Just look at the code that shows something above the player's head for
voice communication. We copied that for speech bubbles when typing for
instance.
On 26/04/2011 19:38, Saul Rennison wrote:
You'd be best off creating a sprite (CSpriteOriented) at player
creation, then making it visible whe
slightly slower version of it that's just as
unsafe.
On Fri, Apr 1, 2011 at 3:14 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
No, both windows and linux. I suspected it was a valid
construction. St
Shake );
m_ShakeList.FastRemove( nShake );
delete shake;
continue;
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De
Meyer
Sent: Thursday, March 31, 2011 11:38 AM
To: Discussion of Half-Life Programming
Subject:
Hi List!
So, we're finally out there in closed beta. One of the most annyoing
issues is a client side crash. The call stack doesn't say all that much,
but still: it always happens in the Purge command in the destructor of
CUtlVector:
template< typename T, class A >
inline CUtlVector::~CUtlVe
This doesn't seem to work, returns a negative duration. Anyone have any
experience with/fix for this? For now I think I can bypass it by using
constant values.
-- Maarten
___
To unsubscribe, edit your list preferences, or view the list archives, plea
there, that should do it as far as keywords go for future generations,
might save someone a good night's sleep.
FYI: The IS_NAN macro doesn't work on all platforms. Or the extern
const int nanmask; is. Or it's wrong somewhere. But don't depend on
IS_NAN on linux, it gives false positives. I
d report, and hope for the
best.
On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
> I did some checking, and you are right. My issue is unrelated to
the linux
> build, it just didn't show on windows or listenserver c
d help you find it :)
garry
On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer wrote:
> Hi list,
>
> As a fix for a previously posted issue we seriously scaled down all our view
> models. As a consequence i've had to change quite a few things in code ( eg
> muzzle flashes,
Hi list,
As a fix for a previously posted issue we seriously scaled down all our view
models. As a consequence i've had to change quite a few things in code ( eg
muzzle flashes, sprint bob code,...) One thing still escapes me: when turning
around quickly using the mouse, the view model gets dis
seems like desaturation could be done in one
instruction, e.g. "color.rgb = dot(color.rgb, float3(0.2126, 0.7152,
0.0722));" :)
On Fri, Feb 25, 2011 at 11:13 AM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
It depends what you put in your part of the combo and wh
replacing the materials, but that sounds even
harder to implement cleanly.
Thanks.
On Tue, Feb 22, 2011 at 9:23 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
Wasnt there a replacematerial method? I remember something like
that. For our alternate vision i ended up making
Tom Edwards wrote:
$scale *is* the method. In theory you should be able to apply the same
value for each weapon. Just remember to define it before any SMD
references.
On 22/02/2011 11:33, Maarten De Meyer wrote:
Scale does seem to be the issue alright, our view models are big. But
indeed, scaling
what gcc version finally is the way to go, if there is any :)
On 20/02/2011 16:04, Maarten De Meyer wrote:
No no, I'm fairly sure it's not me :D I beyond-compare'd anything
between prop_physics and the engine, no relevant changes on my side. I
still think it'll turn out to b
Wasnt there a replacematerial method? I remember something like that. For our
alternate vision i ended up making a custom version of all the stock shaders
with a material proxy allowing me to switch between vision modes in the shader
itself. Advantages there are the switch is immediate and you c
of the viewmodels as it was originally.
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg
after it was scaled down to hl2 viewmodel size:
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg
On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer wrote:
>
at a much larger scale
then the standard scale most viewmodels were made at and that was
causing problems.
On Sun, Feb 20, 2011 at 3:40 AM, Maarten De Meyer wrote:
Hi list!
I have a problem that I think is a common one. Some effects, like muzzle
flash and shell eject, take an attachment
st.
- ScarT
On 20 February 2011 14:18, Maarten De Meyer <mailto:maar...@off-limits.be>> wrote:
Found out another piece of interesting information. When we drop
weapons, we give them the direction of the player to make the drop
look realistic. This has always worked de
ed player walks around the affected object, hugging it tightly?
----
*From:* Maarten De Meyer
*To:* hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 11:14:39
*Subject:* Re: [hlcoders] Physics props 90° angle snap
Hi list!
I have a problem that I think is a common one. Some effects, like muzzle
flash and shell eject, take an attachment's position in view model
space, transform it to world space and act upon it. I have some issues
with that: if you are looking down ( even a little bit under the
straight
On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
That was my first try, but I can't reproduce it with net_fakelag.
On 19/02/2011 11:41, Jonathan Murphy wrote:
In my experience it is unlikely to be a Linux specific
ue is reproducable. That should
make it much easier to debug.
On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
Yes, they are.
From: Jonathan Murphy
Sent:
is unlikely to be a Linux specific issue, and more
of a prediction issue. Try introducing fake lag on a listen server
(net_fakelag 200) and seeing if the issue is reproducable. That should
make it much easier to debug.
On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer
mailto:maar...@off-limits.be>
t, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
> wrote:
>
>> As great as Noir Desir's song is, obviously it's not what I wanted to
>> show :D
>> Here's the real vid with the issue:
>>
>> *http://www.youtube.com/watch?v=QhmrP6eSAek*
>>
>&
As great as Noir Desir's song is, obviously it's not what I wanted to
show :D
Here's the real vid with the issue:
*http://www.youtube.com/watch?v=QhmrP6eSAek*
sorry for that.
On 19/02/2011 9:15, Maarten De Meyer wrote:
Hi list,
we're facing an issue I don't immedi
Hi list,
we're facing an issue I don't immediately know where to start to debug.
Basically, in all of our maps, some physics props have an issue where
the orientation of their model snaps at 90° angles instantaneously. This
is not only with props, but also eg with our vehicles, so I'm looking
r ago, since online play become unmanageable
for a lot of players.
On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
Hi list,
I've recently built our OB mod's linux server after a loong time
working windows only. I got it to co
Hi list,
I've recently built our OB mod's linux server after a loong time working
windows only. I got it to compile & run fine, but there's a serious
general issue with the way the game acts when playing on the linux
server. It runs OK, but some things are clearly off, like sprint
behavior/an
God, I hope I'm not the only one left here that's still actually modding
HL2 :)
On 27/12/2010 19:45, drgreen2003 wrote:
Its some sort of reverse Valve-Time
(http://developer.valvesoftware.com/wiki/Valve_Time). Valve managed it
to make the world spin in wrong direction (Must be related to the
About 5 more and I'm gonna follow the OP I think.
> AFAIK the longest thread is "What MSVC version do you use/have?" by Alfred
> Reynolds, with 91 responses.
>
> That's 50 more to go :)
>
>
> 2009/3/6 John Standish
>
>> Sir, I think that is happening.
>> So this one time, at band camp.oh wait
ink
> libraries, and it seems like kind of a hack.
>
> Is there a better/prettier way to do this that doesn't involve adding in
> extra link libraries to the stdshader project? I've looked around, but
> I can't seem to find any appropriate examples. I expect I'm
I can give you some samples of my multipass post-process shaders, both
code & shader-side, when I get home tonight, if you still need them.
They're fairly easy to understand examples.
-- Maarten
> Thanks! I'll take another look at it.
>
> Tony Sergi wrote:
>> Core is multipass.
>>
>>
>> -Ori
Hi list!
I followed the tutorial at
http://developer.valvesoftware.com/wiki/Resetting_Maps_and_Entities to do
round restarts. [ This code preserves certain entities, among which
env_soundscape, on restart ]
It specified the use of an event, and clientside, adds this to the handler
of the restart
s like a very strange question.What are you trying to achieve
> with
> this?
> -Skyler Clark
>
> On Fri, Dec 26, 2008 at 6:57 AM, Maarten De Meyer
> wrote:
>
>> Update
>>
>> I found out engine->Key_LookupBinding("duck"); is returning "MOUSE2&quo
Debug. Set a breakpoint. Press F10 repeatedly. Use watches. See what's not
how you expect it.
No offense but it is a bug in your own gameplay code probably. Just step
into it see what doesn't happen the way you want it and take it from
there. If there's something about Source that doesn't happen t
Update
I found out engine->Key_LookupBinding("duck"); is returning "MOUSE2", but
only if it's the first bound key. I don't understand why this function
doesn't return an array of strings, since a binding can map to any number
of keys? Or at least supply an inverse function, which would allow you t
Hi,
How can I check if e.g. my right mouse button is bound to e.g. duck ? I'm
trying to close the spectator menu. My duck is bound to F and right mouse
button. I can catch the mousepressed, and see in the vgui::MouseCode it's
right mouse button, but how can I find the mapping between a mousekey an
Hi list!
I think last year I swore it'd be my last christmas developing on Source.
Har har, how time flies. I guess I'll add it to my list of recurring new
year resolutions.
I'm trying to have some of my hud elements render before ( before in z
space, not in render order ) my specgui. I first tin
I fixed mine with
http://forums.thewavelength.net/index.php?showtopic=11140&st=15
hth
> Hey list,
>
> my previous attemts at making a windnade turned out good :D
> so I'm now going back to fixing some bugs
>
> First bug is been in for a while and I've seen other mods that have it
> too:
> Now an
If by push you mean blown back in a single blow, VelocityPunch?
> I would like to create a weapon that when fired pushes the other player
> backwards
>
> how would I go about applying a force to a player?
>
>
>
>
> ___
> To unsubscribe, edit your list pr
Are you sure your environment settings are correct for your mod? He's not
copying the files to another directory?
> I've recently attempted to run through the shader tutorials on the wiki
> and
> on wraith's website, and I seem to be running into an error in both. I'm
> using the episode one engi
Hi list,
We've created custom shaders for our mod as a replacement for e.g.
VertexLitGeneric, LightmappedGeneric etc. However, Hammer doesn't seem to
like that change, and our mapper needs to revert his version to the
materials before the change to be able to develop & compile.
How can I let hamm
ly a subset of the sounds to other players too, I'm not sure what
the best approach is?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
> Meyer
> Sent: November-01-08 8:14 AM
> To: Discussion of Half-Life Program
t of thing, instead of using emitsound.
> Do everything else you already did for maintaining it's state though.
>
>
> -Tony
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
> Meyer
> Sent: Wednesday,
's only certain parts of the map then it may be the above problem...
>
> Maarten De Meyer wrote:
>> If no-one has any idea why EmitSound can be unreliable, is there
>> another/better way to emit sounds? Anyone here implemented a minigun
>> with
>> alternating, looping sounds
If no-one has any idea why EmitSound can be unreliable, is there
another/better way to emit sounds? Anyone here implemented a minigun with
alternating, looping sounds being played in sequence?
> Hi list,
>
> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>
> I'm doing soun
Hi list,
since this seems basic to me, I risk asking a FAQ, but google didn't help,
so here goes.
Apparently, people playing in 16:10 ( tested on 1920*1200 ) get the
background01.vtf image in the main menu in stead of the
background01_widescreen.vtf image. 16:9 reso's display
background01_widescr
ot;TextureScroll"
>> > > > > >{
>> > > > > > "textureScrollVar" "$basetexture2"
>> > > > > >"textureScrollAngle" "90"
>> > > > > >"
is. Is
> this possible?
>
> On Sun, Oct 12, 2008 at 8:54 AM, Maarten De Meyer
> <[EMAIL PROTECTED]>wrote:
>
>> try using $bumptransform in stead of $baseTextureTransform as
>> texturescrollvar. That help?
>>
>> -- Maarten
>>
>> > I'd lik
try using $bumptransform in stead of $baseTextureTransform as
texturescrollvar. That help?
-- Maarten
> I'd like to know why my texture wont scroll. It refracts beautifully,
> but...
> well, it looks utterly fake. Can anybody figure out what I've done wrong
> here?
>
> VMT CODE:
> "Refract"
> {
>
wall like it does when your walking normally.
>
> I would love to see the math you used in your approach or any other help
> :)
>
> Mitchel
>
> On Sun, Oct 5, 2008 at 5:52 PM, Maarten De Meyer
> <[EMAIL PROTECTED]>wrote:
>
>> Hi Mitchel,
>>
>> I i
Hi Mitchel,
I implemented fully functional wallwalking about two years ago for the
first implementation of our gameplay, when we still had an alien. I'm not
sure which part you're referring to though. Personally, when players in my
mod jumped to or walked over a new surface, I kept the current cam
Personally, as far as my mod is concerned, we want to get something
releaseworthy first, after that I'm probably gonna ask valve to do a
little playtest with us and give us some feedback. But I think
prerequisite one is releasing a public beta and get noticed. [ Which is an
art in itself. We're one
Hi list!
I'm using a client-side concommand to directly set the value of a variable
that's predicted. My problem is that the prediction immediately overrides
this value. [ I've already used a recvproxy to disable network updates to
override this value, which works decently ]. How can I either inva
Hi list,
I'm wrapping up some modifications to all the standard shaders for my mod
( LightmappedGeneric, VertexLitGeneric ). Works a charm so far ( thx for
the help Tony ), only thing is for my modifications to make sense I need
to apply them to the WorldVertexTransition shader as well, and I'm no
Do you have a steam.inf file in your mod directory? I didn't have the same
problem but related ones, see the thread at
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23714.html
> hi,
>
> got here some problem with a source dedicated server(windows).
> The mod is called Frontiers.
I'm very sorry but I can't help saying it:
Welcome to Source development.
> I've only just got into the plug-in scene but I've got several years
> experience in C++, C# and Java. Thing that I'm confused about, is if
> I'm missing something. I was looking at in-game menus and saw a
> tutorial on s
ECTED]>
>
>> The values are added to the Data Table of the parent base rules class:
>> CTeamplayRoundBasedRules (
>> game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested
>> )
>>
>> 2008/9/16 Maarten De Meyer <[EMAIL PROTECTED]>
ded to the Data Table of the parent base rules class:
> CTeamplayRoundBasedRules (
> game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested )
>
> 2008/9/16 Maarten De Meyer <[EMAIL PROTECTED]>
>
>> Yeah, but that should be transparent, no? since the send/r
Yeah, but that should be transparent, no? since the send/recv table from
the proxy is referencing the one in gamerules:
BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy )
SendPropDataTable( "offl_gamerules_data", 0,
&REFERENCE_SEND_TABLE(
DT_OffLGameRules ), SendProxy_
Unless if I'm really very mistaken, I'm using just basic CNetworkVar's in
my gamerules class without any problem. I'm on the latst ep1 SDK btw,
created a mod from scratch if that's relevant.
> I read somewhere in the archive that rules arn't networked. They said it
> could be done (obviously or va
Yup, looks a lot like what I'm trying to do. I'm already rendering the
glowing models in a separate render target for my own techniques, I'll try
applying the modified HDR pass like you did in stead of my own glows/blurs
to see which one looks best. Id have loved to have combined the glow for
the H
Hi list! (tm)
I'm wondering about something. HDR causes light areas to glow, with bloomy
edges and all. I'm looking for a way to have the same effect applied to
one of my dynamic models ( a specific model ). I've already implemented my
own post-process glow using custom blurs that does the trick,
/me hits myself in the head. Should've thought of that myself, I didn't
think it'd work out of the box with a random directx application. [
Although I have a habit of looking down on pix for windows, it's absolute
horror compared to the xbox version :p ]
Thanks!
> Maarten
This mail is intended more for valve employees than the list I guess, but
you never know.
Simple question, as usual: is there a way to do some graphical debugging
in Source, similar to eg nvperfhud or the likes? [ where you can see
contents of rendertargets per drawcall etc ]?
I assume not, or at
I haven't followed the discussion from the beginning, so I don't know
where you are in the code, but you seem to be talking about grenades, so
typically if you want to wait until the end of an animation you do sth
like:
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
or
m_fNextTime
probably cause you're using a hl2 mod or something, I have a from scratch
mod ( ep1 based ), and my code uses base projectile grenades :)
> still haven't got it working
> the base projectile grenade was useless, it wasnt even included in the
> project and seems part of the sdk code? or whatever..
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/
but impact grenades should be peanuts. Check out
void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t &trace,
Vector &vecVelocity )
hth
> Alright back with a new problem,
> been working on a grenade that explodes on impa
Hi list,
I'd like to use the stencil buffer to store a mask during my main render
pass so I can use it in a postprocess effect. My question is simple: is
the main stencil available and preserved during the main render loop or is
it used by something already? The only use of stencil I see is in
mat
gt; I'm looking for the same check the "Player collisions, enemies vs
> friendlies." thread for more details. I still haven't found a fix to
> the prediction issues (if you have any insight, let me know).
>
> On Tue, Aug 12, 2008 at 5:43 AM, Maarten De Meyer <[EM
Hi list,
In my mod by default players collide ( hard ) against eachother. For
obvious reasons I want to disable this for teammates and rather have a
soft collision/physics push like in TF2, where you still have the option
to clip through a teammate if you want to, but you do get a slight physics
r
Think perhaps?
>
> On Tue, Jul 29, 2008 at 5:41 PM, Maarten De Meyer
> <[EMAIL PROTECTED]>wrote:
>
>> Hi list!
>>
>> Simple question really, I want to simulate a part of a certain weapon's
>> behavior on the client, since it's visual and I don't
Hi list!
Simple question really, I want to simulate a part of a certain weapon's
behavior on the client, since it's visual and I don't want the visual
aspects networked ( not necessary and makes things laggy ). I usually put
stuff like that in ItemPostFrame, but I'm discovering that only the local
which probably isn't what they want to do.
>
> Yahn
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
> Meyer
> Sent: Saturday, July 12, 2008 7:09 AM
> To: Discussion of Half-Life Programming
> Subje
; causes the gap.
>>
>>> It doesn't look like the two sliders are both on 0.5: the top one is
>>> further to the left than the bottom one.
>>>
>>> Maarten De Meyer wrote:
>>>> Hi list!
>>>>
>>>> I'm trying to understan
both on 0.5: the top one is
>> further to the left than the bottom one.
>>
>> Maarten De Meyer wrote:
>>> Hi list!
>>>
>>> I'm trying to understand a blending problem. Simple question:
>>>
>>> http://i336.photobucket.com/albums/
causes the gap.
> It doesn't look like the two sliders are both on 0.5: the top one is
> further to the left than the bottom one.
>
> Maarten De Meyer wrote:
>> Hi list!
>>
>> I'm trying to understand a blending problem. Simple question:
>>
>> http:/
Hi list!
I'm trying to understand a blending problem. Simple question:
http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg
In this setup, run_lower only affects the legs ( so the upper pose is
Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
walk_upper_minigun are both
The saga continues!
The problem basically is that a certain flag for effects, which forces it
to get rendered just before the view model and out of the leaf system (
FLAGS_DRAW_BEFORE_VIEW_MODEL ), is not working properly.
There's a function CParticleMgr::DrawBeforeViewModelEffects that is not
ca
Just a quick update, to maybe still ring a bell somewhere: apparently my
muzzle flash for my view model has a bounding box that is being tested
against world geometry, if I turn on the debug I clearly see the muzzle
flash disappearing the moment the bounding box is completely in the world
geometry
Hi list!
I'm debugging an issue with our muzzle flashes and wanted to check if one
of you could give me an answer faster than I can debug it myself.
Basically, our muzzle flash particles are invisible when you look down
when you're on the ground or when you look up near a ceiling. I thought
maybe
That reply only makes sense if the OB engine has some serious features
added that require these performances. If you want the same functionality
on a more modern engine, the performance should stay the same or increase,
not decrease. I don't know what they added in the OB engine that justifies
a pe
That is correct. You are wrong ;)
I use it with a custom render target material, so I don't think there are
limitations to the material you're using.
> I believe it can also only use sprite textures.
>
> Unless I'm wrong?
>
>
> ___
> To unsubscribe, edi
Sorry, I didn't answer your questions:
> Hi, I have questions about using the dynamic mesh
>
> 1. what should be the order of vertices in a triangle?
That depends on your cullmode, either clockwise or counter-cw :p. Try
once, find out!
> 2. given three points, how to order them correctly (the fa
usage example :
void CViewRender::DrawAlienLens( IMaterialSystem * materials, IMaterial*
pMaterial )
{
materials->Bind( pMaterial );
AlienLens = materials->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( AlienLens, MATERIAL_TRIANGLES, 1512 );
btw). I've been able to reproduce the problem when connecting to a
>>> specific Eternal Silence server, at 62.212.73.20:27015, but if I try
>>> any
>>> other server, even for the same mod, there's no issue!
>>>
>>> An odd one, that's fo
Still no luck.
> I'd recommend to try adding:
>
> Game sourcetest
>
> in the search paths section.
>
> Maarten De Meyer wrote:
>> attached, thanks for your effort!
>>
>>> List the contents of your gameinfo.txt.
>
Vector components are floats, use %f in stead of %d.
> I added a secondary attack to the 357 (just for testing) in which I find
> the
> wall in front of the gun and find the normal vector of that wall. However,
> when I read out the x,y, and z values of this vector, it seems only the y
> vector ch
attached, thanks for your effort!
> List the contents of your gameinfo.txt.
>
> Maarten De Meyer wrote:
>> Hi list/valve!
>>
>> I'm gonna repost a problem I posted earlier since I really need a fix
>> for
>> this before we release. Basically, double-c
ppID specified in the GameInfo.txt
> not matching.
>
> Not too sure though!
>
> /ScarT
>
>
> On 06/04/2008, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>>
>> Hi list/valve!
>>
>> I'm gonna repost a problem I posted earlier since I really need a
Hi list/valve!
I'm gonna repost a problem I posted earlier since I really need a fix for
this before we release. Basically, double-clicking on a server in the
steam client's server browser doesn't work when not ingame.
More details: If you doubleclick on a server of our mod when you're in
windows
Implement CSDKPlayer::PostThink, call it's baseclass's PostThink and
afterwards call SetAbsAngles() with your desired angles as parameter. That
will modify the hitboxes.
As for rotating the player model, I've hooked
CSDKPlayerAnimState::ComputePoseParam_BodyYaw() to override angRender with
what I
I went through that recently. Can show you the code when I'm at home.
-- Maarten
> Ok, well i've been working trying to rotate a player. I've figured out
> rotating the player model (just modify C_SDKPlayer::GetRenderAngles()).
> However, this doesn't modify the angle the hitboxes are at and it d
We've got pretty playable multiplayer vehicles, and yeah, the script file
is a mess. As for the physics behavior with the barrel rolls and all, I
used a nice little hack which uses the center of mass override to set it
at several meters below the ground, that way your car won't topple over
anymore,
I'm no lawyer, but in many countries there are exceptions if what he does
really classifies as a parody. ( Without this clause, parodies would be a
lot less present, since many people would not allow their work to be
criticised/ridiculed ). If you google for it, you'll find a lot of
information on
Much needed. Much appreciated. Can finally finish my mod =]
> Hi All-
>
>
>
> The Source SDK has been updated to address some crashes and is no
> longer in beta. Here are the release notes:
>
>
>
> =Enhancements=
>
> * There is now a drop list in the SDK Launcher that allows the user to
> switch
Slightly off-topic, but still.
Is there a way to patch up the studiomdl in the ep1 source so it eg loads
the MaterialSystem.dll hardcoded/possible other fixes?
Waiting for the new studiomdl is all good and well, but if it's going to
take months ( and it's been a while already ), it's catastrophic
Ok, thanks. At the risk of sounding cliché, when's the next sdk update
planned, in non-valve time? :p
> STudiomdl has been fixed for the next SDK update; hang tight!
> -Tony
>
> On Sat, Mar 15, 2008 at 11:24 AM, Maarten De Meyer <[EMAIL PROTECTED]>
> wrote:
>
>&g
t version:
> http://qsextreme.com//SDK/ep1_bin/studiomdl.zip
>
> I only use batch files to compile models:
>
> "%sourcesdk%\bin\ep1\bin\studiomdl" .qc
>
> KevinO
>
>
> - Original Message -
> From: "Maarten De Meyer"
> To:
> Sent: Saturday,
Hi list,
I'd like to check on the status or a workaround for this bug. Ever since
orange box SDK was released my studiomdl.exe doesn't work anymore - it
just says 'ERROR: Can't load MaterialSystem.dll'.
I'm still on ep1 sdk, codebase & tools. I use studiomdl.exe in
\sourcesdk\bin\ep1\bin> .
Open
So there is a way to compile with the ep1 studiomdl? Because I'm getting
the MaterialSystem.dll error, regardless if I have HLMV running or not. Is
this fixed if I compile the studiomdl from the beta code?
-- Maarten
> Well I figured out why vphysics.dll wasn't being loaded.
> I was running:
>
>
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