1 CPU, Frequency: 795.7 Mhz, Features: AuthenticAMD SSE SSE2 MMX 3DNow RDTSC CMOV FCMOV GetAllManifestFiles: Unable to load maplist.txt execing valve.rc - Original Message - From: "Nick" <[EMAIL PROTECTED]> To: Sent: Sunday, November 05, 2006 9:24 PM Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls where do you copy the dlls? On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote: yes i did use create a new mod with source sdk over steamtools. i know i dont have to copy them but sometimes they dont copy sometimes they do so i copy them manually. do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk correctly? its multiplayer but sometimes it behaves like singleplayer. when i close the mod with quit it sometimes ask me if i wanna save my progress i´ve so far. greetz - Original Message - From: "Nick" <[EMAIL PROTECTED]> To: Sent: Sunday, November 05, 2006 8:39 PM Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls Is this single or multiplayer? You should not have to copy your DLL manually. It should be 100% automatic if you created a new mod. Did you "create a new mod" using the hl2sdk? On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hello > > I´ve just switched from hl1 to hl2 coding and now i´ve a little problem. > > As the topic says, my mod doesn´t load its own dlls. It only loads the > default hl2 dlls. > > I use msvc++ 2003, I compile in release mode and i copy my dlls into the > bin folder manually. > > I also created a new mod to see if the code i changed is the reason why > it > doesn´t load it but also with the new mod its not working. > > If you need more Informations, just tell. > > Thx in advance > -- > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls
where do you copy the dlls? On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote: yes i did use create a new mod with source sdk over steamtools. i know i dont have to copy them but sometimes they dont copy sometimes they do so i copy them manually. do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk correctly? its multiplayer but sometimes it behaves like singleplayer. when i close the mod with quit it sometimes ask me if i wanna save my progress i´ve so far. greetz - Original Message - From: "Nick" <[EMAIL PROTECTED]> To: Sent: Sunday, November 05, 2006 8:39 PM Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls Is this single or multiplayer? You should not have to copy your DLL manually. It should be 100% automatic if you created a new mod. Did you "create a new mod" using the hl2sdk? On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hello > > I´ve just switched from hl1 to hl2 coding and now i´ve a little problem. > > As the topic says, my mod doesn´t load its own dlls. It only loads the > default hl2 dlls. > > I use msvc++ 2003, I compile in release mode and i copy my dlls into the > bin folder manually. > > I also created a new mod to see if the code i changed is the reason why it > doesn´t load it but also with the new mod its not working. > > If you need more Informations, just tell. > > Thx in advance > -- > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t lo ad its own dlls
yes i did use create a new mod with source sdk over steamtools. i know i dont have to copy them but sometimes they dont copy sometimes they do so i copy them manually. do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk correctly? its multiplayer but sometimes it behaves like singleplayer. when i close the mod with quit it sometimes ask me if i wanna save my progress i´ve so far. greetz - Original Message - From: "Nick" <[EMAIL PROTECTED]> To: Sent: Sunday, November 05, 2006 8:39 PM Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls Is this single or multiplayer? You should not have to copy your DLL manually. It should be 100% automatic if you created a new mod. Did you "create a new mod" using the hl2sdk? On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello I´ve just switched from hl1 to hl2 coding and now i´ve a little problem. As the topic says, my mod doesn´t load its own dlls. It only loads the default hl2 dlls. I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin folder manually. I also created a new mod to see if the code i changed is the reason why it doesn´t load it but also with the new mod its not working. If you need more Informations, just tell. Thx in advance -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls
Is this single or multiplayer? You should not have to copy your DLL manually. It should be 100% automatic if you created a new mod. Did you "create a new mod" using the hl2sdk? On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello I´ve just switched from hl1 to hl2 coding and now i´ve a little problem. As the topic says, my mod doesn´t load its own dlls. It only loads the default hl2 dlls. I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin folder manually. I also created a new mod to see if the code i changed is the reason why it doesn´t load it but also with the new mod its not working. If you need more Informations, just tell. Thx in advance -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
This is a really confusing problem. On 11/5/06, Daniel Menard <[EMAIL PROTECTED]> wrote: As far as I know, stuffcmds is only for the + arguments are console commands you run after the exe has started. The - commands go straight to the exe and it seems valve hasn't done that for mods based on Source SDK Base On 11/5/06, Skillet <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Command line args work with 320. > Try extracting the valve.rc from HL2DM to yourmod/cfg. > The important part of it is "stuffcmds". > > On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote: > > > > On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote: > > > You must add the args to the SDK Base, rather than your mod. > > > > > > Regards, > > > Tim > > > > That's rather unfortunately unintuitive. > > > > Valve, fix? I can think of many scenarios in which one would want > > different > > arguments for different SDK Base-based mods. > > > > -John Sheu > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod doesn´t load its own dlls
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello I´ve just switched from hl1 to hl2 coding and now i´ve a little problem. As the topic says, my mod doesn´t load its own dlls. It only loads the default hl2 dlls. I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin folder manually. I also created a new mod to see if the code i changed is the reason why it doesn´t load it but also with the new mod its not working. If you need more Informations, just tell. Thx in advance -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
As far as I know, stuffcmds is only for the + arguments are console commands you run after the exe has started. The - commands go straight to the exe and it seems valve hasn't done that for mods based on Source SDK Base On 11/5/06, Skillet <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Command line args work with 320. Try extracting the valve.rc from HL2DM to yourmod/cfg. The important part of it is "stuffcmds". On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote: > > On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote: > > You must add the args to the SDK Base, rather than your mod. > > > > Regards, > > Tim > > That's rather unfortunately unintuitive. > > Valve, fix? I can think of many scenarios in which one would want > different > arguments for different SDK Base-based mods. > > -John Sheu > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
-- [ Picked text/plain from multipart/alternative ] Command line args work with 320. Try extracting the valve.rc from HL2DM to yourmod/cfg. The important part of it is "stuffcmds". On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote: > > On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote: > > You must add the args to the SDK Base, rather than your mod. > > > > Regards, > > Tim > > That's rather unfortunately unintuitive. > > Valve, fix? I can think of many scenarios in which one would want > different > arguments for different SDK Base-based mods. > > -John Sheu > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders