Noone has a clue about this?
I can not for the life of me do anything with the HL2DM sdk?
I tried the MP SDK and everything works as it should.
Not sure what the deal is...
Also in the solution explorer it shows CounterStrike DLL TF2 DLL and these
were never there before. They have some files under
I will have a look at the code and see why it isn't doing this already.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson
Sent: Monday, February 21, 2005 9:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Plug
unfortunately cleaning it doesnt seem to help very often :< I think I'm
going to try compiling on another computer maybe if I can't get any more
suggestions from here.. thanks though :D
_
Designer Mail isn't just fun to send, it's fun
On linux, you can try to use something like strace (you may have to log
the output) to catch where calls are messing up. But in the end, it
would be very helpful if Valve included some sort of
dlerror()/FormatMessage() output when a plugin fails to load.
-David "BAILOPAN" Anderson
ht
This really sounds like a build system problem. The "rebuild without
changing code" fix is what gives it away. Make clean and make.
On Mon, 21 Feb 2005 21:55:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> hmm ..
> not that I know much but, sometimes builds get messed up for some
> reasons (I
hmm ..
not that I know much but, sometimes builds get messed up for some
reasons (I don't think it's a bug in the compiler itself .. but what
do I know) but you can fix this kind of stuff by rebuilding a clean
build.
On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry <[EMAIL PROTECTED]> wrote:
> Pl
Thanks! By using CBasePlayer instead of CSDKPlayer and a few minor
tweaks I can compile and link. However when I use the bot_add command
at the console the game (HL2DM) crashes on this line of the function
BotPutInServer in sdk_bot_temp.cpp:
edict_t *pEdict = engine->CreateFakeClient( botname )
Please bare with me while I try to explain this crash, let me begin by
saying I'm using the very first mp sdk source with no updates... and debug
build is not helping at all. Perhaps the most frightening aspect of this
crash is its consistancy between game launches, and its inconsistancy
between bu
Is there any way to tell why my Server Plugins (on Linux dedicated server)
are refusing to load? They compile and link correctly but I cannot tell why
they wont load.
Thank you,
Daniel Jennings
___
To unsubscribe, edit your list preferences, or view th
Try using CBasePlayer instead of CSDKPlayer.
- Original Message -
From: "Mark Ettinger" <[EMAIL PROTECTED]>
To:
Sent: Monday, February 21, 2005 6:00 PM
Subject: [hlcoders] Bots in HL2DM?
> Has anyone successfully ported the basic bot code in the barebones MP
> mod to the new deathmatch
Has anyone successfully ported the basic bot code in the barebones MP
mod to the new deathmatch code? After copying a few files from
basic-MP to the DM folders (most of the stuff is already there but
needs to be added to the project) I can get it to compile but I get 22
link errors (unresolved ext
Shaders are well beyond my level of knowledge unfortunatly :(
But it's amazing what you can do when you acctually look at the
available public functions
SetRenderColorA(
SetRenderMode(
and a little help from garry on the materials has put me on my merry
way to getting it up and running.
I think
That would be the plan :)
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Hartland
Sent: Monday, February 21, 2005 12:19 PM
To: hlds_apps@list.valvesoftware.com
Cc: hlcoders@list.valvesoftware.com
Subject: Re: [hlds_apps] Server query prot
We will be revising the Source server query format in the near future to
remove some architectural problems with it. All the existing queries
apart from PING will be altered by this change (i.e will require your
tools to be updated). There will be a period where both systems coincide
but we want to
I've got a similar system going in my mod, except we use a material with the
refract shader - a possibility would be to use the playerspeed material
proxy to affect the refraction level, though that wouldn't allow a way of
getting the model back into full visibility again (something I want to look
I will forward on the request for some kind of iterator in IGameEvent,
seems a reasonable thing. Note that you can load the various event files
(modevents.res, serverevents.res, gameevents.res) at run time to get the
format of all the events being used.
- Alfred
-Original Message-
From: [
I don't know about that problem sorry, haven't had any reports of it
either. Could you elaborate on the death notice problems?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Sunday, February 20, 2005 11:14 PM
To: hlcoders@
Okay, apperntly it crashes on this function:
mstudioseqdesc_t &studiohdr_t::pSeqdesc( int i ) const
{
if (numincludemodels == 0)
{
return *pLocalSeqdesc( i ); <- CRASH HERE
}
virtualmodel_t *pVModel = (virtualmodel_t *)GetVirtualModel();
Assert( pVModel );
virtualgroup_t *p
Or you can always use the CountDownTimer class in the util_shared.h...
CountDownTimer roundTimer;
roundTimer.Start(mp_roundlimit.GetFloat() * 60);
if (roundTimer.isElapsed())
{
}
roundTimer.Reset()...
and so on.. Just look the CountDownTimer class.
On Mon, 21 Feb 2005 17:04:09 +, Ben
Right, I've figured out it's something on the client DLL for sure.
The player lasts about 5 seconds, and can move but then they get a
memory error.
I added it in, but got a precompiled header error, then I fixed that and
everything went all slow, and I got errors from DbgHelp.h :|
On Mon, 21 Feb 20
Yeh, thanks.:
I'll show you my basic timer(you have to add the hud elements yourself)
This for HL2DM.
multiplay_gamerules.h
extern ConVar mp_roundlimit;
multiplay_gamerules.cpp
// Round limit
ConVar mp_roundlimit( "mp_roundlimit",
"0",
I'll show you my basic timer(you have to add the hud elements yourself)
This for HL2DM.
multiplay_gamerules.h
extern ConVar mp_roundlimit;
multiplay_gamerules.cpp
// Round limit
ConVar mp_roundlimit( "mp_roundlimit",
"0",
It's the material that needs to be changed.
If you are really stuck you could ask garry of garrys mod, he just
implemented a material changer gun.
On Mon, 21 Feb 2005 09:50:54 +, British_Bomber <[EMAIL PROTECTED]> wrote:
> I am currently trying to implement a way of making a specific class i
I use this one
for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ )
{
CBasePlayer *player = (CBasePlayer
*)UTIL_PlayerByIndex(i);
if ( player )
{
player->RemoveA
I am currently trying to implement a way of making a specific class in
my mod become more and more translucent the less they move, and if
they stop completely for a period of time they become completely
invisible.
I have the majority of this working, it's simple enough, but I am
having an issue wi
I added it in, but got a precompiled header error, then I fixed that and
everything went all slow, and I got errors from DbgHelp.h :|
On Mon, 21 Feb 2005 01:13:48 +, Knifa <[EMAIL PROTECTED]> wrote:
I think its okay. Everything works perfect while your the server.
Minidumps?,,,
http://www.cod
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