This is due to valve changing all Orange Box games back to STEAM_0 id(after
there stunt this week changing them to STEAM_1) numbers, but they forgot to
update the dedicated server
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftwa
My sound is not playing properly. It is about 1.3 seconds long, and it
plays the sound but then continues playing a hissing/wind-like noise
for another second or so after that... It sounds sort of like
throughout my file it keeps increasing the volume, only hitting max
volume right near the end of
Im getting this error again in GoldenEye source.
Have a dedicated server which is upto date. :(
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0 :CServerGameDLL::DLLInit(void* (*)(char const*, int*), void* (*)(char
const*, int*), void* (*)(char const*, int*), CGlobalVars*)
1 :CServerGameDLL::GameInit()
2 :CServerGameDLL::LevelInit(char const*, char const*, char const*, char
const*, bool, bool)
3 :CServerGameDLL::ServerActivate(ed
Yea, the func_breakable is doing what we're looking for.
Thanks...
--- On Fri, 2/20/09, Ryan Sheffer wrote:
From: Ryan Sheffer
Subject: Re: [hlcoders] Physics Problem
To: "Discussion of Half-Life Programming"
Date: Friday, February 20, 2009, 4:29 PM
When the object is disabled it isn't for
When the object is disabled it isn't forcing a physics update on physics
props touching it. You just need to force a physics update on those props on
disable. I am pretty sure the code to do this can be found in the
func_breakable as I believe when those break the physics objects update
accordingly
Now, I haven't messed with the physics system, but it sounds like the prop
is unaware things have changed. Props in Source that haven't moved for a
while, aren't physically simulated, for performance reasons. I would find a
way to broadcast an event that tells nearby props that they need to be
Here's the setup: I have a prop_physics on top of a func_brush.
When the brush is disabled, either through code or though script (via a
trigger), the physics object does not drop to the ground.
When I slightly push the prop_physics with another prop, it can get into a
position where it will sw
Could someone VTable dump the server_i686.so so we can see if there are any
new functions of use?
2009/2/20 Paul
> I just found out about version 6 and apparantly it works . ( I also
> tried downloading the latest source code but no new headers )
>
>
>
>
> On 20 Feb 2009, at 10:30, "Tony Paloma"
Hi List,
I'm just starting to get in to doing an OB SDK mod and was wondering if
there's a known list of issues floating around anywhere?
For example I've already come accross an issue with jittery player
movement which I'm sure I've seen addressed before, don't suppose
they've been collected
I just found out about version 6 and apparantly it works . ( I also
tried downloading the latest source code but no new headers )
On 20 Feb 2009, at 10:30, "Tony Paloma" wrote:
> Expcept, everyone else's plugins are working fine. The only thing I
> can
> think of that is wrong is that he'
Cool thanks, btw hey dogmeat it's me DuckSauce but you may know already lol.
I haven't tested it out with multiple players, but here's the code I'm
using for the hitsounds in OnTakeDamage:
CRecipientFilter filter;
// needed to cast since GetAttacker returns the attacker as
CBaseEntity, re
Hi Tony
Thanks for the swift reply.
I tried what you mentioned (both methods) but the same problem still
persists. Could it be possible that I'm calling RestartMainSequence() from
sdk_playeranimstate at some bad point in animation transition?
I'm currently doing all animations following how the
Expcept, everyone else's plugins are working fine. The only thing I can
think of that is wrong is that he's using the wrong version. I would suggest
trying ServerGameDLL006 as that's what I see I'm using as the first attempt
in my own code.
-Original Message-
From: hlcoders-boun...@list.va
Lots of the interfaces have been updated in the last version. I sent an
email to alfred asking for the new headers, but apparently we don't need
them, and there is going to be a steam client update soon. This is the case
for steam_api interfaces, I guess its the same for server plugin interfaces.
Hey there list, I've got a brief question, purely for the sake of
curiosity.
I'm adding in a 'variation' of the soundscape system in the EP1 engine,
and minus the filesystem calls I have the thing working quite well. I
was digging around and found that IFileSystem defines an enum containing
t
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