Linux/Mac support should be really easy to add if you used VPC
From: kyle.l...@gmail.com
Date: Fri, 10 Apr 2015 15:41:40 -0700
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Just finished my mod. Thanks for all the help
hlcoders!
While Episode 3 was short, it was nice to play
So, my mod's server shows up in the server browser for me. (just checked today
7/14) I do have the same behavior where when I'm playing the game, the player
status in Steam says SDK Base 2013 MultiplayerNobody actually plays the
SDK, so it makes more sense for the mod's name to be there..
You can extend a class like CBaseAnimating, add a member variable, and then
expose it with the DATADESC macros and your FGD file.
From: wave@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 11 May 2014 22:40:46 +
Subject: Re: [hlcoders] Add a text property to certain game
FYI--I pulled a fresh SDK 2013 Multiplayer, and the unmodified SDK does this as
well... Looks like this bug is upstream.
Here's the build system:Mac OS X Mavericks 10.9.2- the only mods needed to
compile were: 1) change SDK to 10.8 2) change the ptr/int comparison from ==
false to == NULL 3)
Subject: Re: [hlcoders] Letter Q Crosshair problem for SDK 2013/MP on Mac OS
You just need to perform cl_hudredraw - this is a very old bug Sent from
Windows Mail From: eric brown
Sent: Sunday, May 11, 2014 1:17 AM
To: hlcoders@list.valvesoftware.com
FYI--I pulled a fresh SDK 2013
I'm having this issue when running my mod on OS X (on Windows it's
fine):https://github.com/ValveSoftware/Source-1-Games/issues/671
The issue was closed in 2013, and I've got a more recent version of the SDK in
my mod--Anyone know how to troubleshoot these kinds of problems? I ran into
I do something similar in my mod:
- added CBaseCombatWeapon *primary/seconary_weapon... to HL2MP_Player- then
GiveDefaultItems() has: GiveNamedItem(...); primary_weapon =
Weapon_OwnsThisType(...)- added commands like use_primary/secondary so that I
could switch to them
You could have the player
use SetCollisionGroup() and pick something that won't collide with the player
From: wave@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 18 Apr 2014 20:58:48 +
Subject: Re: [hlcoders] Letting items through a player clip
Well, from what I’ve seen in the code so far, there
Hey Joel,
Could you guys post some examples of how to use VPC to add files to projects so
that they work across Windows/Mac/Linux?
Also, why are the Linux Makefiles so big? Why not just use a simple Makefile
for Linux/Mac that uses more implicit rules, perhaps something like this:
LIBS :=
When the 2007 SDK stopped working for my mod, I ported it to 2013. It only
took a few days, and I think it was worth while. I'm not sure how extensive
your changes are to the SDK, but WinMerge did wonders for me.
I also had issues with VPK and Steampipe, despite the fact that I'm using
I'm running it on Windows right now. I looked for dump files or log files
in the SRCDS folder and in the mod folder (and the bin/ folders), but I didn't
see anything.
Is breakpad part of SRCDS by default, or do I have to integrate it with
my mod myself?
Thanks,
Eric
On Wed, Dec 25, 2013 at
Hello,
I've recently started running a dedicated server for my mod, and I noticed that
srcds crashes
randomly sometimes. Is there a debug version of SRCDS, or perhaps some way to
get a stack trace
at the point of crash?
Best,
Eric
___
To
For anyone else who has this issue, here's what the problem was (thanks to Red):
Some of my models had root bones that were associated with vertices. In the
SMD files, it looked like this:
0 blender_implicit -1
1 root_bone -1
After re-rigging and re-animating one of my models so that the
I made some player models in blender, and many of them have problems as
ragdolls: It looks like some of the joints become disconnected, which produces
a stretching effect that's a little disturbing. If I $jointmerge bones
together, they will no longer stretch, but I can't do this for the
A few days ago I converted my mod to SDK 2013 from 2007, and I noticed that
none of my custom player
models had walk/aim animations in-game when viewed in thirdperson mode, but in
HLMV, they still looked fine. So I built a a vanilla SDK 2013, added my
player model to the list of random
I think I'm having a similar problem, but I'm not sure what you mean by
launching tools from the common/game directories. If I'm making an SDK 2007
mod, which hammer.exe do I run now? the common/Source SDK Base 2007/bin
directory doesn't contain any exe's...
On top of this: studiomdl.exe
I'm making an HL2MP mod where I'd like to have the ability to infest the dead
bodies of other players.
From what I understand, HL2MP ragdolls are updated on Event_Killed, and the
client uses the updated position/velocity/etc to create a ragdoll that can be
interacted with on the client. That
Hello,
I've been working on a simple auto turret based on code in
server/hl2/func_tank.cpp, and I've got a few questions about making something
like a turret barrel rotate smoothly when tracking a target:
- func_tank uses SetMoveDoneTime() in a few places, but it never sets the
callback with
I'm using SDK 2007.
Here's what func_tank does in it's Think cycle:
...
SetLocalAngularVelocity(vec3_angle);
...
AimBarrelAtPlayerCrosshair( angles );
RotateTankToAngles( angles ); // this calls
SetLocalAngularVelocity()
SetNextThink(
Hello,
I'm trying to use the cloaking shader to make a player semi-invisible in my
multiplayer mod, but when I add the EF_NOSHADOW effect to the player (while
toggling the cloaked texture with m_nSkin), I still see the player's shadow
when I view it from thirdperson mode. I also tried
Worked like a charm, thank you.
On Thu, Sep 12, 2013 at 11:52:35AM +0900, Tony omega Sergi wrote:
Accidentally submitted before by mistake.
anyway, override shadowcasttype so that while it's cloaked it reutns
shadows_none, otherwise do normal behaviour.
virtual ShadowType_t
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