I have also experienced problems when doing weird stuff with memory
(writing outside of allocated areas, etc.) a long time ago. MSVC's Debug
build ran fine, Release crashed. I don't know how good Valve's memory
manager is; I have used mmgr from Paul Nettle back then which worked
fine for my
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I haven't read through the whole thread, and sorry if this suggestion
has been already brought up, but I've noticed that your huge values seem
to be a result of something interpreting a float as a
, it is
hopefully being resolved at the moment.
If you want to hack it, you can do something like this:
Change spew output function to your function, which only throws an
exception of your type
Iterate and catch the exception
Change spew output function back
Have fun.
Pavol Marko
http
Run with -allowdebug or in a debugger.
Ben Davison schrieb:
When I build the new HL2MP source on debug mode and try to run the
game in steam it gives me an engine error.
Anyone else?
--
- Ben Davison
- http://www.shadow-phoenix.com
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listing server plugins:
I can patch the server so it says it's pure anyway...
Same for my I as Lance described :)
Ruari O'Sullivan schrieb:
So why should I make it easy for you?
-randomnine-
Pavol Marko wrote:
About your stats-issue:
You can't trust my server. The minute I have your binaries on my
About your stats-issue:
You can't trust my server. The minute I have your binaries on my server,
I can change their behaviour without any server plugin. I could just
disassemble and patch them. I could actually not run a server at all and
only pretend that I am one to your stats system. The only
I think it would be in Valve's own interest to provide good
documentation for the SDK. If there is a lot of mods, the interest in
the game rises, and Valve makes more profit. Of course there is an other
way, letting the community do most of the work, but it may slow things
down for modders. I
It could be nice if you could add something to print to chat area so we
don't have to use UserMessages for that.
Also, any news about whether the GameFrame function will be changed to
be called even when the server is empty? That would be a very nice feature..
Alfred Reynolds schrieb:
We will be
When a key is bound to +something, the command +something is executed
when the key is pressed, and the command -something is executed when
the key is released again. So, to do the described action, you should
register only prone (without a +), and do something like:
if (m_InProne)
{
// Stand up
I do get a lot of them too. Nothing bad happens as long as they are
handled...
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When you have the userid (the thing that appears in the logs and such), you
can do the loop thing to get the entity id (as described by Marcelo and me
before).
Then, you can do PEntFromEntIndex (or whatever) to get the edict pointer.
PM
- Original Message -
From: Josh [EMAIL PROTECTED]
To:
AFAIK, the userid increments with every player joined. So after 2 maps, a
player might have userid 60 or something.
If there isn't a function to get the entity index from the userid, you could
loop from 1 to maxplayers (passed to ServerActivate), call the function that
gets userid from player
It seems like the only function that is called when a player uses the say
command is SetCommandIndex (or something like that). I couldn't get
ClientCommand to work with it.
- Original Message -
From: Josh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, December 19, 2004 6:41 PM
Yeah, I would also like GameFrame to be called even when the server is
empty. Our project, a server plugin called SourceMod, implements a tasks
system, which executes it's tasks in GameFrame so far (that seems to be
the most often called function provided to server plugins). Because we can't
say
Yes, I use MSVC.NET... but you could at least run the project converter
(posted somewhere in this thread) on it.. Works fine for me.
Anyway, it's still evil Redmond-housed companies changing Project file
format _every_ version111oneone
-Puvodni zprava-
Od: [EMAIL PROTECTED]
Try dumping the buttons entvar every second and then pressing the button in
game. Then, you can
#define IN_WALK value
- Original Message -
From: Josh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, October 17, 2004 3:00 AM
Subject: [hlcoders] Determing when a player is walking
I
Why re-invent the VERY complicated wheel when there is one ready made to
drop
in which performs everything you need. I think it works amazing.
Nothing is perfect:
http://www.planethalflife.com/potd/index.asp?id=475552
http://www.planethalflife.com/potd/index.asp?id=475129
^^
- Original Message
in Ricochet
maybe.
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 14, 2004 7:34 PM
Subject: Re: [hlcoders] Does HL2 have built-in metamod-like functionality?
Pavol Marko wrote:
Nothing is perfect:
http://www.planethalflife.com/potd
Hello,
I remember someone stating that the HL2 engine will have built-in metamod
like functionality a while back. Is this actually true? Or is it only a
myth?
Thanks
PM
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omg anyone ban this one please :)
It's annoying...
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, September 01, 2004 7:18 PM
Subject: Re: [hlcoders] RE: Incoming Msg
Alfred wrote:
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- Original Message -
From: Dan Partelly [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, July 04, 2004 3:04 PM
Subject: Re: [hlcoders] getting OpenGl library handle
Sorry, to get the entry point of the extensions, of for that matter, of
1.1
OpenGl API's
you need handles.
Yes and it is called MetamodX (somewhere on http://www.amxmodx.org). Also, a
new metamod should come out within a few weeks...
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