Re: [hlcoders] MOD question!
I haven't looked much into the buggy code (infact I haven't looked at the SDK for a while now ..) Maybe I'm a little late here, but what I would do is create a horse entity, code and animate the way it walks and runs, etc, then when the player rides the horse, I would simply attach the player to the horse (just like a weapon is attached to the player), so I won't be moving the player, I would simply move the horse and the 'attachment' should take care of moving the player with the horse. Ofcourse I would look at the vehicle/player/weapon code to get some ideas about the details of implementing such a design. On 8/26/05, Morten Nielsen [EMAIL PROTECTED] wrote: That sounds really cool... i did not know the controlable vehicles could have AI.. but the reason i would rather like the horse as a model is because the movement of the player is more smooth when just walking around! i just want to create the ilusion of riding a horse.. that will give mutch better aligning to the map than the buggy vehicle code.. when the player mounts the horse i will try to give they player increased movement speed and the point of view will be set so it seems your on the back of the horse.. and when you look down you se the horse.. does that sound compleatly stupid to do? 2005/8/25, Joshua A. Jacobo [EMAIL PROTECTED]: Morten, Well why not design the horse as a vehicle and simply add the NPC AI entity code to it. One of its conditions could be am I being ridden? and if so the state would be null or no AI. Once the player is knocked from or dismounts the horse, that condition changes and its state shifts again to active AI and it can move about, flee from the battle etc etc. We're working with a medieval-style modification as well so email me if you have any other questions. Joshua Jacobo Creative Director Realms of Valhallon www.realmsofvalhallon.com Morten Nielsen wrote: Hi i just reasently joined this list so forgive me if im dooing anything wrong! Thanks! But the question is: Is it possible to have 2 models. One of you (the player) and one of a horse.. and when you press use on that horse.. the player will mount the horse and the horse model will stick to the players movements. so when you pressforward. the player will be playing the riding horse forward animation and the horse will be doing the running animation. I don't want the player to do the running forward animation when on the horse.. that would look stupid :) But i don't want the horse i want to create to be a buggy with just a horse skin. i want it to become a NPC with its own mind.. so if you etc. explode something near it it will run away.. use AI etc.. But is this all possible? Im looking to create a medival mod with knights and kings.. but im not starting the projekt until i know it can be done on source ( i hope so source is great) Thanks in advance! Sorry for my bad english! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First warning for VS .Net! Yay!
Well, you better refresh your mind or you're gonna have a hard time with the SDK On Apr 7, 2005 8:58 AM, Tan Theodore [EMAIL PROTECTED] wrote: Thank you! Both botman and Josh! :D :D I haven't touch programming for quite sometime now so I've lost a few touches. Thanks for the refreshment. :D From: Josh Matthews [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First warning for VS .Net! Yay! Date: Fri, 8 Apr 2005 00:48:13 +1000 ...Oh dear. If you have no idea what to do in this situation, you're in no shape to tackle the half-life source. For one thing it's just a warning and will keep compiling (although it's good practice to eliminate all warnings anyways). It just means that the function HasWeapon (double click on the warning to find the exact line) doesn't have a return type specified, which is a bad thing (but works fine in this case). Add an 'int' before the function name and the warning will go away. Josh On Apr 8, 2005 12:39 AM, Tan Theodore [EMAIL PROTECTED] wrote: warning C4183: 'HasWeapon': missing return type; assumed to be a member function returning 'int' This thing pops up when I compiled the unedited version of the HL SDK 2.3. I haven't change anything to the MVS .Net. Anyone encountered this? Better, yet anyone sloved this? *looks around for any show of hands* ( )( ) _ Find just what you are after with the more precise, more powerful new MSN Search. http://search.msn.com.sg/ Try it now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Find just what you are after with the more precise, more powerful new MSN Search. http://search.msn.com.sg/ Try it now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any problems with VB .Net?
There shouldn't be anything wrong. Actually, the Sorue Code is meant to be compiled with Visual C++ .Net 2003 On Apr 6, 2005 11:23 PM, Tan Theodore [EMAIL PROTECTED] wrote: Er... Guys. Thanks for the names and all but I just want to know if there is anything wrong with compiling the HL SDK 2.3 with VB C++ . Net. Thank you. :) From: SB Childe Roland [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Any problems with VB .Net? Date: Wed, 6 Apr 2005 19:06:59 -0500 There is no such thing as VBasic C++. C++ and Basic are completely different languages, as are C++ and Visual Basic. On Apr 6, 2005 3:07 PM, Tan Theodore [EMAIL PROTECTED] wrote: Whoops. I meant I have now Visual Studio .Net with Visual C++ .Net and the rest of the programs. I would like to know if any errors will be produced if I were to compile the HL SDK with Visual C++ .Net. This is quite confusing with C, C++, C++ .Net, Visual Basic, Visual Basic C++... Man, why can't Microsoft give better names? From: Knifa [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Any problems with VB .Net? Date: Wed, 06 Apr 2005 18:03:47 +0100 Um.. you need to use Visual C++ .NET, you can't use Visual Basic. I apologise if this has been asked before but will there be any problems if I were to compile the HL SDK 2.3 with VB .Net? If there are any, no matter how small, please do tell. If there is, mean I will have to install it later. I still have my VB C++ 6.0. If not, then I can say hello to the HL2 SDK very soon. :D _ Download MSN Messenger emoticons and display pictures. http://ilovemessenger.msn.com/?mkt=en-sg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take a break! Find destinations on MSN Travel. http://www.msn.com.sg/travel/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Get MSN Hotmail alerts on your mobile. http://mobile.msn.com/ac.aspx?cid=uuhp_hotmail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Error While Compiling?
you need to #include cbase.h in any newly created .cpp file On Fri, 11 Mar 2005 21:42:33 -0700, Michael Kramer [EMAIL PROTECTED] wrote: I get error when Compiling the SDK It asks about a precompiled headerdoes anyone know what it is talking about? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making sparks with g_pEffects
I don't really know, but one thing I would think if is: are you sure that ( tr.endpos ) is where you think it is? try to use the debug overlays or something like that to make sure of it... On Fri, 25 Feb 2005 22:21:09 +, Knifa [EMAIL PROTECTED] wrote: Server-side and Client-Side shared I've included IEffects.h I get no errors while compiling, but it doesn't show up in game. (If it matters, I'm using the HL2DM base code) Are you doing it on the server or on the client? And have you included all the appropriate files to make it all happen? On Fri, 25 Feb 2005 22:10:35 +, Knifa [EMAIL PROTECTED] wrote: Hi all. I'm trying to make sparks using g_pEffects-Sparks( tr.endpos ); In my weapon (which is based on the pistol) but it isn't created. The stunstick does it the same way when you switch to it and it works, but it doesn't work for me. Does anyone know why? -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bizzare/Random/Frightening crash
hmm .. not that I know much but, sometimes builds get messed up for some reasons (I don't think it's a bug in the compiler itself .. but what do I know) but you can fix this kind of stuff by rebuilding a clean build. On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry [EMAIL PROTECTED] wrote: Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between builds, its almost as if my compiler is messed up. Basically I'm encountering a crash in the client dll. When I create a server, disconnect, and then recreate. the debug build gives me an error in void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp line 413) this is the callstack.. client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ client.dll!CBaseViewport::~CBaseViewport() Line 432C++ client.dll!SDKViewport::~SDKViewport() + 0x14 C++ client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 C++ client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + 0x8 C++ client.dll!$E11() + 0x13 C++ client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 376 C client.dll!_cexit() Line 318 + 0xb C client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 193 C client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 312 + 0x11 C The kicker is the call stack indicates the call to this method is happening after a call to doExit() which is totally unrelated to anything i've been doing - if thats not enough for you, it gets a whole lot worse. I ported one single npc over nothing more, and magically the crash was fixed. Now I can create/shutdown servers as many times as I want without crashing It gets worse. Now when creating an npc I experience the exact same crash. then maybe 30 rebuilds later.. the crash is magically gone, without even going near npc or combat character code of anykind... another few builds later, the crash reappears. (totally random) Keep in mind the crashing is _consistant_ in a build, as in once the crash is present no matter how many times i launch the game I'll have the exact same behaviour, magically sometimes if I do a rebuild without changing any code, the crash vanishes. I checked this to make sure it wasn't something like accessing an invalid pointer. I wasn't even going to post about it here but I thought I'd give it a shot. This must be something compiler related (mvsc++7.0) OR for some messed up reason I couldn't understand the debugger is showing me the same (old and unrelated) callstack, however I don't see how this could be the case as the debugger shows the proper information if I crash a different way. Does *anyone* have *any* suggestions? am I missing some service pack I don't know about? Thanks in advance... _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Because forks are fun!
zt! I'm sorry, but that's the wrong answer. Next contestant please! BZZZT The source engine was build from the ground up by valve. On Fri, 18 Feb 2005 22:00:10 -0800, Michael Hobson [EMAIL PROTECTED] wrote: At 09:28 PM 2/18/2005, Imperio59 wrote: In theory, Source isn't even related to Quake, since it is a new engine built from the ground up by Valve. It is not even related to HL1, besides the actual look and feel and class design that mimics HL1's, but is totally different under the hood ;) zt! I'm sorry, but that's the wrong answer. Next contestant please! Michael A. Hobson yahoo: warrior_mike2001 icq: #2186709 mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AI structure
Try this: http://www.hl2coding.com/forums/viewtopic.php?t=69 On Wed, 9 Feb 2005 17:39:53 -0700, Mark Ettinger [EMAIL PROTECTED] wrote: Has anyone been successful at dissecting the structure of the AI, specifically the class ai_basenpc? When bot support was released I thought it would be fun to tackle the development of good bots as a project. I decided to look into how the AI worked for a start, e.g. what information they had at their disposal, etc. However it is a pretty involved class. Any pointers much appreciated.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ported AI server recreation crash? cleanups?
a bit OT the debugger should at least give you the call stack to help track down the error... wow, awosome! Thanks! I always wondered how track down problem where you just have something wrong with memory and you can't really see where exactly that happened. I recently saw a call stack thing but it never hit me that I could use it for that purpose :D On Mon, 7 Feb 2005 10:53:22 +1000, Teddy [EMAIL PROTECTED] wrote: Unless it's a crash in the engine.dll, the debugger should at least give you the call stack to help track down the error... On Sun, 06 Feb 2005 19:34:21 -0500, Maurino Berry [EMAIL PROTECTED] wrote: No the debugger isn't operating correctly, it's just giving me an access violation. _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ducking movement speed
the is a method in the CGameMovement called DuckSpeedCrop or something like that. On Sat, 5 Feb 2005 10:16:47 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I am not not sure what hl you are running or trying to mod. However I have added peeking / prone movements to source sdk. gamemovement.cpp probably will give you ideas what to look for. Let me know if this is what you were looking for. You basically want the CGameMovement::Duck() function in gamemovement.cpp r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, February 05, 2005 7:54 AM Subject: [hlcoders] Ducking movement speed I am trying to do some code for the kreedz climbing mod(because no else seems to want to) and said mod has a problem Me and another guy called Quak managed to change the players speed while moving, and jump size in an attempt to get CS 1.6 style movement, but theres a problem with ducking. Whenever the player ducks and moves the player moves at the default speed during the ducking stage. This mod requires the player to jump from little block to little block, so going into duck and moving faster than normal is sure to screw everyone up. I looked at PlayerMove and found that FullTossMove might be the move rules the player obeys while ducking(im assuming its like in hl 1 where the player just goes smaller and falls when you duck) But I am currently unable to compile and test it out(MUST...GET...MSVC 7.1!!!). So my question is, am I on the right track? if not can someone show what move type or something like that needs changeing to make ducking movement same speed as FullWalkMove ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] launch string changed?
This version work: a href='steam:-applaunch 30 +connect 216.255.199.157:27016'Launch/a and I testify to that :) Brian A. Stumm wrote: I dont get it, nothing seems to work. This was working fine before and my client is up to date. If steam is closed this link opens steam. If steam is open it displays the window with buttons (play games, browse games, friends, etc). It does not launch the game and join the server. See the Launch link on this page: http://spokaneteamfortress.com/index.php?p=gamee=hlt=playip=216.255.199.157port=27016 On Fri, 4 Feb 2005, Alfred Reynolds wrote: Try putting quotes around the parameters after the -applaunch option (also check your Steam client is up to date). - Alfred Original Message steam: -applaunch 20 +connect spokaneteamfortress.com:27015 is this now an invalid string to use to launch into game from a web browser link? It doesn't seem to work for me anymore. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding other languages .. (localization)
Thanks for the help .. I have pretty much some fake RTL support by now .. including inputting characters (a little weak in that area). I have a couple of questions .. I read that Korean and Chinese have complex scripts .. and I was wondering how is the input parsed and everything .. did you guys at Valve write your own code or did you call some windows APIs to do that? Also, is it possible to manipulate the console? atleast after my mod loads? and something that is not directly related: how does Source map the keyboard buttons to their corresponding unicode characters? On Tue, 1 Feb 2005 16:55:46 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I know this is old :) two monthes old, but anyway. I've added some simple contextual shaping for arabic letters. here's a screenshot (although I think nobody will understand it) http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg I basically reinvented the wheel and wrote my own code to do it, but the thing is, I only convert the wchar_t string after it's done being typed; so I didn't really add RTL support, I only re-arranged the the string and changed the shape of the letters according to their context. About this IME, I noticed there are several IME related methods in the IInput interface but the actual implementation of these methods seem to be somewhere we don't have access to. Tbh I don't really know much about this stuff anyway, and I never heard the term IME before you (Yahn) mentioned it. On Sat, 4 Dec 2004 09:06:56 -0800, Yahn Bernier [EMAIL PROTECTED] wrote: I found this to be somewhat useful when researching the issue: http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179643/ sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glances=booksn=50 7846 However, the vgui_controls code in the SDK should allow you to do a lot of this (adding RTL reading support to Label/TextEntry) including hooking up the RTL IME in TextEntry if you are motivated enough. I know I've seen both Arabic and Hebrew text when playing CS:Source, so the fundamental support seems to already work, except for the reading order. Adding a new language will involve adding the various closecaption_newlanguage/vgui_newlanguage/steamui_newlanguage text files. Valve itself will probably be adding additional localizations to Source over time, since if you'd done it 9 times, adding one more isn't so hard. I'll add the IME (Input Method Editor/Keyboard Layout) help docs to the SDK at some point soon. Yahn Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Saturday, December 04, 2004 12:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Adding other languages .. (localization) Thanks! Does anybody of any resoures on the internet about coding unicode stuff and the like? On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The Source engine fully supports the unicode character set. We do not currently support right to left text entry. Mods can define the fonts used to render their game, you would need to use one that includes the Arabic character set. You could use the vgui controls source code as a base to implement right to left text controls. So yes, it could be done inside your mod (but not in the initial GameUI). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders Subject: [hlcoders] Adding other languages .. (localization) I really have no idea if this is possible or not, but is it possible to add support for additional languages? not programming languages .. I'm talking about localization and stuff. basically, I noticed steam doesn't quite support arabic, the source engine can render arabic fonts fine, the problem I think is related to encoding or something. I can't just type stuff in notepad and copy it over, because even though it looks correct in notepad, once I copy it to Source, it gets distorted .. I have to use the character map and copy stuff from there. an arabic letter have several forms depending on its position in the word .. initial, middle, final .. etc. my question is, is it possible to code stuff like this with the SDK? or is this not aailable to us? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe
Re: [hlcoders] Check if a file or folder exists at Client
I updated a lot, but it just checks for files on the SERVER. How come? I want to check for a file on the client. whre are you writing your code? in the server or the client?! If you are on the server then it's only natural that your code only checks the server. On Wed, 2 Feb 2005 11:21:26 +0100, Frank Weima [EMAIL PROTECTED] wrote: Hi, I tried the folowing: int FileExists(string fname) { ifstream fs; // create an in file-stream object fs.open(fname.c_str(), ios::in); // try opening the file we look for // if the file doesnt exist, fs will be // NULL, therefore it doesnt exist if (!fs) { fs.close(); return 0; // the file does no exist } else { // now the file does exists, so return t // he appropriate value fs.close(); return 1; // the file does exist } } I updated a lot, but it just checks for files on the SERVER. How come? I want to check for a file on the client. Also I tried: 'execclient', this doesn't work. Anyone suggestions to this code? Thanks, Frank 'anxiro' weima. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
Iwas thinking .. why don't you just pre-calculate the spot where the bullet will land if it were to fall acording to gravity .. do a traceline and see how far your target is, then figure out how much it would fall ... etc, you get the idea. On Wed, 2 Feb 2005 16:12:54 -0700, Dave R. Meyers [EMAIL PROTECTED] wrote: Look at the crossbow code. The rebar bolt already does this. When you shoot at a far target, the bolt drops, and it drops a lot if you are shooting really far. Dave R. Meyers Starbreaker -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, February 01, 2005 10:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Weapon ballastics This may have been mentioned before but was unable to find the post. Is it possible to calculate the distance the bullet has traveled, and then start to decrease the bullet velocity and FPS (would need to convert feet per second to inches per second) depending on how far the bullet has traveled, and if possible have the bullet start to drop the further is travels. This would allow the player to have to compensate a bit depending how far they are shooting etc. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
but bullets in HL2 and HL1 already are tracelines .. like everyone have been saying, they are instantaneous, and if you think that's bad, then this is why people want to make it more bullet-like. r00t: Husan, I was thinking about doing this actually. Not sure of the performace hit doing a traceline everyframe on a bullet but something to test out well, bullets are already tracelines, and I think the engine does tons of traces every frame (I would guess every moving object uses traceboxes for collision detection) etc. On Wed, 02 Feb 2005 18:27:14 -0600, Adam Mason [EMAIL PROTECTED] wrote: Iwas thinking .. why don't you just pre-calculate the spot where the bullet will land if it were to fall acording to gravity .. do a traceline and see how far your target is, then figure out how much it would fall ... etc, you get the idea. BUT... if the bullet is traveling slow and far enough you'd have to lead a moving target, then your traceline will not actually be to the target. Adam Tobias Mason Back East Design ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding other languages .. (localization)
I know this is old :) two monthes old, but anyway. I've added some simple contextual shaping for arabic letters. here's a screenshot (although I think nobody will understand it) http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg I basically reinvented the wheel and wrote my own code to do it, but the thing is, I only convert the wchar_t string after it's done being typed; so I didn't really add RTL support, I only re-arranged the the string and changed the shape of the letters according to their context. About this IME, I noticed there are several IME related methods in the IInput interface but the actual implementation of these methods seem to be somewhere we don't have access to. Tbh I don't really know much about this stuff anyway, and I never heard the term IME before you (Yahn) mentioned it. On Sat, 4 Dec 2004 09:06:56 -0800, Yahn Bernier [EMAIL PROTECTED] wrote: I found this to be somewhat useful when researching the issue: http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179643/ sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glances=booksn=50 7846 However, the vgui_controls code in the SDK should allow you to do a lot of this (adding RTL reading support to Label/TextEntry) including hooking up the RTL IME in TextEntry if you are motivated enough. I know I've seen both Arabic and Hebrew text when playing CS:Source, so the fundamental support seems to already work, except for the reading order. Adding a new language will involve adding the various closecaption_newlanguage/vgui_newlanguage/steamui_newlanguage text files. Valve itself will probably be adding additional localizations to Source over time, since if you'd done it 9 times, adding one more isn't so hard. I'll add the IME (Input Method Editor/Keyboard Layout) help docs to the SDK at some point soon. Yahn Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Saturday, December 04, 2004 12:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Adding other languages .. (localization) Thanks! Does anybody of any resoures on the internet about coding unicode stuff and the like? On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The Source engine fully supports the unicode character set. We do not currently support right to left text entry. Mods can define the fonts used to render their game, you would need to use one that includes the Arabic character set. You could use the vgui controls source code as a base to implement right to left text controls. So yes, it could be done inside your mod (but not in the initial GameUI). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders Subject: [hlcoders] Adding other languages .. (localization) I really have no idea if this is possible or not, but is it possible to add support for additional languages? not programming languages .. I'm talking about localization and stuff. basically, I noticed steam doesn't quite support arabic, the source engine can render arabic fonts fine, the problem I think is related to encoding or something. I can't just type stuff in notepad and copy it over, because even though it looks correct in notepad, once I copy it to Source, it gets distorted .. I have to use the character map and copy stuff from there. an arabic letter have several forms depending on its position in the word .. initial, middle, final .. etc. my question is, is it possible to code stuff like this with the SDK? or is this not aailable to us? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sk_plr_dmg_pistol
um, cvars are set through the console ... you can also set them in a cfg file. On Sat, 22 Jan 2005 23:22:51 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] thanks for the info.. but how and where in the script can I do this? I've looked at HL's scripts and can't find any examples. Do I just set me sk_plr_dmg_pistol to a value? Basicly when I shoot the 357 it hits objects with so much force. How do I create that force with my own weapon? Is that done in the fire code or the damage like I originaly thought? Thanks, David ---Original Message--- From: hlcoders@list.valvesoftware.com Date: 01/22/05 23:03:21 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sk_plr_dmg_pistol You can set the damage for a bullet in that weapon's script file. On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED] wrote: I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol. But where is the cvar assigned a value of how much damage to do? Is this done with the DMG_BULLET? Or can you set a value to it? Thanks, David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve's Zoom Function
if we were looking in the server code, start looking in the client code. On Sat, 22 Jan 2005 18:00:33 -0500, David Nelson [EMAIL PROTECTED] wrote: Ok when you press Z it invokes +zoom function. It has a fuzzy circular blackout around the outside of the screen as it zooms in. How do they do the blackout on the screen. I've been looking for that effect for awhile now. How do you do a blackout? Thanks, David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Made Easy.
also you might want to edit the .bat files and change jview to java On Fri, 21 Jan 2005 16:13:46 +, Knifa [EMAIL PROTECTED] wrote: The only thing wrong with it is that it crashes all the time. Thanks I'm using it at the moment, its like ms paint, but you make a model from it! And its JAVA! w00t! Tei, you find the best stuff, and tell us about it, keep it up! --- Hasan Aljudy [EMAIL PROTECTED] wrote: wow .. this is awesome! On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote: Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good route: Read webpage and download the bins About Takeo Igarashi * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html Teddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm SmoothTeddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html Then try 'Teddy' with the tutorial. Then see this video... http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi Oh! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Meet the all-new My Yahoo! - Try it today! http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Made Easy.
wow .. this is awesome! On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote: Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good route: Read webpage and download the bins About Takeo Igarashi * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html Teddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm SmoothTeddy * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html Then try 'Teddy' with the tutorial. Then see this video... http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi Oh! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Peeking - Left / Right
changing the view offset actually changes the virtual _position_ of the eye, I think the angle is a bit different, but yeah definitly manipulating the angle a little bit would make it look better. On Tue, 18 Jan 2005 02:55:38 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: After looking at the peeking I am starting to think this would be more like a side step left / right... I think rolling the player 5-10 degress right / left will probably make the motion a little better. Would the same apply to set the roll ? I know I wouldn't use SetEyeOffset but I quess it is basically the same thing just rolling the player views right or left. Kind of like how when you flipped the jeep you got stuck in that weird angle lol.. Ill keep playing r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 18, 2005 1:41 AM Subject: Re: [hlcoders] Peeking - Left / Right Glad I could help Its the vising/pvs/phs info still correct if you move ViewOffset? hmm .. lol I really hvae no idea about this, but I'd guess the view offset is taken into account when updating this info. On Tue, 18 Jan 2005 01:02:31 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Thank you very much for the pointers Hasan. I have the peeking working, although now that I have it working I may change it so it is more of a roll of the player instead of just shifting the camera over. But thanks again for the help... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 17, 2005 8:39 AM Subject: Re: [hlcoders] Peeking - Left / Right There was a player method to get forward, right and up directions .. not sure exactly what is it .. something like EyeVectors(forward, up, right) where you pass vector pointers to it and it puts the direction in them. this gives you the right direction of the player, you can get the left easily (it's the negative of the right) left = -right; if that doesn't work, try left = right * -1; now if you call VectorMA( original_offset, 21, right, new_offset ); it shopuld set new_offset to correctly represent your new desired offset. On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Ok I have the peeking somewhat working but still totally not correct.. I am basically changing the default view from 0,0,64 to -21,0,64 When facing North (I think that is the right direction ) works great :) However when I move for example facing EAST I no longer lean left I lean back or if im facing SOUTH I am not leaning right... Which is not correct. I am using player-SetViewOffset to set the camera view. I guess my problem is not sure how to be able to SetViewOffset depending on the direction of the player player. I had looked at the VectorMA, not sure what info I need to pass to this however. I want to lean left / right about 15 - 20 degrees... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 16, 2005 10:02 PM Subject: Re: [hlcoders] Peeking - Left / Right it's vector math, if you have a point, and you want a point away from it at a certain distance in a certain direction you can easily calculate the new point. The sdk has a funciton called VectorMA which takes four paramters I believe .. first is the initial point, second is direction, third is distance, 4th is a pointer to result. On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I want to implement this, and I some what have this working, however. player-SetViewOffset(); Needs to be adjusted depending on the players position in the world. For example. if I set the SetViewOffset to -20 x, If I am facing I believe North on the map I lean the correct way. However if I turn to the east and try to lean the player seems to lean back... How would I be able to set this depending on the players position? Or is there a better way to do this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences
Re: [hlcoders] Particle System Not Working??
could you psot your code? if you don't set the alpha values or sie values or color values it might not render. also if alpha is 0 well obciously it won't render :P I presonally have used the simple particle emitter and it worked for me, and I'm deriving my own emitter from it. On Tue, 18 Jan 2005 18:11:44 -0500, Daniel Menard [EMAIL PROTECTED] wrote: I have been trying to get particles to emanate from one of my weapon's projectile. I am using the simple emitter code provided in the SDK Docs and nothing seems to get rendered, I have even copied the code exactly and still nothing. Then I changed the projectile to the env_sparkler entity which is supposed to have working particles but I still get nothing. Is there somesort of flag I have to set for the entity to render particles? I thought maybe my DX8 card might be limiting some of the particles, but even after copying the particle code from the impact effects (which definitly work) I can't seem to get anything to show up. Valve: If you guys could just have a look at the issue. The other thing is temp ents with the sprites used as models, is this still a valid way of using sprites or should it be done through the particle system? I'm going to keep working at it and post my progress in this thread. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Peeking - Left / Right
There was a player method to get forward, right and up directions .. not sure exactly what is it .. something like EyeVectors(forward, up, right) where you pass vector pointers to it and it puts the direction in them. this gives you the right direction of the player, you can get the left easily (it's the negative of the right) left = -right; if that doesn't work, try left = right * -1; now if you call VectorMA( original_offset, 21, right, new_offset ); it shopuld set new_offset to correctly represent your new desired offset. On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Ok I have the peeking somewhat working but still totally not correct.. I am basically changing the default view from 0,0,64 to -21,0,64 When facing North (I think that is the right direction ) works great :) However when I move for example facing EAST I no longer lean left I lean back or if im facing SOUTH I am not leaning right... Which is not correct. I am using player-SetViewOffset to set the camera view. I guess my problem is not sure how to be able to SetViewOffset depending on the direction of the player player. I had looked at the VectorMA, not sure what info I need to pass to this however. I want to lean left / right about 15 - 20 degrees... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 16, 2005 10:02 PM Subject: Re: [hlcoders] Peeking - Left / Right it's vector math, if you have a point, and you want a point away from it at a certain distance in a certain direction you can easily calculate the new point. The sdk has a funciton called VectorMA which takes four paramters I believe .. first is the initial point, second is direction, third is distance, 4th is a pointer to result. On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I want to implement this, and I some what have this working, however. player-SetViewOffset(); Needs to be adjusted depending on the players position in the world. For example. if I set the SetViewOffset to -20 x, If I am facing I believe North on the map I lean the correct way. However if I turn to the east and try to lean the player seems to lean back... How would I be able to set this depending on the players position? Or is there a better way to do this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM SDK in January or February?
This E-Mail is intended only for the addressee. Its use is limited to that intended by the author at the time and it is not to be distributed without the author's consent. Unless otherwise stated, the State of Queensland accepts no liability for the contents of this E-Mail except where subsequently confirmed in writing. The opinions expressed in this E-Mail are those of the author and do not necessarily represent the views of the State of Queensland. This E-Mail is confidential and may be subject to a claim of legal privilege. OT: dude, your email's disclaimer is longer than your actual emails :P On Tue, 18 Jan 2005 14:48:37 +1000, Christensen, Grant [EMAIL PROTECTED] wrote: Agree. While there have been some bugs to be fixed along the way, I have found it rewarding to be able to get things going myself, and it has given me a far better understanding of the mechanics of the SDK. I have all sorts of things working now which after a little research and planning I have found to be rather easy to implement. Grant. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday, 18 January 2005 2:39 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? I don't understand why everyone is clamboring for the HL2DM code to be released. Most of the functionality you need is already in the SDK, and I was able to reimplement all of it in my mod with minimal effort. I think the people that are asking for it just want to start from a fully working game, which arguably the SDK is not. You certainly don't need the HL2DM code in order to make a mod, my team (and others I know of) are getting along fine without it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders If you have received this E-Mail in error, please notify the author and delete this message immediately. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Peeking - Left / Right
Glad I could help Its the vising/pvs/phs info still correct if you move ViewOffset? hmm .. lol I really hvae no idea about this, but I'd guess the view offset is taken into account when updating this info. On Tue, 18 Jan 2005 01:02:31 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Thank you very much for the pointers Hasan. I have the peeking working, although now that I have it working I may change it so it is more of a roll of the player instead of just shifting the camera over. But thanks again for the help... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 17, 2005 8:39 AM Subject: Re: [hlcoders] Peeking - Left / Right There was a player method to get forward, right and up directions .. not sure exactly what is it .. something like EyeVectors(forward, up, right) where you pass vector pointers to it and it puts the direction in them. this gives you the right direction of the player, you can get the left easily (it's the negative of the right) left = -right; if that doesn't work, try left = right * -1; now if you call VectorMA( original_offset, 21, right, new_offset ); it shopuld set new_offset to correctly represent your new desired offset. On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Ok I have the peeking somewhat working but still totally not correct.. I am basically changing the default view from 0,0,64 to -21,0,64 When facing North (I think that is the right direction ) works great :) However when I move for example facing EAST I no longer lean left I lean back or if im facing SOUTH I am not leaning right... Which is not correct. I am using player-SetViewOffset to set the camera view. I guess my problem is not sure how to be able to SetViewOffset depending on the direction of the player player. I had looked at the VectorMA, not sure what info I need to pass to this however. I want to lean left / right about 15 - 20 degrees... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 16, 2005 10:02 PM Subject: Re: [hlcoders] Peeking - Left / Right it's vector math, if you have a point, and you want a point away from it at a certain distance in a certain direction you can easily calculate the new point. The sdk has a funciton called VectorMA which takes four paramters I believe .. first is the initial point, second is direction, third is distance, 4th is a pointer to result. On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I want to implement this, and I some what have this working, however. player-SetViewOffset(); Needs to be adjusted depending on the players position in the world. For example. if I set the SetViewOffset to -20 x, If I am facing I believe North on the map I lean the correct way. However if I turn to the east and try to lean the player seems to lean back... How would I be able to set this depending on the players position? Or is there a better way to do this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CON_COMMAND Not being recognised.
shouldn't it be a ConVar? On Sun, 16 Jan 2005 18:09:04 +, Ben Davison [EMAIL PROTECTED] wrote: I have been implementing a round timer, I have set a break point at my CON_COMMAND inside sdk_gamerules.cpp But when I type timeset 20 it does not fire off the console command thus not activating the breakpoint. Any ideas? -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] No emails all day from list
well I got this mail, so it must be working On Sat, 15 Jan 2005 00:44:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is the list not working ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] filesystem_steam.dll
try to run the game once from the steam menu before debugging it. On Thu, 13 Jan 2005 18:42:51 +1000, Scott McNaught [EMAIL PROTECTED] wrote: Hi guys, I started a full time job at the start of this week, so I havent been doing anything since the last steam update... I went to do some modding this afternoon and got this error: Can't load c:\games\\half-life2\bin\filesystem_steam.dll I have copied the steam\bin dll to half-life2\bin and this didnt help either. Heres my launch params: C:\Games\Half-Life\steam\SteamApps\fragmented\half-life 2\hl2.exe -steam -game C:\Games\Half-Life\steam\SteamApps\SourceMods\hlrally -dev -sw -width 800 -allowdebug +map construction_test +sv_lan 1 +maxplayers 8 +mat_picmip 3 -dti This has only happened since the last update - whats going on? Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
ent_absbox player On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Is there a console command to be able to see this bounding box? So you can see exactly where it is located on the player, as well as other objects? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Justin Harvey [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 13, 2005 7:35 PM Subject: Re: [hlcoders] Player Position I haven't done lean yet for Source but how I did in the UT2004 version of my mod was similar to what you said. To prevent players from leaning into walls(and thus seeing through them etc) was to do a trace when trying to lean and while leaning. As far as 3rd person, I did the lean animation in code, rotating from a spine bone, I'm sure this can be done for Source as well with some set up in the QC before compiling. It's always best to do as much as you can with out involving artists ;). -- www.neotokyohq.com Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: In most games, leaning is accomplished by sliding the camera out to the right (when leaning right) or the left (when leaning left) and having an animation that tilts the player's body to the right (or left). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Singleplayer port to Multiplayer
I got that once when I tried to add classes to the vgui library .. got an error SDKGameRuels not registered on the client or something like that. I thought that's becuase I messed with the vgui (i.e. it's not in synch with the engine's vgui). but I'm not so sure .. On Wed, 12 Jan 2005 09:45:40 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Can you run in the debugger and get a call stack? Also, are you building both the client and the server DLL or just one of them? (Try building both). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth Sent: Wednesday, January 12, 2005 12:43 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Singleplayer port to Multiplayer ok, so I made a few new classes (nothing that changes the existing cpp files), and it compiles and runs fine using the Create Single Player Mod package, but when I try placing the files in the Multiplayer mod package, it compiles fine, but crashes out when I try to load a map. I know others have had similar problems with this. Unfortunately, I haven't seen any solutions to the problem. I've tried loading single player maps, hl2mptest.bsp, and a CS map. All crash out. Any ideas or a thread I missed? -- Nick Roth ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Prone View
you need not to mess with that other stuff .. you can just call player-SetViewOffset( Vector(0,0,12) ); On Wed, 12 Jan 2005 22:41:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I figured this out, Had something screwed up in another place :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 12, 2005 9:07 PM Subject: [hlcoders] Prone View I believe I found where to set the view for the prone position.. static CViewVectors g_DefaultViewVectors( Vector( 0, 0, 64 ), Vector(-16, -16, 0 ), Vector( 16, 16, 72 ), Vector(-16, -16, 0 ), Vector( 16, 16, 36 ), Vector( 0, 0, 28 ), // prone Vector( -16, -16, 0 ), Vector( 16, 16, 36 ), Vector( 0, 0, 12 ), // almost where I want the view to be // end prone Vector(-10, -10, -10 ), Vector( 10, 10, 10 ), Vector( 0, 0, 14 ) ); CGameMovement::SetProneEyeOffset() { ... // actually sets the view to 12 player-SetViewOffset( temp ); { However for some reason it snaps back to 28, I did a trace on the SetProneEyeOffset but not sure what is causing it to snap back to 28... r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug info ?
(x, y, z) as in view angles or spot on the wall/ground you are looking at? either way, you can easily get these values (eyeangles or traceline .. go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are floats. On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: When in developer mode is there a command to show you which way you are looking ? eg: x y z ? Which would show in the console or whatever? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug info ?
CBasePlayer::SetViewOffset( vector ) I think .. but that just moves the virtual eye position of the player. On Wed, 12 Jan 2005 00:41:49 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Yea, I kind of figured I would need to do that. I think this part is probably most confusing to me ... At any rate I have made a toggle for players to go prone. eg: lay on ground The question I guess is how or what should I be looking at to set the view / position of player to lay on the ground ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 12, 2005 12:06 AM Subject: Re: [hlcoders] Debug info ? (x, y, z) as in view angles or spot on the wall/ground you are looking at? either way, you can easily get these values (eyeangles or traceline .. go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are floats. On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: When in developer mode is there a command to show you which way you are looking ? eg: x y z ? Which would show in the console or whatever? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
mod authors should *not* be limited or restricted by plug-in authors. plug-in authors *should* be limited and restricted by mod authors :) On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks [EMAIL PROTECTED] wrote: So in short, as long as everybody does not touch the cBaseEntity and cBasePlayer but make an own class to derive from it, the plugins will be safe... The irony! :) === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com === -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jeffrey botman Broome Verzonden: maandag 10 januari 2005 0:13 Aan: hlcoders@list.valvesoftware.com Onderwerp: Re: [hlcoders] This should not be possible, yet it works!? S. Hendriks wrote: This question is for Valve guys actually; ...but others can answer it also. My concern is, how does Valve think about this, and , will this cause trouble later on the road? I can see problems arise when a mod update has some updates in the cBaseEntity and cBasePlayer classes, and we are basicly messed up? This only works because you have a definition of the CBaseEntity and CBasePlayer class. As long as MOD teams don't change these, things will probably work fine. As soon as someone adds or removes member variables and/or functions to these classes, your plugin's version of these classes will differ from the MOD's version of these classes. If it was a perfect world, there would be some way to freeze these classes in the SDK so that MOD authors would not touch them. Since you can't do that, you can't guarantee that things won't crash when you start accessing variables or functions within a class that you don't have a proper class definition for. There has been some speculation that MOD's COULDN'T change CBaseEntity even if they wanted to because the engine depended on this class (i.e. was also compiled with this class definition). If a MOD team changed CBaseEntity, the engine's definition would differ from the MOD's definition and the game would crash. No proof of this theory was presented and I have not been able to find any engine interface that relied on the CBaseEntity class definition as it exists in the SDK source code (but I haven't spent a lot of time looking so perhaps the engine does have a dependency on CBaseEntity). Also, with the VAC going to hit the scene again, this might get caught as 'a cheating program'? Obviously this is not the intention! No. VAC checks for modified code on the clients. VAC doesn't check for hacks on the server (there really isn't a good way to do this). Server operators are completely free to install their own plugins that give them special abilities that aren't available to other clients. For example, I could create a plugin that constantly refreshes my health when it gets low. This plugin would allow me to cheat, but would only allow me to cheat on my own server. Anybody that had installed Admin-MOD for Half-Life knows what types of things are possible through plugins, but these aren't caught by VAC. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes
with regards to changing the hitbox .. if you're working with the single player, it's not automatic. On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow [EMAIL PROTECTED] wrote: 1. I don't have the code in front of me. Doesn't CBasePlayer have a pointer or some way to access its own anim state? If so, you can change it there? 2. Probably because it is calculated at end of frame or something from the camera matrix. Do a find in files for all accessors or set breakpoints to determine where. 3. What do you mean you created a prone position? When the player goes prone this is updated automatically. On Sat, 8 Jan 2005 12:55:32 -0800, Trauts [EMAIL PROTECTED] wrote: 1) I've figured out that if I make m_angRender[PITCH] in CBasePlayerAnimState = 90, then it'll rotate the player model. But how can I make it so it'll rotate it from inside the CBasePlayer? 2) I can't seem to get the view to change. I'm guessing its in view.cpp, but it could be in_camera.cpp. My changes don't seem to do anything. I know how to change the matrix, supposing I knew where. There's a matrix in view.cpp, but changing it doesn't do anything 3) Finally, I created a prone position. How can I modify the player's hitbox so that collisions / damage will be proper again? Or is this automatic in HL2? -Trauts ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keybind / prone
I think you don't need to do all this .. simply put it in a ConCommand static ConCommand prone(prone, CC_Player_Prone); right above it declare void CC_Player_Prone( void ) { [...] } I'm not sure if this will work in multiplayer but by looking at some code, I *think* it will. On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Could I remove the flag with mv-m_nButtons = ~IN_PRONE; ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, January 08, 2005 11:17 PM Subject: RE: [hlcoders] Keybind / prone Heh. If (blah !prone) { } ELSE -- VERY IMPORTANT!! if (blah prone) { } you're calling both functions TWICE if the button is down. You also need to remove the button from mv-m_nButtons WHEN a toggle is set, or else it will just keep getting called. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: January 8, 2005 11:12 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keybind / prone arggg... Ok maybe im an idiot and missing the obvious but I can not for the life of me get a working toggle for prone. if ( ( mv-m_nButtons IN_PRONE ) !bInProne ) { // go prone ... GoProne(); bInProne = true; DevMsg(2, go prone here); } if ( ( mv-m_nButtons IN_PRONE ) bInProne ) { // go unprone ... GoUnProne(); bInProne = false; } Now becaue Prone(); ( NOTE Duck() is in CGameMovement::PlayerMove() This is where I also put Prone(); PlayerMove is called from some Think() function (haven't traced this) Now because the above code gets often as soon as I set bInProne = true; The GoUnProne(); is then a true statement so it also executes. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: jeff broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 9:14 PM Subject: Re: [hlcoders] Keybind / prone On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Hmm, I added the following, to add the key. static ConCommand startprone(+prone, IN_ProneDown); static ConCommand endprone(-prone, IN_ProneUp); Well, take that out and add... static ConCommand toggleprone(prone, IN_Prone); Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 06/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 06/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keybind / prone
Wasn't this answered by someone already? put an else if On Sun, 9 Jan 2005 01:22:30 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Well that isn't the problem really. The prone code is being called etc .. The problem is the toggle on / off part. On key press it prones On key press again it unprones. Funny part though DOD has a prone from the looks of the code :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 1:06 AM Subject: Re: [hlcoders] Keybind / prone I think you don't need to do all this .. simply put it in a ConCommand static ConCommand prone(prone, CC_Player_Prone); right above it declare void CC_Player_Prone( void ) { [...] } I'm not sure if this will work in multiplayer but by looking at some code, I *think* it will. On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Could I remove the flag with mv-m_nButtons = ~IN_PRONE; ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, January 08, 2005 11:17 PM Subject: RE: [hlcoders] Keybind / prone Heh. If (blah !prone) { } ELSE -- VERY IMPORTANT!! if (blah prone) { } you're calling both functions TWICE if the button is down. You also need to remove the button from mv-m_nButtons WHEN a toggle is set, or else it will just keep getting called. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: January 8, 2005 11:12 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keybind / prone arggg... Ok maybe im an idiot and missing the obvious but I can not for the life of me get a working toggle for prone. if ( ( mv-m_nButtons IN_PRONE ) !bInProne ) { // go prone ... GoProne(); bInProne = true; DevMsg(2, go prone here); } if ( ( mv-m_nButtons IN_PRONE ) bInProne ) { // go unprone ... GoUnProne(); bInProne = false; } Now becaue Prone(); ( NOTE Duck() is in CGameMovement::PlayerMove() This is where I also put Prone(); PlayerMove is called from some Think() function (haven't traced this) Now because the above code gets often as soon as I set bInProne = true; The GoUnProne(); is then a true statement so it also executes. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: jeff broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 9:14 PM Subject: Re: [hlcoders] Keybind / prone On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Hmm, I added the following, to add the key. static ConCommand startprone(+prone, IN_ProneDown); static ConCommand endprone(-prone, IN_ProneUp); Well, take that out and add... static ConCommand toggleprone(prone, IN_Prone); Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 06/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 06/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keybind / prone
just use a ConCommand .. it works exactly the same way, just less hassle. On Sun, 9 Jan 2005 02:18:27 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Not really. Because what he said doesn't work. I currently have (disregard all the junk im trying to test stuff ) if ( mv-m_nButtons IN_PRONE ) { if ( m_bToggleProne bInProne ) { DevMsg(2,Will Unprone Here\n); m_bToggleProne = false; FinishUnProne(); mv-m_nOldButtons != IN_PRONE; } else { player-m_Local.m_bGoneProne = true; player-m_Local.m_flPronetime = GAMEMOVEMENT_PRONE_TIME; FinishProne(); m_bToggleProne = true; DevMsg(2, Will prone here); mv-m_nOldButtons != IN_PRONE; } } You would think that would work ? Well it scrolls the console forever Will Unprone Here Will prone here Will Unprone Here Will prone here etc etc etc As soon as I push the g button (that is what I have bound to prone ) The above scrolls forever... I would imagine because my prone does not have a KeyUp(in_prone); this could be causing some issues. As the flags need to be reset... KeyUp from what I can tell does this for you Maybe Yahn or someone at valve can shed some light on this. Maybe because this movement type I shouldn't add it this way. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 2:02 AM Subject: Re: [hlcoders] Keybind / prone Wasn't this answered by someone already? put an else if On Sun, 9 Jan 2005 01:22:30 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Well that isn't the problem really. The prone code is being called etc .. The problem is the toggle on / off part. On key press it prones On key press again it unprones. Funny part though DOD has a prone from the looks of the code :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 1:06 AM Subject: Re: [hlcoders] Keybind / prone I think you don't need to do all this .. simply put it in a ConCommand static ConCommand prone(prone, CC_Player_Prone); right above it declare void CC_Player_Prone( void ) { [...] } I'm not sure if this will work in multiplayer but by looking at some code, I *think* it will. On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Could I remove the flag with mv-m_nButtons = ~IN_PRONE; ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, January 08, 2005 11:17 PM Subject: RE: [hlcoders] Keybind / prone Heh. If (blah !prone) { } ELSE -- VERY IMPORTANT!! if (blah prone) { } you're calling both functions TWICE if the button is down. You also need to remove the button from mv-m_nButtons WHEN a toggle is set, or else it will just keep getting called. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: January 8, 2005 11:12 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keybind / prone arggg... Ok maybe im an idiot and missing the obvious but I can not for the life of me get a working toggle for prone. if ( ( mv-m_nButtons IN_PRONE ) !bInProne ) { // go prone ... GoProne(); bInProne = true; DevMsg(2, go prone here); } if ( ( mv-m_nButtons IN_PRONE ) bInProne ) { // go unprone ... GoUnProne(); bInProne = false; } Now becaue Prone(); ( NOTE Duck() is in CGameMovement::PlayerMove() This is where I also put Prone(); PlayerMove is called from some Think() function (haven't traced this) Now because the above code gets often as soon as I set bInProne = true; The GoUnProne(); is then a true statement so it also executes. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: jeff broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 9:14 PM Subject: Re: [hlcoders] Keybind / prone On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Hmm, I added the following, to add the key. static ConCommand startprone(+prone, IN_ProneDown); static ConCommand endprone(-prone, IN_ProneUp); Well, take that out and add... static ConCommand toggleprone(prone, IN_Prone); Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] Movetypes and CollisionTypes
I don't know what's the deal with collision groups, but it seems when you put COLLISION_GROUP_NONE in a traceline it hits everything :/ On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando [EMAIL PROTECTED] wrote: I'm trying to model bullets as projectiles. I based my bullet class off of CBaseEntity. I can get them to move correctly, but I'm having trouble with the collisions. I set the bullets as SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); SetCollisionGroup(COLLISION_GROUP_NONE); thinking they would fly as projectiles, but not have any collisions set up. Instead, they fly straight thru the ground on the test map, but stick to objects (the hills and rocks). Anyone know why it's doing this? thanks, suicide ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
For manipulating the camera try looking at in_camera.cpp, ultimatly you would change m_vecCameraOffset which happens to be a vector but apparently (according to my humble understanding) it's used as an angle. I'll assume at this point the eye-angle is set as if the player is walking normally (i.e. you haven't altered it yet), this is the implication I get from your question. You can get the normal of the plane you'r moving on by doing something like a traceline and getting tr.plane.normal (something like that) then that would be the up vector. for the forward and right vectors, hmm .. I'm not so sure, maybe the experts will help you. I only have a rough idea: maybe grab these vectors (forward and right) the moment you change from walking normally to walking on walls, then adjust thier z component so that the vector lies on the plane of movement. You can probably do this with complex math, but I don't know, so this is what I do: make a point that's positioned slightly above the forward vector (treat the forward vector as a point for now) so that when you draw a line between these two points you either get a line parallel to the normal of the ground or the normal of the plane you're walking on, something like VectorMA(forward, 10, normal, newpoint) would do. Then, do a trace line from this newpoint to the forward point, the tr.endpos is probably the point on the plane that lies infront of the player, so the vector (tr.endpos - player-GetAbsOrigin() ) should be a good forward vector. You can use the same method to get a right vector I guess. I'm not sure if this is what you're asking. Beaware that my solution is a noob solution, I'm sure there is a more effecient method of doing it. /me hopes he hasn't embarresed himself. On Wed, 5 Jan 2005 21:54:00 -0800, Trauts [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Basically, I coded a wall run movetype. However, I'd like to rotate the camera so that it appears the wall they are running on is actually the floor for them. I have a normal vector to the wall, and I'm sure I need it, but I'm not sure how to get this to work. I think I have to use player-LocalEyeAngles() and player-SnapEyeAngles(), but from there, I'm lost. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] exception spam fixed
Thanks!! loading times are now SIGNIFICANTLY smaller. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blame Yahn for this one?
lol, yeah I saw that. not sure what it's about though On Thu, 6 Jan 2005 22:29:05 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] First-chance exception spam in Visual Studio Output window...
cool. To answer botman, I get thousands of them, dependign on the map. If the map is just a small empty room, I get about 18,000+ if it's a bit more complex, (still small) I get about 32,000+ spam ratio is about 1000 line per second. so maps take about 3-5 minutes to load. On Mon, 3 Jan 2005 09:54:30 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: It's just the debugger deciding to tell you about every single C++ exception that gets thrown in Steam.dll. I don't know how to turn it off, but we have adjusted some things in steam.dll to gretly reduce the volume of the spammage in the next release. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Monday, January 03, 2005 6:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] First-chance exception spam in Visual Studio Output window... I was creating some Wiki documentation over the weekend and I wanted to start building a MOD from scratch so that I would have exact wording on Dialog boxes and whatnots. So, anywho, after deleting MyMod directory and deleting SteamApps\SourceMods\botman folder, and using Reset Game Configurations to flush everything from Steam. I Create a Mod in the C:\MyMod directory and name the mod botman. I open up Game_SDK.sln in Visual Studio .NET 2003, change to the Release SDK, build the solution, it copies the client.dll and server.dll to the Mods bin directory. I start things up from the Steam Play games dialog by double-clicking on my MOD name. Everything runs fine, I start the vehicles map, shoot my gun a few times, then quit. Then I switch to the Debug SDK solution, delete the client.dll and server.dll files from my Mod's bin directory, build the solution and the debug .dll files show up fine. I set the Debugger properties on the hl project to: Command: c:\program [EMAIL PROTECTED] 2\hl2.exe Command Arguments: -dev -game c:\program files\valve\steam\steamapps\SourceMods\botman -allowdebug ...right click on hl in the Solution Explorer and do Debug-Start new instance. Everything starts up fine, but I get (literally) thousands of exception messages... Microsoft C++ exception: common::CErrorCodeException It's been a few weeks since I ran a Mod in the debugger, but I don't seem to remember getting all that before, but I did remember somebody posting a message to this list about a month ago saying they were getting LOTS of exception messages, and I replied that you can turn off some of the exceptions using Debug-Exceptions in Visual Studio .NET 200, but you can only turn off stuff that Visual Studio recognizes (like stack overflow, illegal instruction, or array bounds exceeded, etc). common::CErrorCodeException is something being raised by the engine and isn't something I can turn off. I did notice that if I create a server plugin for a Valve game (like CS:S or HL2DM), I get a few common:CErrorCodeException messages when starting up, but I don't get the 1000's of message that I get when I start my own MOD. So, to make a long post even longer, does everybody get 1000's of these execption messages in the Visual Studio Output window when running their MOD in the debugger, or do I just have something not set up right? P.S. I did try adding -steam to the Command Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vprojtomake vcpm.exe
yeah, what I said about the file name, I mean this tool takes a vcproj and converts it, and since the vcproj is designed to work with windows,I thought the resultant converted makefile should work with windows. Does it work with the windows ports of make and gcc? sorry if my n00bness is annoying :P On Fri, 31 Dec 2004 10:58:22 +, John Carr [EMAIL PROTECTED] wrote: vcpm reads the vcproj and makes makefiles. these makefiles are intended to work with Makefile.Mod in the linux_sdk folder. If you read Makefile in that folder you will see it actually compiles vcpm, runs it on the server vcproj and then goes through Makefile.mod to run the freshly created Makefile.hl_ReleaseHL2**Win32**. ALL FOR LINUX - its quite clever really. you can just get a copy of your mod on linux and compile it and it will pick up any changes from the vcproj. if i had an IDE that used vcproj files i would love it. (Side note, the reason its called Release HL2 Win32 is because Visual Studio has a Release and Debug mode in a default project, you will notice that in appends Win32 on this target... the tool is just naming the makefile after the build target). Now to get these to work with the toolkit you need to hack vcpm to creat cl.exe style includes and defines (/I and /D). thats quite simple to do. then you need to put the makefile in the a higher level folder (because the make expects to be doing things like ../) - maybe the server dll folder, not sure off the top of my head. you then need to make modified versions of Makefile and Makefile.mod that dont recreate the makefile (unless you want to keep that feature?) and that work with VC++ rather than GCC. But vcpm was definitely made with GCC in mind and im pretty sure linux as well. On Fri, 31 Dec 2004 01:38:34 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: hmm, but the files are not pre-made like the ones under /linux_sdk , they were converted from a vcproj. and the jcproj is for windows. Also, the file names .. Makefile.hl_ReleaseHL2**Win32** Can someone from valve please confirm this? On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote: they are meant for GNU Make and for the Linux build of your mod. On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files. files.vdf Makefile.hl_DebugHL2Win32 Makefile.hl_ReleaseHL2Win32 are those make files usable with the free microsoft compiler (Visual C++ Toolkit)? sorry, n00b question, but I have zero experience with makefiles. What are these makefiles compatible with? I mean, what compiler would compile them? of course I'm hoping that this is a solution for the compilation problems(for those who are trying to compile the SDK for free), but I dunno, maybe I'm too hopeful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vprojtomake vcpm.exe
hmm, but the files are not pre-made like the ones under /linux_sdk , they were converted from a vcproj. and the jcproj is for windows. Also, the file names .. Makefile.hl_ReleaseHL2**Win32** Can someone from valve please confirm this? On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote: they are meant for GNU Make and for the Linux build of your mod. On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files. files.vdf Makefile.hl_DebugHL2Win32 Makefile.hl_ReleaseHL2Win32 are those make files usable with the free microsoft compiler (Visual C++ Toolkit)? sorry, n00b question, but I have zero experience with makefiles. What are these makefiles compatible with? I mean, what compiler would compile them? of course I'm hoping that this is a solution for the compilation problems(for those who are trying to compile the SDK for free), but I dunno, maybe I'm too hopeful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] vprojtomake vcpm.exe
I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files. files.vdf Makefile.hl_DebugHL2Win32 Makefile.hl_ReleaseHL2Win32 are those make files usable with the free microsoft compiler (Visual C++ Toolkit)? sorry, n00b question, but I have zero experience with makefiles. What are these makefiles compatible with? I mean, what compiler would compile them? of course I'm hoping that this is a solution for the compilation problems(for those who are trying to compile the SDK for free), but I dunno, maybe I'm too hopeful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Haven't recieved any emails from this list
I recieved atleast four emails today .. I think On Wed, 22 Dec 2004 20:17:20 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I haven't recieved any emails from this list today, just want to see if spamassassin is tagging this group. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
That's probably because you have steam.dll and steamapp.cfg in there .. which shouldn't be needed now. On Tue, 21 Dec 2004 09:09:25 -0800, Roy Laurie [EMAIL PROTECTED] wrote: Steam puts it there durring a non-attached debug. Not sure about attached. On 21 Dec 2004 at 12:25, Maarten van der Zwaart wrote: On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote: Completely shooting off of the hip, here. Try renaming or deleting your clientregistry.blob file in your hl2 directory (where hl2.exe resides). That file should not exist in the hl2 directory at all. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail Mailing Lists
I got 10 gmail invites yesterday .. anybody needs one? On Sun, 12 Dec 2004 12:45:50 -0600, Igor Murashkin [EMAIL PROTECTED] wrote: The whole point of Gmail is that you only use Gmail, and nothing else. They've been way too nice by adding forwarding support and POP3 support when other free mail clients don't do that. -Igor p.s. plus you don't need any software installed when you go to a different computer On Sun, 12 Dec 2004 03:50:09 -0500, Skyler York [EMAIL PROTECTED] wrote: I don't remember the last time GMail got the mail from my IMAP account, or from my newsgroups. As a matter of fact, I have Thunderbird set up to get my GMail. Oh sweet irony! ZoMtEc wrote: Gmail is still better than outlook or firebird... Oo On Sun, 12 Dec 2004 18:26:27 +1100, Tim Nagel [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Today's Steam DLL update
I don't have anything in the working directory field, it's left blank :P I restarted steam again just now and it's working. On Mon, 20 Dec 2004 20:29:23 -0500, Daniel Menard [EMAIL PROTECTED] wrote: Im very happy with the way you valve guys are listening to the community. All these changes are definitly for the better. Keep up the good work and we will hopefully have some released mods soon :) On Tue, 21 Dec 2004 01:14:10 +, Ian [EMAIL PROTECTED] wrote: Alfred thanks for the note. I just found the update info on steampowered.com. Our mappers are now working furiously. Congrats on such a fast turnaround on that problem. On Mon, 20 Dec 2004 17:02:08 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
I had a similar problem with a previous update. To fix it, go to your half-life 2 directory where hl2.exe resides user\half-life 2\ and delete all the exe and dll files in that directory and in all subdirectories. run half-life 2 (from steam menu) and it should recreate those files. If it still doesn't run, then delete the whole half-life 2 directory, or better yet, rename it to something else. now run half-life 2, and see what happens. If that works, you probably would want to restore your config files and your saved game and demos .. etc. On Mon, 20 Dec 2004 21:56:10 -0500, Skyler York [EMAIL PROTECTED] wrote: As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
you could have tried to validate the cache before redownloading :/ On Mon, 20 Dec 2004 22:14:29 -0500, Skyler York [EMAIL PROTECTED] wrote: I didn't check because I've never touched a Steam.dll in my life, but it appears one managed to sneak it's way into half-life 2/bin :) Sneaky bastard child of a file. But I'm an idiot and already started re-downloading HL2, so I won't be able to let you know if things work for another two hours or so. Although I'm sure it will work. Taylor Sherman wrote: There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] QAngle arithmetics
Thanks!! Now, I was wondering about what type of operations you can perform on them, to get certain result. For example, if you have two angles, and you want to create a new angle that's [facing] halfway between the two .. or things like that in general, can they be achived by simple mathematical operations? Any online resources on that? On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly [EMAIL PROTECTED] wrote: QAngles represent an euler angle sequence in degrees. They have the same convention as Half-Life (and Quake). There are routines in mathlib that convert them to/from matrices and basis vectors. Those routines should give you a precise specification of the euler sequence, but it's the usual pitch, yaw, roll sequence. The first element is pitch, second is yaw, third is roll. They were designed to use primarily for simple AI - where you mostly just change one of the rotations. Note that the axes aren't set up so that angle.x is a rotation around the local x axis. (pitch is rotation around y axis, rotation around the x axis is roll). QAngle is not a term that's used outside of the Source codebase. The name was chosen to describe an euler sequence that uses the conventions of Quake. The RadianEuler type is an x/y/z sequence in radians. So that's a bit simpler mathematically. We use those in most of the animation system - and a similar representation for angular velocities/impulses in physics (AngularImpulse - although it's kept in degrees to make it easy to generate from AI code). The X, Y, Z axes are forward, left, up in an entity's local frame or east, north, up in world space. This is a right handed coordinate system. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 17, 2004 5:48 PM To: hlcoders Subject: [hlcoders] QAngle arithmetics What mathematical object does QAgnle represent? Is there a good on-line source for the math of these angles? I tried google, but I don't know exactly what I should be looking for .. and searching qangle doesn't return much. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] QAngle arithmetics
ah .. Thanks!! On Sat, 18 Dec 2004 17:22:46 -0800, David Byttow [EMAIL PROTECTED] wrote: I don't have the code in front of me, but, I'd think you would want to convert them into quaternions and then do a simple slerp of 0.5. On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: Thanks!! Now, I was wondering about what type of operations you can perform on them, to get certain result. For example, if you have two angles, and you want to create a new angle that's [facing] halfway between the two .. or things like that in general, can they be achived by simple mathematical operations? Any online resources on that? On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly [EMAIL PROTECTED] wrote: QAngles represent an euler angle sequence in degrees. They have the same convention as Half-Life (and Quake). There are routines in mathlib that convert them to/from matrices and basis vectors. Those routines should give you a precise specification of the euler sequence, but it's the usual pitch, yaw, roll sequence. The first element is pitch, second is yaw, third is roll. They were designed to use primarily for simple AI - where you mostly just change one of the rotations. Note that the axes aren't set up so that angle.x is a rotation around the local x axis. (pitch is rotation around y axis, rotation around the x axis is roll). QAngle is not a term that's used outside of the Source codebase. The name was chosen to describe an euler sequence that uses the conventions of Quake. The RadianEuler type is an x/y/z sequence in radians. So that's a bit simpler mathematically. We use those in most of the animation system - and a similar representation for angular velocities/impulses in physics (AngularImpulse - although it's kept in degrees to make it easy to generate from AI code). The X, Y, Z axes are forward, left, up in an entity's local frame or east, north, up in world space. This is a right handed coordinate system. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 17, 2004 5:48 PM To: hlcoders Subject: [hlcoders] QAngle arithmetics What mathematical object does QAgnle represent? Is there a good on-line source for the math of these angles? I tried google, but I don't know exactly what I should be looking for .. and searching qangle doesn't return much. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] QAngle arithmetics
What mathematical object does QAgnle represent? Is there a good on-line source for the math of these angles? I tried google, but I don't know exactly what I should be looking for .. and searching qangle doesn't return much. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Animations
AFAIK, The player in single-player mode has no model. On Thu, 16 Dec 2004 10:39:12 -0600, Matthew Lewis [EMAIL PROTECTED] wrote: I tried switching the view mode to thirdperson and discovered that the player animations are stuck in the 'scarcrow' reference pose. Also, I noticed that the third person view is positioned to look sideways to the player rather than from behind. My questions are: * Is anyone else seeing this? (Maybe I changed something I shouldn't have) * What's the magic to get the upper body animation to play a sequence (like shooting) while the lower body continues to run/walk/idle. Right now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1), it competes with the lower activity (ACT_RUN_RIFLE) causing severe jittering. * I also noticed that the player animation doesn't adapt to moving sideways or backwards like it does in the model viewer. What needs to be done to fix this? I think my problem is that I don't fully understand what's the distinction between an 'activity' versus a 'sequence' and how the two get merged together. Could someone offer some insight to this? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
Indeed, I don't like copy-paste tuts. I don't see the point of writing a open this file, find this line, and add this chunk of code that I've written for you!!!11 happy coding! tutorial. On Wed, 15 Dec 2004 11:13:46 +, Andrew 45yrf [EMAIL PROTECTED] wrote: lol but even if you are a noobie coder, what you really need is the theory behind what you are doing. Copy and paste is a simple fix to a larger problem. But if Tutorials brought up more of the theory behind the code rather than just offering up a copy and paste tut then the world would be a better place. No offense to those who have written CP tuts. But there are some real shining examples of a good theory foundation. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unable to debug
I get the Connection to servers steam lost. Could not acquire necessary game files message while playing HL2 I don't remember this happening before the 14/12 update. On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote: Nothings helps me about the message box I can run Visual Studio now, but still this message box who bugs me (and make a memory read error)=20 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael Shimmins Envoy=E9 : samedi 11 d=E9cembre 2004 16:20 =C0 : [EMAIL PROTECTED] Objet : RE: [hlcoders] Unable to debug Hello, I don't know what you've tried - you didn't mention how you've setup debugging. Have a look at http://articles.thewavelength.net/650/ and see if that = helps. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Sunday, 12 December 2004 12:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Unable to debug OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message = box appears : Connection to servers steam lost. Could not acquire necessary game = files Google doesn't help me a lot, as most of the results seems to be related with hacked version... Well sounds good. If I don't click OK at this message box, the game loads as usual, but crash at end. So, I can't debug. For info, Steam was installed on my personal PC, but as I had = VisualStudio in my work laptop, I installed steam and HL2 here. Steam isn't running = on my personal PC. Snif... I can't even play. Any clues ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unable to debug
hmm .. I have both of them, lol :D but don't I need them for debugging? atleast steam.dll? On Wed, 15 Dec 2004 22:05:35 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Make sure you don't have a Steam.dll/ClientRegistry.blob in the Half-Life 2 directory (under your username) when trying to play Half-Life 2. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 9:59 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug I get the Connection to servers steam lost. Could not acquire necessary game files message while playing HL2 I don't remember this happening before the 14/12 update. On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote: Nothings helps me about the message box I can run Visual Studio now, but still this message box who bugs me (and make a memory read error)=20 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael Shimmins Envoy=E9 : samedi 11 d=E9cembre 2004 16:20 =C0 : [EMAIL PROTECTED] Objet : RE: [hlcoders] Unable to debug Hello, I don't know what you've tried - you didn't mention how you've setup debugging. Have a look at http://articles.thewavelength.net/650/ and see if that = helps. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Sunday, 12 December 2004 12:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Unable to debug OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message = box appears : Connection to servers steam lost. Could not acquire necessary game = files Google doesn't help me a lot, as most of the results seems to be related with hacked version... Well sounds good. If I don't click OK at this message box, the game loads as usual, but crash at end. So, I can't debug. For info, Steam was installed on my personal PC, but as I had = VisualStudio in my work laptop, I installed steam and HL2 here. Steam isn't running = on my personal PC. Snif... I can't even play. Any clues ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
If you choose the modify half-lief 2 option, this stuff would show up. On Sun, 12 Dec 2004 12:14:32 -0500, wheaty [EMAIL PROTECTED] wrote: Just wait for Valve to release the HL2DM source. No point in reinventing the wheel. On Sat, 11 Dec 2004 17:02:12 -0500, David Nelson [EMAIL PROTECTED] wrote: I just tried a fresh mod that is completely unedited. When I run it, I don t see ANY pictures, text, or anything on the hud, in the console, or really anywhere. I have this installed under: C:\TestMod My valve folder is c:\valve\steam\SteamApps\username\... Could that be the problem? Or why is nothing showing up? Thanks, David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] manipulating hull / bbox
Thanks. I wasn't trying to just changing the standing/crouhcing hulls, I was trying to _add_ more hulls. I think I've figured it out, it's probably not a clean way to do it, but I had to mess with CBasePlayer::SetupVPhysicsShadow and stuff like that ... but hey, it's working. Anyway, why is this stuff called shadows? like m_pShadowCrouch and m_pShadowStand? I'm thinking it's the shadow of the player's hull on the physics engine, or something like that. On Fri, 10 Dec 2004 16:26:59 -0800, Jay Stelly [EMAIL PROTECTED] wrote: The box is trivially changeable from within code. Just change the constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code that uses them. Also, turn on developer mode (run with -dev or type developer 1 at the console) and you can see debug overlays. They do many things including visualization of entity bounding volumes. Try ent_bbox player at the console to see the player box in thirdperson mode. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 10, 2004 1:59 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] manipulating hull / bbox ok, I thought so. for the bbox, I'm not sure, but after several hours of searching I found this CBaseEntity::SetSize but I'm not sure it works the way I think it does. is there a coonsole command or someway to display the box around my player (assuming I'm in thirdperson mode) On Fri, 10 Dec 2004 14:22:17 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] no there isn't a model for the player. You can type thirdperson while playing the game and you won't see anything. You have to set you own. David ---Original Message--- From: [EMAIL PROTECTED] Date: 12/10/04 12:42:22 To: hlcoders Subject: [hlcoders] manipulating hull / bbox is it possible to change the size/dimensions of the player's bounding box through code? Also, does the Single Player have a model for the player? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] manipulating hull / bbox
is it possible to change the size/dimensions of the player's bounding box through code? Also, does the Single Player have a model for the player? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] manipulating hull / bbox
ok, I thought so. for the bbox, I'm not sure, but after several hours of searching I found this CBaseEntity::SetSize but I'm not sure it works the way I think it does. is there a coonsole command or someway to display the box around my player (assuming I'm in thirdperson mode) On Fri, 10 Dec 2004 14:22:17 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] no there isn't a model for the player. You can type thirdperson while playing the game and you won't see anything. You have to set you own. David ---Original Message--- From: [EMAIL PROTECTED] Date: 12/10/04 12:42:22 To: hlcoders Subject: [hlcoders] manipulating hull / bbox is it possible to change the size/dimensions of the player's bounding box through code? Also, does the Single Player have a model for the player? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] use of undefined type CSDKPlayer
just type: class CSDKPlayer; without anything .. it's a forward declaration, basically lets the code knows that this class exists. afaik, you can only declare _pointers_ to this class after the forward declaration, otherwise you will have to #include the header file containing the definition of the class. On Fri, 10 Dec 2004 22:47:52 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I can not get this to work for the life of me. (Classes confuse the hell out of me) Anyways if I comment out if ( pPlayer-clientCommand( pcmd ) ) return true; It will compile without errors If I have the follow code (shown below) I get use of undefined type CSDKPlayer bool CSDKGameRules::ClientCommand( const char *pcmd, CBaseEntity *pEdict ) { // get a pointer to the player CSDKPlayer *pPlayer = (CSDKPlayer *) pEdict; if ( pPlayer-ClientCommand( pcmd ) ) return true; // Try a client command on the gamerules if( BaseClass::ClientCommand( pcmd, pEdict ) ) return true; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] use of undefined type CSDKPlayer
hmm .. if you are doing the SP (modify half-life 2 option) then I think sdk___stuff is not meant to be available (it's for mp) but I have absolutely no idea whether it's easy or difficult to enable it. On Sat, 11 Dec 2004 02:29:15 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Ok I got this working I needed to include sdk_gamerules.h in the CLIENT_DLL section would not work otherwise. #ifdef CLIENT_DLL #else #include voice_gamemgr.h #include team.h #include sdk_player.h // added. #endif r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 10, 2004 11:16 PM Subject: Re: [hlcoders] use of undefined type CSDKPlayer just type: class CSDKPlayer; without anything .. it's a forward declaration, basically lets the code knows that this class exists. afaik, you can only declare _pointers_ to this class after the forward declaration, otherwise you will have to #include the header file containing the definition of the class. On Fri, 10 Dec 2004 22:47:52 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I can not get this to work for the life of me. (Classes confuse the hell out of me) Anyways if I comment out if ( pPlayer-clientCommand( pcmd ) ) return true; It will compile without errors If I have the follow code (shown below) I get use of undefined type CSDKPlayer bool CSDKGameRules::ClientCommand( const char *pcmd, CBaseEntity *pEdict ) { // get a pointer to the player CSDKPlayer *pPlayer = (CSDKPlayer *) pEdict; if ( pPlayer-ClientCommand( pcmd ) ) return true; // Try a client command on the gamerules if( BaseClass::ClientCommand( pcmd, pEdict ) ) return true; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Default mod Start New Game does nothing
Yes it is. If my info is correct, whenever your mod tries to load any resource (map/model/texture/anything) it looks first in the mod folders, if it doesn't find it it looks for it in the hl2 gcf files, if it doesn't it looks in the hl2 folders. I'm not sure if you can make your mod use its own gcffile (in hl1 that would be a pak file) but if that's possible then the very first place to look for stuff would be your gcf. On Thu, 9 Dec 2004 07:42:02 -0800, Don Alvarez [EMAIL PROTECTED] wrote: Is it possible to load HL2 maps (not SDK maps) into a mod? -Don ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] localization() question
This was posted by Alfred from valve in another thread .. -- Alfred Reynolds [EMAIL PROTECTED] to hlcoders Dec 7 (...) Note that hl2_english.txt will NOT be loaded by your mod by default (we may change this behavior). If you need it to be loaded you can simply add this to your client.dll: vgui::localize()-AddFile( vgui::filesystem(), Resource/hl2_%language%.txt ); This will cause all of the hl2 strings to be loaded. - Alfred --- On Thu, 09 Dec 2004 20:30:54 -0600, Matthew Lewis [EMAIL PROTECTED] wrote: I have been trying to get the localization to work in my mod without any success. I added a token file into my mod's resource directory per instructions given in the vgui SDK docs, but for whatever reason it seems to ignore it. The game directory is mymod, so I named the file mymod_english.txt. Nothing happened. I also tried hl2_english.txt as well. That didn't work either. I'm sure it's something simple, but it has me stumped. I also tried using an existing token file just in case I had some typo that was keeping it from working. HL2 ignored it as well. Also, the vgui docs mention that you can use localize()-AddFile() to add additional token files, but it failed to mention where you should do this. I tried putting this call in the VGUI initialization code in an effort to fix the above problem, but I'm not sure if that's the right place for it. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Default mod Start New Game does nothing
I tried taht .. but they were already there .. :/ On Thu, 9 Dec 2004 21:03:19 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: Get GCFScape -Original Message- From: Don Alvarez [mailto:[EMAIL PROTECTED] Sent: December 9, 2004 8:53 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Default mod Start New Game does nothing Sounds like a good suggestion. Any hints on how to do that? Thanks, -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Thursday, December 09, 2004 5:23 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Default mod Start New Game does nothing My $.2 , did you unpack the single player menu .res files from the half-life engine/hl2 folder and put them with your mod? :o that could be it. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Off topic a little
these people don't have gmail so they probably didn't see each other's posts in the same place ... On Fri, 10 Dec 2004 00:25:27 -0500, Skyler York [EMAIL PROTECTED] wrote: You have no idea how tempting it is to say: tools-options-text editor-C/C++-line numbers Right now... On Fri, 10 Dec 2004 00:16:11 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Thank you.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Christopher McArthur [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, December 09, 2004 11:41 PM Subject: Re: [hlcoders] Off topic a little tools-options-text editor-C/C++-line numbers - Original Message - From: r00t 3:16 [EMAIL PROTECTED] In visual studio .NET 2003 the editor doesn't show line numbers. Is this possible to turn on? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Understanding the SDK's Format
somebody already did it .. http://www.hl2coding.com/forums/viewtopic.php?t=15 On Fri, 10 Dec 2004 00:23:06 -0500, Skyler York [EMAIL PROTECTED] wrote: 1) The SDK files are excluded from the single-player solution, so you pretty much just deal with files in HL2 DLL and the rest of the project. However it's possible for you to strip all those files and start from scratch, which is what you'd probably do if you're making a full modification. The SDK files are enabled in the multiplayer base, while everything in the HL2 DLL folder is disabled. However at this point I'd say it's incredibly difficult to start a MP mod using this approach because there's little documentation on how things work in multiplayer versus singleplayer. We'll just have to wait for this elusive HL2DM SDK 2) I haven't tested this out, but if it follows the same structure for HL2 mods as it does for HL1 mods, you just copy your mod folder into the accountname\half-life 2 folder, next to hl2. Don't quote me :) On Thu, 9 Dec 2004 23:06:04 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ok, as many have said before, the organization of the SDK is pretty hard to get used to. I've just got a couple questions about how you go about editing the SDK. 1) So almost of the changes you make are done in the SDK directories in the Client and Server DLL's code? Or is this just for multiplayer mods? If it is, then you just modify the general code for single player mods? 2) Currently we are stuck with running our mod with the run_mod.bat file? There isn't any way to integrate the mods for release? Thanks for any and all info! David -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resquest for Source
MSVC's edit and continue can do that .. Debug-Apply Changes to Code On Thu, 09 Dec 2004 00:03:24 +0100, tei [EMAIL PROTECTED] wrote: Hello. This is a request for two console commands: - condump, something similar to the hl1 version, very usefull. I miss that feature. - flush_serverdll, a command to force windows to unload the server.dll file, so we can overwrite this with a new version and reconnect to see changes (not need to restart the whole engine, dawn!) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vampire Bloodlines and HL2
hmm .. I would think they changed alot of stuff to prevent such a thing from being possible On Wed, 8 Dec 2004 16:06:11 -0700, Dave R. Meyers [EMAIL PROTECTED] wrote: Has any one checked the ability to get Bloodlines resources(Maps, models, textures...) into HL2? Just wondering as they are both built on Source, but Knowing Troika was involved makes me worry. Dave Meyers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui_controls
- Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 06, 2004 1:44 AM Subject: RE: [hlcoders] vgui_controls What files in particular? - Alfred AnimationImagePanel.cpp AnimationController.cpp . . Frame.cpp GraphPanel.cpp . . TextEntry.cpp TextImage.cpp . . etc .. basically, I was browsing through the VGUI classes and trying to see how things work etc .. but when I tried to go to the definition of some methods (like for example .. TextEntry::GotoTextStart() ).. it doesn't get me anywhere. Then I noticed these files, they had the same names of the header files, and they had the implementation of these methods. On Mon, 6 Dec 2004 03:00:28 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: What project file are you using? If you use the everything_SDK.slm it has the vgui_controls r00t 3:16 CQC Gaming www.cqc-gaming.com oh cool, I didn't know that. Thanks. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders Subject: [hlcoders] vgui_controls there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these cpp files get included by mistake or are they going to be incorperated in the project files in the near future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] loading times
When one is coding, he's probably gonna test alot, but I noticed that loading takes a long time .. and that makes testing harder .. often I just want to test a small little thing, then after expereminting with it a little, I'd want to change it and test again .. and so on. What can we do to shorten the time it takes to lead the game and the levels? I personally don't care about graphics when I'm coding, so the first thing I did was set -dxlevel 70 I don't really know if that helps much, but what settings can we use to shorten loading times as much as possible? does increasing the heapsize help, or does too much heap cause troubles? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
works fine for me .. I don't own that site or anything, I'm just a visitor, but I posted it here because I haven't seen any other wiki around. On Sun, 05 Dec 2004 10:54:51 +0100, tei [EMAIL PROTECTED] wrote: not work Fatal error: Call to a member function on a non-object in /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70 as for wikis, I feel has already exist a few ones, I suggest to especialize, so maybe you can design your wiki to support mappers, or moddelers, or vgui2 designers, whatever.. and other wikis target other use. Also can be a good idea to linke each another the target its to collect info and help modders, I think. I may open my own hl2wiki, to document netcode and other enginecode related stuff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding maps to a mod?
are you talking about making maps, or copyingmaps over from a different location? anyway, for making maps, just use the Source SDK think in steam's gmaes menu, from the drop down list select your mod, double click hammer, it should be now automatically configured to save and compile maps in your mods directory. On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating [EMAIL PROTECTED] wrote: How the heck do i add a custom map to the mod. I dont want the hl1 maps. So i overwrote the maps dir with the hl2dm maps dir. None of the maps work. I also added a text file which i thought was the solution maplist.txt to my mod dir, but that did nothing. Im confused, where is the documentation for this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] vgui_controls
there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these cpp files get included by mistake or are they going to be incorperated in the project files in the near future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)
It has been answered :) quote: - Taylor Sherman [EMAIL PROTECTED] to hlcoders Debugging Source games should work the same way - copy steam.dll to the app directory - put steamapp.cfg file down in the app dir w/ the proper parameters - run hl2.exe -steam -game game directly The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for HL:S. Taylor --- Anyway, none of my break points hit, so im assuming its not debugging my dll, lol. here is what i have so far in .NET [hl proporties menu] Command: c:\steam\steam.exe Arguments: -applaunch 220 -dev -game D:\Half-Life-Revised\mymod -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch Working Dir: c:\steam\ how here is where im confused. I dont have to have my mod inside the steam dir? I think that gets taken care of with the -game parameter. Where does that silly steamapp.cfg file fit it? Do I even need it? -applaunch 220 seems to take care of that. The game loads, but none of my break points are stoping execution, thus the debugger ain't workin! I know my dll's are working because the changes I made are showing up - they just dont work right, so I need to debug them (duh!) Is there not a tutorial I can follow to set up hl2 project? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finally a coding wiki!
their forums have been full of tutorials on hammer and stuff long before the release of the SDK or even of the game. just go thier and look at the dates of the posts .. the sticky ones. (if they sticky it, they approve it ..) for example: http://www.hl2world.com/bbs/viewtopic.php?t=4108 Posted: Fri Jul 09, 2004 In this thread you will only post tips too well versed veterans and other little things you have found out about hammer They also had a leak FAQ with instructions on hwo to get it working .. they probably took it off now, but look here: http://64.233.167.104/search?q=cache:l6beQ_ySGg0J:hl2world.com/postp.html+hl2world+betafaqhl=en a google cache of http://hl2world.com/postp.html now scroll down, there is a post by some one called Feedbag, his title is Owner Operator, and he posts a link for the beta faq .. (it no longer works ..) http://hl2world.com/modules.php?name=BETAFAQ On Sun, 05 Dec 2004 11:05:55 -0800, Michael Hobson [EMAIL PROTECTED] wrote: Bob Aman: At 10:24 AM 12/5/2004, you wrote: (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is negative) I didn't look very hard, but I didn't see any evidence to back that accusation up. Care to expoud? -- Bob Aman http://www.rapidcanvas.com I linked directly to just *one* piece of that evidence, which I will link to again here: http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene Full scale How-To article for using faceposer, which has *not been issued by Valve* and the only way to possess it at present, AFAIK, is to have the stolen Half-Life 2 codebase. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding other languages .. (localization)
Thanks! Does anybody of any resoures on the internet about coding unicode stuff and the like? On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The Source engine fully supports the unicode character set. We do not currently support right to left text entry. Mods can define the fonts used to render their game, you would need to use one that includes the Arabic character set. You could use the vgui controls source code as a base to implement right to left text controls. So yes, it could be done inside your mod (but not in the initial GameUI). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders Subject: [hlcoders] Adding other languages .. (localization) I really have no idea if this is possible or not, but is it possible to add support for additional languages? not programming languages .. I'm talking about localization and stuff. basically, I noticed steam doesn't quite support arabic, the source engine can render arabic fonts fine, the problem I think is related to encoding or something. I can't just type stuff in notepad and copy it over, because even though it looks correct in notepad, once I copy it to Source, it gets distorted .. I have to use the character map and copy stuff from there. an arabic letter have several forms depending on its position in the word .. initial, middle, final .. etc. my question is, is it possible to code stuff like this with the SDK? or is this not aailable to us? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail Mailing Lists
Yup, gmail makes it just like a forum .. the only thing is you can't edit your posts :P but it still fails sometimes .. like the SV: some people/clients put in the subject and stuff like that. On Sat, 4 Dec 2004 13:54:07 -0600, john smith [EMAIL PROTECTED] wrote: I agree also. On Sat, 4 Dec 2004 19:39:47 +, John Carr [EMAIL PROTECTED] wrote: i have to agree with you. i have 26 unread conversations right now - so much easier to handle that number of emails than if id still had to trawl through outlook, mail by mail. john On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess [EMAIL PROTECTED] wrote: I have to admit that I've enjoyed the ease and use of gmail and the grouped conversations. But it wasn't until I used it to sign up to a mailing list (this list) that the power and convienence of grouped conversations makes dealing with list emails a million times easier! I have to say if your not using a gmail account for this list (or any other) then your missing something great. For those who are using Outlook 2003, you can set the view of your emails to group by conversation, which does what gmail does (although gmail is smarter and easier... whereas Outlook requires you to click the [+] or [-] to manually show associated emails). Just wanted to throw that out since I see several people still using Hotmail or other email clients. ..and now back to your regularly scheduled code. :) -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] setting multiplayer mode
I don't know if this is a n00b question or not .. I made my mod with the modify half-life 2 option, and as I was having a look at some of the VGUI stuff, I found some classes that control text input and chatting .. so I thought cool, I wanna play with it. I tried to put some break points and stuff you know ..but the problem is, I cannot chat in my mod. how can I force my mod to go into multiplayer mode? or atleast activate chatting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Finally a coding wiki!
http://www.hl2coding.com/wiki/ well, someone finally made it! It's kinda empty now .. so go post stuff there! (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is negative) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] can't debug!
Thank you!! On Fri, 3 Dec 2004 13:06:51 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: Debugging Source games should work the same way - copy steam.dll to the app directory - put steamapp.cfg file down in the app dir w/ the proper parameters - run hl2.exe -steam -game game directly The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for HL:S. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Friday, December 03, 2004 10:17 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug! Hi, I'm having this problem too.. I can't debug through steam.exe and can't seem to figure out a way to debug otherwise (in HL1, you had to use a steamapp.cfg file and run hl.exe). Any help would be appreciated. --JD On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote: VS .NET 2003 doesn't want to debug because steam.exe doesn't contain debug information .. I tell it to gnore and proceed .. and it does proceed, but not in debug mode. (like .. I can't go through step by step .. break points don't work .. etc) What do I have to do? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Modding Resource @ HLFallout
is that wiki ready yet? I think it's time now for a coding wiki .. On Thu, 4 Nov 2004 02:04:49 +1000, Mr Bond [EMAIL PROTECTED] wrote: Hi guys, I'm the webmaster of www.hlfallout.net (a HL2 fansite). Bahamut e-mailed me about possibly starting up a wiki-type site for Half-Life 2/Source development and to post my thoughts here. We're actually already in the process of getting a site like this going (as a sub-site of HL Fallout). The planned site will be more than a development wiki -- it'll encompass things like forums, development news etc. The emphasis will be on bringing mod developers and teams together (but still being an essential resource for individual mappers, coders etc). While it won't be set up as a standard wiki, there will be a system in place to allow the community to contribute to the knowledge base (whether through tutorials, simple how-to's or otherwise). We're definitely looking for some experienced people to help form the team (knowledge base contributions and experienced moderation is going to be essential). If you'd be interested in contributing to the project in any way, I'd be glad to hear from you. Mr Bond Site Director - www.HLFallout.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 SDK Steam Install
check your game list .. run the SDK, it should look a little different. There is a Create a Mod option in the list .. etc. On Thu, 2 Dec 2004 12:55:05 -0500, Peter Immarco [EMAIL PROTECTED] wrote: When I booted my computer today, Steam put up a message with a link to install the HL 2 SDK. I clicked on the link, and my modem chunked away for several minutes on my broadband connection. During that time there were no status messages from Steam and when the modem activity stopped, no completion message. So, does the Steam install work? Did it install anything? I looked in my /Valve directory and didn't see anything noteworthy. Can anyone shed some light on this? Is there a way to manually install the SDK without Steam? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] debugging .. steam.exe does not contain debug information
VS .NET 2003 doesn't want to debug because steam.exe doesn't contain debug information .. I tell it to gnore and proceed .. and it does proceed, but not in debug mode. (like .. I can't go through step by step .. break points don't work .. etc) What do I have to do? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling the sdk
http://www.codeproject.com/tools/prjconverter.asp try this, I got the proj working in VC++ 6 .. didn't try compiling yet. On Wed, 1 Dec 2004 09:28:23 -0500, Jorge Rodriguez [EMAIL PROTECTED] wrote: I feel you man, I'm all tied up here too or I'd be hacking right now. On Wed, Dec 01, 2004 at 07:52:50AM -0600, Jeffrey botman Broome wrote: Yeah, I'll be working on that too (besides doing a bot for Source). It's too bad Brothers In Arms is in crunch mode right now. I'm spending 12-14 hours a day, seven days a week, at the office and have little time for anything else besides sleeping and eating. I'll probably have to wait until the Christmas holidays to get into some serious Source hacking. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VC++ 6
I converted the project files using http://www.codeproject.com/tools/prjconverter.asp now, I'm trying to compile the game_sdk but I get an error Error: Could not delete file C:\Hasan\Mods\src\dlls\$(IntDir)\$(InputName)1.obj : Access is denied. I also get tens of could not find some header file.h like: C:\Hasan\Mods\src\game_shared\baseparticleentity.h(21): Could not find the file particlemgr.h. C:\Hasan\Mods\src\public\tier1\interface.h(31): Could not find the file dlfcn.h. I know it's meant to compile in .NET, but for the time being I have no choice. anyway to et it working in VC++6? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Surprise is out
soon http://www.steampowered.com/index.php?area=newsid=358 On Tue, 30 Nov 2004 18:06:30 -0600, Juan Fernando Mora Muñoz [EMAIL PROTECTED] wrote: Small preview?? that sounds like we have to wait a little longer... -JF- - Original Message - From: Dustin [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, November 30, 2004 5:52 PM Subject: [hlcoders] The Surprise is out This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/forums/showthread.php?s=threadid=193559 surprise = HL2DM (the pic shows the different skins that will be in it) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sdk release and a surprise ideas..
well, I think it means the whole ocmmunity. and I think it's HL2DM as it has already been announced on the steam website On Tue, 30 Nov 2004 21:10:17 -0500, K. Mike Bradley [EMAIL PROTECTED] wrote: Valve said A surprise for the Community Which I interpret as the Development Community. So no new levels I think. Coding stuff or example code or map files of the game to toy with. Or more Documentation??? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Nelson Sent: Tuesday, November 30, 2004 5:49 PM To: [EMAIL PROTECTED] Subject: [hlcoders] sdk release and a surprise ideas.. -- [ Picked text/plain from multipart/alternative ] ok.. so with the release of the SDK this week what do you think the surprise will be? I'm betting on HL2 Deathmatch or a couple new playable levels. Any thoughts or ideas? Thanks, David -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] So, what do you think of Half-Life2?
I think it's the best game I've ever played .. except that I don't play many games :P Game play wise .. I only hated the route canal level .. (seems like repetition of HL1 style of play, which I honestly don't like). Best part is the street fights in City-17 .. With regard to the story line and the scenes .. I loved all the scenes! except for .. the ending :/ not that it's bad .. but it's disappointing and leaves me with an empty feeling. (I think that's what valve wanted the palyer to feel .. oh well). The fighting and al .. was so high .. then suddenly confusion .. ! On Sat, 27 Nov 2004 23:30:57 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello, Well you know... Half-Life 2 is great. And I think it can earn first Half-Life's title - Best game of all times. Until there will be Half-Life 2 I guess :) BUT! I'd like to point out some negative sides of the game: 1) The game doesn't answer any questions from Half-Life 1. Furthermore it makes player to ask more questions and doesn't answer any of them. Keeping player curious is good, but that is TOO MUCH. Oh and about teleportation - didn't they learn everything they needed for teleportation in Black Mesa? 2) Where is hydra we saw on E3 videos? Where is weapon we saw on E3 videos? Why there are so less kind of monsters? Where is icky? Someone told that we'd be able to control vortigaunts... 3) What happened to Adrian Shephard from Opposing-Force? 4) I hope Barney in Half-Life 2 is Barney Calhoun from Blue-Shift? Where is Rosenberg? -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] H /\ L F - L I F E - 2
no, it's a number too big for you to comprehend On Tue, 16 Nov 2004 13:17:06 -0500, Napier, Kevin [EMAIL PROTECTED] wrote: nope.. 69 dude.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Christopher McArthur Sent: Tuesday, November 16, 2004 11:36 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] H /\ L F - L I F E - 2 42 From: Oskar Lindgren So valve, what was the decryption key? :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
hl2world provide support the stolen build .. so um. they're not really a good citizen :P in the comunity On Mon, 15 Nov 2004 02:09:48 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Here is a good wiki some here might like: http://www.hl2world.com/wiki/index.php ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Installing Valve games not within from Steam
there are only about .. 30 exe's running in your box0r background right now :D On Fri, 12 Nov 2004 00:23:16 +0100, tei [EMAIL PROTECTED] wrote: Jeffrey botman Broome wrote: tei wrote: Its what you get if you share .EXE files. Say no to share .EXE files. You must not install very many Windows applications that you download from the internet. I don't know of a single Windows install program that isn't an .exe file. DOOM 3 SDK.msi Terrain Generator.msi Allegiance.msi MsnMsgs.Msi [...] Search your comp for .msi (Microsoft Installer) files GET A DAMN VIRUS CHECKER FOR THE LOVE OF MIKE!!! :) AV checkerts not check all virus, but a sub-set. AV = not magic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Possible release of the SDK today.
O_O wow how did you find it? kool. can't wait. On Fri, 5 Nov 2004 16:43:27 -, Ben Davison [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/platform/update_history/Source%20SDK.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
:o It's not ture? O_O /sarcasm On Fri, 29 Oct 2004 11:10:10 -0700, Michael Hobson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] At 10:29 AM 10/29/2004, you wrote: I thought Valve did the whole Source engine from scratch. You shouldn't believe every rumor you hear. Wouldn't that mean that there is no technology licensed from Id? It would, if it were true. SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
it's not about compilation, just the project files. no? On Thu, 28 Oct 2004 23:32:54 +0200, tei [EMAIL PROTECTED] wrote: Here is a post with a nice hint to use VC6 to compile with the free Vc2003 compiler. http://dynamic.gamespy.com/~assim2/wwwview.cgi?board=qdevelsmessage=15679 John Carr wrote: omg it will :| ? oh and im using vc++ 6 here :'( john -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jeffrey botman Broome Sent: 21 October 2004 19:36 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What MSVC version do you use/have? Ruari O'Sullivan wrote: VC++ 6.0 here, though if the whole SDK compiled for windows under gcc (say mingw) that'd be cool too. Heh-heh! Yes, that would be cool wouldn't it? ;) /me laughs at my own private joke -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
yes, but gmail fails when people change one letter in the 'topic', I mean, email subject. On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke [EMAIL PROTECTED] wrote: Childe Roland wrote: He really needs GMail. Who's with me? I'm not. I'm with him. Totally. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
VC 6 here .. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders