I can confirm this for our OB based mod. The MP3 leaks memory but the WAV
does not.
This is really bad, our sound guy is not very happy to use WAV for
everything. Do we have an official bug report for this?
On Sun, Jul 12, 2009 at 5:52 PM, Justin Krenz wrote:
> MP3s don't appear to be cached.
How bad is it? How much memory is lost for each call? We are chasing memory
leaks in our mod at the moment and are playing mp3 sounds file at level
changes.
On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz wrote:
> I just discovered the source of a memory leak in my mod, Smashball.
> It appears th
This could be interesting but then the code should be LGPL and not GPL as it
is today. Due to the license I cant use the Rcbot2 code for our mod, and I
think that's a waste of fine code.
On Mon, Dec 22, 2008 at 11:34 PM, cheeseh-bu wrote:
> Hi all,
>
> first of all, thanks for the help to get my
We have started to get complaints about high network input to the servers.
When I check the netgraph for an idle player it says 74 bytes outgoing. Is
that normal for an OB game?
I printed the number of bits changed in WriteUsercmdDeltaToBuffer and only
get 170 bits(~21bytes) so there is something e
After the EP1 to OB merge I got some errors I can't locate. The console
error only says "Programming error: CMatRenderContext::Bind: NULL material"
but I have no way of setting a debug breakpoint there. What is the best way
to find the code location?
___
I used the code from Allied Modders to get pass the Linux compiler errors.
Check this repo:
http://svn.alliedmods.net/viewvc.cgi/hl2sdk-ob/?root=sourcemm
On Mon, Aug 11, 2008 at 11:01 PM, Janek <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I got fix from Sergi to compile my HL2MP OB SDK mod but I have 2
omegaowns.us/valvestuff/orange_makefiles.tar.gz
>
> also, I used 4.2.2
> -Tony
>
>
> On Tue, Aug 5, 2008 at 6:55 AM, Arne Sikstrom <[EMAIL PROTECTED]
> >wrote:
>
> > I have recently ported our mod to OB and everything is working except the
> > dedicated L
I have recently ported our mod to OB and everything is working except the
dedicated Linux server. The Linux build runs all maps and all mod game
functions are working fine but some standard game commands(timeleft, say,
say_team, kill ...) now returns "command unknown" when issued from the
client.
em. If anyone has any suggestions, or
> any idea to simplifiy the process of making thumbnails for the images
> please tell me.
>
> http://www.neoforts.com/guide/
>
> On Tue, Jul 15, 2008 at 1:27 PM, Nick <[EMAIL PROTECTED]> wrote:
> > I have, i will finish it and post sho
Has anyone written a EP1 to OB porting guide? If I port the code what other
changes must be done at the same time?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlc
gt; do all of the movement and collisions yourself ie oldorg = org then
> neworg = dir*speed then do a trace between the two. if it hits
> terminate. then you can handle your collision to hitboxes only and not
> waste entities.
>
>
> On 4/25/08, Arne Sikstrom <[EMAIL PROTECTED]> wr
y override for the touch method.
>
> Keeper
>
> -Original Message-
> From: Arne Sikstrom [mailto:[EMAIL PROTECTED]
> Sent: Friday, April 25, 2008 12:55 PM
> To: hlcoders
> Subject: [hlcoders] Touch() for player model hitboxes
>
> I have a projectile based on the
I have a projectile based on the CBaseCombatCharacter class that I want to
only hit the hitboxes on the player model. The problem is that the Touch()
function is called for the collision with the outer bounding box of the
player. My setting for the projectile looks like this:
SetMoveType( MOVETYPE_
13 matches
Mail list logo