Over the course of development, 3 coders with 2 different svn servers and a
git server, and I personally have 5 releases backed up onto a 16gig usb
stick
On Wed, Aug 19, 2009 at 1:17 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
H I really should get my code under svn before the
hehehe, I like how he missed To unsubscribe, edit your list preferences, or
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at the bottom of every e-mail
On Wed, Aug 19, 2009 at 3:38 PM, Jonathan Murphy nuclearfri...@gmail.comwrote:
I just sent him
compilation...
Can't find
D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe
Can't find
D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname
, August 31, 2008 4:40:02 PM
Subject: Re: [hlcoders] Sound only playing when player is not touching the
ground
Have you checked the code behind m_sndCannonCharge???
Might be something there.
Adam
Owner Nigredo Studios http://www.nigredostudios.com
--- On Mon, 9/1/08, Garrett [EMAIL
to see if its a bad filter, and if that's the problem
then figure out what isn't passing.
If its not that then check if CHAN_STATIC is causing the problem, change it
to CHAN_WEAPON for example.
On Mon, Sep 1, 2008 at 12:32 PM, Garrett [EMAIL PROTECTED] wrote:
Hmm...apparently Yahoo mail doesn't like
?
Garrett
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that errantly return 0 are BACKSPACE
= - [ ] \ ; ' . / and ,. Is there some reason why this doesn't get the correct
key code for these keys? This is using the EP1 engine.
Garrett
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2, 2008 at 9:54 PM, Garrett [EMAIL PROTECTED] wrote:
I did, but it looks like it really only works when you actually make
contact with the ground such that you now have a ground entity.
Unfortunately, I don't think a ground entity would get set if you collide
with a wall in mid air. But I may
So I looked at CPhysicsProp, and it seemed to use VPhysicsCollision. I tried
overriding that in
my player class and put a bunch of DevMsg's in there, but it never seemed to
get called.
--- Tom Edwards [EMAIL PROTECTED] wrote:
Physprops take sideways damage, so I'd start there.
Garrett
at 11:17 AM, Garrett [EMAIL PROTECTED] wrote:
So I looked at CPhysicsProp, and it seemed to use VPhysicsCollision. I
tried overriding that in
my player class and put a bunch of DevMsg's in there, but it never seemed
to get called.
--- Tom Edwards [EMAIL PROTECTED] wrote:
Physprops take
or is there
more to it?
Garrett
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. All of the other weapons work fine after
switching to them from the 3rd person melee.
Any help would be appreciated,
Garrett
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So I put in this workaround on a fresh OB mod, but when I go to start a map, I
get a crash in vstdlib.dll during the Loading Resources... part.
- Original Message
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
ever played Science
Industry, this is the part where you have the players carrying the scientists).
But for right now, I would be
satisfied just to get the model unstuck from the player's feet and in a
position of my liking.
Any help would be appreciated,
Garrett
of my player.
Garrett
- Original Message
From: Jed [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 16, 2008 4:55:49 PM
Subject: Re: [hlcoders] Attaching models to player
I think you need to either add an attachment to the player model at
the shoulder
an answer to this myself...
On Jan 5, 2008 10:36 PM, Garrett [EMAIL PROTECTED] wrote:
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Nope, always using 215.
- Original Message
From: Tom Leighton [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, January 5
-30
seconds, making it nearly impossible to test anything at all. Any ideas why
this keeps happening to me? I don't have this problem with release builds,
though.
Any help would be appreciated,
Garrett
running your mod as any AppID apart from 215?
Garrett wrote
--
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Hi,
I have two separate issues, I just thought it would be easier to
cover them both in one email.
The first is I'm trying to add a Use function to an NPC (more
specifically, an Actor
help would be appreciated,
Garrett
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[ Picked text/plain from multipart/alternative ]
wow, that sounds tricky.. It might be easier just to edit the model in
a 3d
modelling package and recompile it :)
- Original Message -
From: Garrett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 29, 2007 10
. Is there any way to get the scaled
bones to sort of, blend together or something like that?
Thanks,
Garrett
Be a better sports nut! Let your teams follow you
with Yahoo Mobile. Try it now.
http
the bone forward.
- Original Message -
From: Garrett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 29, 2007 2:39 PM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform
--
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Alright, so I finally had some time
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It seems to be scaling about the origin of the bone. Maybe you could
scale
it and then move the bone forward.
- Original Message -
From: Garrett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 29, 2007 2:39 PM
Subject: Re
possible to blend or merge or something the pelvis and spine2 bones
together to get a complete and natural looking belly.
- Original Message
From: Garrett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 29, 2007 6:19:54 PM
Subject: Re: [hlcoders] Using
just the default terror.mdl. I honestly have no clue what's causing
this to happen. When I am in thirdperson, the model appears to turn fine, but
to other people, it's still facing the same direction.
Any help would be appreciated.
Garrett
of it.
Thanks,
Garrett
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Thanks for the info. It only kinda makes sense right now, but I'll have to try
messing around with it a bit once I have some free time, see what I can manage.
Though I've thought of a couple more questions. Does ApplyBoneMatrixTransform
get
sure what's wrong because as
far as I can see, I'm not missing any {.
Any help would be appreciated.
Thanks,
Garrett
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this entity
won't spawn or how to fix it. Any help would be appreciated.
Thanks,
Garrett
Building a website is a piece of cake. Yahoo! Small Business gives you all the
tools to get online.
http
(this);
}
}
bool CInfoPlayerSI::canSpawnPlayer()
{
if(!isEnabled())
return false;
//Bert - TODO check player/object blocking!
return true;
}
I've pretty much been trying every little thing I can think of without any
success.
Garrett
- Original Message
From: Nick
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