Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Andrew Orner
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

Re: [hlcoders] Compiling in VS 2012

2012-11-27 Thread Andrew Orner
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

Re: [hlcoders] studiorender crash

2006-11-01 Thread Andrew Orner
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

[hlcoders] studiorender crash

2006-11-01 Thread Andrew Orner
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

Re: [hlcoders] -beta sdk?

2006-11-01 Thread Andrew Orner
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

Re: [hlcoders] Problems Loading Mod

2006-08-12 Thread Andrew Orner
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

[hlcoders] Problems Loading Mod

2006-08-11 Thread Andrew Orner
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

Re: [hlcoders] Round Restarting & Players

2006-02-18 Thread Andrew Orner
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

Re: [hlcoders] Round Restarting & Players

2006-02-17 Thread Andrew Orner
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.

Re: [hlcoders] Round Restarting & Players

2006-02-17 Thread Andrew Orner
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

Re: [hlcoders] Round Restarting & Players

2006-02-17 Thread Andrew Orner
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'

[hlcoders] Round Restarting & Players

2006-02-17 Thread Andrew Orner
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

Re: [hlcoders] Entity Velocity

2005-10-20 Thread Andrew Orner
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

Re: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Andrew Orner
to a window and go from there. > > > > > > > > > > Oh and hey ss =P > > > > > > > > > > -Aditya > > > > > > > > > > On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> > > > > >

Re: [hlcoders] vgui::HTML, Flashlight

2005-10-17 Thread Andrew Orner
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

[hlcoders] vgui::HTML, Flashlight

2005-10-17 Thread Andrew Orner
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