> 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
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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
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
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\
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
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
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
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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
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
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
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
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
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
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
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
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
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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
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
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
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
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
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.
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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]
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
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
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
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
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
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.
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
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
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
: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
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
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