[hlcoders] Getting the Linux Server to Run

2004-12-14 Thread Christopher McArthur
Posting this message for my roomate who is having trouble with the Linux server: If anyone can give any clues on how to solve this problem, or needs any more information please let me know? Also, has anyone gotton a multiplayer SDK Linux server to compile and run? I'm having trouble getting the

[hlcoders] Problem with MOVETYPE_OBSERVER

2004-12-10 Thread Christopher McArthur
When a player has MOVETYPE_OBSERVER and collides with any brush the player falls through the world, and keeps falling and falling and falling forever. I am using the base multiplayer SDK. I set the observermode with: pPlayer-StartObserverMode(OBS_MODE_ROAMING); I noticed this problem does not

Re: [hlcoders] Off topic a little

2004-12-09 Thread Christopher McArthur
tools-options-text editor-C/C++-line numbers - Original Message - From: r00t 3:16 [EMAIL PROTECTED] In visual studio .NET 2003 the editor doesn't show line numbers. Is this possible to turn on? ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] loading times

2004-12-07 Thread Christopher McArthur
So If I start the game with the debugger, on game launch and level launch I am greeted with tens of thousands of First-chance exception spamming my output-debug window and making the game take up to 5 minutes to load sometimes.. Surely, Valve did not have this problem.. Im curious, does everyone

Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Christopher McArthur
The Solution files won't even open in .NET 2002, I'm guessing they are valid only for .NET 2003? -ctm Didn't most people say they were still using MSVC++ 6? I know I am. Any chance of project files? If not, how about a makefile for g++? -randomnine-

Re: [hlcoders] H /\ L F - L I F E - 2

2004-11-16 Thread Christopher McArthur
42 From: Oskar Lindgren So valve, what was the decryption key? :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Christopher McArthur
This is a very commonly asked question on the steam forums. short answer, its not possible. Id link you to the steam faq, but the link are unholy long for some reason, check out this question on there: Can I transfer my CD Key to another Steam Account? This issue has raged on the steam forums for

Re: [hlcoders] Source SDK released

2004-11-05 Thread Christopher McArthur
It didn't show up for me until I restarted steam -ilian - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] It's Steam. Updating is automatic. I'm assuming if you own a Source game (CS:Source is currently the only one available to play), just look in your Steam folder for

Re: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Christopher McArthur
Remember even Counter-Strike beta 1 , and some other cool MP mods were released faster than that for HL1 if i remember correctly. Now HL2 is a more complicated engine and may take longer to build stuff for, but on the other hands: Valve has stated that hl2 is actually more friendly to modding,

Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Christopher McArthur
whew! Looks like I have everything I need to get started then! From: Jeffrey botman Broome Brian Satertek Irelan wrote: You have to have a widescreen LCD monitor like all the guys at Valve. ...and you have to drive a Ferrari, like all the guys at Valve! ;)

Re: [hlcoders] HL2 Gold

2004-10-18 Thread Christopher McArthur
Congratulations!! Way to go Valve! We are all eagerly awaiting to begin development, just as you finish development ;) -ctm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread Christopher McArthur
god, i just did a spit take all over my monitor =( -Christopher lawn mowing mod? where can i get that? it'll be at the expo for sure! I've been paying some kid $20 a week to play that MOD! :) Jeffrey botman Broome ___ To unsubscribe, edit

Re: [hlcoders] Problem with DispatchUserMsg

2002-06-09 Thread Christopher McArthur
Yeah the problem is your accessing a user msg with the index of 255, when the max number of user messages is 128. It seems unlikely that you have too many messages because then youd be falling out on the 128'th youve added and not the 255th, my guess is your using a weird value in the

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur
You can have unlimited map sizes if maps are compeltely or partially generated based on algorithms (a'la Tribes). Most half-life mods, however, require 'traditional' designer created levels. - Original Message -- how is the pm code shared between the master server and the client servers?

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur
The half-life engine WILL render outside of the 8129x8129x8129 bounds (create a HUGE model and place it near an edge, you will be able to see it in its entirety). the limit applies to where brushes and physics, and origins can be. But you can work around these limits and have an unlimitied map

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur
but, how is it possible to generate brushes ??? Without using the TriAPI. Oh,; by the way, was that an april fool ?? I just believe it's impossible to do. On 3 Apr 2002 at 15:07, Christopher McArthur wrote: The half-life engine WILL render outside of the 8129x8129x8129 bounds (create

Re: [hlcoders] Rendering in Black and white.

2002-03-28 Thread Christopher McArthur
Almost positive that there is no way to do this in the SDK, without changing the source art. - Original Message - From: Mike Blowers [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 28, 2002 9:21 AM Subject: Re: [hlcoders] Rendering in Black and white. The model textures

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Christopher McArthur
Is the iuser3 variable sent across in the AddToFullPack function in client.cpp on the server.dll. If its not in there, then it will not be sent across the network to all clients like you want. - Original Message - From: Georges Giroux [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: