RE: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Don Alvarez
> I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? Check out the "Compiling and Debugging a mod" tutorial at http://www.SourceWiki.org -Don ___ To unsubscribe, edit your list preferences, or view th

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
Thank you, I'll give that a go. Specifically I'm talking about all the prediction errors that show up when you turn on 'cl_showerror'. J. - Original Message - From: "Teddy" <[EMAIL PROTECTED]> To: Sent: Monday, December 27, 2004 7:15 PM Subject: Re: [hlcoders] HL2dm SDK If you're talking

[hlcoders] Client Commands/ Weapons Restrictions

2004-12-27 Thread Ray
I made and admin plugin for CS:Source and added in weapons restrictions via ClientCommand trapping of the buy command and autobuy and rebuy, and I run it on a local copy of crcds and all weapons restrictions work properly (using PLUGIN_STOP;) if a given weapon is restricted. I put the plugin on my

Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Jarrett Hawrylak
To set up the debugger in Visual Studio .NET 2003: Open Game_SDK.sln Right click the client project in the Soultion Explorer and choose properties Select debugging For command, enter: C:\PROGRA~1\Steam\SteamApps\username\half-life 2\hl2.exe For command arguments, enter: -dev -sw -game "c:\PROGRA~1\

Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Gabe Volker
I think I know what he's saying. After the SDK update I re-created my mod from the code provided and while I haven't done thorough testing or debugging, after loading the sdk_vehicles map and getting past the motd menu, HL2 crashes, seemingly at random times. A little bit unnerving as the first ite

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
If you're talking about players bumping into phyiscs objects/getting stuck, try running CheckStuck() every frame instead of every CHECK_STUCK_INTERVAL (0.4 sec by default i think) On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey <[EMAIL PROTECTED]> wrote: > Yeah I agree, I'm pretty well set excep

Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Draco
I thnk that's what he's asking. I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? -Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftwar

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Draco
Did you ever MOD HL1? The SDK was just normal HL with DM. It was a excellent place to start a MOD from. There was nothing too complicated about the actual game, some of the weapons had some great functions that gave clues on how to do things like bullet penetration. If you started at CS most modder

Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Jarrett Hawrylak
Have you tried debugging it yet? On Mon, 27 Dec 2004 21:29:19 +, Knifa <[EMAIL PROTECTED]> wrote: > Bad game code? > > Elektordi wrote: > > >This is a multi-part message in MIME format. > >-- > >[ Picked text/plain from multipart/alternative ] > >I've created a mod from scratch (or somthing l

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
Yeah I agree, I'm pretty well set except for the whole physics->prediction issue. Maybe someone from Valve can give us a snippet/hint on that whole deal because I think more than few people are stumped on that one. Justin -- http://www.radi-8.com - Original Message - From: "Teddy" <[EMAIL P

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
A day's worth for someone that is actully good at coding. I am a newb :/ Teddy wrote: Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic=11025 On Mon, 27 Dec 2004 20:56:47 +, Knifa <[EMAIL PROTECTED]> wrote: > I nee

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Beppo
as said already... sure, CS:S would get a bunch of modifications that will flood the scene, but only a few would really survive. Others would maybe survive like mutators do on the Unreal engine that later on develop to their own style of game. What would be so wrong to have a fully working 'mod' as

Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Knifa
Bad game code? Elektordi wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've created a mod from scratch (or somthing like that...) and I did some modifications which I don't remember and then HL2 crashed (return to desktop, no error msg) ju

[hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Elektordi
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've created a mod from scratch (or somthing like that...) and I did some modifications which I don't remember and then HL2 crashed (return to desktop, no error msg) just before showing the main menu

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Jeffrey \"botman\" Broome
Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Knifa
okay, thanks. Jeffrey "botman" Broome wrote: Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- Jeffrey "botman" Broome

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Knifa
I would prefer the HL2DM Code for a base, if it started as CS:S, milions of annoying CS/T type mods would start popping up. PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Hi, I know that you folks already discussed this stuff a bit but most of yo

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands on

[hlcoders] CS:S as SDK mod base

2004-12-27 Thread Beppo
Hi, I know that you folks already discussed this stuff a bit but most of you only talked about HL2DM as a possible base for 'us' developers out there. What about CS:S ? It would by far be the more logical base for many mod ideas out there. Sure, there could be the fact that by allowing to use CS:S

Re: Re[2]: [hlcoders] Merry Christmas!!!

2004-12-27 Thread Ben Davison
Sounds like an ex girlfreind. On Mon, 27 Dec 2004 15:36:09 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > Have someone throw a 25lb dethawed raw turkey at your head and you'll > get an idea of what its like to get one of Lamarr's kisses. > > ___ > To uns

Re: Re[2]: [hlcoders] Merry Christmas!!!

2004-12-27 Thread ChessMess
Have someone throw a 25lb dethawed raw turkey at your head and you'll get an idea of what its like to get one of Lamarr's kisses. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mail

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread ChessMess
Hey Beppo! Welcome to the list! ChessMess UnrealScript List Owner ;) On Mon, 27 Dec 2004 21:26:29 +0100, Beppo <[EMAIL PROTECTED]> wrote: > am blind ... "blaming the flu" > > thanks guys! ;) > > -- > Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead > [EMAIL PROTECTED]

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Beppo
am blind ... "blaming the flu" thanks guys! ;) -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Ori

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Jeffrey \"botman\" Broome
Teddy wrote: Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused I think the important part of that email is... "From Adrian Finol" (Adrian works for Valve, ben was just forwarding Adrian's respo

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
I mean we as in mod teams. :) I havent been working on it, the original email was from Adrian Finol a developer who works with valve. On Tue, 28 Dec 2004 05:44:52 +1000, Teddy <[EMAIL PROTECTED]> wrote: > Do you mean we as in the royal we? Or have you been working on hl2dm > all this time? > > I

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused On Fri, 24 Dec 2004 02:14:28 +, Ben Davison <[EMAIL PROTECTED]> wrote: > From Adrian Finol > > Hey Ben, > > Sorry but it wont be until n

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Yarin Kaul
Hello Beppo, You wrote: > So, does this list has an archive somewhere? http://list.valvesoftware.com/ -- Greetings, Yarin <[EMAIL PROTECTED]> -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+>: a--->-- c++(+++)>$ UL++> P--(---) L+++(++)>$ E--- W+++$ N+>++ o? K? w++(---) !O

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Jeffrey \"botman\" Broome
Beppo wrote: Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Look at the VERY last line of every email sent to this email list.

[hlcoders] mailinglist archives?

2004-12-27 Thread Beppo
Before I ask questions discussed here a thousand times already... Normally it is mentioned in the sub, but, well, it only shows the unsubscribe information and nothing more. So, does this list has an archive somewhere? Thanks, Beppo -- Norbert Bogenrieder aka Beppo Lead Programmer and Project L

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Daniel Menard
Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the c

[hlcoders] subscription test

2004-12-27 Thread Beppo
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] plz ignore, thx. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystud

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
:O I would probably take a wild guess and say we are going to get it in the first quarter of the year :P On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote: > When I read that, I just about had a coronary. Then I remembered: Next > year is less than a week away. :D > > And

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Andrew Foss
When I read that, I just about had a coronary. Then I remembered: Next year is less than a week away. :D And now I realize that "next year" includes 365.25 days. drat. On Fri, 24 Dec 2004 02:14:28 +, Ben Davison <[EMAIL PROTECTED]> wrote: > From Adrian Finol > > Hey Ben, > > Sorry but it won