Re: [hlcoders] Wacked animations

2006-11-05 Thread Adam "amckern" Mckern
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

Re: [hlcoders] Wacked animations

2006-11-05 Thread Nick
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

Re: [hlcoders] Source SDK Base

2006-11-05 Thread John Sheu
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,

[hlcoders] Wacked animations

2006-11-05 Thread Adam "amckern" Mckern
===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

Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues

2006-11-05 Thread Adam "amckern" Mckern
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. >

Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues

2006-11-05 Thread Nick
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

Re: [hlcoders] Source SDK Base

2006-11-05 Thread Adam "amckern" Mckern
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

Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues

2006-11-05 Thread Sebastian 'Darth.Hunter' Kreutz
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:

Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues

2006-11-05 Thread Alex W
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked te

[hlcoders] Hammer crashing during Internet access, and "Help" issues

2006-11-05 Thread Robert Oschler
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] fademindist / fademaxdist in env_detail_controller

2006-11-05 Thread Andrew Forsberg
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

[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] R e: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Christoph Neuwirth
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

[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Nick
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++

[hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t lo ad its own dlls

2006-11-05 Thread Christoph Neuwirth
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

[hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Nick
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: This is a multi-part message in MIME format. -- [ Picked tex

Re: [hlcoders] Source SDK Base

2006-11-05 Thread Nick
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

[hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Christoph Neuwirth
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Source SDK Base

2006-11-05 Thread Daniel Menard
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: -- [ Picked text/plain from m

Re: [hlcoders] Source SDK Base

2006-11-05 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] 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