Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Patrick Flanagan
-- [ 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

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Patrick Flanagan
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

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Patrick Flanagan
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

Re: [hlcoders] unsubscribe wsxcde [EMAIL PROTECTED]

2005-07-03 Thread Patrick Flanagan
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

Re: [hlcoders] Lattest Steam Update and Console Hosts (12th may)

2005-05-13 Thread Patrick Flanagan
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

[hlcoders] Linux compiling question

2005-05-11 Thread Patrick Flanagan
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

Re: [hlcoders] Linux compiling question

2005-05-11 Thread Patrick Flanagan
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

[hlcoders] SDK update has optimized bandwidth usage?

2005-04-09 Thread Patrick Flanagan
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

[hlcoders] Underwater death sound fix

2005-03-18 Thread Patrick Flanagan
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),

[hlcoders] HL2MP Speed hack

2005-03-04 Thread Patrick Flanagan
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

[hlcoders] HL2MP SDK Crash (and fix)

2005-02-24 Thread Patrick Flanagan
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,

Re: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-22 Thread Patrick Flanagan
] [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

Re: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-22 Thread Patrick Flanagan
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

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Patrick Flanagan
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

[hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Patrick Flanagan
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

Re: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Patrick Flanagan
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

[hlcoders] Joining mod server through steam server window

2005-02-13 Thread Patrick Flanagan
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

Re: [hlcoders] Joining mod server through steam server window

2005-02-13 Thread Patrick Flanagan
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

Re: [hlcoders] sk_plr_dmg_pistol

2005-01-22 Thread Patrick Flanagan
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

[hlcoders] svc_UpdateStringTable error?

2005-01-21 Thread Patrick Flanagan
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:

[hlcoders] Finding mod servers with the ingame browser

2005-01-21 Thread Patrick Flanagan
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

Re: [hlcoders] svc_UpdateStringTable error?

2005-01-21 Thread Patrick Flanagan
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

[hlcoders] Cvar entry in vgui game menus

2005-01-18 Thread Patrick Flanagan
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

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Patrick Flanagan
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,

Re: [hlcoders] Player animation ? Interesant Discussion

2005-01-12 Thread Patrick Flanagan
: [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

[hlcoders] Player animation ?

2005-01-11 Thread Patrick Flanagan
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

[hlcoders] Re: Help with RemoveFromPlayerSimulationList ?

2005-01-10 Thread Patrick Flanagan
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

[hlcoders] Re: Help with RemoveFromPlayerSimulationList ?

2005-01-10 Thread Patrick Flanagan
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:

[hlcoders] Using a prop_physics with a preferred orientation?

2005-01-06 Thread Patrick Flanagan
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

Re: [hlcoders] Using a prop_physics with a preferred orientation?

2005-01-06 Thread Patrick Flanagan
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