Yeah, i have rebooted many times - same issue
Adam
--- Nick <[EMAIL PROTECTED]> wrote:
> I have seen the wacked animation you describe
> before. I think a
> restart fixed it somehow.
>
> On 11/5/06, Adam amckern Mckern <[EMAIL PROTECTED]>
> wrote:
> > ===Wacked animations===
> >
> > For some rea
I have seen the wacked animation you describe before. I think a
restart fixed it somehow.
On 11/5/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
===Wacked animations===
For some reason my animations are all lagged out (on
default weapons in a ep1: sp mod code base), this has
happened betwee
On Sunday 05 November 2006 6:33 pm, Adam "amckern" Mckern wrote:
> I am able to use window commands, and everything else,
> this is an exmaple of my shortcut to run the game in
> dev mode
As far as I can tell, shortcuts are fine. The problem is when launching games
directly from the Steam window,
===Wacked animations===
For some reason my animations are all lagged out (on
default weapons in a ep1: sp mod code base), this has
happened between compiles, and I changed no code.
Links to videos -
NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o
WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3J
Just check its in offline mode - my computer at home
has been netless for 3 weeks now, and runs hammer
fine.
Adam
--- Nick <[EMAIL PROTECTED]> wrote:
> I can't even use the source sdk when in offline
> mode. I don't know if
> this is a bug, or if this is a feature, but i know
> it is annoying.
>
I can't even use the source sdk when in offline mode. I don't know if
this is a bug, or if this is a feature, but i know it is annoying.
Sometimes I want to edit a map with hammer on my laptop but I can't do
it because there isn't a wireless connection around :(
On 11/5/06, Sebastian 'Darth.Hunte
I am able to use window commands, and everything else,
this is an exmaple of my shortcut to run the game in
dev mode
C:\Steam\steam.exe -applaunch 215 -dev -sw -game
"C:\Steam\SteamApps\SourceMods\Prime" +map prime002
+sv_lan 0 +heartbeat +hostname "Running Wild"
Basicly, it seems to be the eithe
I recognized this "calling home" behaviour, too.
It either happens when Hammer is idling or when you hit the "browse" button,
for instance to load a model.
The funny thing is: This does not happen regularly, but rather occasionally.
Other things I have recently noticed in conjunction with Hammer:
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I don't know what's going on with Hammer and your internet. But, if you
want to control the camera much more easily, press Z and use the WASD keys +
mouse to move around.
On 11/5/06, Robert Oschler <[EMAIL PROTECTED]> wrote:
>
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I've just started working with the Source SDK and Hammer. Apparently Hammer
"calls home" on occassion by itself over the Internet (I say "call" but I
have a broadband connection so there's no actual "calling"). Whenever it
does this it crashes w
Hi guys,
I was asked by a mapper if I could get fademindist and fademaxdist
working in our mod for one of his large outdoor maps. We haven't
finished updating the code with that last major hl2:ep1 sdk update just
yet.
I can see that nothing has changed in
game_shared/env_detail_controller.cpp rec
into sourcemods/testmod/bin
this is what is printed into console
Game.dll loaded for "Half-Life 2"
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event lis
where do you copy the dlls?
On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:
yes i did use create a new mod with source sdk over steamtools.
i know i dont have to copy them but sometimes they dont copy sometimes they
do so i copy them manually.
do i need some kind of update for msvc++
yes i did use create a new mod with source sdk over steamtools.
i know i dont have to copy them but sometimes they dont copy sometimes they
do so i copy them manually.
do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk
correctly?
its multiplayer but sometimes it behaves l
Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.
Did you "create a new mod" using the hl2sdk?
On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:
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This is a really confusing problem.
On 11/5/06, Daniel Menard <[EMAIL PROTECTED]> wrote:
As far as I know, stuffcmds is only for the + arguments are console
commands you run after the exe has started. The - commands go straight
to the exe and it seems valve hasn't done that for mods based on
Sou
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Hello
I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.
As the topic says, my mod doesn´t load its own dlls. It only loads the default
hl2 dlls.
I use msvc++ 2003, I compile i
As far as I know, stuffcmds is only for the + arguments are console
commands you run after the exe has started. The - commands go straight
to the exe and it seems valve hasn't done that for mods based on
Source SDK Base
On 11/5/06, Skillet <[EMAIL PROTECTED]> wrote:
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Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is "stuffcmds".
On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
> > Y
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