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
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
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?
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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
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-
42
From: Oskar Lindgren
So valve, what was the decryption key? :)
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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
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
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,
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! ;)
Congratulations!!
Way to go Valve!
We are all eagerly awaiting to begin development, just as you finish
development ;)
-ctm
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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
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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
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?
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
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
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
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:
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