It is my personal website. Not much to say really. Check it out, maybe?
Build requirements:
- Git
- Make ( TODO: Use Tup instead )
- A working C compiler (gcc prefered)
Run requirements:
- Ruby 2.0.0
- Foreman
Automatically exported from code.google.com/p/hl2sb
[deleted issue]
What steps will reproduce the problem?
1. Install addon(s)
2. Start mod
2. Open console
3. Enter "lua_dostring(_cl) for k, v in pairs( addon.getaddons() ) do print( k,
v ) end
What is the expected output? What do you see instead?
You should see a list of the addons you currently have installed. Nothing is
displayed.
Game code does not yet communicate with this Lua module to inform it of what
addons are installed.
Original issue reported on code.google.com by [email protected]
on 19 Aug 2012 at 7:02
Crash at SLAM touch
Original issue reported on code.google.com by [email protected]
on 17 Aug 2010 at 9:14
Where you guys chat or post ideas, etc?
Do you guys have a forum or something? I've been searching but can't find
anything.
Make a Google Group or something!
Original issue reported on code.google.com by [email protected]
on 18 Dec 2010 at 4:15
What steps will reproduce the problem?
1. Load dm_overwatch
2. Quit game without disconnecting
3. Check to see if hl2.exe is still running
What is the expected output? What do you see instead?
It's expected that hl2.exe will properly close, the process will be terminated,
and from Steam, your in-mod status will cease. This is not the case.
Please use labels and text to provide additional information.
This appears to be an issue with the Source Engine 2007 SDK code on new
multiplayer projects, or with code I don't have access to. Considering there is
nothing I can do to trace where this issue is coming from, I can't do anything
about it besides wait for a Source SDK update which hopefully will fix it.
Original issue reported on code.google.com by [email protected]
on 25 Aug 2011 at 2:03
After entering in console "give weapon_hl2mpbase_scriptedweapon"
I got an error:
Error reading weapon data file for: basehl2mpcombatweapon
Original issue reported on code.google.com by [email protected]
on 9 Oct 2010 at 7:47
[deleted issue]
What is the expected output? What do you see instead?
The scripted entities API should provide a way to create a brush entities. No
such provision is provided.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 4:57
What is the expected output? What do you see instead?
There is no content menu to enable or disable additional content mounting,
though code for it exists.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 5:06
hl2:dm will not override settings.scr, it is created when a user runs the
mod and there is not one there previously. So it uses the
settings_default.scr to get all the defaults for that specific mod/game,
and throws them into the users custom settings.scr, which is then used as
long as it exists. So only the settings_default.scr should be committed
into the svn, and a custom settings.scr will be created for each user,
resulting in never having a tree conflict in the svn. As long as other
files aren't causing problems as-well of course :D Also,
settings_default.scr can be very useful if you add new binds and such.
Original issue reported on code.google.com by [email protected]
on 25 May 2010 at 11:57
To overcome limitations in providing additional binds and impulses to players,
a new module for binding should be provided that can be hooked up to a gamemode
and addon options menu, separate from the game options menu.
This would provide a layer of abstraction that keeps players from having to
manually set binds to unlock additional functionality out of gamemodes and
addons, and keeps the gamemode API free of generic binds that would otherwise
occupy this position.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 5:15
What steps will reproduce the problem?
1. Install addon(s)
2. Start mod
3. Open console
4. Notice addons without info.txt files in their root directory will still have
loaded
What is the expected output? What do you see instead?
You should not see addons without info.txt files being loaded.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 4:55
sb_bunkerbuild be out of date, I attached it here since as far as I know
you don't have the map and I can't upload myself.
Original issue reported on code.google.com by [email protected]
on 20 Feb 2010 at 3:10
Attachments:
Hey, I just saw the link to this code page in the steam forums :D. Anyway,
I tried out the mod and I noticed settings.scr was committed onto here. I
suggest removing it from the svn and committing settings_default.scr
instead, just to avoid problems in the future. Anyway, I think I'll be
following this mod, it looks like it has potential.
Original issue reported on code.google.com by [email protected]
on 21 May 2010 at 3:36
What is the expected output? What do you see instead?
At this time there are no menus for singleplayer, or gamemode selection and
options for multiplayer.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 5:10
[deleted issue]
[deleted issue]
Can't select weapon hud slot№3
Original issue reported on code.google.com by [email protected]
on 24 Aug 2010 at 7:55
What steps will reproduce the problem?
1. Load campaign gamemode
2. Touch trigger_changelevel brush
3. Game crashes or fails to transition players properly
What is the expected output? What do you see instead?
The game shouldn't crash, and players should be forced to wait for their
teammates to finish, or they should simply trigger a grace timer before level
transition. Players' data should be preserved before level transition, and
loaded upon initial spawn.
Additionally, spawn locations should be adjusted.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 5:05
What is the expected output? What do you see instead?
Scripted effects are not fleshed out in the Source Engine Lua SDK, though code
for it exists.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 4:58
[deleted issue]
What steps will reproduce the problem?
1. Give yourself a weapon_physgun
2. Grab any ragdoll
3. Observe the beam end point position in comparison to your target
What is the expected output? What do you see instead?
The beam should be attached to the physics bone you shot. Instead, you see the
beam end point being rendered by an offset around the origin.
Original issue reported on code.google.com by [email protected]
on 28 Aug 2012 at 4:01
It seems to be that the Source Engine 2007 multiplayer build comes with an
animation bug which inappropriately plays player animations. The PlaybackRate
for all animations isn't calculated at all, and in instances where the
LocalPlayer is to be drawn, the PlaybackRate is set to 1.0 by default.
I'll be attempting to fix this manually, or just rolling back to Source Engine
2006's method of handling multiplayer animations.
Original issue reported on code.google.com by [email protected]
on 20 Jul 2010 at 5:15
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