RE: [hlcoders] Is there such a thing as a NULL model?
You can always return false in C_BaseCombatWeapon::ShouldDraw if is not being carried by the local player. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Saturday, November 26, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Is there such a thing as a NULL model? I did this for the "Fatman Fist" weapon in dystopia. I modified the SetWeaponVisible() for the fist, so it would AddEffects( EF_NODRAW ); (which hides the world model) and then vm->RemoveEffects( EF_NODRAW ); so it shows the viewmodel On 11/27/05, Chris Janes <[EMAIL PROTECTED]> wrote: > For early versions of hidden we just commented out the world model > from the weapon script - it threw an error in the console, but didn't > crash and the model was invisible (no error model either). Might be a > good place to start looking. > > If that doesn't work for you, could you not maybe set the models alpha to 0? > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 > Sent: 26 November 2005 20:20 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Is there such a thing as a NULL model? > > Hi, > I'm faced with a problem right now, and i've been trying a few > solutions but to no avail so far... > I'm trying to create a weapon that has a first person view model, but > no third person model at all (the character model will display the animation). > I've tried SetModel(NULL); or putting "" as the world model name in > the script file, both those crash me... I've tried putting a bunch of > AddEffect(EF_NODRAW) everywhere in my weapon class, no luck there, > i've had a modeller make me an empty model, and that also crashes... > > Anyone got a simple solution for me to fix this problem? > > > -- > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date: > 25/11/2005 > > > > ___ > 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] CUtlLinkedList problem
-- [ Picked text/plain from multipart/alternative ] Code at: http://developer.valvesoftware.com/wiki/Simulated_Bullets I have been trying to store a set of objects in a linked list but it's been crashing only clientside This is shared code so I don't see why it wouldn't have problems serverside...which it doesn't (i've tested without client bullets) All I get is from crashdump is: > client.dll!CUtlLinkedList::AllocInternal(bool > multilist=false) Line 334 + 0x8 C++ > client.dll!CUtlLinkedList::InsertBefore(int > before=-1, C_SimulatedBullet * const & src=0x04d16390) Line 447 + 0xa C++ > client.dll!CUtlLinkedList *,int>::AddToTail(C_SimulatedBullet * const & src=0x04d16390) Line 483 C++ > client.dll!C_BulletManager::AddBullet(C_SimulatedBullet * > pBullet=0x04d16390) Line 332 + 0x12 C++ > See also: http://developer.valvesoftware.com/wiki/Talk:Simulated_Bullets -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: CUtlLinkedList problem
-- [ Picked text/plain from multipart/alternative ] Problem solved... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam Service Closing Unexpectedly
I noticed steam crashed when my DSL restarted. At the time I was trying to launch a mod and it got stuck @ the loading Half-Life 2... Then crashed later... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Wednesday, November 23, 2005 11:26 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam Service Closing Unexpectedly We are looking into this. If I need help reproducing the problem I will ping the list. - Alfred Matthew Lewis wrote: > I've also had multiple Steam icons sitting on my toolbar. This started > about a weerk or so ago. It requires that all the instances be closed > and Steam restarted from scratch in order to launch anything. > > ___ > 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] Did valve update hl2.exe's debuger?
I dont know if it's something i did, but when i was testing nightfall, one of the overlays brought up a nice little debug box, that is shown here - http://img363.imageshack.us/img363/8485/newdebuger5lb.jpg This box came up when the level was useing the env_screenoverlay entity, but i have not done much edits to this file, and the edits i have done, never broke the code - this is the console message after i chose to ignore 1 more time(s) "materials/_rt_FullFrameFB1.vtf": can't be found on disk FUNCTION NOT IN TABLE!: env_screenoverlay:BaseThinkFunc (2238d2a8) baseentity.cpp (2658) : Assertion Failed: 0 So is this valve, or something that i have installed without knowing? Adam My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Did valve update hl2.exe's debuger?
-- [ Picked text/plain from multipart/alternative ] it seems that you ahve a custom think being set on the screenoverlay entity...have you modified env_screenoverlay...if so you need to DEFINE_THINKFUNC() it in the datadesc On 11/28/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > I dont know if it's something i did, but when i was > testing nightfall, one of the overlays brought up a > nice little debug box, that is shown here - > > http://img363.imageshack.us/img363/8485/newdebuger5lb.jpg > > This box came up when the level was useing the > env_screenoverlay entity, but i have not done much > edits to this file, and the edits i have done, never > broke the code - this is the console message after i > chose to ignore 1 more time(s) > > "materials/_rt_FullFrameFB1.vtf": can't be found on > disk > FUNCTION NOT IN TABLE!: > env_screenoverlay:BaseThinkFunc (2238d2a8) > baseentity.cpp (2658) : Assertion Failed: 0 > > So is this valve, or something that i have installed > without knowing? > > Adam > > > > My Website http://www.ammahls.com > Lead Programer NightFall http://www.nightfallmod.net/ > Developer of CST and ZHLT 3.0 http://www.zhlt.tk > > This email has been sent from Adam McKern, and is not one of the many spam > bots that use my email address. > > If you receive an email that has not got this signature line, please > delete the email, and not respond in any way to it. > > > > > __ > Yahoo! Mail - PC Magazine Editors' Choice 2005 > http://mail.yahoo.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