Awesome, thanks for the update!
Are there any plans to include custom shader support like SDK2007? I see
that the shadercompile.exe is included with the SDK Base but there are no
accompanying SDK shader sources for creating the required DLL.
On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires wro
I've also not had any issues compiling in 2012 using the 2010 toolset, but
I've not been able to get edit & continue to work (which seems to work just
fine in 2010).
-Andrew
On Tue, Nov 27, 2012 at 4:09 PM, Michael Kramer wrote:
> Thanks for the link, for the life of me I could not find the desk
gmod.garry.tv/img/garrysmod/01_NOV_2006/gm_construct0005.jpg) - are
you doing anything like that?
There isn't much else I've changed and it does seem like a pretty random
crash.
How long has it been happening to you?
On 11/1/06, Andrew Orner <[EMAIL PROTECTED]> wrote:
I'm
hing I might have somehow
brought in with my mod? If it is something that I might have brought in
with my mod, is there any possible way of debugging what it might have been?
Thanks,
-- Andrew Orner
Lead Programmer, No More Room in Hell
___
To un
Nothing new downloads for me either when using -beta sdk. This looks to
be a rather interesting update as it finally officially supports VS2005
(we were using it before but the memory redefinitions caused it to crash
for some people), and I'm excited for that.
Perhaps that page was made early an
Wursteisen David wrote:
Hi,
How do you launch your mod ?
c:\pathto\steam.exe" -applaunch 220 -dev -game "c:\pathto_your_mod"
if it's the case, just change 220 to 215 (If you use the shortcut of the
old SDK in your new SDK, you have to change it)
I'm pretty sure it's being launched straight of
One of the developers on our team has recently run into an issue where
our mod refuses to load for them. The custom backround we use shows up
on the main menu, so we know the mod is being read. However, maps trying
to load either crash the game or, upon loading, do not have any of our
custom weapo
I couldn't find any such code when I looked before.. I'll look in the
archives again, though. Do you know whereabouts it was posted?
-- Andrew
Gus wrote:
Hello, Andrew Orner,
Did you try that round reset entity code posted awhile back? We're still using
it online, see
Sorry for a double post, but..
I would also like to note that I just compiled the DLLs in Release mode
so that I can die without the game crashing.. and this same issue does
indeed come up when the player was dead before the round respawns. The
player respawns, but he cannot +use, sprint, etc.
Not that I can tell.. again, I'm not sure exactly which element controls
the issues I'm having. Using report_entities, I have the exact same
entities existing before and after round restarting.
Jason Houston wrote:
--
[ Picked text/plain from multipart/alternative ]
I can't see what's wrong wit
Index( i );
if ( plr )
{
plr->Spawn();
} else {
break;
}
}
m_flIntermissionEndTime = 0.0f;
m_bInRestart = false;
}
m_bInRestart is only used for checking when the player is allowed to
spawn, to make sure they don'
Hi, I know that the topic of Rounds has been brought up before on this
mailing list, but I could not find anything on the problem I'm having.
Basically, I've gotten the whole map reset thing working out well, the
players respawn with the weapons they had when the round ended, etc.
The problem I'm
There is indeed a maximum velocity that is possible for anything to move
in the source engine. 3500 does sound about right, I know it is
somewhere up there. Any velocities after this threshold are completely
unpredictable and just fly off everywhere. Like Aditya said, this was
mainly found afte
to a window and go from there.
> > > > >
> > > > > Oh and hey ss =P
> > > > >
> > > > > -Aditya
> > > > >
> > > > > On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]>
> > > > >
ation in the VGUI:HTML control? I
am interested as I have been considering the possibility of an in-game web
browser. Do you think such an application be practical to implement using
Source's VGUI?
On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote:
I've tried messing around with
I've tried messing around with the vgui::HTML widget for various VGUI
elements, and noticed that scrolling via scrollbar does not work, it's
apparently memory inefficient as trying to use the scrollbar lags the
game, and the bitmap texture is not repainted behind the scrollbars
despite what is in
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