o reach the server.
>
> And yes, like I said you can do it in FireBullets if you use IsPlayer and
> cast the entity to CBasePlayer, but you can also do it in RunCommand and
> catch other situations where you use tracelines but are not necessarily
> calling FireBullets.
>
>
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Please note that CBaseEntity::FireBullets() is the same as FX_FireBullets(),
only in the HL2DM-source.
On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> In fact, I already moved it to CBaseEntity::FireBullets and I tested
bot, you should see a
> bunch
> of blue hitboxes which are the lag compensated hitboxes that are actually
> used when tracing your shots. In slowmo you can see that the blue boxes
> overlap the client-rendered player pretty well.
>
> Hope that helps, BK & Robbie.
>
> On 9
st thinking out loud here... Please tell me if I am wrong :)
On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the
> bullet-code is done.
>
> However, with mods based on HL2DM, it's a bit
a sticky player
> >> >collisions). The problem with this is if your weapon needs unlagged
> >> >positions for anything other than firing bullets, it won't work.
> >> >
> >> >I would recommend you instead StartLagCompensation before
> >>
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Damn, you are right. There's no StartLagCompensation-call in the entire
code. I don't see any reason why it isn't because it worked good. In the new
SDK-code the lagcompensation-code is even expended... It's a bug I guess
On 9/22/06, Paul Pel
--
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"Thanks" in German
On 9/18/06, Nick <[EMAIL PROTECTED]> wrote:
>
> what does danke mean?
>
> On 9/18/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> > [EMAIL PROTECTED] wrote:
> > > Ich bin erst am Montag, den 2/10
> > > wieder im Büro.
>
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uhm?
On 9/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Ich bin erst am Montag, den 2/10
> wieder im Büro.
>
> I'm out of office and back on monday
> october 2
>
> Tom Halbleib
>
> ___
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Sending the health twice is not a big waste of bandwidth. Hell, almost
everything that player_resource sends is already networked.
Anyway, the usermessages are meant to send a message to the client, not to
network variables. It's more like... when
());
Msg("2 Entity classname: %s\n", pEntity1->GetClassname());
}
This should give a nice list of all entities colliding with the player.
However, I'm getting entities listed which aren't even colliding with the
player and are at least 100 units away...
On 9/16/06, Ro
m is probably the simplest solution. I
> don't understand why you can't replace uses of
> COLLISION_GROUP_PLAYER_MOVEMENT with a new group.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent:
iding
with COLLISION_GROUP_PLAYER_MOVEMENT.
Also, how the hell do I know to which team the entity belongs if I have only
information about the collisiongroup and contentsmask...
On 9/15/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> That is harder then it seems... You can only override
> C
hes the team of the player touching it, return false.
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
> > -Original Message-
> > From: Robbie Groenewoud
know how to do this with team players, but i
> use an NPCClip texture to stop my npc's while leting
> the player through.
>
> You might want to look at some clip brush stuff,
> either in the map compiler, or in the code.
>
> Adam
>
> --- Robbie Groenewoudt <[EMAIL P
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*bump*
I'd like to want a combine forcefield that only lets NPC/players through
based on team.
Any know how to manage this in the code?
Robbie
--
___
To unsubscribe, edit your list preferences, or vie
--
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The client and server have different times and ticks so it's quite possible
the 2 are different. Some more code would help.
Also, you should make it an networked entity so the client predicts it but
receives the right position from the server.
On
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Check out the function void Physics_RunThinkFunctions( bool simulating ) in
physics_main.cpp.
It has the following code:
for ( int i = 1; i < gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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Maybe you could provide us with an example. An entity that has the flag
FL_EDICT_ALWAYS and a child of that entity with a PVS check.
Anyway, can't you just prevent that the entity goes dormant on the client?
(C_BaseEntity::NotifyShouldTransmit)
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Anyway, in short:
I want to have a combine forcefield that only lets NPC/Players through based
on team. SourceForts also has something like this.
On 9/9/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Maybe I shouldn'
loor, was due a problem in ShouldCollide())
Any idea why isn't working good?
On 9/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Hey,
>
> I was wondering, is there a something similiar to ShouldCollide() for
> players & NPCs?
> For example, I'd like
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Hey,
I was wondering, is there a something similiar to ShouldCollide() for
players & NPCs?
For example, I'd like to add an entity that collides with players/NPCs based
on team.
Robbie
--
___
To unsubs
--
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I love Gmail
On 9/8/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry for that. I'm not at home, so I used MSN Live Hotmail and it screwed
> everything up. :(
> --
>
> ___
--
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HudDamageIndicator
{
"fieldName" "HudDamageIndicator"
"visible" "1"
"enabled" "1"
"DmgColorLeft" "255 0 0 0"
"DmgColorRight" "255 0 0 0"
"dmg_xpos" "30"
"dmg_ypos" "100"
"dmg_wid
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Are you shitting me?
A demonstation of the gameplay... aka gameplay demo. I doubt the word
'video' needs to be added, considering everyone can see it's an email.
I wouldn't worry about it, Valve has some good marketing people ;)
On 9/7/06, Natha
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I just saw that a new fix is posted by bloodykenny at the VDC. Maybe that
one works?
On 9/7/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I don't care much about any shader updates really. Linux is much more
> important to me than some shader bugs :P
>
n m/* <-- HERE
> / at /usr/share/bugzilla/lib/globals.pl line 699.
>
>
>
> On 9/6/06, Nick <[EMAIL PROTECTED]> wrote:
> >
> > Inexperienced users can, and do contribute.
> >
> > On 9/6/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
y which VDC users are 'more experienced'?
>
> What if a person isn't a member of the VDC, is a member of the list and
> wishes to submit a bug?
>
> Basically, you can't limit membership to the bug tracker in that sort of
> way!
>
> -Original Message-----
&g
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I'm getting the same error when I try to register.
On 9/6/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
>
> Software error:
> Quantifier follows nothing in regex; marked by <-- HERE in m/* <-- HERE /
> at
> /usr/share/bugzilla/lib/globals.pl li
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What about letting only the more experienced users on the VDC add bugs to
bugzilla and the other users just use the wiki-pages. This would prevent
that bugs are added that are not confirmed or just aren't undocumented well.
On 9/6/06, Matt Staffo
ou're certain you haven't regressed that one.
> >
> > At 2006/09/03 02:21 PM, Robbie Groenewoudt wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >My first crash with this:
> > >
> > >void C_HL2M
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My first crash with this:
void C_HL2MP_Player::Initialize( void )
{
m_headYawPoseParam = LookupPoseParameter( "head_yaw" );
GetPoseParameterRange( m_headYawPoseParam, m_headYawMin, m_headYawMax );
m_headPitchPoseParam = LookupPosePar
st, we are working on a way around this. Havnt been making much
> progress im afraid.
>
> On 8/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey,
> >
> > It seems that with t
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I'm getting so often a 'pure virtual function call'-error when the mod
crashes.. It has to do something with trying to debug or something.
Anyway.. It's just a plain crash.
On 8/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I can confir
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Hey,
I want to add a sort of topview to my mod. I've been looking to the code
that cl_leveloverview uses but it doesn't work really perfect. The ConVar
uses CViewRender::SetUpOverView(), however I have noticed that are some
glitches in that code.
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I would guess:
CBasePlayer::OnTakeDamage_Alive is called and sents the player_hurt event
with the userid 26. And.. that player doesn't exists...
Do you have 26 players on the server?
On 8/26/06, Jay C. <[EMAIL PROTECTED]> wrote:
>
> CEventLog::
16, 18 ), // Prone HullMax
> Vector( 0, 0, 15 ), // Prone View
>
> Vector( -10, -10, -10 ),// Obs HullMin
> Vector( 10, 10, 10 ), // Obs HullMax
> Vector( 0, 0, 14 ), // Obs View
&
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Hey,
It seems that with the new SDK-code, level transitions in multplayer, as
described by the tutorial at
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
doesn't work anymore. I'm getting the error: Host_Error:
S
?
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 23, 2006 10:20 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in
--
[ Picked text/plain from multipart/alternative ]
The CSS code isn't available
On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> I don't really care about the size of the hitbox. Because if it is
> roughly the size of the model's head, there is no problem. I want to
> know where
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I have no idea. You should do some basic debugging.
Take a look in CBaseEntity::FireBullets, this is where the code for shooting
originates
On 8/23/06, Vitaliy Protasov <[EMAIL PROTECTED]> wrote:
>
> And? Did you know fast fix for that?
>
> > Me
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Turn digest mode off please :(
Anyway, do the tracers only start on the wrong location or is also the
direction not good?
On 8/22/06, Витас Протасов <[EMAIL PROTECTED]> wrote:
>
> No i mean the trails go in wrong position for some weapons, i kno
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My guess is this the result of a bad code merge. I don't think it's an SDK
problem because I and many others would be spamming this mailinglist.
On 8/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Player movement issues after SDK update?
--
[ Picked text/plain from multipart/alternative ]
Does it also work fine with a HL2DM-based mod?
On 8/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Also I have tried a from scratch mod and it debugs fine(Although mine is
> MP
> bas
arn how to make a game.
You don't sound much like this. This is just an explanation about any
replies you (may) get.
On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Pay me and I might. X'D
>
> On 20 Aug 2006 at 17:17, Robbie Groenewoudt wrote:
>
--
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Try renaming your username-directory and (re)start Steam.
On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It's still working for me - what's your command line in the debugger? Did
>
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Well, why don't you fix it and post the fixes?
On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I think I should note some serious physics bigs I found today:
>
> Bricks float in water - this is a big WHAT THE FUCK.
>
> Bricks certain
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pff... This is one of the easiest things to change. Do you even have
programming experience at other areas?
Are you working on HL2DM-code or SDK-code? (did you got the code via Create
new Mod -> HL2DM?)
In CHL2MP_Player::EntSelectSpawnPoint a spa
to do all my testing in relase, and after
> hearing about the many topical asserts in debug, i
> thought it better not to go there.
>
> So i should build a debug, ignore all the asserts, and
> it should dump me into the right hole when i change
> levels with the trigger?
>
> Ada
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Are you running in debug-mode? I noticed that sometimes the callstack isn't
complete when you get crashes in release-mode.
On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Sure your removing it properly? I had a similar problem a whil
--
[ Picked text/plain from multipart/alternative ]
The code is already there. Look for TEAM_COMBINE/TEAM_RED,
info_player_combine/info_combine_red and something about selecting the
spawnpoint (at the bottom of hl2mp_player.cpp)
On 8/18/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
>
> --
> [ Pick
--
[ Picked text/plain from multipart/alternative ]
You might want to read the article about debugging at the VDC.
On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I have no idea what I have done; to be honest I don't recall changing
> anying significant last
> night.
>
> However now a
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I'm always getting that compile error but it works good.
Just check the date of the files in sourcemods/yourmod/bin. If that's oke,
just ignore the error.
On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from
--
[ Picked text/plain from multipart/alternative ]
PANEL_ROOT
On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi all,
>
> In our mod we want to have the same frame reachable from both the main
> menu
> (i.e. the menu you see when the
send an effect to the client and then call the appropriate functions
> with
> parameters.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:24 PM
> To: hlcoders@list.valv
ROTECTED]> wrote:
>
> Already done that, even deleted the SDK GCF files and had them
> re-downloaded. Same issue.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:18 PM
--
[ Picked text/plain from multipart/alternative ]
I'm working on a coop-mod, which means that you have NPCs in multiplayer.
Only in the new SDK-code, I don't see muzzleflashes in multiplayer.
In the old code, the problem was with the prediction. With cl_predict 0, the
muzzleflashes worked again.
e HLTVCamera, and foot steps. These are the
> errors that are most repeated most often.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 3:51 PM
> To: hlcoders@list.valves
--
[ Picked text/plain from multipart/alternative ]
What errors?
On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Has anyone had issues getting the from-scratch SDK to compile with no
> modifications? I am getting chronic errors that have no easy work-around.
>
>
> __
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It seems that CSoundEnvelopeController, which is used to play looping
sounds, doesn't work in multiplayer.
It works with maxplayers 1 but not with maxplayers 2. I can't find much in
the code.
The class is used for things like helicopter & gravity
--
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I just noticed that the animations of func_tank are kinda weird. ( = server
animated)
if ( !IsSelfAnimating() && !IsNPC() && !IsPlayer() )
m_flAnimTime = engine->GetLastTimeStamp();
}
This seems to work.
On 8/12/06, Paul Peloski <[EMAIL PROT
gt; input
> > will have to be acknowledged by the server and sent back before you see
> it
> > happen. The higher your ping, the worse the response time. It works fine
> for
> > single player games but not for fast-paced multiplayer.
> >
> > On 8/15/06, Robbie Gr
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I was thinking though. You can't really predict any driver-input so when the
driver has a higher ping ( like 200) and riding hard, prediction wouldn't
really make it better. (for example, the driver stops but due ping the
command gets 200 ms later
--
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First of all. HL2DM has no vehicles, only HL2 has. And because there's only
1 player in HL2, you don't have to see the players in the vehicle. The
solution for this is animations. (actually I don't know much about
animations) You will need to play
--
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Checkout
http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold
On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hello guys, my first time p
--
[ Picked text/plain from multipart/alternative ]
Well, it works good here. The animations of the NPCs were jittery and totaly
not good. When I removed that code, it works fine.
On 8/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> So you confirm the
> http://developer.valvesoftware.com/w
layers of your mod download a 1,2 GB file to make use
> of a few sounds?
> Ignoring the fact that they won't get the file on any of the big
> download sites or via Steam.
> Wouldn't it be easier to ask Valve if you're allowed to extract the
> files out of the GCF and sh
--
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Are you people sure you can mount ep1 shared without owning EP1?
On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Mounting 213 doesn't work. No errors but I can't play any EP1 sounds
> (which work
> ,
> 213 is the content appid.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Tuesday, August 08, 2006 2:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Mou
--
[ Picked text/plain from multipart/alternative ]
I had an another friend test it. Same error. Arg?!
On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Well, I've added the MountSteamContent for 380.
> However, I can use the ep1 maps (which should not happen when
ultipart/alternative ]
> > You need to mount the GCF first..
> >
> > filesystem->MountSteamContent( 220 );
> >
> > (I don't know what the real appid is)
> >
> >
> >
> > On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > >
&
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According to some, you can use content from episode one shared.gcf, without
actually owning EP1.
However, adding
filesystem->AddSearchPath("episodic", "GAME");
filesystem->AddSearchPath("sourcetest", "GAME");
filesystem->AddSearch
--
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No, it isn't. Did you restart Steam after changing SteamAppId?
On 8/8/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've already tried that. I changed both the GameInfo.txt and run_mod.bat
> to
>
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I always get a datacache.dll crash when alt-tabbing
On 8/7/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Good morning,
>
>
--
[ Picked text/plain from multipart/alternative ]
Just decompile the model and you'll see eveything what the Zombine can do :)
Still, I thought it wasn't allowed to put Zombine in a mod without requiring
EP1 for playing the mod but it doesn't seem that Valve does much about it.
On 8/6/06, Ryan
--
[ Picked text/plain from multipart/alternative ]
lol
On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I'm probably 20% through merging my codebase. Some of these changes from
> Valve I just don't fathom. Boggle... so pointless...
>
> bool CPropCombineBall::CreateVPhysics()
> {
>
--
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It's quite possible HL3 is never going to come but they'll stick to episodic
content. I doubt there's a team working on HL3 in secret. So far I know,
Valve wants to keep the current engine and enhance it continually.
On 8/5/06, Nick <[EMAIL PROTE
--
[ Picked text/plain from multipart/alternative ]
When all games before HL3 are finished
On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> Believe it or not, it appears that the SDK codebase update is out.
> Incidentally, I've heard reports that NORAD is on alert after detecting
> flying pigs
> > mention about code.
> >
> > http://www.steampowered.com/index.php?area=news
> >
> >
> >
> >
> > On 8/4/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
>
--
[ Picked text/plain from multipart/alternative ]
Wow.. 1394 files modified.
Anyway, Mike, could you edit the pages at the VDC and add the information
about this SDK-update. What's new/changed?
On 8/5/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Who is the first to
--
[ Picked text/plain from multipart/alternative ]
Who is the first to post a diff-patch at the VDC?
On 8/4/06, Nick <[EMAIL PROTECTED]> wrote:
>
> RELEASED!! yaay
>
> On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
> > Great cannot wait!
> >
> > Thank you
> >
> > - Origina
er plugins for 2005. I
would recommend using Visual Studio 2003.
On 8/2/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> 1. Turn off digest mode... It sucks when also replying at the list ;)
> 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
>
>
&g
--
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1. Turn off digest mode... It sucks when also replying at the list ;)
2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
On 8/2/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
>
> I guess that's just a small amount of the compile error
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Wasn't the 2004 HL2 source leaked due a bug in Outlook?
On 8/2/06, Mike Durand <[EMAIL PROTECTED]> wrote:
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> It works for me too in Outlook. (yeah, we have to use it)
>
> But the archive does show the thread as being broken whenever I post to
>
ote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Maybe this will
> > > help you, tho if you haven't done this already, I'd wait for the SDK
>
> > > update, maybe they've done all t
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We are just all very impatient
On 8/2/06, Wraiyth <[EMAIL PROTECTED]> wrote:
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> Smart arse ;)
>
> On 8/2/06, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
> >
> > Ooooh, oooh, oooh! Can I say
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Only things are different when using modcode and not server plugins.
The modcode doesn't have these issues...
On 8/2/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
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> You certainly do need a
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You need to start Steam in online mode and start HL2, HL2DM, SDK and
hammer/faceposer/whatever.
After that switch to offline mode and it should work.
On 8/1/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
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I haven't thought about that.. A MP version of Portal would be nice... but
hard to code
On 8/1/06, Drew Kirkpatrick <[EMAIL PROTECTED]> wrote:
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> What's more interesting I think that how to render it, would be if
> this were turned into a MP gam
> > > worst weekend of my life... but it is a great way to do some
> housekeeping.
> > >
> > > Oi,
> > >
> > > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Ok, thanks.
> > > >
> >
g to manually transfer everything... boy will that be
> the
> > worst weekend of my life... but it is a great way to do some
> housekeeping.
> >
> > Oi,
> >
> > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
> > >
> > > Ok, thanks.
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Hey,
I've been working on a mod with NPCs now and I noticed I'm getting an assert
when spawning a NPC. It seems that the assert was coming from usercmd.h:
entitygroundcontact= src.entitygroundcontact;
After this, I've been looking w
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Are you using HL2DM models? In that case, everyone else with the models has
the same problem
On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
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> > That yeah, those I guess it's also defined in hl2mp_gamerules.
> > I'm too lazy today
>
> Ah thanks Robb
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That was me.
This is ideal, I now can extract the soundcaches from HL2's GCF with the
installer.
On 7/30/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
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> Yeah, this was more or less as a second option to the
> person asking about the abilty
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That yeah, those I guess it's also defined in hl2mp_gamerules.
I'm too lazy today
On 7/30/06, Skillet <[EMAIL PROTECTED]> wrote:
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> Gamerules.cpp ~Line 34 I believe.
> static CViewVectors
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Or be more clear... I don't really understand... Do you want a graphic
background with VGUI?
On 7/30/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
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> You'll have to go into a little more deta
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gamerules
On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
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> I discovered an annoying little quirk today when I accidently left
> drawing of the third person view model while in first person mode.
>
> When standing the eye position is level with the
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I doubt there are (many) bugs in the new SDK-code.
Valve will be releasing new code so you will have to implement it into your
mod and you won't notice much until you do.
On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
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> A n00b question:
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Thanks.
I found some C++ equilevants of fopen in filesystem.h
On 7/28/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
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> If worst comes to worst you can open them with "rb" settings and save th
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Is there a way to copy files from a GCF to the moddir?
I want to copy the HL2's soundcaches, because it's a bit nonsense to rebuild
them when HL2's soundcache is good.
Robbie
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To unsubscribe, edi
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r_cleardecals
On 7/27/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
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> Hello there !
>
> I'd like to remove all decals on the map (blood, explosion, weapons
> traceattack). I think it's cli
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