Re: [hlcoders] Offline Mode...

2008-05-05 Thread Adam Buckland
I agree, there's been a number of times that I've been offline and wanted to work on my mod, but the sdk base refuses to load into the debugger if you're offline. On the other hand, I can see why Valve don't want it to work. With other games you have to put a cd into the drive to play the ga

Re: [hlcoders] Offline Mode...

2008-05-05 Thread Matt Stafford
Well the language I REALLY wanted to use to describe how annoyed I am about this recurring issue isn't suitable for this list ;) On Tue, May 6, 2008 at 4:30 PM, <[EMAIL PROTECTED]> wrote: > I was more than slightly annoyed when my net connection died during last > weekend and I couldn't open Stea

Re: [hlcoders] Offline Mode...

2008-05-05 Thread me
I was more than slightly annoyed when my net connection died during last weekend and I couldn't open Steam to test my mod. > So I'm sitting here at work trying to fire up Steam on my laptop (no > active > net connection). It comes up (expectedly) with a dialog prompting me to > start in offline mo

[hlcoders] Offline Mode...

2008-05-05 Thread Matt Stafford
So I'm sitting here at work trying to fire up Steam on my laptop (no active net connection). It comes up (expectedly) with a dialog prompting me to start in offline mode, and when I click it, I get an error message saying 'Steam cannot connect to the network' and that 'This operation cannot be comp

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Michael Mylenski
well i am making a single player mod On Mon, May 5, 2008 at 3:28 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > Which SDK are you using? Because the 'tutorial' is for single player. > > > On Mon, May 5, 2008 at 3:21 PM, Michael Mylenski <[EMAIL PROTECTED]> > > > wrote: > > > Sorry to bother e

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Tony "omega" Sergi
Which SDK are you using? Because the 'tutorial' is for single player. On Mon, May 5, 2008 at 3:21 PM, Michael Mylenski <[EMAIL PROTECTED]> wrote: > Sorry to bother everyone, but I still have not figured this out, does > anyone have any ideas? > > On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[E

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Michael Mylenski
ok ill give that a try when i have the chance, i am currently at work, thanks On Mon, May 5, 2008 at 3:37 PM, Kyle K <[EMAIL PROTECTED]> wrote: > What happens when you use something like: give weapon_(whatever your new > weapon class name is) instead of impulse 101? > > > > Michael Mylenski wrot

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Tom Leighton
My bad, sorry York - I didnt see you had replied to it. Woops :P Yorg Kuijs wrote: > And as you may have notice by my reply afterwards, I didn't understand > it, I found Tony's reply more clearly and do understand it now. > No time to check if the classmenu is working now but the errors are

[hlcoders] models with additive blending

2008-05-05 Thread Michael Chang
Hey coders, hope you can help me out-- I'm trying to get a model to render with additive blending. I've tried it with two ways, the first with giving my model a VMT with something like: "VertexLitGeneric" { "$basetexture" "models/tracemodels/trace_map" "$model" 1 "$alpha" .5 "$addi

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Kyle K
What happens when you use something like: give weapon_(whatever your new weapon class name is) instead of impulse 101? Michael Mylenski wrote: > Sorry to bother everyone, but I still have not figured this out, does > anyone have any ideas? > > On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Yorg Kuijs
And as you may have notice by my reply afterwards, I didn't understand it, I found Tony's reply more clearly and do understand it now. No time to check if the classmenu is working now but the errors are fixed now. Tom Leighton wrote > I told you how to fix this on the forums Yorg. _

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Michael Mylenski
Sorry to bother everyone, but I still have not figured this out, does anyone have any ideas? On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]> wrote: > ScarT, you're never sober. > > > > Tobias Kammersgaard wrote: > > I'm with you. I just assumed he knew C++ since he knew how to

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Tony "omega" Sergi
Ah, y eah that's basically what i was going to check. The actual filename doesn't matter. You could have thisisacrazycustomfontman.ttf as the filename, but the 'name' inside the ttf (when you create it) is what is referenced by "CustomFont"; So if the name inside the ttf is CrazyFont, "CrazyFont" i

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Tom Leighton
I told you how to fix this on the forums Yorg. Tony "omega" Sergi wrote: > add classmenu.cpp to the client project. > > > On Mon, May 5, 2008 at 2:36 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote: > > >> Hey, >> >> I'm pretty new to coding, but through tutorials I managed to punch my >> way through

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the reply Tony but I think I may have gotten it figured out. I think the problem was that the name of the .ttf file and the actual name of the font were different and I didn't realize it until now. I got my icon in-game and think everything is looking pretty good now. However, you ne

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Tony "omega" Sergi
Can you send me your ttf file, for your custom font? -Tony On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote: > Thanks for the suggestion Tom but I'm still having some problems. I added > my > font to the end of ClientScheme.res so it looks like this: > > >

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Tony "omega" Sergi
add classmenu.cpp to the client project. On Mon, May 5, 2008 at 2:36 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote: > Hey, > > I'm pretty new to coding, but through tutorials I managed to punch my > way through most problems or by asking other devs I know for help but at > this time nobody seems to k

[hlcoders] Problem with adding a classes menu

2008-05-05 Thread Yorg Kuijs
Hey, I'm pretty new to coding, but through tutorials I managed to punch my way through most problems or by asking other devs I know for help but at this time nobody seems to know a non dead link to a good tutorial on class menu's and classes. People say: Take the teammenu for example to get th

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the suggestion Tom but I'm still having some problems. I added my font to the end of ClientScheme.res so it looks like this: - CUS

Re: [hlcoders] Shader-entity communication

2008-05-05 Thread Chris Green
Usually this is done by writing a proxy which is referenced in the material. This causes a callback to the proxy code to happen when the material is drawn. The proxy code Looks at the state of the entity and updates material vars to reflect it, which are seen by the shader. As an example, proxyheal

Re: [hlcoders] Shader-entity communication

2008-05-05 Thread Steve Henderson
Per Rasmussen, I'm not sure how to pass messages as you've described. However, depending on how complex your shading is, you might be able to use a Procedural Material. Or, you might find that a procedural material is required as an entry point for communication with the underlying shading. I've

[hlcoders] Shader-entity communication

2008-05-05 Thread Per Rasmussen
Hi, I am pretty new to the Source Engine. I am trying to make a shader effect for a model entity which needs to react when the entity is damaged. However, I cannot figure out how to get a "message" from the entity to its respective shader instance saying that it should react now. Can anybody point