Isn't there a way to just send your own pre-built binary stream and
have it received and deserialized manually in your classes?
On 11/17/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> We haven't added this to the server side since the preferred method is
> to network the internal string (or better
They can be summed up as such -
great when they happen for you, horrible when they happen against you.
At first i enjoyed the randomess but now i think perhaps more
clarification on how to activate them would be helpful. As i
understand it they are meant to be a reward for playing your chosen
cla
This is the biggest complaint with TF2, but I personally don't mind
them. I agree with the server console command.
Also, we should keep this discussion on the Steam forums, this is the
coders mailer.
On Nov 16, 2007 7:15 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> only thing I think crits sh
We haven't added this to the server side since the preferred method is
to network the internal string (or better yet, an index, etc.) and use
it as a look up (vgui::localize()->Find) in the xxx_language.txt files
since each connected client can be using a different language.
Yahn
-Original M
Maarten,
I think this is the %VProject% still getting set wrong, check your path
and make sure it matches the mod you're working on.
checkpath.bat:
@echo off
echo "sourcesdk path:
echo %sourcesdk%
echo
echo vproject path:
echo %VProject%
pause
You have to set the mod in the sdk launcher, exi
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Hi Mike,
Seems you fixed the Hammer shortcut thingy a couple days ago. My
shortcut on the desktop now runs Hammer (but not 100% correctly). It gives
me the following error:
"Failed to load the default scheme file. The map views may be missing
Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation
scroll down to Client Side Prediction.
Explains player movement prediction and interpolation.
On Nov 17, 2007 2:57 AM, Neuwirth Christoph <[EMAIL PROTECTED]> wrote:
> Thx for the answer but i knew those files already.
>
> I´d
Jorge Rodriguez wrote:
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On 11/17/07, Jeremy <[EMAIL PROTECTED]> wrote:
It's a bit hard to believe something so trivial as client->server
versioning
... trivial?
I don't know where you got that idea.
It could be trivial if GameRules::GetGam
Hello guys
I created the new source mod as you told me in the other mails but now
it doesn´t load.
It shows the loading screen but then it goes back to desktop.
This is my gameinfo.txt.
"GameInfo"
{
game "BSS:Source"
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
hidden_maps
{
"tes
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On 11/17/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> It's a bit hard to believe something so trivial as client->server
> versioning
... trivial?
I don't know where you got that idea.
--
Jorge "Vino" Rodriguez
--
It's a bit hard to believe something so trivial as client->server
versioning, with a useful error message isn't already supported in
some form. Without blocking the game on your own http version queries
or something. It ought to be as simple as the server checking the
client version matches. Not al
whiel I'm not looking, I can only assume the [BETA] tihng is because
he's returning the game name as
Garry's Mod [BETA]
from GameRules::GetGameDescription()
On Nov 17, 2007 1:48 PM, <[EMAIL PROTECTED]> wrote:
> Yes, now that would be possible, but perhaps misleading in some scenarios.
> (It wou
Yes, now that would be possible, but perhaps misleading in some scenarios. (It
would of course require the mod author to maintain some globally-available
server with the latest version, and then write the client code to do that
check.)
It's a slightly different scenario though than the one ori
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe
class table checking stuff occurs before any user-controlled mod code is run.
So you have no control over that process or that message.
At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote:
>Well pardon my lack of knowled
Or in the dll init function check for new version then display a message box
saying there is a new version out.
- Original Message -
From: "Adam Maras (memzero)" <[EMAIL PROTECTED]>
To:
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper mod versioning?
Well pardon
Unfortunately using the array of items is not possible here. As noted on
http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X
items count X times towards the 1024 limit on the number of variables
associated with a single entity. So if you wanted to send a manual arra
Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's version match
3. If they don't, disconnect with a custom message?
Could all this occur before class table checking, like right on connec
Well, you can always put the version number in the name of the server, which
may be what he's doing?
Really though what you want, per previous discussions, is a way to alert users
to the existence of a new version when they try to connect and fail. And
ideally a way to seamlessly perform the u
Well I tried using 215, and what able to get the mod to load and connect to a
server. I then restarted Steam multiple times and relaunched the mod multiple
times, but AoA still never showed up in the server selector.
Since ProZak got my GameInfo.txt to work, it seems that it's not a matter of
Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.
// Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
For what it's worth
For what it's worth the last few times I asked this, the answer was basically
"no".
At 2007/11/15 10:39 AM, Jeremy wrote:
>Is there a way to do proper mod versioning?
>
>Disconnect: Server uses different class tables. isn't a very useful
>error message when clients try to join wrong version serve
Make sure you haven't corrupted your Makefile.vcpm file, for instance by
replacing tabs with spaces.
At 2007/11/10 12:11 PM, David van der Staak wrote:
>--
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it's probably just an issue with studiomdl running the wrong binaries
you could try adding 2 environment variables like
EP1SDK_BIN
and OBSDK_BIN
and point them to the respective folders ie:
EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin
OBSDK_BIN=c:\steam\steamapps\youraccount\sour
I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.
It happens eg for this qc which is a sample of noasis:
$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
$surfacepro
Post your QC please.
[EMAIL PROTECTED] wrote:
I tried launching hlmv, but it crashed on me too. Restarted steam, lauched
hlmv, loaded a model just to be sure, and now it compiles.
I thought I'd seen it all, but guess what :D
Thanks a bunch archy!
For me starting the model viewer and keep it
I tried launching hlmv, but it crashed on me too. Restarted steam, lauched
hlmv, loaded a model just to be sure, and now it compiles.
I thought I'd seen it all, but guess what :D
Thanks a bunch archy!
> For me starting the model viewer and keep it running while compiling
> models solved this pro
For me starting the model viewer and keep it running while compiling
models solved this problem.
-Archy
[EMAIL PROTECTED] wrote:
Hi list!
this is probably a question for valve, but maybe one of you has hit it
before. I'm trying to compile a new model, but studiomdl keeps crashing
on me:
C:\Of
Hi list!
this is probably a question for valve, but maybe one of you has hit it
before. I'm trying to compile a new model, but studiomdl keeps crashing
on me:
C:\OffLimits\modelsrc\vehicles\greyhound>"C:\Program
Files\Steam\steamapps\keats
@off-limits.be\sourcesdk\bin\ep1\bin"\studiomdl.exe grey
Thx for the answer but i knew those files already.
I´d need some advise in those points cause source coding and msvc++ 2003
are completley new for me.
So anyone can answer those questions?
Joel R. schrieb:
gamemovement.cpp and sdk_gamemovement.cpp are the files you want.
They handle the walkin
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