Bloodlines reboots the engine when this is called from
what i can think of, when i was playing it - if only
we could reboot the engine, maybe the ammo counters
wont overlap :)
--- Aaron Schiff <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> There is an OnScree
Yes I'm running my mod, but it doesn't affect spawn points. Note, the player
never notices they're outside the map. I think it's only ragdolls, though I'm
not positive.
Let's put it this way, I don't have players yelling "help I've fallen out of
the map". I just see in the server log pages a
Man I wish my vphysics bug thread got this many responses.
So, I'm not completely certain it's when the player is dead, but the log
messages usually occur right after a death. Also, I don't understand the case
that Garry is trying to fix. Garry, I tried spectating a player on the ground
when
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There is an OnScreenSizeChanged function that gets called...it may be doing
something funky
On 3/10/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> There's a long-standing issue with the HL2 core, or perhaps the SDK, that
> if you change you
There's a long-standing issue with the HL2 core, or perhaps the SDK, that if
you change your screen res of window size, VGUIs get messed up until you
restart. I've never tried to investigate a fix though.
At 2006/03/10 08:49 AM, Benjamin Davison wrote:
>--
>[ Picked text/plain from multipart/al
Yes Draco, the Australia IGDC (Freeplay) is in
Melbourne - i normaly catch the train down from Sydney
--- Jason Houston <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I wish I could go to that, but I'm in Queensland :(
> It's in Melbourne,
> right?
>
> --
> D
--
[ Picked text/plain from multipart/alternative ]
I wish I could go to that, but I'm in Queensland :( It's in Melbourne,
right?
--
Draco
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It looks just like a torrent, with the DownloadRate, UploadRate,
PeersConnected & SharingRatio elements. Cool bannanas!
On 3/11/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> C:\Steam\Public
>
> It's in the new friends beta.
>
> On 3/11/06
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C:\Steam\Public
It's in the new friends beta.
On 3/11/06, Teddy <[EMAIL PROTECTED]> wrote:
>
> Where do I find this file?
>
> On 3/11/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > Thats prob 'part' of Brams code work from late 2003.
> >
Where do I find this file?
On 3/11/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> Thats prob 'part' of Brams code work from late 2003.
>
> --- Benjamin Davison <[EMAIL PROTECTED]>
> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Or maybe that's what they are plannin
Thats prob 'part' of Brams code work from late 2003.
--- Benjamin Davison <[EMAIL PROTECTED]>
wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Or maybe that's what they are planning for it.
>
> You wanna be checking in P2PDownload.res
>
> --
> - Benjamin Davison
> --
>
> _
I wont be going to the US GDC - but i will be going to
the Aussie IGDC again - its going to be around August
this year, due to the commonwelth games. If any one is
interested...
--- Gus <[EMAIL PROTECTED]> wrote:
> Hello, vangelis,
>
> How to get in free? Or do you waste your hard earned
> dollar
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[ Picked text/plain from multipart/alternative ]
Or maybe that's what they are planning for it.
You wanna be checking in P2PDownload.res
--
- Benjamin Davison
--
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visi
--
[ Picked text/plain from multipart/alternative ]
I want to see an update also, I use vs 05 for all my programming, and
switching back to 03 has been a pain.
Unfortunetly, unless this update contains full support for DOD:S mods, I
won't be that interested.
--
I sleep better at night, knowing that Teddy is on the case!
-John Sheu
On Sat, 2006-03-11 at 08:23 +1000, Teddy wrote:
> Any news on the update David? Must be getting close now! :-)
>
> On 2/18/06, David Speyrer <[EMAIL PROTECTED]> wrote:
> > Yep, we're still working on it. Thanks for being patie
Any news on the update David? Must be getting close now! :-)
On 2/18/06, David Speyrer <[EMAIL PROTECTED]> wrote:
> Yep, we're still working on it. Thanks for being patient.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent: Wednesday, F
Hello, vangelis,
How to get in free? Or do you waste your hard earned dollars just to walk the
demo floors?..haha
Maybe Modders should have free passes
=== At 2006-03-10, 13:44:00 you wrote: ===
>--
>[ Picked text/plain from multipart/alternative ]
>I'm always at GDC, since it'
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If anyone runs into it in the future, the 2 elements missing res files most
likely in that picture are:
sdk_hud_message - top left highlight.
hud_voicestatus - big highlighting.
On 3/10/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> Use the
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[ Picked text/plain from multipart/alternative ]
I'm always at GDC, since it's local to me. We should pick a time and
place to hook up for co-miseration. B-)
-V
>--- Original Message ---
>From : Chris Janes[mailto:[EMAIL PROTECTED]
>Sent : 3/10/2006 12:44:57 PM
>To : hlcoders@list.va
I'll be there for the IGF finals, should be interesting.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: 10 March 2006 18:55
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Meetup at GDC?
How many listers will be at GDC this year?
--
[ Picked text/plain from multipart/alternative ]
I only get this problem when spawning alot of bots in and killing them.
Also Garry's fix did nothing for me :'(
On 3/10/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> It's probably a bit hacky.. I'll have to move it over since I added it
> in d
How many listers will be at GDC this year? I'm attending to go to the Serious
Games Summit (and the conference as a whole). Anyone else?
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You should look at RecvProxy_AnimTime in c_baseentity
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: Friday, March 10, 2006 10:10 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RecvProp callback
Valve, please consi
Use the vgui_drawtree* set of engine commands to view the list of
visible VGUI panels.
- Alfred
Scott Loyd wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> http://3dwire.net/bin/what_elements.jpg
>
> Anyways, I have been digging through the code and my res files trying
> to
> figu
Yahn Bernier wrote:
You should look at RecvProxy_AnimTime in c_baseentity
Yahn
Hey, what do you know!
When I saw the proxy functions, I confused them for having a different
purpose.
Thanks.
--
Jorge "Vino" Rodriguez
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Valve, please consider this for your next SDK release:
It would be great if you could pass into RecvProp a callback function,
perhaps as a parameter to RecvPropFloat and the like, such that whenever
the engine updates a RecvProp, it would call that callback function with
the old and new values. I
--
[ Picked text/plain from multipart/alternative ]
http://3dwire.net/bin/what_elements.jpg
Anyways, I have been digging through the code and my res files trying to
figure out what HUD elements I have left that are causing these 2 highlights
to show up... Any ideas as to what elements those are,
--
[ Picked text/plain from multipart/alternative ]
Yeah, it's the correct .res file.
On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote:
>
> No, the .res file for it.
>
> Benjamin Davison wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The correct res?
> >
> > I'm gonna take the
No, the .res file for it.
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
The correct res?
I'm gonna take the correct res is 640*480, and no I didn't :|
On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
Have you been editing it in the correct res?
--- Be
It's probably a bit hacky.. I'll have to move it over since I added it
in derived Lua stuff.
The problem I found was in the function
bool CBasePlayer::SetObserverMode(int mode )
the block
case OBS_MODE_CHASE :
case OBS_MODE_IN_EYE :
// udp
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[ Picked text/plain from multipart/alternative ]
The correct res?
I'm gonna take the correct res is 640*480, and no I didn't :|
On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Have you been editing it in the correct res?
>
> --- Benjamin Davison <[EMAIL PROTECTED]>
> wrote:
>
>
Have you been editing it in the correct res?
--- Benjamin Davison <[EMAIL PROTECTED]>
wrote:
> --
> [ Picked text/plain from multipart/alternative ]
>
http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
>
> Very weird, it has been working fine for a while in
> proper sizes, but just
> start
--
[ Picked text/plain from multipart/alternative ]
http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg
Very weird, it has been working fine for a while in proper sizes, but just
started it up today and it has decided todo that. Any ideas?
--
- Benjamin Davison Davis on
Davis-on
Davidson
De
Garry Newman wrote:
I just fixed this problem in GMod.
When a player is a spectator his body is non solid so keeps falling
through the enviroment.
In my mod I just made it set the player's movetype to MOVETYPE_NONE if
he's spectating an entity. It seems to fix the problem (You can verify
by en
Also, i forgot to say that in hl1 (i know) - the clip
type fix that cagey made causes you to fall out of the
world if you duck where there is no assinged hull
(normaly near complex brush work) - i have worked with
the source tools, and can say that this is not the
case - other then what i said abou
Yes, the player spawn points, if you place them in line with the ground
in counter-strike source, will cause the player to spawn outside the
map. Mappers can fix this by placing the spawn point above the ground. I
wouldn't suggest changing the code, just because, if it ain't broke,
don't fix it, an
I just fixed this problem in GMod.
When a player is a spectator his body is non solid so keeps falling
through the enviroment.
In my mod I just made it set the player's movetype to MOVETYPE_NONE if
he's spectating an entity. It seems to fix the problem (You can verify
by ent_text 2 or whatever th
FL_EDICT_DONTSEND should stop the prop sending any info to clients,
but wouldn't you need to transmit the position of the weld point
anyways?
I suppose you could send the weld position relative to the object just
once, and you could calculate the position via that. In theory it
should work, you mi
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