Re: [hlcoders] Headcrab grenade
Ah sorry then dude - have you looked at posible checking the models bounding box in the engine? Other then that, preform a shift command - i have seen this but this time i have no clue where it lives - basicly it looks at where the model is, and moves it xxx from what ever world, or prop solid it would normaly get stuck in - knowing this its prob part of the antlion code. Adam --- TheDisturbedOne TheDisturbedOne <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > #define GRENADE_RADIUS4.0f // inches > > // BUGBUG: Hardcoded grenade width of 4 - better not > change the model :) > > Those lines inside weapon_frag.cpp? I changed it but > they still get stuck in > walls. > -- > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around 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] EmitSound
DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. Would it be appropriate to ban someone who asks silly spam questions and is from cherrycake? I would say yes. On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: [EMAIL PROTECTED] wrote: > Compaired to the ammount of questions and things I have solved myself today - the > questions would weigh the lesser. > Don't give me that. The number of problems I solve in any given day at my job leaves these petty things in the dust. I'm a software developer, who also services requests from clients on an hourly basis while doing full time development, and I rarely have to post to a mailing list to find answers. You're just not willing to use your brain. You'll learn much more if you figure out how to do it yourself then if you rely on others all the time. Also, would you please take down cherrycake.org? It has no taste. -- Jorge "Vino" Rodriguez ___ 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
Re: [hlcoders] EmitSound
[EMAIL PROTECTED] wrote: Compaired to the ammount of questions and things I have solved myself today - the questions would weigh the lesser. Don't give me that. The number of problems I solve in any given day at my job leaves these petty things in the dust. I'm a software developer, who also services requests from clients on an hourly basis while doing full time development, and I rarely have to post to a mailing list to find answers. You're just not willing to use your brain. You'll learn much more if you figure out how to do it yourself then if you rely on others all the time. Also, would you please take down cherrycake.org? It has no taste. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Why don't you try searching through the examples and files that are already in the source sdk? It isn't hard to search for EmitSound() and then look at the page and right clicking and going to "Goto Declaration" and seeing what header file it is in. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Headcrab grenade
-- [ Picked text/plain from multipart/alternative ] #define GRENADE_RADIUS4.0f // inches // BUGBUG: Hardcoded grenade width of 4 - better not change the model :) Those lines inside weapon_frag.cpp? I changed it but they still get stuck in walls. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Thank's man I found the "SoundEmitterSystem/isoundemittersystembase.h" header but did not know what else I needed to include. On 18 Aug 2006 at 21:48, Skillet wrote: > -- > [ Picked text/plain from multipart/alternative ] > It's in CBaseEntity and C_BaseEntity. Both of them call into shared > functions in soundemittersystem.cpp. > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > Dang it; what where the headers for this? > > > > ___ > > 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
Re: [hlcoders] EmitSound
Compaired to the ammount of questions and things I have solved myself today - the questions would weigh the lesser. Look I need to get this done quick and I am working on it 24/7 and using my brain the only logical thing to do is to ask people who know the structure of the Source SDK to learn about how it works rather than spend an hour trawling the source code and waste a LOT of time. On 18 Aug 2006 at 21:46, Jorge Rodriguez wrote: > [EMAIL PROTECTED] wrote: > > Dang it; what where the headers for this? > > > > Would you use your brain instead of having hlcoders solve all your > problems for you? > > -- > Jorge "Vino" Rodriguez > > > ___ > 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
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] It's in CBaseEntity and C_BaseEntity. Both of them call into shared functions in soundemittersystem.cpp. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Dang it; what where the headers for this? > > ___ > 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
Re: [hlcoders] EmitSound
[EMAIL PROTECTED] wrote: Dang it; what where the headers for this? Would you use your brain instead of having hlcoders solve all your problems for you? -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] EmitSound
Dang it; what where the headers for this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] multiple spawn points
-- [ Picked text/plain from multipart/alternative ] So, what do I do with this code? I tried adding the entries into my fgd file, but that created a run time error. On 8/18/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > The code is already there. Look for TEAM_COMBINE/TEAM_RED, > info_player_combine/info_combine_red and something about selecting the > spawnpoint (at the bottom of hl2mp_player.cpp) > > On 8/18/06, Greg Lindquist <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Anything a bit more specific? > > > > On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > You need to open up your code...look for spawnpoint > > > > > > On 8/17/06, Greg Lindquist <[EMAIL PROTECTED]> wrote: > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > I've followed the team creation tutorials, and everything works > fine. > > > They > > > > do all spawn in the same location though. Can someone walk through > the > > > > process of creating the entity that will let me choose which team > will > > > > spawn > > > > from that entity? > > > > > > > > This way I can have Team 1 spawn on one side of the map, and Team 2 > > > spawn > > > > on > > > > the other. I really appreciate the help. > > > > -- > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > ts2do > > > -- > > > > > > ___ > > > 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
RE: [hlcoders] LiveForTime()
Thanks man! That worked! :D Any ideas on fading the beam? I was thinking of a brightness loop -- down to 0 from 255? Thanks; Yanii On 18 Aug 2006 at 18:02, Tony "omega" Sergi wrote: > I did something like this (i don't remember if I had to edit code elsewhere > or not.. so, this may only be part of it) > > Inside DrawModel; in beam_shared.cpp, after beams->drawbeam.. > I added > if ( m_pfnThink ) > { > if ( GetNextThink() < gpGlobals->curtime ) > { > Think(); > } > } > > > This allowed the think function to get called on the client when it was time > to remove it. > > However, I've since changed my weapon that used this instant-fire beam, and > created a new tracer effect that essentially does the same thing though, and > functions better. > > But this did work ;) > > > -- > -- omega > Heroes of Excelsior > http://www.heroesofexcelsior.com > Blackened Interactive > http://www.blackened-interactive.com > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > > Sent: August 18, 2006 4:32 PM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] LiveForTime() > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Content-description: Mail message body > > > > Hey, > > > > Now I am using LiveForTime(0.5) on my CBeam because StartFadeOut > > doesn't exist on the client sadly; but more to the point LiveForTime > > is meant to destroy the beam after 0.5 seconds but it fails to do so > > the beams to continue to stick around on the screen. > > > > What can I do about this? Anyone know how I could get LiveForTime to > > work? Or know a different method of gradually destroying the beam > > after a period of time? > > > > Thanks; > > Yanii > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > __ NOD32 1.1454 (20060321) Information __ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.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
RE: [hlcoders] LiveForTime()
I did something like this (i don't remember if I had to edit code elsewhere or not.. so, this may only be part of it) Inside DrawModel; in beam_shared.cpp, after beams->drawbeam.. I added if ( m_pfnThink ) { if ( GetNextThink() < gpGlobals->curtime ) { Think(); } } This allowed the think function to get called on the client when it was time to remove it. However, I've since changed my weapon that used this instant-fire beam, and created a new tracer effect that essentially does the same thing though, and functions better. But this did work ;) -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > Sent: August 18, 2006 4:32 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] LiveForTime() > > -- > [ Picked text/plain from multipart/alternative ] > Content-description: Mail message body > > Hey, > > Now I am using LiveForTime(0.5) on my CBeam because StartFadeOut > doesn't exist on the client sadly; but more to the point LiveForTime > is meant to destroy the beam after 0.5 seconds but it fails to do so > the beams to continue to stick around on the screen. > > What can I do about this? Anyone know how I could get LiveForTime to > work? Or know a different method of gradually destroying the beam > after a period of time? > > Thanks; > Yanii > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > __ NOD32 1.1454 (20060321) Information __ > > This message was checked by NOD32 antivirus system. > http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] LiveForTime()
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Hey, Now I am using LiveForTime(0.5) on my CBeam because StartFadeOut doesn't exist on the client sadly; but more to the point LiveForTime is meant to destroy the beam after 0.5 seconds but it fails to do so the beams to continue to stick around on the screen. What can I do about this? Anyone know how I could get LiveForTime to work? Or know a different method of gradually destroying the beam after a period of time? Thanks; Yanii -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] cannot view pupil in 3ds max???
-- [ Picked text/plain from multipart/alternative ] qceyes, the eyes are handled by the source engine, they are not part of the model. http://developer.valvesoftware.com/wiki/Character_Setup_Overview -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] cannot view pupil in 3ds max???
-- [ Picked text/plain from multipart/alternative ] Hi... When I import a smd model into 3ds max, the eye just appears plain white with no pupil texture. How do I add the pupil texture to complete the model?? Thanks. Regards, ::Arpitha -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Game Crash on Exploding Barrel
Nevermind I fixed it; Thanks a lot for the help I really appreciate it. In the past I always avoided Debuggers and just setup manual break points; today I have learnt how to use the MSVC++ 2003 .net debugger and I am very happy about this. Thanks; Yanii On 18 Aug 2006 at 14:00, [EMAIL PROTECTED] wrote: > -- > [ Picked text/plain from multipart/alternative ] > Content-description: Mail message body > > Okay this seems to be causing the problem: > Assert (bOK); > > In: > void CMemoryPool::Free( void *memBlock ) > > But I havent changed any of this code - so why now is it suddenly > playing up? > > On 18 Aug 2006 at 8:41, Oliver Gray wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Here's a good start point: > > http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code > > > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > How do I run the game off VS 2003? I usually avoid using debuggers. > > > > > > On 18 Aug 2006 at 8:18, Oliver Gray wrote: > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Maybe a NULL pointer? Or not using memory correctly when working with > > > char* > > > > type objects? One way to look into this is to run the game off VS 2003 > > > in > > > > debug mode and view the call stack when the game crashes. That way you > > > can > > > > see what caused the problem. If you need help seeing the call stack, > > > write > > > > back here. > > > > > > > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > > > > > I have no idea what I have done; to be honest I don't recall changing > > > > > anying significant last > > > > > night. > > > > > > > > > > However now all of a sudden my game is crashing wherever I shoot at an > > > > > exploding barrel > > > > > and I get some of those debug dialogs saying something about the > > > > > mempool.cpp. > > > > > > > > > > I have absolutly no idea what could be causing this; does anyone else? > > > > > > > > > > Thanks; > > > > > Yanii > > > > > > > > > > ___ > > > > > 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 > > > > > -- > > ___ > 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
Re: [hlcoders] Game Crash on Exploding Barrel
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Here's more on the issue: void CEventAction::operator delete( void *pMem ) { g_EntityListPool.Free( pMem ); } CBaseEntityOutput::~CBaseEntityOutput() { CEventAction *ev = m_ActionList; while (ev != NULL) { CEventAction *pNext = ev->m_pNext; delete ev; ev = pNext; } } I'm going to compaire all this against the lastes HL2DM SDK and correct any changes. That should fix the problem *fingers crossed*. On 18 Aug 2006 at 8:41, Oliver Gray wrote: > -- > [ Picked text/plain from multipart/alternative ] > Here's a good start point: > http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > How do I run the game off VS 2003? I usually avoid using debuggers. > > > > On 18 Aug 2006 at 8:18, Oliver Gray wrote: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Maybe a NULL pointer? Or not using memory correctly when working with > > char* > > > type objects? One way to look into this is to run the game off VS 2003 > > in > > > debug mode and view the call stack when the game crashes. That way you > > can > > > see what caused the problem. If you need help seeing the call stack, > > write > > > back here. > > > > > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > > > I have no idea what I have done; to be honest I don't recall changing > > > > anying significant last > > > > night. > > > > > > > > However now all of a sudden my game is crashing wherever I shoot at an > > > > exploding barrel > > > > and I get some of those debug dialogs saying something about the > > > > mempool.cpp. > > > > > > > > I have absolutly no idea what could be causing this; does anyone else? > > > > > > > > Thanks; > > > > Yanii > > > > > > > > ___ > > > > 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 > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Game Crash on Exploding Barrel
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Okay this seems to be causing the problem: Assert (bOK); In: void CMemoryPool::Free( void *memBlock ) But I havent changed any of this code - so why now is it suddenly playing up? On 18 Aug 2006 at 8:41, Oliver Gray wrote: > -- > [ Picked text/plain from multipart/alternative ] > Here's a good start point: > http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > How do I run the game off VS 2003? I usually avoid using debuggers. > > > > On 18 Aug 2006 at 8:18, Oliver Gray wrote: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Maybe a NULL pointer? Or not using memory correctly when working with > > char* > > > type objects? One way to look into this is to run the game off VS 2003 > > in > > > debug mode and view the call stack when the game crashes. That way you > > can > > > see what caused the problem. If you need help seeing the call stack, > > write > > > back here. > > > > > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > > > I have no idea what I have done; to be honest I don't recall changing > > > > anying significant last > > > > night. > > > > > > > > However now all of a sudden my game is crashing wherever I shoot at an > > > > exploding barrel > > > > and I get some of those debug dialogs saying something about the > > > > mempool.cpp. > > > > > > > > I have absolutly no idea what could be causing this; does anyone else? > > > > > > > > Thanks; > > > > Yanii > > > > > > > > ___ > > > > 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 > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Game Crash on Exploding Barrel
-- [ Picked text/plain from multipart/alternative ] Here's a good start point: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > How do I run the game off VS 2003? I usually avoid using debuggers. > > On 18 Aug 2006 at 8:18, Oliver Gray wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Maybe a NULL pointer? Or not using memory correctly when working with > char* > > type objects? One way to look into this is to run the game off VS 2003 > in > > debug mode and view the call stack when the game crashes. That way you > can > > see what caused the problem. If you need help seeing the call stack, > write > > back here. > > > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > I have no idea what I have done; to be honest I don't recall changing > > > anying significant last > > > night. > > > > > > However now all of a sudden my game is crashing wherever I shoot at an > > > exploding barrel > > > and I get some of those debug dialogs saying something about the > > > mempool.cpp. > > > > > > I have absolutly no idea what could be causing this; does anyone else? > > > > > > Thanks; > > > Yanii > > > > > > ___ > > > 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
Re: [hlcoders] multiple spawn points
-- [ Picked text/plain from multipart/alternative ] The code is already there. Look for TEAM_COMBINE/TEAM_RED, info_player_combine/info_combine_red and something about selecting the spawnpoint (at the bottom of hl2mp_player.cpp) On 8/18/06, Greg Lindquist <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Anything a bit more specific? > > On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > You need to open up your code...look for spawnpoint > > > > On 8/17/06, Greg Lindquist <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > I've followed the team creation tutorials, and everything works fine. > > They > > > do all spawn in the same location though. Can someone walk through the > > > process of creating the entity that will let me choose which team will > > > spawn > > > from that entity? > > > > > > This way I can have Team 1 spawn on one side of the map, and Team 2 > > spawn > > > on > > > the other. I really appreciate the help. > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > ts2do > > -- > > > > ___ > > 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
Re: [hlcoders] Game Crash on Exploding Barrel
How do I run the game off VS 2003? I usually avoid using debuggers. On 18 Aug 2006 at 8:18, Oliver Gray wrote: > -- > [ Picked text/plain from multipart/alternative ] > Maybe a NULL pointer? Or not using memory correctly when working with char* > type objects? One way to look into this is to run the game off VS 2003 in > debug mode and view the call stack when the game crashes. That way you can > see what caused the problem. If you need help seeing the call stack, write > back here. > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > I have no idea what I have done; to be honest I don't recall changing > > anying significant last > > night. > > > > However now all of a sudden my game is crashing wherever I shoot at an > > exploding barrel > > and I get some of those debug dialogs saying something about the > > mempool.cpp. > > > > I have absolutly no idea what could be causing this; does anyone else? > > > > Thanks; > > Yanii > > > > ___ > > 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
Re: [hlcoders] Game Crash on Exploding Barrel
-- [ Picked text/plain from multipart/alternative ] You might want to read the article about debugging at the VDC. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I have no idea what I have done; to be honest I don't recall changing > anying significant last > night. > > However now all of a sudden my game is crashing wherever I shoot at an > exploding barrel > and I get some of those debug dialogs saying something about the > mempool.cpp. > > I have absolutly no idea what could be causing this; does anyone else? > > Thanks; > Yanii > > ___ > 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
Re: [hlcoders] multiple spawn points
-- [ Picked text/plain from multipart/alternative ] Anything a bit more specific? On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > You need to open up your code...look for spawnpoint > > On 8/17/06, Greg Lindquist <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I've followed the team creation tutorials, and everything works fine. > They > > do all spawn in the same location though. Can someone walk through the > > process of creating the entity that will let me choose which team will > > spawn > > from that entity? > > > > This way I can have Team 1 spawn on one side of the map, and Team 2 > spawn > > on > > the other. I really appreciate the help. > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ts2do > -- > > ___ > 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
Re: [hlcoders] VGUI Character Selection
extract hl2mp content; materials\VGUI\playermodels\players, for every folder you add a new option will appear. [EMAIL PROTECTED] wrote: On Half-Life 2 Deathmatch with the character selection in the Options; does anyone know where I can edit the characters that appear in that list? Thanks; Yanii ___ 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
Re: [hlcoders] VGUI Character Selection
-- [ Picked text/plain from multipart/alternative ] I'm not sure if you can add new one's but you can limit the choices in hl2mp_player.cpp. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > On Half-Life 2 Deathmatch with the character selection in the Options; > does anyone know > where I can edit the characters that appear in that list? > > Thanks; > Yanii > > ___ > 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
Re: [hlcoders] Game Crash on Exploding Barrel
-- [ Picked text/plain from multipart/alternative ] Maybe a NULL pointer? Or not using memory correctly when working with char* type objects? One way to look into this is to run the game off VS 2003 in debug mode and view the call stack when the game crashes. That way you can see what caused the problem. If you need help seeing the call stack, write back here. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I have no idea what I have done; to be honest I don't recall changing > anying significant last > night. > > However now all of a sudden my game is crashing wherever I shoot at an > exploding barrel > and I get some of those debug dialogs saying something about the > mempool.cpp. > > I have absolutly no idea what could be causing this; does anyone else? > > Thanks; > Yanii > > ___ > 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] Game Crash on Exploding Barrel
I have no idea what I have done; to be honest I don't recall changing anying significant last night. However now all of a sudden my game is crashing wherever I shoot at an exploding barrel and I get some of those debug dialogs saying something about the mempool.cpp. I have absolutly no idea what could be causing this; does anyone else? Thanks; Yanii ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI Character Selection
On Half-Life 2 Deathmatch with the character selection in the Options; does anyone know where I can edit the characters that appear in that list? Thanks; Yanii ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Decompile Models
-- [ Picked text/plain from multipart/alternative ] I got it to work by extracting the mdl using GCF scape and using mdldecompiler with the use GCF option thingy unselected. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] No Linux specific data?
Perhaps this parameter should be used by default when mapping for Half-Life 2? It seems that without it, there are problems with clipping and displacements when using the new SDK and the old code that Half-Life 2 uses. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Wednesday, August 09, 2006 2:45 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] No Linux specific data? Also, there's a command line option in vbsp: -novirtualmesh This will not revert to the previous behavior exactly (it essentially reverts to the linux behavior on win32 & linux - which uses more memory on win32 than the previous code). I haven't tested this with an old mod under linux yet, but it's possible that this can be used as a workaround. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly > Sent: Wednesday, August 09, 2006 10:54 AM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] No Linux specific data? > > As of episode 1, the engine no longer requires linux-specific data for > physics. There is a new method implemented for terrain collision in > vphysics that is shared between win32 and linux. Obviously that means > that you can only use the latest compile tools with mods running the > latest game DLL code. > > Jay > > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Adam > > "amckern" Mckern > > Sent: Wednesday, August 09, 2006 8:26 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] No Linux specific data? > > > > Hi Owen, > > > > I was looking at the code found in the source sdk update in > relation > > to the tools, and hope to have a HDR update to CST Soon, > but going on > > my own testing using just the CST BSP tool, along with > VVIS, and VRAD, > > will return the same as if you where to use the Feburay VBSP. > > > > I would wait for word from valve or other list members, before you > > would go and quote me though. > > > > Adam > > > > --- Owen Smith <[EMAIL PROTECTED]> wrote: > > > > > woo, my first post to the list :) > > > > > > I cannot verify/replicate this since I have no linux > server to test > > > on, but it appears that since the SDK update vbsp.exe no longer > > > outputs the linux specific data it used to. Hence, > > newly-compiled maps > > > crash when run on a Linux Server. > > > > > > This has been mentioned on VERC ( > > > > > http://www.chatbear.com/board.plm?a=viewthread&t=536,115488601 > > 3,22253&id=999083&b=4986&v=flatold > > > > > > > > http://www.chatbear.com/board.plm?a=viewthread&b=4986&t=52,115 > > 4933595,22231&s=0&id=999679) > > > but I couldnt see anything on the list archive about it. > > Any news on > > > this? > > > current workaround is to use CST/Zoners to compile but people are > > > reporting suboptimal lighting. On Interlopers I suggested > > people use > > > the CTS version of VBSP & maybe VVIS, then use Valve VRAD > > to get HDR > > > lighting, i avent had any confirmation that this works. > > Anyone know if > > > it will work, or are zoners tools output too different? > > > > > > And more importantly, will this error be resolved by > Valve? is it a > > > bug, or a dropped feature? is the linux dedicated serve > > being upgraded > > > some time soon or something? > > > > > > apoloigies if this is already covered, couldnt see it in > any recent > > > known issues threads, or on this list, etc etc. This is > not to be > > > confused with the other Linux-compiling issue here > > > > > http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issue > > s#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 > > > > > > Thanks for any response. And hello, by the way > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the > > list archives, > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > Nigredo Studios http://www.nigredostudios.com > > > > __ > > Do You Yahoo!? > > Tired of spam? Yahoo! Mail has the best spam protection around > > 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 > > ___ 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 lis