Thanks for your patience Alfred, it must be getting late in your part
of the world :-)
I copied the steamclient.dll tier0_s.dll & vstdlib_s.dll files into my
\Steam\SteamApps\USERNAME\Half-Life 2\bin\ and made them read only,
the good news is i no longer get the first error ("The procedure entry
p
Oh, make sure you have tried launch HL2 through Steam at least once
since the update (just to make sure all the on disk binaries are up to
date).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Tuesday, August 09, 2005 9:58 PM
You can copy the 3 files I mentioned to
\Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only and
then you should be able to debug.
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent:
Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.va
I tried both of those, still no dice. I quit steam, deleted the files
in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let it
update, ran hl2, then tried to debug, same error.
-Teddy
On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> Delete the ones in \Steam\SteamApps\USERNAME\Ha
Delete the ones in \Steam\SteamApps\USERNAME\Half-Life 2\bin\. If that
fails quit Steam, delete "Steam.dll" from your base Steam directory and
run Steam again (this will force it to reload the base Steam binaries).
And it only happens on map load because that is the only time it tries
to enable
One small detail i forgot to mention, the crash only happens when i
try to load a map.
On 8/10/05, Teddy <[EMAIL PROTECTED]> wrote:
> Thanks for replying so quickly Alfred :-)
>
> I checked my SourceMods\dystopia\bin directory, the only files in
> there is the server, client and shader dlls.
>
> I
Thanks for replying so quickly Alfred :-)
I checked my SourceMods\dystopia\bin directory, the only files in
there is the server, client and shader dlls.
I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll, the only
place they show up is in my \Steam\SteamApps\USERNAME\Half-Life 2\bin\
di
Looks like you may have copied steamclient.dll/tier0_s.dll/vstdlib_s.dll
to your games bin/ directory. Delete them, they shouldn't be there.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent:
Tuesday, August 09, 2005 8:52 PM To: hlcoders@l
Since the last steam update, i can't debug my mod.
Running it with the following command line:
\Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev -allowdebug -novid
-game "\steam\SteamApps\SourceMods\dystopia"
Causes the following errors:
"The procedure entry point ?? 1CScopedCriticalSection@@[E
It uses a flag (EF_BONEMERGE from memory), which basically tells it to
match up the bone in the weapon model to the player model (usually the
ValveBiped_R_Hand)
On 8/10/05, Alex Thomson <[EMAIL PROTECTED]> wrote:
> I think that's a contact point on the crowbar rather than where it
> attaches to...
I've got some pictures online at http://oregonstate.edu/~holtt/forestry/ that
show some of what I've got going now with trees. That's terrain around
Tillamook in Oregon - extremely steep and forested stuff. 16000x16000
displacement mesh ground covering approximately 1.28km x 1.28km. Player is at
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A bit OT: But did you advertise this mod on hl2world, because I remember
seeing something like this and being amazed.
On 8/9/05, Tim Holt <[EMAIL PROTECTED]> wrote:
>
> Joshua, I'm also very interested in this. I'm working on a forest
> visualiza
Joshua, I'm also very interested in this. I'm working on a forest visualization
project at Oregon State University, and had considered SpeedtreeRT as well.
I have a hunch where you would integrate it, or how. Take a look at
DetailObjectSystem.cpp - which handles the detail stuff (fading out gras
I think that's a contact point on the crowbar rather than where it
attaches to... but thanks anyway. I'll double-check.
-Original Message-
From: Kamran [mailto:[EMAIL PROTECTED]
Sent: 09 August 2005 17:35
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapon attachments
Have
Have you looked at the crowbar XSI file? It's in the
user_name\sourcesdk_content\hl2\modelsrc\weapons folder.
It has little points that seem to reference bones, I haven't looked much
at it.
Alex Thomson wrote:
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[ Picked text/plain from multipart/a
I can't answer your question, but I would like to ask how you kept all
this so quiet! A new commercial Source game and a professionally-made
mod should be all over the headlines, yet this is the first time I've
heard of Valhallon?
Joshua Alejandro Jacobo wrote:
We are currently looking to use S
We are currently looking to use SpeedtreeRT to generate real-time trees
in our mod, as well as larger project down the line, but we are trying
to determine if it is possible to integrate the code into the SDK, the
people at IDV not offering as much documentation as we would like
(except for an out
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So... weapon attachments, the view model stuff is fairly well
documented. But, say I had a completely new character model and a
completely new weapon model. How do I go about telling the game where
the
A link off that article Jeff posted is a good read :
http://www.next-gen.biz/index.php?option=com_content&task=view&id=362&Itemid=36
Its Valve stance on publishers and more specifically Gabe Newall's take on
advertising and reaching the customer. What a great perspective.
As I am not in marketing
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