I'm gonna make this change anyway, load all .pcf fies from the particles
directory (the code is in particle_parse.cpp)
On Fri, Jun 13, 2008 at 1:33 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:
> Mike, it would be nice to take advantage of the particle systems from the
> plug-in inte
If this is going to happen, it would be great to do the same for other
types of manifest. If files like soundscapes, response rules and
soundscripts were given unique extensions (currently they're all plain
..txt) the engine could scan the whole scripts/ folder for them. It'd
help mappers tryin
Yeah, this would also have the side effect of allowing mappers to make their
own particle systems.
It's a no brainer.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Friday, June 13, 2008 4:59 AM
To: Discussion of Half-Life Pr
We've got the code for achievements, by the looks of things, but of
course there's nothing doing on the Steam servers so we get a
CTFSteamStats DevMsg error every time our mod loads instead.
Which way is this going to swing?
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And also in some sense the custom models / skins that use
game_sounds_manifest.txt where you lose the sounds on a pure or
sv_consistency 1 server.
Spencer 'voogru' MacDonald wrote:
> Yeah, this would also have the side effect of allowing mappers to make their
> own particle systems.
>
> It's a n
Come to think of it, it might be a better idea to just use a networked
string table (say... particleprecache), read the default particle systems
from the manifest, and then after reading other precached files (models,
generic, sound), process the particleprecache.
Mainly to just avoid reading pote
Hey mike,
Is there any way to make a network table optional. I Want to do a small
change for ges but don't want to break compatibility with the current
release. It doesn't matter if the client has the old version as it just wont
have a display because everything else is done server side.
Mark
__
Mike,
Do you plan to include fix for jittery movement in HL2MP codeline ? Sergi
said it was due to network tables which were missing variables.
[EMAIL PROTECTED]
2008/6/13 Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:
> Come to think of it, it might be a better idea to just use a networked
>
Hello,
I've been trying to setup the debug mode for the dedicated server, but was
unsucessfull.
I have pointed the command to srcds.exe under dedicated server, also added
-console -debug -game MyMod to command arguments and the working dir set to
dedicated server/bin.
And when I try to run it I g
Isn't it -allowdebug?
Nuno Ramiro wrote:
> Hello,
>
> I've been trying to setup the debug mode for the dedicated server, but was
> unsucessfull.
> I have pointed the command to srcds.exe under dedicated server, also added
> -console -debug -game MyMod to command arguments and the working dir set t
If it is, the problem isn't there.
Just tried with -allowdebug instead of -debug and got the same output.
Also note that I am using the OB SDK (not sure if this changes anything on
the server side).
On Fri, Jun 13, 2008 at 6:13 PM, Tom Edwards <[EMAIL PROTECTED]>
wrote:
> Isn't it -allowdebug?
That one is on the list of fixes Tony has made that I have not had time
to merge over yet.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: Friday, June 13, 2008 8:12 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tool
Thank you very much for letting us know its status Mike :-)
2008/6/13 Mike Durand <[EMAIL PROTECTED]>:
> That one is on the list of fixes Tony has made that I have not had time
> to merge over yet.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On
Actually, i'm glad you mentioned it, because I just realized i either lost
the code change, or i forgot to do it for hl2mp, so i've just done it now ;)
-Tony
On Fri, Jun 13, 2008 at 5:37 PM, Janek <[EMAIL PROTECTED]> wrote:
> Thank you very much for letting us know its status Mike :-)
>
> 2008/6/
Planning on sharing that tasty nectar? :D
On Fri, Jun 13, 2008 at 4:59 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:
> Actually, i'm glad you mentioned it, because I just realized i either lost
> the code change, or i forgot to do it for hl2mp, so i've just done it now
> ;)
> -Tony
>
> On Fri,
And actually, let me add something to that somewhat strange statement. Is it
just the fixes that were posted in the "Orange Box Jittery Movement" topic
on the Source Coding forums or is it something more?
On Fri, Jun 13, 2008 at 5:09 PM, Daniel Glenn <[EMAIL PROTECTED]>
wrote:
> Planning on shari
Yeah, just the network tables needed to be updated.
On Fri, Jun 13, 2008 at 6:13 PM, Daniel Glenn <[EMAIL PROTECTED]>
wrote:
> And actually, let me add something to that somewhat strange statement. Is
> it
> just the fixes that were posted in the "Orange Box Jittery Movement" topic
> on the Sour
I don't think srcds has the ability to be able to debug. You can debug it by
running a local server or by getting the crash dumps from the dedicated
server and using those.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nuno Ramiro
Sent: Saturday, June 14
I just had an issue with a crash that the .mdmp files were able to solve
easily. You just have to keep a copy of your .pdb files that go with the
release.
--
Matthew Dryden
http://www.matthewdryden.ca
[EMAIL PROTECTED]
> I don't think srcds has the ability to be able to debug. You can debug it
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