If you're using the 2007 template SDK you might want to see if you
have SDK_USE_SPRINTING set. If it isn't then flMaxSpeed is set
incorrectly. I don't remember specifically what was going on but I
helped a user fix two issues in the template SDK:
http://developer.valvesoftware.com/wiki/Source_2007
e I applied both patches
>>>>> with and without sprinting enabled, and nothing changes, but you are
>>>>> right -
>>>>> host_timescale 0.1 is a great way of demonstrating the problem. Any more
>>>>> ideas? What could I have done wrong :/
>
Thanks to another user, Maestro, who pointed out that the prediction
table was missing, I fixed the initial penalty. The final patch is
available on the wiki:
http://developer.valvesoftware.com/wiki/Source_2007_Template_Fixes
On Thu, Jul 14, 2011 at 5:40 PM, Ryan Kistner wrote:
> I have
I have a similar setup with the same CPU (i7 860). I also get the same
issues with shadercompile.exe when compiling
SDK_lightmappedgeneric_ps2x.fxc. My original solution was to just
compile it with a single thread by patching the module. I thought it
might be a race condition, but it always acts up
You'll have to ask Valve yourself, but to give you an idea, here's what
Blade Symphony needed to raise through Kickstarter:
http://www.kickstarter.com/projects/punyhuman/blade-symphony
>From one of their news posts they mention "... If we make our funding
target, this means we'll be able to afford
What those error dialogs are showing are entities with infinite or NaN
values as their positions or angles. This is possible if you have bad
math in your player movement code or some other physics simulation code.
I believe TF2 had a partial fix for the issue but I'm not quite certain
what that
You likely need to take a look at the animation system. If the player's
model is not a player rig, then it won't have all the pose parameters
the animation code likes to do calculations on. Check out the logic
m_bForceAimYaw does in PlayerAnimState.
On Sunday, March 24, 2013 12:01:55 PM, m...@
Hello,
I suspect this might be the lack of a steam.inf in the dedicated server
files. I was going to post a bug report about this but I wasn't sure if
anyone else had the issue. Can you try:
Placing a steam.inf in any of the dedicated server folders (root next to
srcds.exe, hl2, or your mod
** **
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Ryan Kistner
> *Gesendet:* Montag, 12. August 2013 17:30
> *An:* hlcoders@list.valvesoftware.com
> *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all,
> listens
.
>
> Jan
>
> *Von:*hlcoders-boun...@list.valvesoftware.com
<mailto:hlcoders-boun...@list.valvesoftware.com>
> [mailto:hlcoders-boun...@list.valvesoftware.com
<mailto:hlcoders-boun...@list.valvesoftware.com>] *Im Auftrag von *Ryan
> Kistner
> *Gesendet:* Montag, 12
dwig wrote:
The fixes just shipped. Yes, all four of those bugs should be fixed now.
*From:*hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Ryan
Kistner
*Sent:* Thursday, August 22, 2013 11:47 AM
*To:* hlcoders@list.valvesoftware.com
*Su
I'm seeing my Source SDK 2013 mod in the "Internet" tab of the Steam
browser after installing the latest Steam Client beta today, however
connecting to a server through the Steam browser still launches just the
sourcetest game.
On 9/5/2013 8:01 PM, Joe Ludwig wrote:
I shipped the "upcoming"
a beta next week.
*From:*hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Ryan
Kistner
*Sent:* Friday, September 06, 2013 4:48 PM
*To:* hlcoders@list.valvesoftware.com
*Subject:* Re: [hlcoders] Dedicated servers not connectable at all
Someone suggested this might be related to the "sv_master_legacy_mode"
cvar.
On Saturday, September 14, 2013 10:15:59 AM, Jan Hartung wrote:
And here’s an update on the issue. While the code search still doesn’t
help me I went ahead and checked my network traffic. When I run the
dedicated serve
Hello Peter,
Tracing your crash puts me in
IVP_Mindist_Minimize_Solver::p_minimize_PP(IVP_Compact_Edge const*,
IVP_Compact_Edge const*, IVP_Cache_Ledge_Point*,
IVP_Cache_Ledge_Point*), which is far enough into IVP to suggest a
corrupt physics state or unsolvable interaction. In this case, I b
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