--
[ Picked text/plain from multipart/alternative ]
P.S. I like steam, would rock if mods could distribute that way.
Not to derail the thread, but I've got a side project that might interest
you. I've written a similar program specifically geared toward mods, I've
got some screenshots of it
mods, server protocol, etc). If there's interest, I can
add hl1 support too.
Patrick
On 9/28/05, Jeff Fearn [EMAIL PROTECTED] wrote:
Any plans for:
HL1 mod support
Handling mods that are already installed
Linux servers
Jeff
On 9/29/05, Patrick Flanagan [EMAIL PROTECTED] wrote
As he said, it's very difficult to write a well threaded game, there's
tons of synchronization that needs to take place, and it becomes
debugging hell. I don't know about HL2, but with Doom3 originally they
had planned to have the rendering running on one thread and the
physics and sound each
If that's his password, maybe someone can unsubscribe for him ... Or
maybe that was his master plan all along!
On 7/3/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
HMM, is the mail list broken, or is this guy passing
out his user pass?
--- invory [EMAIL PROTECTED] wrote:
unsubscribe
I get this error too whenever I try to start a game.
On 5/13/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
http://img83.echo.cx/img83/2977/untitled9tr.png
If people are geting that error message when trying to
host a new game, please post.
If a valve tech can also let us know WHY, please
After a long battle, I've finally gotten my mod to compile on Linux
and it generates the server_i486.so file.
However, when I try to run the linux server, it doesn't seem to be
recognized and it loads the deathmatch .so instead. For a test, I
replaced the server_i486.so in hl2mp/bin with my mod's
your server code.
Use the nm tool to find out what is missing ( the U symbols in the
binary).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan Sent: Wednesday, May 11, 2005 1:58 PM To:
hlcoders@list.valvesoftware.com Subject
I'm currently trying to figure out if I should update my mod to the
latest SDK codebase. Does anyone know what has been changed in the SDK
update to optimize bandwidth usage?
Thanks
Patrick
___
To unsubscribe, edit your list preferences, or view the
As you probably all know, there's a really annoying bug where if you
die underwater then you hear the underwater sound forever and ever.
The fix is pretty simple, and I haven't seen anyone post it yet so I
figured I'd share.
Go in hl2mp_player.cpp (or equivalent if you're not using the DM SDK),
On several servers that are running my mod, I've seen some people
using some kind of expoit to allow them to move really fast, much
faster than should be allowed by sv_maxspeed. This cheat lets them run
accross huge maps in almost no time, and gives them a big advantage
over the other players.
My
I've been running my DM mod, and I noticed that periodically the
clients would crash but the server would remain up. I happened to
catch one in the debugger, and it looks like this is problem is in
CreateRagdoll in ragdoll.cpp:
CRagdoll *CreateRagdoll(
C_BaseEntity *ent,
]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Sunday, February 20, 2005 11:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Dedicated server for mods broken by new steam
update
Thanks Alfred, I was able to get it to show up in the list again by
adding
to the
client on connect).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, February 22, 2005 10:05 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Dedicated server for mods broken by new steam
update
I've seen the stun stick spark remaining bug as well. It usually only
happens when I hit displacements though.
On Sun, 20 Feb 2005 11:47:42 -0800, Daniel Jennings [EMAIL PROTECTED] wrote:
In HL2DM there is a problem in that when you hit the ground with the stun
stick there is a spark there
Ever since the new Steam update, my mod has been having problems with
dedicated servers.
Before the Steam update, I copied my mod into
/SteamApps/username/source dedicated server/ and then when I launched
the Dedicated Server program from within Steam, the mod would show up
in the list of games
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Sunday, February 20, 2005 7:42 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Dedicated server for mods broken by new steam update
Ever since the new Steam update, my mod has been
I've found that when I try to join a server running my mod through the
Steam server list, I always get an error that says gameinfo.txt not
found in my mod dir. However, if I load the mod from the 3rd party
games list and pick find servers, I can join servers from in game with
no problem.
There
mods not showing up in
the steam server browser
i hope valve can find a fix, as i dont like loading
the mod to find a server
Adam
--- Patrick Flanagan [EMAIL PROTECTED] wrote:
I've found that when I try to join a server running
my mod through the
Steam server list, I always get
You can set the damage for a bullet in that weapon's script file.
On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED] wrote:
I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol.
But where is the cvar assigned a value of how much damage to do? Is this
done
When testing my mod online with other people, several people have
reported seeing this error spamming in the console:
Netchannel: failed reading message svc_UpdateStringTable from
129.21.135.32:27015.
Netchannel: failed reading message svc_UpdateStringTable from
129.21.135.32:27015.
Netchannel:
Previously, when testing my mod online, if someone was running a
server with my mod and if I refreshed the ingame browser it would
usually find that game automatically. Presumably this was based on the
string returned by the gametype's description or dll description?
I've noticed that with recent
Nope, although I know a few people there. Why do you ask?
On Fri, 21 Jan 2005 16:36:33 -0500, Josh [EMAIL PROTECTED] wrote:
Off topic I know, but do u live in ohio?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan
Sent: Friday
I was looking at the included game menus and on the
Options-Multiplayer there is a field to enter a player name. I tested
changing the player name from the menu, and it works. That field is
defined in the resource file like so:
NameEntry
{
ControlName
I don't understand why everyone is clamboring for the HL2DM code to be
released. Most of the functionality you need is already in the SDK,
and I was able to reimplement all of it in my mod with minimal effort.
I think the people that are asking for it just want to start from a
fully working game,
: [EMAIL PROTECTED] ] On Behalf Of Patrick
Flanagan
Sent: Tuesday, January 11, 2005 11:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player animation ?
I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working
I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used
in HL2DM. I used model viewer to load up the combine models from HL2DM
and some of the resistance models from HL2DM.
Not only are their animations totally
in the original sdk code
without any problems.
Anyone have any ideas?
Thanks!
From: Patrick Flanagan [EMAIL PROTECTED]
Date: Sun, 9 Jan 2005 16:35:16 -0500
Subject: Help with RemoveFromPlayerSimulationList ?
To: hlcoders@list.valvesoftware.com
I just recently merged my mod with the latest SDK
I apologize for the extended dialogue with myself here.
I converted it from CPhysicsProp to CPhysicsPropMultiplayer and now I
don't get that error anymore.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I'd like to make a box using a prop_physics, but I'd also like to make
sure that it always lands with the same side facing upwards. Is there
a way to set angles so that when it lands it saves them, or possibly a
way to fix it after it lands so that the side I want is facing up?
I've subclassed
in worldspace by
exerting procedural torque.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Patrick Flanagan
Sent: Thursday, January 06, 2005 8:27 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Using a prop_physics
30 matches
Mail list logo