Hi,
I'm having trouble launching my mod from Steam. I create a release
build, but it just says "the game is currently unavailable, please try
again later". How can I fix that?
Jimmy
This message was sent using IMP, the Internet Me
Exit steam and remove the file 'clientregistry.blob'
from the steam root folder, open steam & login and try
again.
Adam
--- [EMAIL PROTECTED] wrote:
> Hi,
>
> I'm having trouble launching my mod from Steam. I
> create a release
> build, but it just says "the game is currently
> unavailable, ple
That did not work. Gives me the same error.
Quoting "Adam \"amckern\" McKern" <[EMAIL PROTECTED]>:
Exit steam and remove the file 'clientregistry.blob'
from the steam root folder, open steam & login and try
again.
Adam
--- [EMAIL PROTECTED] wrote:
Hi,
I'm having trouble launching my mod
Try launching the base game (hl2, I presume) once, quitting it from the
menu, and launching your mod. Has worked for me often. Steam detects that
your base game is not up to date but doesn't update it automatically when
launching your mod.
> That did not work. Gives me the same error.
>
>
> Quotin
Did not work either. I launched Half-Life 2, but still the same error.
I'm making a Half-Life 2 singleplayer-mod.
Quoting [EMAIL PROTECTED]:
Try launching the base game (hl2, I presume) once, quitting it from the
menu, and launching your mod. Has worked for me often. Steam detects that
your ba
What??...
I'm not using FireBullets because it's the FlareGun.
The FlareGun fires a physics prop; specifically "models/weapons/flare.mdl".
So... I don't see how GetBulletSpread is meant to help me? :\
Greg Scott wrote:
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The hitscan weapons u
Got it working. Installing the SDK was also needed.
Quoting [EMAIL PROTECTED]:
Did not work either. I launched Half-Life 2, but still the same error.
I'm making a Half-Life 2 singleplayer-mod.
Quoting [EMAIL PROTECTED]:
Try launching the base game (hl2, I presume) once, quitting it from th
Hey all,
There is still a bug in the CS:S client where, for example, I load up CS:S
and join my server, full screen or windowed both the same results, and play
for a while, and either get disconnected by typing quit in srcds console or
closing srcds.
If I hit the console key in the client, and the
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Agh, sorry, my bad, lol. Read the Gun part then glazed over the rest I
guess.
On 5/27/07, Mukkan Yhtio <[EMAIL PROTECTED]> wrote:
>
> What??...
>
> I'm not using FireBullets because it's the FlareGun.
>
> The FlareGun fires a physics prop; speci
This is a multi-part message in MIME format.
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If anyone has played SvenCoop, you notice when you aim at a monster it shows
some information about it. (Name, Health, Enemy/Friend). I was curious how this
can be done in Source, I was thinking that
Is it possible to make a HL2MP server side only mod? IOW, can you make
changes to server.dll and run it without any players needing anything? I've
been told that in hl2mp this is no longer possible.
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The mod Obsidian Conflict has done this, try asking them.
- Original Message -
From: "Drak" <[EMAIL PROTECTED]>
To:
Sent: Sunday, May 27, 2007 5:36 PM
Subject: [hlcoders] SvenCoop like hud?
This is a multi-part message in MIME format.
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Well most of what you might want to change on the server's side is
stored in script files anyway. So just modify the HL2 DM script files
(you will probably need to extract them from the GCF's and possibly
unencrypt .ctx files).
Ook wrote:
Is it possible to make a HL2MP server side only mod? IOW
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Hi,
I was wondering how you change the player speed. I noticed you can do it
with cl_forwardspeed/backspeed/sidespeed (?) but how do I do it in the
solution so that everyone plays with the same speeds?
Thanks
--
_
Just call find var, and change its concommnad's value
cvar->FindVar("cl_runaway_real_fast")->SetValue(2000f);
Adam
--- "Joshua S." <[EMAIL PROTECTED]> wrote:
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> Hi,
> I was wondering how you change the player speed. I
> noticed you can d
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HL2_Player.cpp has defines for the speed
#defineHL2_WALK_SPEED 150
#defineHL2_NORM_SPEED 190
#defineHL2_SPRINT_SPEED 320
Is that what you're looking for?
On 5/28/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote:
>
> Just
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That's what I was originally thinking, I set those values to my liking but I
ran it and it didn't work. I only changed those values in the "if hl2dm"
part, because it's a multiplayer mod.
On 5/27/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> -
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you actually compiled the dlls right?
On 5/27/07, Joshua S. <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> That's what I was originally thinking, I set those values to my liking but
> I
> ran it and it didn
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