Hello,
hmm this sounds nice!
But is snd_restart executable by Server Plugins?
Just with the Helpers or have we call it client sied?
Thanks for your replay!
With friendly Reguards
Ratman2000
- Original Message -
From: "Daniel" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 22, 2007
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I found out that snd_restart in console will make sounds work that you just
downloaded.
On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello Yahn,
>
> thank you :)
>
> With friendly reguards
>
> Ratman2000
>
> - Original Message -
This is probably related to the client side prediction (or lack thereof)
when you're running a listen server. I think by default, the player
animations aren't predicted for the local player. My animations are jittery
when viewed through thirdperson but when I view other player's anims,
they're smo
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Err.. maybe I spoke too soon,
filesystem->RelativePathToFullPath("/gameinfo.txt", "MOD", fullpath,
sizeof(fullpath));
Puts "/gameinfo.txt" in fullpath and returns NULL.. I wasn't sure about
"MOD" so I tried a few different things including NULL
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Wow, how did I miss that. Thanks Yahn.
Regards,
Paul
On 2/22/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Try: IFileSystem::RelativePathToFullPath
>
> You might need to have an actual filename under the subfolder, but
> that's the function
Try: IFileSystem::RelativePathToFullPath
You might need to have an actual filename under the subfolder, but
that's the function I think you want.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, February 21, 2007 8:26 P
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Yea, I included that file and I am still getting the same error. I have
compared my code to the serverplugin_empty in the Source SDK e and the code
seems to be similar. Any other ideas?
-Gerry
On 2/21/07, Adam amckern Mckern <[EMAIL PROTECTED]>
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Hi guys,
Is there an easy way to resolve the relative path:
/resource/ to C:\Program Files\Steam\SteamApps\SourceMods\mod\resource\
I looked through the SDK for a while but I couldn't find and easy solution.
I stumbled on something that does pa
I neglected to mention that the problem I am having is with thirdperson
view. The firstperson view seems fine. Anyone know why that would be?
(advanced sdk)
Thanks.
r2.
Message: 4
From: "Mark Gornall" <[EMAIL PROTECTED]>
To:
Date: Wed, 21 Feb 2007 00:03:08 -
Subject: [hlcoders] bbox colli
Did you include the memdebug header file?
Adam
--- Gerry Brunelle <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Hello,
>
> I am getting the following link issue when trying to
> compile a plugin I am
> writing. I have narrowed it down to which line is
> ca
Can you email me the test map you were using and tell me which code base
you started with (was it the hl2 or hl2mp code?)
Yahn
[EMAIL PROTECTED]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Meow Mew
Sent: Thursday, February 08, 2007 11:50 AM
To: hlcod
--
[ Picked text/plain from multipart/alternative ]
Hello,
I am getting the following link issue when trying to compile a plugin I am
writing. I have narrowed it down to which line is causeing it.
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(Contempt, IServerPluginCallbacks,
INTERFACEVERSION_ISERVERPLUGINCA
Hello Yahn,
thank you :)
With friendly reguards
Ratman2000
- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, February 21, 2007 8:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?
Sure
-Original Message-
From: [EMAIL PROTECTED]
[mailto
Sure
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Wednesday, February 21, 2007 11:07 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?
Hello Yahn,
ok :'(
Can you inform us over this tread, when y
Hello Yahn,
ok :'(
Can you inform us over this tread, when you have found this bug?
Thanks from germany!
With friendly Reguards
Ratman2000
- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, February 21, 2007 7:53 PM
Subject: RE: [hlcoders] Downloadable
Not yet that I'm aware of
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Wednesday, February 21, 2007 10:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?
Hello Yahn,
is there somthing corrected
Hello Yahn,
is there somthing corrected in the next update? :)
Thanks!
With friendly reguards
Ratman2000
- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, February 20, 2007 4:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?
I remember looking
Mike Dussault was going to look into it, but he's out of the office this
week so probably won't get to it until next week.
I might have a few minutes to check it out today though.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Meow Mew
Sent: Wednes
Modify CUserCmd.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(Bromfitsen)
Sent: Wednesday, February 21, 2007 5:41 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] updating server w/ client info
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Great, thanks a lot, Yahn.
Nate
On 20/02/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
Faceposer code which parses the info:
bool CChoreoView::AutoaddGestureKeys( CChoreoEvent *e, bool checkonly )
{
StudioModel *model = FindAssociatedModel( e->GetScene(),
e->GetActor() );
if ( !m
Hey Yahn,
I was curious if anybody over there had a chance to try the repro? Just
wondering if there was any feedback. You guys are really busy, so it would
be easy to slip through the cracks.
From: "Yahn Bernier" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To:
Subject: RE
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You could try adding a handle to your clients command packets for a selected
object, so that the informations is handed to the server along with all the
other information such as key states and the likes. That way the server
will know what you ha
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There is some explanation required before the question, sorry for the long
text:
In our mod, we have a full-screen vgui panel serving as our HUD. It
functions similarly to World of Warcraft in that the HUD catches mouse input
unless the right-mo
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