I'll take a look.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Saturday, October 27, 2007 5:04 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished Orange Box
^
-Original
);
BaseClass::Precache();
}
If we delete this model from the client as the error suggests it
complains about other models.
Anything I can do to debug this issue? It would be nice to get pure
working, but this bug is being a pain.
Jeremy
On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote
Are you running a goldsrc server? sv_pure should be there in a Source
Linux server.
As far as sv_pure with mods, it was designed to work with mods and I
just verified it. Made a fresh mod, build a map with a custom material,
connected with sv_pure 1, modified the material on the client side,
multipart/alternative ] I was running a windows
server at the time for my test. Does sv_pure work on windows servers as
well? I got it from the hldsupdate tool. I'm not familiar with what
goldsrc is.
On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:
Are you running a goldsrc server? sv_pure
It looks like you're specifying a plugin name in the code below. The
plugin_unload command takes an index, not a plugin name. You can use
plugin_print to list the currently-loaded plugins and their indices.
Then specify an index like this:
Engine-ServerCommand( plugin_unload 0\n );
Original
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Dussault
Sent: Tuesday, September 04, 2007 2:37 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
It looks like you're specifying a plugin name in the code below. The
plugin_unload
There's an article on the wiki about how to setup for debugging.
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Sou
rce_Code
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Zach
Brockway
Sent: Monday, June 27, 2005 11:25 PM
To:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The release notes here describe what's in it:
http://www.valve-erc.com/srcsdk/prerelease_notes.html
Also, the MotionMapper and networking docs are updated.
It depends on what you want to do in your extra passes. If you need to do
something simple (alpha blending, multiplies, adds), then you can do something
like this in passes after the first one.
pShaderShadow-EnableBlending( true );
pShaderShadow-BlendFunc( ... );
If you want to do anything
Yep. They share all the Half-Life 2 shaders. Custom ones you make have
to go in your shaders directory and ship with your mod.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Sunday, May 22, 2005 12:09 AM
To:
Take a look at dlls\player_resource.cpp and cl_dll\c_playerresource.cpp.
It has arrays of per-player data that get periodically updated. You
could add player X and Y coordinates here so you'd have minimap
coordinates.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
The code released with the SDK is a couple revisions behind the released
HL2MP binaries. I'll make sure that the ladder fix is in the code that
goes with the next release (very soon).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday,
The SDK will be updated around the time when the lost coast is released.
If you follow the steps in our source control doc
(http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html),
then you can start using the current SDK now and you will be able to
integrate the changes that lost
What are the steps you've taken so far and where, specifically, is the
problem happening?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BigFoot
Sent: Sunday, April 10, 2005 3:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Don't understand
Subject: Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer
On Sat, 12 Mar 2005 13:41:27 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
I'll look into the game_sdk.sln bug.
Just wondering if there's any update on this. Seems like it should be a
pretty quick test of No, it doesn't work, or Yes
BTW, this doesn't have to block you on anything. Just open
src\dlls\hl_sdk.vcproj and src\cl_dll\client_sdk.vcproj separately if
game_sdk.sln isn't working.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Wednesday, March 16, 2005 2:20
I'll look into the game_sdk.sln bug.
When you create a mod, it also creates a directory under your [steam
folder]\steamapps\sourcemods folder, so make sure to nuke the right
folders under there. That will get rid of the mods in the Steam wnidow.
hen you do that, the mods won't show up in the
You have to manually determine what platform your shader will work on,
and what it will fall back to. This is done in the SHADER_FALLBACK
section of code.
Usually, a DX9 shader would do this:
SHADER_FALLBACK
{
if( g_pHardwareConfig-GetDXSupportLevel() 90 )
I added a sample of this to the next SDK update (going out today).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly
Sent: Thursday, March 03, 2005 8:38 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Full screen postprocess
This is
it's an 800 meg directory, do you know any programs that will get rid
of the IDE helper files that intellisense uses? And all the other
random junk? So I just get a clean 30MB directory?
On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
Try emailing Perforce tech
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There's a new document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check it out
here:
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document
I'll try that.
It's weird because it adds about half the files then spams that error.
On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
Haven't seen that one before. It looks like either
:07 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
Maybe it's because it's doing a p4.exe for each file. Try this, and
it'll only run p4.exe for each directory:
for /D /R %i in (*.*) do @p4 add %i\*.*
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
What's the command line you're running with? Is there a client.dll and
server.dll getting built into the bin directory under where the -game
parameter points at? Are they the ones you're building? Try inserting
some Msg() code into cdll_client_int.cpp, OnRenderStart and see if that
spits anything
Yeah, we should include that. Will do for the next SDK update.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, February 22, 2005 11:50 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Dedicated server for mods
We use Perforce for all of our assets (code, contents, docs, libraries,
etc).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
British_Bomber
Sent: Friday, February 18, 2005 3:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: SDK Code
At what point in OnRenderStart (in cdll_client_int.cpp) do you call
GetAttachment on the strider? What happens if you call
InvalidateBoneCache after GetAttachment?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, February
You should only have 1 steam.dll per installation, and it should be in
your base steam folder (where steam.exe is). If you have a steam.dll up
in your half-life 2\bin directory, you'll be in trouble when there's an
update.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Can you run in the debugger and get a call stack? Also, are you building
both the client and the server DLL or just one of them? (Try building
both).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth
Sent: Wednesday, January 12, 2005 12:43 AM
To:
Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this
in most cases. There's a known bug in EF_NOINTERP where they'll still
interpolate sometimes, but we'll be fixing that in an SDK update.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the
primary_ammo field of the weapon's script file (in
scripts\weapon_class name.txt). m_iAmmo tells how much of each type of
ammo a character has on them.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Thanks for the list, this is helpful. The dropdown box entries are
shared with the configurations in Hammer, so you can remove them in
Hammer. We'll add a way to do this in the launcher, too.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Williams
32 matches
Mail list logo