the game/fos_dev/ folder should be the same as the SourceMods/fos_dev/
folder.



Kind regards,
Saul Rennison


On 4 July 2013 00:32, Baer <bae...@yahoo.com> wrote:

> Yes I have compiled the mod dlls.. It puts it in game/fos_dev/bin folder.
> Just was asking what the directory tree should be from c:/../ sourcemods
> folder.
>
>
> Thanks
>   ------------------------------
>  *From:* "hlcoders-requ...@list.valvesoftware.com" <
> hlcoders-requ...@list.valvesoftware.com>
> *To:* hlcoders@list.valvesoftware.com
> *Sent:* Wednesday, July 3, 2013 8:53 AM
> *Subject:* hlcoders Digest, Vol 28, Issue 5
>
> Send hlcoders mailing list submissions to
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> Today's Topics:
>
>   1. Re: Custom shader support? (fuZZ RedEyes)
>   2. Re: Hitbox calculation and sizes? (m...@tobiasbaumann.net)
>   3. 2013 sdk (Baer)
>   4. Re: 2013 sdk (Ralph Minderhoud)
>   5. Re: 2013 sdk (Sammy)
>   6. Re: Hitbox calculation and sizes? (Ben K.)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 3 Jul 2013 15:07:55 +0200
> From: fuZZ RedEyes <fuzzz...@gmail.com>
> To: Discussion of Half-Life Programming
>     <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] Custom shader support?
> Message-ID:
>     <cad_8hcgoksrixvejxcf1cw1usiwhg1hzbxuc2ohhiar3dzw...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hi Deniz
> yes Alfred has confirmed the materialsystem will be shared this week on the
> repo.
> ahah i was too slow to respond :)
>
>
> 2013/7/3 Deniz <thinkerr...@gmail.com>
>
> > Hi list,
> >
> > I'm a developer with Black Mesa Source. We'd like to port 2009 to Source
> > SDK 2013 but one major hurdle we've hit is no custom shader support like
> > with 2007. Are there plans to include this in 2013?
> >
> > Thanks!
> > - Deniz
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
> >
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> ------------------------------
>
> Message: 2
> Date: Wed, 3 Jul 2013 15:14:29 +0200 (CEST)
> From: "m...@tobiasbaumann.net" <m...@tobiasbaumann.net>
> To: Didrole <didr...@gmail.com>,  Discussion of Half-Life Programming
>     <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] Hitbox calculation and sizes?
> Message-ID:
>     <
> 760008541.1698222.1372857269658.javamail.open-xcha...@www.mailstation.ch>
>
> Content-Type: text/plain; charset="utf-8"
>
> Already try that and it only shows the local hitboxes for me. I mean it
> displays
> the proper hitboxes the same way they're displayed in the modelviewer.
> However
> these are totally ignored for actual hit detection when I fire on the
> player. :(
>
> Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg
>
> Thats with "sv_showhitboxes 1". If I fire on the model with another client
> the
> bullets go right trough the model until about half the vertical size of
> it. Or
> in other words if I fire at the base/lower part I get hits and everything
> above
> is ignored. Since the model is pretty large/high I'm guessing that there
> might
> be some maximum height value for the hitbox? Or for the collision box? A
> standard playermodel reaches until about the middle of the cactus.
>
> Best regards,
> Tobias
>
>
> Didrole <didr...@gmail.com> hat am 1. Juli 2013 um 22:58 geschrieben:
>
> >  Try sv_showhitboxes
> >
> >
> >  2013/7/1 m...@tobiasbaumann.net <mailto:m...@tobiasbaumann.net>
> > <m...@tobiasbaumann.net <mailto:m...@tobiasbaumann.net> >
> >    > >    Hi everyone,
> > >
> > >    Does anyone of you know where/how hitboxes for players are being
> > > calculated/set in the code and if there is a max value for its size?
> > >
> > >    I'm having troubles where I'm using a larger then average model for
> the
> > > player without any bones and where the engine always uses a smaller
> (looks
> > > like a default sized) hitbox.
> > >
> > >    I've tried setting hitboxes in the qc file and they show up
> correctly in
> > > the modelviewer yet in the game they're not being used. Any ideas why?
> > >
> > >    Also is there a way to display/debug hitboxes for other players?
> > >
> > >    Thanks in advance and have a nice day,
> > >    Tobias
> > >
> > >
> > >    _______________________________________________
> > >    To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > >    https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> > > <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>
> > >
> > >  >
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>
> ------------------------------
>
> Message: 3
> Date: Wed, 3 Jul 2013 08:38:20 -0500
> From: Baer <bae...@yahoo.com>
> To: "hlcoders@list.valvesoftware.com"
>     <hlcoders@list.valvesoftware.com>
> Subject: [hlcoders] 2013 sdk
> Message-ID: <050a1731-dd0d-423b-aba1-5e6459c0d...@yahoo.com>
> Content-Type: text/plain; charset=us-ascii
>
>
> Is there anyway someone can post their directory structure for the new
> update? I put the game folder under source mods folder and it will not
> recognize it from steam games. It shows the name of the mod, it just will
> not run.
>
> Thanks
>
> Baer coder for Fall Of Saigon mod.
>
> Sent from my iPhone
>
>
> ------------------------------
>
> Message: 4
> Date: Wed, 3 Jul 2013 09:42:00 -0400
> From: Ralph Minderhoud <ralphminderh...@gmail.com>
> To: Discussion of Half-Life Programming
>     <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] 2013 sdk
> Message-ID:
>     <cafklvtok7xhqs_qk9qdwcaoy62wfrsbqtdg6qvif_a3+jhy...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Have you compiled the mod? It doesn't come with the client.dll & server.dll
> by default.
>
>
> On Wed, Jul 3, 2013 at 9:38 AM, Baer <bae...@yahoo.com> wrote:
>
> >
> > Is there anyway someone can post their directory structure for the new
> > update? I put the game folder under source mods folder and it will not
> > recognize it from steam games. It shows the name of the mod, it just will
> > not run.
> >
> > Thanks
> >
> > Baer coder for Fall Of Saigon mod.
> >
> > Sent from my iPhone
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
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>
> ------------------------------
>
> Message: 5
> Date: Wed, 3 Jul 2013 10:46:05 -0300
> From: Sammy <sam...@gmail.com>
> To: Discussion of Half-Life Programming
>     <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] 2013 sdk
> Message-ID:
>     <capnornynm5rstkgj3m0y5zdewfraiie0j8+txyapkrcjd1b...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Baer, make sure you've update your gameinfo.txt to match the new pattern.
> I could update my mod easily by updating DLLs and changing gameinfo.txt,
> still inside sourcemods folder.
>
> Sammy.
>
>
> 2013/7/3 Ralph Minderhoud <ralphminderh...@gmail.com>
>
> > Have you compiled the mod? It doesn't come with the client.dll &
> > server.dll by default.
> >
> >
> > On Wed, Jul 3, 2013 at 9:38 AM, Baer <bae...@yahoo.com> wrote:
> >
> >>
> >> Is there anyway someone can post their directory structure for the new
> >> update? I put the game folder under source mods folder and it will not
> >> recognize it from steam games. It shows the name of the mod, it just
> will
> >> not run.
> >>
> >> Thanks
> >>
> >> Baer coder for Fall Of Saigon mod.
> >>
> >> Sent from my iPhone
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>
> >>
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
> >
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> ------------------------------
>
> Message: 6
> Date: Wed, 03 Jul 2013 15:53:41 +0200
> From: "Ben K." <amo...@online.de>
> To: Discussion of Half-Life Programming
>     <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] Hitbox calculation and sizes?
> Message-ID: <51d42ce5.1000...@online.de>
> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"
>
> You probably haven't adjusted the bounding box. Check out your game
> rules and look for "ViewVectors".
>
> Ben
>
> Tobias <m...@tobiasbaumann.net> wrote:
> > Already try that and it only shows the local hitboxes for me. I mean
> > it displays the proper hitboxes the same way they're displayed in the
> > modelviewer. However these are totally ignored for actual hit
> > detection when I fire on the player. :(
> > Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg
> > Thats with "sv_showhitboxes 1". If I fire on the model with another
> > client the bullets go right trough the model until about half the
> > vertical size of it. Or in other words if I fire at the base/lower
> > part I get hits and everything above is ignored. Since the model is
> > pretty large/high I'm guessing that there might be some maximum height
> > value for the hitbox? Or for the collision box? A standard playermodel
> > reaches until about the middle of the cactus.
> > Best regards,
> > Tobias
>
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>
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> please visit:
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>
> End of hlcoders Digest, Vol 28, Issue 5
> ***************************************
>
>
>
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