[hlcoders] Game is currently unavailable?

2007-05-27 Thread chrono
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

Re: [hlcoders] Game is currently unavailable?

2007-05-27 Thread Adam \"amckern\" McKern
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

Re: [hlcoders] Game is currently unavailable?

2007-05-27 Thread chrono
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

Re: [hlcoders] Game is currently unavailable?

2007-05-27 Thread maarten
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

Re: [hlcoders] Game is currently unavailable?

2007-05-27 Thread chrono
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

Re: [hlcoders] Flaregun.cpp > Projectile Spread.

2007-05-27 Thread Mukkan Yhtio
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: -- [ Picked text/plain from multipart/alternative ] The hitscan weapons u

Re: [hlcoders] Game is currently unavailable?

2007-05-27 Thread chrono
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

[hlcoders] Client Console Crash

2007-05-27 Thread Jay C.
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

Re: [hlcoders] Flaregun.cpp > Projectile Spread.

2007-05-27 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] SvenCoop like hud?

2007-05-27 Thread Drak
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] Server side mods

2007-05-27 Thread Ook
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. ___ To unsubscribe, edit your list preferences, or vi

Re: [hlcoders] SvenCoop like hud?

2007-05-27 Thread Kori
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. -- [ Picked text/plain from multipart/alternative ]

Re: [hlcoders] Server side mods

2007-05-27 Thread Mukkan Yhtio
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

[hlcoders] speed/jump

2007-05-27 Thread Joshua S.
-- [ Picked text/plain from multipart/alternative ] 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 -- _

Re: [hlcoders] speed/jump

2007-05-27 Thread Adam \"amckern\" McKern
Just call find var, and change its concommnad's value cvar->FindVar("cl_runaway_real_fast")->SetValue(2000f); Adam --- "Joshua S." <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hi, > I was wondering how you change the player speed. I > noticed you can d

Re: [hlcoders] speed/jump

2007-05-27 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] speed/jump

2007-05-27 Thread Joshua S.
-- [ 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'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: > > -

Re: [hlcoders] speed/jump

2007-05-27 Thread Tony \"omega\" Sergi
-- [ Picked text/plain from multipart/alternative ] 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