I recall having problems with the orangebox shadercompile.exe, but the ep1
one works fine for me. Probably because I don't have any orangebox game
(only SDK Base for OB). Do you have the same situation? See if EP1 compiler
works for you.
--
From:
Wrong. Notice that when you press jump, the CheckJumpButton() method sets
the field "player->m_Local.m_flJumpTime" to the duration of jump in
miliseconds (it's then reduced gradually in ReduceTimers() until it reaches
0). When you jump, you hit the first condition:
if ( ( mv->m_nButtons & IN_DUC
I have noticed that jumping consists of these two "hacks":
1. Duck the player
2. Move the player up to align new eye position with the old one (otherwise
there would be a snap to the ducked offset)
My question is: why is this necessary (especially the ducking)?
Does anyone have a spare FGD parser (C++ code)? What i'm trying to do is
very time consuming and extending the time with making an FGD parser is a
suicidal. It would be perfect if I had Valve's parser.
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hlcoders folder.. so
> therefore, in 2 seconds they will all be marked as read and never touched
> again.
>
> -Tony
Best regards,
Piotr Burzykowski
LocWorks - Play. Adapt. Disseminate.
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Hi,
Can we avoid the silliness of another pointless thread? This is spam of
the worst kind which the good Valve people will simply skip/delete along
with valid threads.
Best regards,
Piotr Burzykowski
LocWorks - Play. Adapt. Disseminate.
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To
Correct me if I'm wrong: CUtlDict copies key strings to their own memory block
so if I call dict.Insert("blabla", something) I actually have two instances of
the string "blabla" (original constant and a temporary copy) while CUtlMap only
copies the pointer to a constant string I manage so should
218, others don't work (different games open instead of my mod)
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Editors get updated so I thought it's the right moment to ask. What about the
code? Mine still compiles strangely (no dynamic shadows, warnings in console,
crashes...). Is it because I don't own an Orange Box game? I sent my dlls to a
friend and he says he has dynamic shadows so maybe it's somet
How to get the size of panel's clientarea (the place where added child controls
reside, except eg. the title bar in frame or tabs in property sheet)? GetSize()
seems to return the size of whole panel with title bar, borders and stuff that
my childcontrols, that I add, can't draw over, so I end u
there's this part in sdk_lightmappedgeneric_vs20.fxc
#if TANGENTSPACE || (LIGHTING_PREVIEW)
float3x3 tangentSpaceTranspose : TEXCOORD5;// and 6 and 7
#endif
does the "// and 6 and 7" comment mean that TEXCOORD6 and TEXCOORD7 registers
are in use?
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How to enumerate all textures from a certain texture group (eg.
TEXTURE_GROUP_RENDER_TARGET)?
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So if I just go ahead and replace it...
KeyValues* kv1 = new KeyValues( "OnSomething", "do", "something" );
pSth->SetCommand( kv1 );
/*...*/
KeyValues* kv2 = new KeyValues( "OnSomethingElse", "do", "somethingElse" );
pSth->SetCommand( kv2 );
the kv1 produces a memory leak?
how to avoid that? (any
Take a look at the following code:
KeyValues* kv = new KeyValues( "myMessage", "p1", 1, "p2", 2 );
m_pInventoryButtons[i]->SetCommand( kv );
Are the KeyValues managed by the panel (deleted when changed or when panel is
deleted) or do I have to take care of deleting them?
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Hi, I have questions about using the dynamic mesh
1. what should be the order of vertices in a triangle?
2. given three points, how to order them correctly (the fastest way)?
3. how do I calculate texture coordinates?
4. what is the least needed to draw a mesh (vertices are enough, or more is
nee
I want to include a 3rd party library (1 .h + 1 .lib) so I do this:
#pragma comment(lib,"library.lib")
and when I compile and run my mod I see some errors about unknown commands and
not found .res files, then I want to call my CON_COMMAND that I just wrote but
it can't be found (doesn't exist) w
What are the parameters tah CreateShadowEx() takes? What's the difference
between pMaterial and pModelMaterial, what sould be in pBindProxy, do I always
need pFlashLightDepthTexture (and what is it)?
(btw I noticed I'm messing up with the UTF-8 coding, what coding do you use?)
_
It's crashing on event, right? I heard that some guy had problems when the
player got in the vehicle.
Check out how does the event look like, maybe the reciever wants something thet
the sender forgrts to add. Go to resource/GameEvents.txt and
resource/ModEvents.txt. See if it's even there. Try s
Hi,
It's now logged as bug 208 in
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=208
Would anyone know where in the code is the _ override managed?
Cheers,
Piotr
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e.
- the engine doesn't create automatically episodic_italian folders in
Steam\steamapps\\half-life 2 episode one\episodic_italian\
In practice, is there anything that can be done to restore the language
specific override for credits.txt or to achieve a similar effect to the
HL2 override?
Cheers
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