Is there any additional information about the compatibility dll? I haven't
found anything on the dev wiki or elsewhere. Where can it be found?
I've tried messing with the stdio dll but the engine won't start with it.
On Mar 5, 2014 5:16 PM, "Netshroud" wrote:
> IIRC pre-SteamPipe games have a
IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the
case that the Source SDK Base does a similar thing.
On 5 Mar 2014, at 7:55 pm, Foo Bar wrote:
> Is the Steam client loading a compatibility DLL for mounting the dependent
> VPKs? If so, how do I use it?
>
> Isn't fi
Porting to 2013 is mainly out of the question. If it all I had hoped it
would happen long after the game was up on Steam.
I noticed today it is trying to mount depot_ID.vpk, and also trying to read
a file named "steam_vpks.vdf". I haven't found any documentation on this
behavior but there might
Fixed it myself. Make sure you set the collision group on the entity before you
call CreateVPhysics.
From: james.march...@live.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 4 Mar 2014 22:38:30 +
Subject: [hlcoders] Collision checking for vphysics objects
Hello!
I have an animated doo
I'm going to guess porting to 2013 is out of the question?
On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar wrote:
> Hello,
>
> I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the
> contents of the Source SDK Base folder and plopped the gamedir inside,
> updated gameinfo.txt and st
Hello,
I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the
contents of the Source SDK Base folder and plopped the gamedir inside,
updated gameinfo.txt and steam_appid.txt, etc.
When I try to launch it from my Steam library after installing from our
Steamworks depot the mod r
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