Tim Baker wrote:
> After doing a full code merge the particles are working fine.
> I got some undefined references when I used only the new particles.lib.
>
> -- Tim Baker
>
>
> Mike Durand wrote:
>
>> You definitely will need to rebuild against the particles.lib included
>> in the beta for the
After doing a full code merge the particles are working fine.
I got some undefined references when I used only the new particles.lib.
-- Tim Baker
Mike Durand wrote:
> You definitely will need to rebuild against the particles.lib included
> in the beta for the new particles to work properly.
>
I've redirected the article to the Mounting other Content page, which
has more information about why you do it that way, and other line numbers.
I thought i had edited every page relating to mounting, obviously i hadn't.
Thanks!
Tim Baker wrote:
> I changed it now, but I've been mounting it non
Programming
Subject: Re: [hlcoders] Source SDK Base OB needs updating?
I changed it now, but I've been mounting it non-negative since March
2007
without issue. I must have looked at the one wiki article that doesn't
mention it:
http://developer.valvesoftware.com/wiki/FileSystem_Snippet
wow I never knew about this negative use of steamAppID. Thank you so much
for the information.
2008/6/12 Tim Baker <[EMAIL PROTECTED]>:
> I changed it now, but I've been mounting it non-negative since March 2007
> without issue. I must have looked at the one wiki article that doesn't
> mention i
I changed it now, but I've been mounting it non-negative since March 2007
without issue. I must have looked at the one wiki article that doesn't
mention it:
http://developer.valvesoftware.com/wiki/FileSystem_Snippet
Regarding the borked particles, all the blood-splatter and bullet impact
effect
Yeah, as I stated before, you must mount negatively, otherwise the
filesystem code tries to remount everything for tools mode. ie: it'll
manually reload all cache files, instead of just adding another one into
load.
On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton <[EMAIL PROTECTED]>
wrote:
> BTW,
Say what? I use the same code in debug/release no problem.
-- Tim Baker
Tom Leighton wrote:
> BTW, you might want to mount that with a - sign in there
>
> if (filesystem->MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
> return false;
>
>
> Otherwise running under a debugger in debug mode wi
BTW, you might want to mount that with a - sign in there
if (filesystem->MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
return false;
Otherwise running under a debugger in debug mode will crash your mod :P
Tim Baker wrote:
> I'm using SteamAppID 218 plus this on client and server
>
> if
I'm using SteamAppID 218 plus this on client and server
if (filesystem->MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
return false;
I actually extracted a few .pcfs to test the particle editor and they
show up there, just not in-game.
-- Tim Baker
> Are you guys including the .pcf files
Baker; Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK Base OB needs updating?
I'm getting this too. Recompiling with the particles.lib in the SDK
doesn't fix it.
I think it's causing problems with the Hunter NPC. The particle trails
don't show up, but there&
I'm getting this too. Recompiling with the particles.lib in the SDK
doesn't fix it.
I think it's causing problems with the Hunter NPC. The particle trails
don't show up, but there's particles at 0,0,0 that never go away and
cause sub 5fps when looking at them after a while.
Anyone fixed it?
garr
Since the June 10th update my OB mod doesn't render the antlion_spit
particles (they show up in the particle editor however). I also tried
waterfall_cascade_01 with a info_particle_system and it doesn't show
up either.
I see this when I first launch the mod.
Didn't find particle function Positio
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