s with white box when debugging bot - command "botrix
> bot debug bot-name").
>
> Actually there is a new issue, when bot changes weapon - bot controller's
> SetActiveWeapon() creates new
> weapon entity and it is given to bot! So having several bots playing
> server e
Looks good by the way.
On Mon, Jan 20, 2014 at 7:21 PM, Jeremy wrote:
> Did you work around the gimped bot interface for server plugins? (not
> having access to important information that bots generally need to know) If
> I remember correctly, there was no way to get how much ammo
Did you work around the gimped bot interface for server plugins? (not
having access to important information that bots generally need to know) If
I remember correctly, there was no way to get how much ammo a bot has total
or in his weapon, or what weapons the bot has, etc.
On Sun, Jan 19, 2014 at
gt; AFAIK the engine itself doesn’t support it, but there’s a compatibility
> version of steam.dll in there that, when asked to read GCF content, reads
> it from the VPKs instead. The engine itself doesn’t know the difference.
>
> On 8 Dec 2013, at 9:01 am, Jeremy wrote:
>
> Sourc
gt; contain project specific code) to the public I'd say that you contact me
>> via steam if you're intested in how I'd tackle this issue.
>> Steam Name is Neico / [YaS] Neico
>>
>> - Neico
>>
>>
>> On 07.12.2013 04:18, Jeremy wrote:
>>
>
I'm trying to get a game working that broke when my Source 2007 was updated
to steam pipe.
The mod mounts game content from hl2, ep1, ep2, and hl2dm through the file
system like so.
struct MountContent
{
const char * name;
int appId;
};
const MountContent mountContent[] =
{
{ "HL2 Deathmatch", 32
once we introduce fakelag, the prediction is off.
Our question is: Is it possible to extend hl1 pmove and prediction systems
to add custom movement?
Anyone who knows or knows someone who might know, we could really use your
help finding a workthrough for this.
Thanks for your time,
Jeremy
LOL
On 5/26/2011 11:11 PM, Tony "omega" Sergi wrote:
--
oh wow, this has been in my drafts for months unsent. Oops.
--
does your dedicated server have all of the vmts? as most people know,
you don't need to include vtfs in a DS package, but the DS still needs
vmts and models for vcollide and m
Hey Mike, is the bot stuff going to be released at some point?
On Mon, Jun 15, 2009 at 3:39 PM, Mike Durand wrote:
> Hi All-
>
> Just wanted to give you a heads-up that the SDK Beta is over and has been
> rolled into the Source SDK. Here are the release notes:
>
>-Added source fil
So I've been working with Tony on exercising the new bot interface, and I
must say it has me pretty excited. I wanted to shamelessly plug my TF2 bot
in development at the same time as generally just updating others that at
long last, the server plugin bot interface is getting the attention it has
n
The SDK libraries are 2005 libraries. To use 2008 Valve would have to
provide new libraries. Use 2005
On Thu, Feb 21, 2008 at 10:41 AM, Ian T. Jacobsen <[EMAIL PROTECTED]> wrote:
> When I try to compile my mod, there come over 100 errors!! When I was
> using VS 2005 express it compiled fine, but
t; void SetAsP2PFile()
> > {
> > m_gameID.m_nAppID = 0;
> > m_gameID.m_nType = k_EGameIDTypeP2P;
> > }
>
>
> [EMAIL PROTECTED] wrote:
> > Well Valve dodges the issue entirely because Steam enforces client
> > updates prior to the clie
Generally you shouldn't need to add new stuff to the user command. Depends
what you're trying to send. There are other ways that are better for most
cases, such as actual commands triggered from binds and such.
On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:
> Just st
CON_COMMAND_F( stopsoundscape, "Stops all soundscape processing and fades
current looping sounds", FCVAR_CHEAT )
change FCVAR_CHEAT to 0
On Tue, Mar 25, 2008 at 7:56 AM, Phinney <[EMAIL PROTECTED]> wrote:
> Does anyone know how to remove the cheat designation from stopsound?
> Source
> SDK is ne
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we use sha-1 for string hashing at work with tens of thousands of asset
names and such
On Wed, Mar 5, 2008 at 9:37 AM, OvermindDL1 <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> There are quite a few hashing
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Open the vcproj files in notepad, change the version line to Version="8.00"
On Thu, Feb 21, 2008 at 10:10 AM, Ian T. Jacobsen <[EMAIL PROTECTED]> wrote:
> Because I can't use VC 2005 now that I have opened the file in VC 2008 :(
> says that it w
That's sad.
Adam Donovan wrote:
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Hi Mike,
Is there anyway that you could include the use of DOF in the SDK as
this is pretty much the only reason I bought the orange box..
thanks
adam
ist.valvesoftware.com
> > Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> > buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Do you guys know o
. I'll have to try that. Thanks for the
> > > suggestion.
> > > > >
> > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > > Well, citadelpart8
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Wierd. Maybe the exporter is crap and exports shared verts as unique or
something.
On Jan 30, 2008 1:21 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I'm getting my polycount from within XSI a
the limitations of an FPS engine.
J
On Jan 30, 2008 1:09 PM, Jeffrey botman Broome <[EMAIL PROTECTED]>
wrote:
> Jeremy wrote:
> > I think Unreal Engine 3 doesn't even push that high of a detail on
> > their character models. These days you generally fake most of it with
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Was just curious about polycount. I realize technically you have too many
vertices. If vertices were shared enough you could have a large number of
polygons with a smaller number of vertices, provided you don't run into any
limit on index buffer s
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You can't. That's something Valve would have to do afaik. That sort of
detail level isn't very practical for the generation of game engine that
Source is. Maybe you can split it up into multiple parts, where each part
doesn't exceed the total, lik
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How many polys is your model?
On Jan 30, 2008 11:51 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Hello all. This is my first email to the mailing list and I'm writing
> because I'm really st
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Install the platform sdk. Those files are part of that, not the HL2 SDK
On Jan 24, 2008 3:32 PM, Tero Knuutinen <[EMAIL PROTECTED]>
wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Okay, I started working on merging my mod to the
I'm ganna guess it changes the need to specify the engine version as a
launch option. But who knows.
Jake Breen wrote:
Anyone know what this changes?
"
* SDK Launcher now has a drop list of engine versions in addition to
a drop list of games/mods. This eliminates the need to specify
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I could be reading this wrong, but with this
*The pointers for this constructor are retrieved
from a class called CItemData which loads all items from a data file into a
CUtlVector before the call to new CInvItem. The CInventory
destructor calls
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I haven't tried this with HL2, so I don't know how it would play with the
HL2 memory manager, but for memory leak detection, this is the best thing
since sliced bread for C++
http://www.codeproject.com/KB/applications/visualleakdetector.aspx
J
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Windows cleans up after an application that leaks memory, but yea you don't
want to purposely leave memory leaks. I'd venture a guess that it's not the
vector thats causing the crash but something else. Memory corruption, double
deletion, etc. If
Great place to start: http://developer.valvesoftware.com/wiki/Main_Page
Ian T. Jacobsen wrote:
Hello I´m new to hlcoders and to modding and I just wanted to know were
to start?
Always when I start something new I get stuck at the beginning don´t
knowing were to start :(
Well me and my friend a
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I realize this isn't technically the proper place to post this, but I'm
doing it anyways. Got this PM today on steam
[A]utomated [S]upport: This is an automated message generated by Steam
account administration to help us verify the validity of y
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Haven't been modding long? Because mod versioning has generally been exposed
to the modders, such as in the Q3 engine. Foxbot didn't need versioning for
HL1, being server side only so I don't know if HL1 was missing the
functionality too.
>From t
id Valve ever make money off free mods? I really see
> no
> >>> > > reason for Valve to help mods that could and probably do compete
> >>> > > against Valve products?
> >>> > >
> >>> > >
> >>> > > On Nov
This is Valve we're talking about. They don't release things till they
think it's perfect. And I know what you mean. I have an entire mod on
hold as well.
Joel R. wrote:
Is there any news regarding the delays for the Source 2007 sdk code to
be released? I've put the entire mod on hold until it
The
> only downside there would be that you'd need to inform server hosts to add a
> new sha1sum to their server list every time a new client version was released.
>
>
>
>
> At 2007/11/17 02:05 PM, Jeffrey \"botman\" Broome wrote:
> &g
alert
> > >>users to the existence of a new version when they try to connect and fail.
> > >>And ideally a way to seamlessly perform the update via Steam.
> > >>
> > >>At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:
> > >>
>
That'd be nice. I hate crits in tf2.
On Nov 16, 2007 1:02 PM, George Devgru Seal <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Any possibility of seeing critical hits as a server-side variable? Perhaps
> through a third-party module for servers, or even in an
Is there a way to do proper mod versioning?
Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.
___
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t whitelist?
> If so, send me email directly with the (hl2mp) .vmf file, caltrop model
> files, and both (good and bad) whitelists and I should be able to repro
> and fix it here.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Je
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It's a model.
On 10/25/07, Andrew Timson <[EMAIL PROTECTED]> wrote:
>
> On 10/25/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> > Some more info that may be useful. Finally got hlds updated via
> hldsupdate
&g
:Precache()
>
> caltrop_holster::mdl?
>
>
>
> On 10/25/07, Jeremy <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Some more info that may be useful. Finally got hlds updated via
> hldsupdate
> > tool s
would expect to be able to do. This appears to be
isolated to the linux server, as it is the only server we are having trouble
with at the moment(and admittedly the only server we've tried so far to get
it working on).
Jeremy
On 10/25/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
>
,
but this bug is being a pain.
Jeremy
On 10/15/07, Mike Dussault <[EMAIL PROTECTED]> wrote:
>
> sv_pure works for windows and linux servers.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Sent: Monday, Octob
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hud_reloadscheme
:)
On 10/22/07, Chris Janes <[EMAIL PROTECTED]> wrote:
>
> My sending the reply triggered the send / receive that brought in Tonys
> reply - I saw it said the same thing as I'd said but it was a tad late by
> then!
>
> At least,
ods.
>
> But even if that happens I don't know how much that will help you,
> since it'd probably have to happen in the EP2 code and I don't know
> whether you're going to bother porting FF to the new engine.
>
>
> garry
>
> On 10/19/07, Jeremy <[E
; your
> testers.
> when you're done testing your map, when you want anyone to be able to
> download it from a server, pack everything in the bsp.
>
>
> what exactly is the issue?
>
> On 10/19/07, Jeremy <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [
nd
them in a reasonable fashion(not hacking around it by making up some new
extension, using txt files, or packing them in the bsp or something). I
would still like an official answer on this please.
Jeremy
On 10/19/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
>
> Jeremy,
> D
But post release, and after there is a number of 3rd party maps
already in the wild, we need to be able to accommodate lua files.
On 10/19/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> Add it to the bsp using pakrat
>
> On Oct 19, 2007, at 2:10 PM, Jeremy <[EMAIL PROTECTED]&
: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Adding downloads via downloadables table
>
> Send the lua files as a txt file then rename it on the client perhaps?
>
> - voogru.
>
> -Original Message-
> From: Jeremy [mailto:[EMAIL PROTECTED]
> Sent: Friday
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We use lua to go along with our maps, and I'm trying to get the server to
automatically send the lua files to the clients like it already does the
maps. After messing with it a bit trying to get it to work, I tried a text
file and it worked, so it
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It's not Vista only. I don't think it's reasonable to expect SDK support for
an IDE that is in beta and won't release for like another 4-5 months.
There's no reason for Valve to install a beta to compile new dependencies.
On 10/17/07, Michael Kra
ods?
>
> We also have the issue where typing "sv_pure" on a linux server from
> inside the 'console' saying "Unknown command sv_pure"...
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
>
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Anyone know if the multi-core support in the EP2 engine is limited to duel
cores or will it take advantage of quad core as well?
On 10/11/07, Ondřej Hošek <[EMAIL PROTECTED]> wrote:
>
> On 11.10.07 19:05 Uhr, steven belmans wrote:
> > Hi i was wo
man Broome <[EMAIL PROTECTED]> wrote:
>
> Jeremy wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Started playing some Portal this morning, and noticed that performance
> is
> > absolutely abysmal for me. From my experience with modding I chec
ue in other games using these drivers yet, but I
wanted to bring this to Valves attention in case some change in TF2 that
these drivers take advantage of could be adversely effecting older HL2
engine games or something like that
Jeremy
--
___
To unsubscribe,
5/07, Nick <[EMAIL PROTECTED]> wrote:
>
> I don't know you should ask someone from Valve. They are smart
>
> On 10/5/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Sure, but of the stuff modders actua
allhacks that work
> on any mod.
>
> On 10/5/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > So nobody has attempted to use sv_pure in their mods?
> >
> > On 10/4/07, Jeremy <[EMAIL PROTECTED]> wr
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So nobody has attempted to use sv_pure in their mods?
On 10/4/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> According to this http://developer.valvesoftware.com/wiki/Pure_Servers the
> whitelist is used to mark files and folders f
sday, October 04, 2007 1:40 PM
> Subject: Re: [hlcoders] sv_pure broken for mods?
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I could be wrong, but I was under the impression that sv_pure won't work
> > for
> > mods.
> >
> > we have
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Anyone manage to get sv_pure working for mods?
I've defined a pure_server_whitelist.txt properly as far as I can tell, I
enable pure stuff on the dedicated server
sv_pure 1
sv_pure_kick_clients 1
sv_pure_trace 1
I join the server with the clien
x27;ve been waiting SDK
updates for bot support before going back to server plugins.
Jeremy
On 10/2/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> Hi, so im adding bots into a hl2 multiplayer mod through a serverside
> plugin. Using valves tutorial plugin you can add bots, and get them
esh
these files as part of the process.
Valve, is there any means by which we can debug these sorts of issues? Is
there any known load time problems and/or any that have been fixed since the
last sdk base update? Any information about this is appreciated.
Jeremy
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Doesn't look harmful at the moment, but there's a buffer overrun in
SpectatorGUI.cpp I got the warning MSVC2005 in a fresh sdk checkout a while
back but forgot to mention anything till now.
In SpectatorGUI.cpp, CSpectatorGUI.Update
wchar_t playe
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How do you know he hasn't already sent the information to Valve? Those sort
of exchanges wouldn't be advertised to the mailing list. Your statements
were out of line and just plain wrong. It's poor taste to spout blatant BS
too, which is why you g
d of LOD-less models with some of the
testers that are having issues and see if that goes anywhere, but any
additional help would be appreciated. I still have the dump files as well if
Valve is willing to take a look.
Jeremy
--
___
To unsubscribe, ed
7;re saying that all players from all mods are somehow going to jump
ship for TF2 that's an even stupider speculation. It has never happened in
any mod or games release, and isn't going to happen this time either, least
of all for a pay for 'beta' product.
Jeremy
On 9/13/07, Ni
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Woot
On 9/13/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> c. Mike is busy right now working on the TF2 beta for Monday :)
>
> So the answer is: we will not be shipping the CSS Bot code but I am in
> the process of working with some community me
e advanced level than the what came in
the HL2 box.
Agreed, it would be nice if mods could get an evolution of the engine with
higher limits to these things.
J
On 9/6/07, Andrew Timson <[EMAIL PROTECTED]> wrote:
>
> On 9/6/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> > The l
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The limits in general are seem so stupidly low it makes things frustrating.
The entity/edict limits, the brush count limits for maps, etc. We haven't
run into the entity limits, but I think every single map we've done has been
an exercise of our m
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only on listen servers by drawing debug lines. there's no way to make them
visible on clients.
On 8/30/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> alright so now that i know how to do tracelines, is there a way to
> make them visible somehow t
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tracelines are available through server plugins through another interface
(engine interface?) I don't recall offhand and I don't have the code
available to peek at to double check.
J
On 8/29/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> so im w
maps start coming in. It's not very workable to expect users to edit
their manifest files to add references to new 3rd party maps they download,
or even overwrite their manifest file. Would be great if this issue were
addressed asap.
Jeremy
On 7/30/07, Mike Durand <[EMAIL PROTECTED]> wrote
ze of the panel. That image uses a texture proxy which
> allows me to modify the image in-game to show the level that's loading.
> I put another transparent image on top of that for hint text.
>
> Jeremy wrote:
> > --
> > [ Picked text/plain from multipart/alternativ
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Anyone have any insight on how to do loading screen backgrounds along with
text overlays(for hints, objectives, map info, etc).
Thanks
J
--
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--
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Definitely send your own message. Enabling sending regardless of PVS is
going to bring a lot of additional baggage. Knowing your requirements allows
you to pack the information much better into your messages as well. As in,
don't send the vector3
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Valve, can you please comment on this being broken?
On 7/28/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> Right. Including them in the manifest is a bad solution. You can't expect
> all 3rd party maps to keep building up on th
positive range.
player.cpp
SendPropInt(SENDINFO(m_iHealth), 10 ),
Try giving it 1 more bit there. I'm guessing that you are overflowing at 512
and going negative and its causing those issues.
Jeremy
On 7/29/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> I am making a
sucks. According to some forum history for our mod they worked
at some point.
Jeremy
On 7/28/07, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
>
> No, the whole point of the custom level soundscripts is that you don't
> have
> to include them in the manifest, they only load for a speci
devmessages about the sound when
EmitSound is called, so in theory it looks like its loaded in some form.
It's not on the soundlist (console command)
Thanks
Jeremy
--
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libcurl is good(and portable) if you want to transfer over http and/or ftp.
I've used it on several projects to get a simple game and simple 'master
server' to submit info to a web database through php queries.
someurl/highscores.php?name=someguy&
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Take a look at the F.E.A.R. SDK before you make that sort of judgement. It
could be worse. :) It would be nice if it was a simple and clean as D3, but
we play with the cards we're dealt. You could always make a D3/Q4 mod.
J
On 7/17/07, Mukkan Yh
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Do like a copper, silver and gold coin if you're really concerned about lots
of coins being spawned. copper worth 1, silver worth 5, gold worth 10 or
something. Drop the fewest coins that make up the players stash, easy.
On 5/26/07, Joshua S. <[
bot interface,
when it's been well documented and expressed for 2 years what it needs to be
'fixed', but it's just not happening. What gives?
Frustrated,
Jeremy
On 3/15/07, chumly chumly <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternativ
ap.
>
> At 2007/02/08 04:30 PM, Adam \"amckern\" Mckern wrote:
> >I would be hacky and add a stopsound xxx to the area
> >of code that the body is removed from the world.
> >
> >Adan
> >
> >
> >--- Jeremy <[EMAIL PROTECTED]> wrote:
>
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We've got a couple issues that have been somewhat of a pain to track down,
was hoping others could maybe help out or at the least steer us in the right
direction.
1) Door/elevator prediction is pretty bad. Anyone managed to smooth out or
fix the
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Sounds like it's just a means to get snapshots of the SDK code to facilitate
the creating of patches. Doesn't sound like users will suddenly be allowed
to host SDK code publically as well. Should be very useful. Thanks Mike.
On 2/5/07, Nikolaos T
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IMO that sounds too inconvenient to be very useful. I'd start begging Valve
to let you host the SDK on a public SVN or CVS. It would be a benefit to the
community as well as valve by reducing the traffic on the lists of people
trying to fix the sa
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Not sure how well that is going to work. I don't know how patch files would
deal the base SDK being changed during updates, and then users applying the
patches to a slightly different codebase than the patch was built from. It's
unfortunate they d
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Vectors hold a position x,y,z or a direction x,y,z. Although they could also
use them to store yaw pitch and roll valve created a seperate class for that
I believe, QAngle.
What they hold depends on where you get the value from.
CBaseEntity::Get
6,432 (1024*768) trace lines. It might
> take
> > > a little bit of time, but it is simple and would work for any map.
> > >
> > > Nick wrote:
> > > > How do you grab the bounds of the map?
> > > >
> > > > On 12/19/06, Jeremy <[EMA
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What's tricky? Seems you can just grab the bounds of the map(very trivial)
and double for loop through the 2 horizontal coordinates, doing tracelines
at whatever interval is suitable for the resulting resolution you intend to
use.
J
On 12/19/06,
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>
> Is 2-3 megs really that significant? (assuming your distribution involves
> compression)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Wednesday, November 29, 2006
t;>>> 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
> >>>> information for referencing module; linking object as if no debug
> >>>> info
> >>>>
> >>>> tier1.lib(strtools.obj) : warning LNK4204:
> >>>> 'c
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I'm getting that too. Very annoying.
On 11/23/06, Joel R. <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yes, I received this too, just after restarting steam and grabbing the new
> update. I thought it wa
realize that not a "fix" for a multi-player game but maybe it would be
> an interesting data point.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Swigart
> Sent: Wednesday, November 15, 2006 4:46 PM
&g
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I would imagine that would be a huge security issue if that were possible.
If a server could force feed me a plugin, and presumably load it, it could
do all manner of evil stuff to my game or my system. That said, it would be
very cool to have a c
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Run the create a mod wizard thing to extract the code, open it in MSVC 2005
express and get to codin. Should be about as simple as that if you have the
compiler and platform sdk already set up and working.
On 11/15/06, Marshall <[EMAIL PROTECTED]
yer game but maybe it would be
> an interesting data point.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Swigart
> Sent: Wednesday, November 15, 2006 4:46 PM
> To: hlcoders@list.valvesoftware.com
&g
is
how it leaves the system in a jacked up state that only seems to be resolved
by a reboot.
Jeremy
On 11/15/06, Nate Nichols <[EMAIL PROTECTED]> wrote:
>
> I'm experiencing a possibly related bug. I have experienced similar
> problems (map almost loads, then Steam goes to 99%
27;s a serious problem that we can't really debug.
Anyone hear of any issues like this and/or have any ideas as to what may be
the problem?
Thanks
Jeremy
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