Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Nick
I've just leafing(wtf is leafing) through the old ep1 sdk.. I think these things might be important too: // FIXME: bah, this is horrendously hacky, add a damn back pointer for (n = 0; n < g_sequence.Count(); n++)

Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Jeremy
So presumably one could take into account some mod side 'version' constant to do some degree of versioning? Have you tried that by chance? On Fri, Apr 18, 2008 at 1:33 PM, Tom Edwards <[EMAIL PROTECTED]> wrote: > I've just been leafing through the OB header files for Steam, and it's > started tal

Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Tom Edwards
I've just been leafing through the OB header files for Steam, and it's started talking about "modIDs" (steamclientpublic.h ln508 onward). That sounds good to me! > #if defined( CHECKSUM_CRC_H ) > CGameID( uint32 nAppID, const char *pchModPath ) > { > m_ulGameID = 0; > m_g

Re: [hlcoders] Possible BUG in point_viewcontrol

2008-04-18 Thread Nate Nichols
Did you look at the talk page for this on the wiki? http://developer.valvesoftware.com/wiki/Talk:Point_viewcontrol There were some bugfixes on there that may help. Nate On Fri, Apr 18, 2008 at 3:09 AM, Some Person <[EMAIL PROTECTED]> wrote: > > Hey, > > > I've spent a few hours trying to figu

[hlcoders] Possible BUG in point_viewcontrol

2008-04-18 Thread Some Person
Hey, I've spent a few hours trying to figure out why PATH_CORNER only works if you set an entity for the point_viewcontrol to look at. If there's no entity, the point viewcontrol just drifts off in the direction of the first path corner... flying right off the map. path_track is far too slow