Your fix is a hack, not a fix, let's get that right for a start. If you
look at the code around it, you'll see that m_iv_angEyeAngles sets up
interpolation on m_angEyeAngles, which is a networked copy of a player's
eye angles which is sent to everyone but the local player. In
C_HL2MPPlayer, the int
It's not a bug with the code base and that isn't the proper way to fix it.
This is how Valve's games handle it:
https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93&q=m_iv_angEyeAngles
On Sun, May 31, 2015 at 2:21 AM, Peter McKeown
wrote:
> Greetings everyone,
>
> There is a bu
If you're starting a new mod (which it sounds like you are), you should not
be using the 2007 base at all.
On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar wrote:
> Hey guys, back with another question! So i just saw awhile ago that Source
> SDK Base 2007 got updated. My mod uses Source SDK Base 200
There are no branches or tags on the SDK's GitHub. I was talking about
Steam. You have to use the upcoming branch even on Windows.
On Sat, Mar 7, 2015 at 11:31 AM, Harry Jeffery wrote:
> Yes, it is. Is there a specific tag/commit you'd recommend?
>
> Thanks
>
> On 07/03
Is your code based on the latest code available from GitHub? If so I'm
pretty sure you still have to the beta branch and it's been like that for
months and months.
On Sat, Mar 7, 2015 at 11:27 AM, Harry Jeffery wrote:
> Hi,
>
> I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemi
I concur. To prevent future portability issues, make sure you write your
game code in derived classes and using ifdefs or a specific comment that
you can search for in places that you will have to modify.
On Sat, Mar 7, 2015 at 11:14 AM, geotavros wrote:
> I'd suggest to use Source SDK 2013 jus
Since the Steampipe switch, none of these can be mounted because they no
longer use GCFs and Source 2007 has no VPK support. The only way this could
be fixed is having the user manually extract the content or porting your
mod to Source 2013.
On 7 December 2013 07:19, Neico wrote:
> Steampipe S
A screenspace bloom shader sample was added to the SDK's git repo the other
day.
On 1 Aug 2013 03:28, "Jorge Rodriguez" wrote:
> Oh one more thing, a wishlist item:
>
> * A fullscreen shader sample for this SDK would be great. I don't have one
> from the old SDK that I can port up to 2013 which l
Hi Alfred,
Does Valve have RSS feeds for game hub announcements or some sort of web
API?
On 3 July 2013 17:14, Alfred Reynolds wrote:
> Hey guys, we have made a community hub for the Source SDK available here,
> http://steamcommunity.com/app/211/discussions/. When we do updates to the
> SDK (e
I would consider that to be the main version of Source as that's what most
of Valve core multiplayer games sit on.
On 27 June 2013 15:02, Netshroud wrote:
> "to the main engine"
>
> There's a main Source engine now?
>
> On 27/06/2013, at 11:56 PM, Stephen Swi
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
lighting system is only part of the CSGO engine has hasn't been backported
to the main engine. The TF2 bot system is NextBot which is also used in
L4D2 and CSGO, that appears to have been removed judging from the lack of
NextBo
This doesn't appear to have been fixed yet. I have also tried restarting
the Steam client.
On 27 June 2013 02:07, Joe Ludwig wrote:
> The SDK Base apps hadn't been published yet, but that should be fixed
> now. You should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base
> 2013 Singl
t;>> >> >>
>>> >> >> As I said. looking at your prediction dump, it's not actually
>>> >> >> predicting
>>> >> >> properly.
>>> >> >> Either they're not updating at the same rate, or they
oth out the origin and angles. I'm not sure
>>>>>>>>>>> why but the physics simulation cannot be followed without doing
>>>>>>>>>>> some sort
>>>>>>>>>>> of smoothing to the origin/angles. What
redproductions.com> wrote:
>
>> When pigs fly.
>>
>>
>> On Tue, Oct 18, 2011 at 7:31 PM, Stephen Swires > > wrote:
>>
>>> Though I wonder if Valve are ever going to release a proper update for
>>> the SDK like Gabe promised. Expecti
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______
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> please visit:
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hy isn't it with the asw sdk
> then? Since its no longer the "free" sparsely featured version of the sdk...
> Besides, having the latest compiling tools for shaders could benefit
> everyone, no ?
>
>
> On Wed, Oct 5, 2011 at 10:45 AM, Stephen Swires
> wrote:
t;>>
>>>>
>>>> Kind regards,
>>>> *Saul Rennison*
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>
>>>
>>> --
>>> James Deeman
>>> Nottingham, UK
>>>
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>>>
>>>
>>
>
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tter
>>>>>> Source
>>>>>> SDK and you will get more interest in Source licensing. Hell, I'd
>>>>>> probably
>>>>>> even call it something else so people aren't scared off by its previous
>>>>>> rep.
>>&g
se visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>&
to 150.
>
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s, or view the
>>>list archives, please visit:
>>>
>>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>>>
>>>
>>>
>>>___
date at some point with the Source SDK. Any suggestions or comments ?
>
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>> please visit:
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>>
>
> ___
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gt; Can you help me?
>
> Thanks in advance :)
>
>
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view the list archives,
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#x27;ll
> take a look when I'm free at the weekend.
>
> Thanks,
> - Saul.
>
>
> On 8 December 2010 15:06, Stephen Swires wrote:
>
> > Actually, it's CBasePlayer.
> >
> > extern int g_nKillCamMode;
> > extern int g_nKillCamTarget1;
> > extern i
;
>
> You seem to be thinking of a TF2/CS:S Beta style killcam, where as I am
> referring to a Call of Duty one. If you are unfamiliar, the killcam replays
> the movement of the attacker seconds before the kill.
>
> On 8 December 2010 12:46, Stephen Swires wrote:
>
> > Clue:
Clue: CBaseEntity::SetReplayMode
On 8 Dec 2010 12:30, "Adam "amckern" McKern" wrote:
Whats your after would be in in_camera.cpp
You may only want a kill cam for a single item, such as a awp
A simple hack in my kind of logic would be to record the last 2 trace points
on the ammo class, and then
g from the Client DLL.
>
> Thanks!
>
> Martin
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Well this branch is 'between' l4d2 and portal 2, so it looks like this is
the direction it's going in.
Squirrel is actually used
On Jul 21, 2010 8:40 PM, "Adam Buckland" wrote:
Pretty much AFAIK. That and they get fragmented.
On 21 Jul 2010, at 20:34, Ryan Sheffer wrote: > They
should drop th
it's done simply by
> running VBSP with -alldetail.)
>
>
> On 21/07/2010 5:33, Stephen Swires wrote:
>
>> Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
>> VVIS
>> issue then there should be no issues in using it for TCs - server
>> b
e...
>
> On 21 July 2010 17:33, Stephen Swires wrote:
> > Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
> VVIS
> > issue then there should be no issues in using it for TCs - server
> browser's
> > still there.
> >
> >
>
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> >
> >
> ___
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t;
> On Mon, Jul 19, 2010 at 5:33 PM, Stephen Swires >wrote:
>
> > Got the source code, it's a shame they didn't port over the SDK template
> to
> > the Alien Swarm codebase.
> >
> > On Mon, Jul 19, 2010 at 3:06 PM, Tobias Kammersgaard <
> > tobias
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> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
>
please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > ___
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> > please visit:
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> > >> please visit:
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> > >>
> > &g
o/hlcoders
> >>>
> >>>
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> >>
> >
> >
> >
; going to be an annoying task, but its possible. Just need to keep in
> > mind
> > that it is hidden to all players cept the local. Maybe having the
> > model
> > entirely client side would be wise? But maybe too much work to setup.
> >
> > On Mon, Oct 5, 2009
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o replace it?
>
> Thanks,
> Tob
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Thanks.
>
> --Bob
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preferences, or view the list archives,
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&g
http://store.steampowered.com/news/2579/
Joel R. wrote:
> Is there a changelog of changes to the SDK? I'm sure something was changed?
>
> On Mon, Jun 15, 2009 at 4:31 PM, Matt Hoffman
> wrote:
>
>
Am I the only one that finds it ironic that you hate that the map
sources are being rele
Or StartReplayMode() in CBasePlayer
Alexander Hirsch wrote:
> It might already be in the code. At least in the beta SDK there's a
> "OBS_MODE_FREEZECAM" and a comment saying "// zooms to a target, and
> freeze-frames on them".Worth trying out.
>
> On Fri, Jun 12, 2009 at 3:34 PM, Jed wrote:
>
>
It is "fixed" and has some of the stuff like the TF2 player soft-collisions
Janek wrote:
> Thank you guys. It is working fine now.
>
> An other question : Are the fixes done in "Start a multiplayer mod from a
> template" also done in "Modify Half-Life 2 Multiplayer" ?
>
> J.
>
> 2009/6/11 Yaakov S
You can safely get rid of it
Yaakov Smith wrote:
> Small problem with its teamplayroundbased_gamerules.h/.cpp though, can
> someone help?
>
> error C2061: syntax error : identifier 'pluginvariant'c:\source sdk
> mods\ob sandbox\src\game\shared\teamplayroundbased_gamerules.h459
t:
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>
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list
> >>>> archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>> ___
> >>>&g
ToBasePlayer()
or you can use a dynamic cast (which ToBasePlayer does)
FaMiNe wrote:
> Multiplayer mod.
>
> I've written some code in player.cpp, with some storage details about a
> custom entity we're using for our mod.
>
> In the trigger touch function, we pass in the CBaseEntity that touches
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Some things:
- When you get out of the jeep, it snaps everyone's viewangles to your
own. This is a simple fix as I recall.
- For a little bit of convenience could you make it call Lower() on your
active weapon if you can't shoot and something like Raise() when you can
again?
- What purpose do t
NULL != m_pGameUI )
>>> {
>>> // insert custom loading panel for the loading
>>>
>> dialog
>>
>>> CLoadingPanel *pPanel = GetLoadingPanel();
>>> pPanel->
What function would this be?
Tony Sergi wrote:
> In orange box there's a function in baseviewport to set a panel for the
> loading screen.
>
> TF2 uses this for the stats.
> I used it in Valkyrie for the map description / Keybind panels during load.
>
>
> -Tony
> -Original Message-
> From
That tutorial is horrible, but "undeclared identifier" error is obvious.
ACT_IDLE_DUALIES isn't in the act table,
DUALIES_ACCURACY_SHOT_PENALTY_TIME isn't defined.
Gustavo Ramos Lira wrote:
> Hi,
>
> I followed this:
> http://developer.valvesoftware.com/wiki/Dual_Pistols_(CSS_Style) trying
> t
No (what is this to do with coding)
Jake wrote:
> I've heard that faceposer doesn't work in vista..is this true :O?
>
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ke license for the good of us all?
>
> From: "Stephen Swires" <[EMAIL PROTECTED]>
>
>> So nobody cares about an industry-standard modelling tool.
>>
>> Nick wrote:
>>
>>> Nobody cares about maya, and really nobody cares about mak
So nobody cares about an industry-standard modelling tool.
Nick wrote:
> Nobody cares about maya, and really nobody cares about making it easy
> for you. LOLOL
>
> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>
>> Hi list.
>> I have request to Mike, Valve, and maybe God.
> Subject: Re: [hlcoders] Client File Download
>>
>> Gmod 9 is still about, and with it the lua viruses are still about.
>>
>> Stephen Swires wrote:
>>
>>> I think Valve should remove this rather out-dated block.
>>>
>>> Mulchman wrote:
&
I think Valve should remove this rather out-dated block.
Mulchman wrote:
> On Wed, Sep 10, 2008 at 3:07 PM, joshua simmons <[EMAIL PROTECTED]>wrote:
>
>
>> It seems odd that they blocked .lua at the engine level rather than
>> garry patching it. But at any rate you can just use another extensio
The wiki is still relevant, follow what it says and change all the
targetting so it goes for a certain player rather than the local one and
look for any if statements that check to see if the maxplayers is equal
to 1. I have got AI to (somewhat) work before following that tutorial,
it's not really
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
You believe he was serious?
Alfred Reynolds wrote:
> You are going to want to change your password right away. Right now the
> only place you should ever enter your Steam password is the Steam Client
>
If you're new to coded for the Source SDK, don't jump straight into the
deep-end, and make it easier for yourself by making basic modifications
such as adding weapons or simple gameplay features, then maybe something
a little more advanced such a co-op play. Once you've tackled that, and
familiari
Wait for SourceMod to come out, that's the AMX Mod X of the Source Engine.
http://sourcemod.com
Jonathan Selander wrote:
I've created customizations using amxmod x for CS 1.6 and it is now time
for me to take on CSS as well. I need to be able to create similar
plugins like the ones for 1.6 which
Learn some basic C/C++ first. Make sure you read on classes.
steven belmans wrote:
Also add a call to InitDefaultAIRelationships in the constructor of
CHL2MPRules.
what does this mean
thank in advans steven
_
Probeer Windows Live
I don't know why you would need this but I would assume the ShellExecute
is relative to the hl2.exe, so try bin/modchecker.exe
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
How would I go about loading a program on mod startup? I currently have
looked at CHLClient::
Create a script file for your base weapon, that's what I'd assume from
the error.
Tom Leighton wrote:
Now i have an issue with weapon script files -- it loads the map fine,
but if i load one of the weapons (It has a script file), it will load
into the correct slot, but when i switch to it it wil
I'm pretty sure the network code is closed source and only can be
obtained with the licensed Source engine.
Gregory Hillenbrand wrote:
--
[ Picked text/plain from multipart/alternative ]
Heya, I'm with the Battle Grounds 2 team (www.bgmod.com), and we've noticed
that HL2DM, which BG2 is built of
You can only run a single instance of the Source engine on a single
machine, even if they're running different mods.
James Smith wrote:
--
[ Picked text/plain from multipart/alternative ]
I was just wondering if there's any easy ways to run multiple instances of
you HL2mod on one machine? Also I
7;ve no
> experience,
> please do not inquire.
>
> More details available. This project is under an NDA, which you must be
> willing to sign.
>
>
>
> _______
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[ Picked text/plain from multipart/alternative ]
I think going open source or making an open source mod is a great idea, it
shows us SDK n00bs how to get stuff done, yeah there's always the problem
with people just copying your code but it can be nice for the learning
experience.
I hope to hear
This is a multi-part message in MIME format.
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The cvar is client.dll thus the cl_ prefix.
Jochen Werner wrote:
>Hello,
>
>is this new command in the engine or in the client.dll? I mean does it break
>all
>engine->ClientCommand( blahblah )
>I do i
n.click-url.com/go/onm00200636ave/direct/01/
>
>
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This is more of a general thing to do with Source SDK updates, but does
anyone know any good (freeware) tools that can tell detect differences
in files so I know which new files I'll need to replace/copy from?
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onvars that control it in the source, then find some way of controlling it
>when you have ironsights up.
>
>
>garry
>
>On 10/28/06, Stephen Swires <[EMAIL PROTECTED]> wrote:
>
>
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/
ber 2006 7:26 pm, Stephen Swires wrote:
>
>
>>I've got everything in place, but there is one itch. When you move
>>around the mouse to look around, the view model likes to move around
>>too. Any way to combat that?
>
lar process but with eyeAngles.
I think animating this would be a much better alternative, but if you
are without artists then I suppose this is all you get.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen
Swires
Sent: Wednesday, October
doing
this will be greatly appreciated.
- Stephen Swires
(SteveUK)
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it's in the centre of
the screen.
Does anyone know how this may be achieved?
- Stephen Swires
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Hi,
This is just a quick query but do NPCs work in the HL2MP base at all?
There's articles on how to "fix" it but using npc_create on a Deathmatch
listen server with 16 slots seems to show the NPCs working fine, though
I'm not sure about the AI itself.
I don't think this answers my own question b
work-around for this
because it would be greatly appreciated. Also if someone writes more
information on intergrating new vehicles into HL2 on the wiki that would
be greatly appreciated too.
Hopefully with any help given I should be able to make a great mod with
unique gameplay.
Thanks in advance,
Or did he even mean to send it here?
Ondřej Hošek wrote:
Huh?
~~ Ondra
waldo vandermeiren wrote:
[EMAIL PROTECTED]
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Well by the way he worded it, it seems that it did previously work.
There must be a problem with the new update involving GCF files.
Garry Newman wrote:
In your mod? In a Valve game?
Try running the game that your mod is based off at least once.
On 5/29/06, Jay C. <[EMAIL PROTECTED]> wrote:
text/plain from multipart/alternative ]
>Isn't it true that Metamod: Source doesn't work on listenservers? since you
>have to modify gameinfo and all that stuff...
>
>On 4/2/06, Stephen Swires <[EMAIL PROTECTED]> wrote:
>
>
>>This is a multi-part mess
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Yeah, Metamod: Source was meant to simplify the process of making HL2
Server mods, the only disadvantage is that Metamod: Source has to be on
your server at the same time, hopefully that won't be a prob
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Did you try and make it return false? Might not work but is worth a shot.
Bob Lach wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>who do you want the event to reach?
>
>On 4/1/06, Paul
It would be illegal if they didn't own the original TFC on their Steam
account. You're best off emailing Valve themselves
Nick wrote:
--
[ Picked text/plain from multipart/alternative ]
I was talking with some guys on irc lately, and one of them brought up the
legal aspects of using tfc sounds
90 matches
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