I agree, there's been a number of times that I've been offline and
wanted to work on my mod, but the sdk base refuses to load into the
debugger if you're offline.
On the other hand, I can see why Valve don't want it to work. With
other games you have to put a cd into the drive to play the ga
Well the language I REALLY wanted to use to describe how annoyed I am about
this recurring issue isn't suitable for this list ;)
On Tue, May 6, 2008 at 4:30 PM, <[EMAIL PROTECTED]> wrote:
> I was more than slightly annoyed when my net connection died during last
> weekend and I couldn't open Stea
I was more than slightly annoyed when my net connection died during last
weekend and I couldn't open Steam to test my mod.
> So I'm sitting here at work trying to fire up Steam on my laptop (no
> active
> net connection). It comes up (expectedly) with a dialog prompting me to
> start in offline mo
So I'm sitting here at work trying to fire up Steam on my laptop (no active
net connection). It comes up (expectedly) with a dialog prompting me to
start in offline mode, and when I click it, I get an error message saying
'Steam cannot connect to the network' and that 'This operation cannot be
comp
well i am making a single player mod
On Mon, May 5, 2008 at 3:28 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> Which SDK are you using? Because the 'tutorial' is for single player.
>
>
> On Mon, May 5, 2008 at 3:21 PM, Michael Mylenski <[EMAIL PROTECTED]>
>
>
> wrote:
>
> > Sorry to bother e
Which SDK are you using? Because the 'tutorial' is for single player.
On Mon, May 5, 2008 at 3:21 PM, Michael Mylenski <[EMAIL PROTECTED]>
wrote:
> Sorry to bother everyone, but I still have not figured this out, does
> anyone have any ideas?
>
> On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[E
ok ill give that a try when i have the chance, i am currently at work, thanks
On Mon, May 5, 2008 at 3:37 PM, Kyle K <[EMAIL PROTECTED]> wrote:
> What happens when you use something like: give weapon_(whatever your new
> weapon class name is) instead of impulse 101?
>
>
>
> Michael Mylenski wrot
My bad, sorry York - I didnt see you had replied to it.
Woops :P
Yorg Kuijs wrote:
> And as you may have notice by my reply afterwards, I didn't understand
> it, I found Tony's reply more clearly and do understand it now.
> No time to check if the classmenu is working now but the errors are
Hey coders, hope you can help me out--
I'm trying to get a model to render with additive blending. I've tried it
with two ways, the first with giving my model a VMT with something like:
"VertexLitGeneric"
{
"$basetexture" "models/tracemodels/trace_map"
"$model" 1
"$alpha" .5
"$addi
What happens when you use something like: give weapon_(whatever your new
weapon class name is) instead of impulse 101?
Michael Mylenski wrote:
> Sorry to bother everyone, but I still have not figured this out, does
> anyone have any ideas?
>
> On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL
And as you may have notice by my reply afterwards, I didn't understand
it, I found Tony's reply more clearly and do understand it now.
No time to check if the classmenu is working now but the errors are
fixed now.
Tom Leighton wrote
> I told you how to fix this on the forums Yorg.
_
Sorry to bother everyone, but I still have not figured this out, does
anyone have any ideas?
On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]> wrote:
> ScarT, you're never sober.
>
>
>
> Tobias Kammersgaard wrote:
> > I'm with you. I just assumed he knew C++ since he knew how to
Ah, y eah that's basically what i was going to check.
The actual filename doesn't matter. You could have
thisisacrazycustomfontman.ttf as the filename, but the 'name' inside the ttf
(when you create it) is what is referenced by "CustomFont"; So if the name
inside the ttf is CrazyFont, "CrazyFont" i
I told you how to fix this on the forums Yorg.
Tony "omega" Sergi wrote:
> add classmenu.cpp to the client project.
>
>
> On Mon, May 5, 2008 at 2:36 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:
>
>
>> Hey,
>>
>> I'm pretty new to coding, but through tutorials I managed to punch my
>> way through
Thanks for the reply Tony but I think I may have gotten it figured out.
I think the problem was that the name of the .ttf file and the actual
name of the font were different and I didn't realize it until now. I got
my icon in-game and think everything is looking pretty good now.
However, you ne
Can you send me your ttf file, for your custom font?
-Tony
On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> Thanks for the suggestion Tom but I'm still having some problems. I added
> my
> font to the end of ClientScheme.res so it looks like this:
>
>
>
add classmenu.cpp to the client project.
On Mon, May 5, 2008 at 2:36 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:
> Hey,
>
> I'm pretty new to coding, but through tutorials I managed to punch my
> way through most problems or by asking other devs I know for help but at
> this time nobody seems to k
Hey,
I'm pretty new to coding, but through tutorials I managed to punch my
way through most problems or by asking other devs I know for help but at
this time nobody seems to know a non dead link to a good tutorial on
class menu's and classes.
People say: Take the teammenu for example to get th
Thanks for the suggestion Tom but I'm still having some problems. I added my
font to the end of ClientScheme.res so it looks like this:
-
CUS
Usually this is done by writing a proxy which is referenced in the
material. This causes a callback to the proxy code to happen when the
material is drawn. The proxy code
Looks at the state of the entity and updates material vars to reflect
it, which are seen by the shader. As an example, proxyheal
Per Rasmussen,
I'm not sure how to pass messages as you've described.
However, depending on how complex your shading is, you might be able to use
a Procedural Material.
Or, you might find that a procedural material is required as an entry point
for communication with the underlying shading.
I've
Hi,
I am pretty new to the Source Engine. I am trying to make a shader effect
for a model entity which needs to react when the entity is damaged. However,
I cannot figure out how to get a "message" from the entity to its respective
shader instance saying that it should react now. Can anybody point
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