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++)
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
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
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
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
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