[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
[hlcoders] True-Type Font Resources
It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] True-Type Font Resources
It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. Indeed - repost. -omega -Original Message- From: Tony omega Sergi [mailto:[EMAIL PROTECTED] Sent: December 6, 2004 7:09 AM To: [EMAIL PROTECTED] Subject: [hlcoders] valve? - ttf editor What TTF editor do you use to create the font files for hud icons etc? or am I missing something blatantly obvious? I found a shareware program that seems to be decent, but its only got a 30 day trial and now Im broke. So even if I decided I wanted to register it, I cant ;) Im still poking around looking for something, but if you guys have a tool that you use specifically FOR hl2 development, it would be cool if we knew about it :-) -omega --- 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
Re: [hlcoders] True-Type Font Resources
the question was asked before but it as of yet still has not been answered On Sat, 11 Dec 2004 09:08:39 -0500, Skyler York [EMAIL PROTECTED] wrote: Ahh didn't see it, sorry. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] dlight
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Why dont dlights work in the dx7 codepath? I would have figured anybody could use them, and maybe have a cvar to toggle em off, I mean, they work in hl1 without issue, is there something huge that makes them not work in hl2 with anything less than dx8? I just find it odd that texture projection/shadows etc work but not dlights, when the hl1 had em in software. -omega --- 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
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
Re: [hlcoders] True-Type Font Resources
Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. Indeed - repost. Your google-fu skill leaves much to be desired, grasshopper. :) http://www.google.com/search?hl=enlr=c2coff=1q=open+source+true+type+font+createbtnG=Search The first hit has links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] True-Type Font Resources
I was lazy, oh master Tadpole! On Sat, 11 Dec 2004 09:32:23 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. Indeed - repost. Your google-fu skill leaves much to be desired, grasshopper. :) http://www.google.com/search?hl=enlr=c2coff=1q=open+source+true+type+font+createbtnG=Search The first hit has links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- 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
[hlcoders] RecvTables and DT_WeaponPistol
Ok, I was creating my own weapon and I kept getting the error msg when trying to run the game: DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun' I basicly cloned the pistol, and I understand that the client needs to receive my data table.. but where in the client do I do this? I looked under the DT_Recv files and everywhere! Thanks, David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] True-Type Font Resources
Omfg. Why didn't I think of open source!!! Grah! /me hangs head in shame -omega -Original Message- From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED] Sent: December 11, 2004 10:32 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] True-Type Font Resources Your google-fu skill leaves much to be desired, grasshopper. :) http://www.google.com/search?hl=enlr=c2coff=1q=open+source+true+type+font +createbtnG=Search The first hit has links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- Jeffrey botman Broome --- 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
Re: [hlcoders] RecvTables and DT_WeaponPistol
David Nelson wrote: Ok, I was creating my own weapon and I kept getting the error msg when trying to run the game: DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun' I basicly cloned the pistol, and I understand that the client needs to receive my data table.. but where in the client do I do this? I looked under the DT_Recv files and everywhere! Thanks, David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Looks like you need to implement the class on the server end? -- -John bKT Bellone Project Manager, Programmer Flipside Software http://www.flipsidesoftware.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RecvTables and DT_WeaponPistol
Take a look in c_weapon__stubs_hl2.cpp on the client. You'll see where Valve hid their client-side implementation of the weapons in some hacky macros. On Sat, 11 Dec 2004 11:36:17 -0500, David Nelson [EMAIL PROTECTED] wrote: Ok, I was creating my own weapon and I kept getting the error msg when trying to run the game: DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun' I basicly cloned the pistol, and I understand that the client needs to receive my data table.. but where in the client do I do this? I looked under the DT_Recv files and everywhere! 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] True-Type Font Resources
I'll find out what application Greg Coomer uses for doing this and I'll see if we can release the underlying source data for the HALFLIFE.ttf file. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Saturday, December 11, 2004 7:44 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] True-Type Font Resources I was lazy, oh master Tadpole! On Sat, 11 Dec 2004 09:32:23 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. Indeed - repost. Your google-fu skill leaves much to be desired, grasshopper. :) http://www.google.com/search?hl=enlr=c2coff=1q=open+source+true+typ e+font+createbtnG=Search The first hit has links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- 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
[hlcoders] ServerPlugins - Maze without map
This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good example: http://www.valve-erc.com/srcsdk/Code/hud_elements.html void UserMessageBegin( IRecipientFilter filter, const char *messagename ) The page doesn't say it doesn't apply to server plugins, that is even listed under the 'server' part.. all well and good then, right? Well no not really because in the server plugin project it is defined like this: virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; Worse, there is no default filter class for the server project and no good way of getting the msg_type! I could go on and on about this.. The server plugin needs an SDK all its own.. Last but not least, this doesn't work (I have setup servergll correctly) - It crashes telling me I haven't sent a usermessage, like if you JUST call MessageEnd() without anything else: edict_t *ed = engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1); char name[128] = ; int sizereturn = 0; bool boolrtn = false; int type = -1; for(int x=2; x23; x++) { boolrtn = servergll-GetUserMessageInfo(x, (char*)name, 128, sizereturn); if(strcmp(name, HudMsg) == 0) { type = x; break; } } if(type == -1) return; char *buf = Hello World\n; FilterClass filter; filter.AddAllPlayers(maxClient); bf_write *pWrite; pWrite = engine-UserMessageBegin(filter, type); pWrite-WriteByte( 1 0xFF ); pWrite-WriteFloat( 10.0 ); pWrite-WriteFloat( 50.0 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 250 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 20.0 ); pWrite-WriteFloat( 3.5 ); pWrite-WriteString( Hello World\n ); engine-MessageEnd(); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Getting a command to be shown in the console
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, how can i get a command to be shown up in the console? I know i can do it via ConCommand - but then i cant hook into CBasePlayer::ClientCommand() to process the command. How can i get it to be displayed in the console (and auto completing parameters...)? Any pointers welcome, cheers Skute -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ServerPlugins - Maze without map
HudMsg isnt working with CS yet, try the same with hl2mp and it should work. For x and y use -1, it will center the message (10 and 50 is a little bit high afaik). Greets Ronny This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good example: http://www.valve-erc.com/srcsdk/Code/hud_elements.html void UserMessageBegin( IRecipientFilter filter, const char *messagename ) The page doesn't say it doesn't apply to server plugins, that is even listed under the 'server' part.. all well and good then, right? Well no not really because in the server plugin project it is defined like this: virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; Worse, there is no default filter class for the server project and no good way of getting the msg_type! I could go on and on about this.. The server plugin needs an SDK all its own.. Last but not least, this doesn't work (I have setup servergll correctly) - It crashes telling me I haven't sent a usermessage, like if you JUST call MessageEnd() without anything else: edict_t *ed = engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1); char name[128] = ; int sizereturn = 0; bool boolrtn = false; int type = -1; for(int x=2; x23; x++) { boolrtn = servergll-GetUserMessageInfo(x, (char*)name, 128, sizereturn); if(strcmp(name, HudMsg) == 0) { type = x; break; } } if(type == -1) return; char *buf = Hello World\n; FilterClass filter; filter.AddAllPlayers(maxClient); bf_write *pWrite; pWrite = engine-UserMessageBegin(filter, type); pWrite-WriteByte( 1 0xFF ); pWrite-WriteFloat( 10.0 ); pWrite-WriteFloat( 50.0 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 250 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 20.0 ); pWrite-WriteFloat( 3.5 ); pWrite-WriteString( Hello World\n ); engine-MessageEnd(); ___ 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] ServerPlugins - Maze without map
If that was true then why is it returning a type code-number instead of -1? - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 6:14 PM Subject: Re: [hlcoders] ServerPlugins - Maze without map HudMsg isnt working with CS yet, try the same with hl2mp and it should work. For x and y use -1, it will center the message (10 and 50 is a little bit high afaik). Greets Ronny This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good example: http://www.valve-erc.com/srcsdk/Code/hud_elements.html void UserMessageBegin( IRecipientFilter filter, const char *messagename ) The page doesn't say it doesn't apply to server plugins, that is even listed under the 'server' part.. all well and good then, right? Well no not really because in the server plugin project it is defined like this: virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; Worse, there is no default filter class for the server project and no good way of getting the msg_type! I could go on and on about this.. The server plugin needs an SDK all its own.. Last but not least, this doesn't work (I have setup servergll correctly) - It crashes telling me I haven't sent a usermessage, like if you JUST call MessageEnd() without anything else: edict_t *ed = engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1); char name[128] = ; int sizereturn = 0; bool boolrtn = false; int type = -1; for(int x=2; x23; x++) { boolrtn = servergll-GetUserMessageInfo(x, (char*)name, 128, sizereturn); if(strcmp(name, HudMsg) == 0) { type = x; break; } } if(type == -1) return; char *buf = Hello World\n; FilterClass filter; filter.AddAllPlayers(maxClient); bf_write *pWrite; pWrite = engine-UserMessageBegin(filter, type); pWrite-WriteByte( 1 0xFF ); pWrite-WriteFloat( 10.0 ); pWrite-WriteFloat( 50.0 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 250 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 20.0 ); pWrite-WriteFloat( 3.5 ); pWrite-WriteString( Hello World\n ); engine-MessageEnd(); ___ 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] ServerPlugins - Maze without map
The user message is registered, but the client side code is either missing or the user message needs other values. Someone from Valve said, user messages could change, it could be different from the sdk code. So dont expect anything, its luck when its working... Greets Ronny If that was true then why is it returning a type code-number instead of -1? - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 6:14 PM Subject: Re: [hlcoders] ServerPlugins - Maze without map HudMsg isnt working with CS yet, try the same with hl2mp and it should work. For x and y use -1, it will center the message (10 and 50 is a little bit high afaik). Greets Ronny This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good example: http://www.valve-erc.com/srcsdk/Code/hud_elements.html void UserMessageBegin( IRecipientFilter filter, const char *messagename ) The page doesn't say it doesn't apply to server plugins, that is even listed under the 'server' part.. all well and good then, right? Well no not really because in the server plugin project it is defined like this: virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; Worse, there is no default filter class for the server project and no good way of getting the msg_type! I could go on and on about this.. The server plugin needs an SDK all its own.. Last but not least, this doesn't work (I have setup servergll correctly) - It crashes telling me I haven't sent a usermessage, like if you JUST call MessageEnd() without anything else: edict_t *ed = engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1); char name[128] = ; int sizereturn = 0; bool boolrtn = false; int type = -1; for(int x=2; x23; x++) { boolrtn = servergll-GetUserMessageInfo(x, (char*)name, 128, sizereturn); if(strcmp(name, HudMsg) == 0) { type = x; break; } } if(type == -1) return; char *buf = Hello World\n; FilterClass filter; filter.AddAllPlayers(maxClient); bf_write *pWrite; pWrite = engine-UserMessageBegin(filter, type); pWrite-WriteByte( 1 0xFF ); pWrite-WriteFloat( 10.0 ); pWrite-WriteFloat( 50.0 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 250 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 20.0 ); pWrite-WriteFloat( 3.5 ); pWrite-WriteString( Hello World\n ); engine-MessageEnd(); ___ 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] ServerPlugins - Maze without map
I think your just incorrect because I just tried it on HL2:DM and got the same thing, MESSAGE_END called with no active message - Engine Error And then the server crashes and dies with a lovely 0x0040 read (the server attempted to use a pointer to an object that wasn't defined). Which, by the way could EASILY be resolved by simply adding a if(n == NULL) return; - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 6:59 PM Subject: Re: [hlcoders] ServerPlugins - Maze without map The user message is registered, but the client side code is either missing or the user message needs other values. Someone from Valve said, user messages could change, it could be different from the sdk code. So dont expect anything, its luck when its working... Greets Ronny If that was true then why is it returning a type code-number instead of -1? - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 6:14 PM Subject: Re: [hlcoders] ServerPlugins - Maze without map HudMsg isnt working with CS yet, try the same with hl2mp and it should work. For x and y use -1, it will center the message (10 and 50 is a little bit high afaik). Greets Ronny This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good example: http://www.valve-erc.com/srcsdk/Code/hud_elements.html void UserMessageBegin( IRecipientFilter filter, const char *messagename ) The page doesn't say it doesn't apply to server plugins, that is even listed under the 'server' part.. all well and good then, right? Well no not really because in the server plugin project it is defined like this: virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; Worse, there is no default filter class for the server project and no good way of getting the msg_type! I could go on and on about this.. The server plugin needs an SDK all its own.. Last but not least, this doesn't work (I have setup servergll correctly) - It crashes telling me I haven't sent a usermessage, like if you JUST call MessageEnd() without anything else: edict_t *ed = engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1); char name[128] = ; int sizereturn = 0; bool boolrtn = false; int type = -1; for(int x=2; x23; x++) { boolrtn = servergll-GetUserMessageInfo(x, (char*)name, 128, sizereturn); if(strcmp(name, HudMsg) == 0) { type = x; break; } } if(type == -1) return; char *buf = Hello World\n; FilterClass filter; filter.AddAllPlayers(maxClient); bf_write *pWrite; pWrite = engine-UserMessageBegin(filter, type); pWrite-WriteByte( 1 0xFF ); pWrite-WriteFloat( 10.0 ); pWrite-WriteFloat( 50.0 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 100 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 255 ); pWrite-WriteByte( 250 ); pWrite-WriteByte( 0 ); pWrite-WriteByte( 0 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 0.1 ); pWrite-WriteFloat( 20.0 ); pWrite-WriteFloat( 3.5 ); pWrite-WriteString( Hello World\n ); engine-MessageEnd(); ___ 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] Drawing additive textures, alpha channels in VGUI panels
Is there a way to draw a texture in VGUI using the equivelent of the old DRAW_ADDITIVE sprite mode? Currently, my code looks like this: CHudThing::CHudThing () // contructor { m_iArmorIconID = vgui::surface()-CreateNewTextureID(); vgui::surface()-DrawSetTextureFile( m_iArmorIconID, vgui/armoricon , true, false); } CHudThing::Paint () // draw the icon in the VGUI panel. { // draw icon vgui::surface()-DrawSetColor(fgColor); vgui::surface()-DrawSetTexture( m_iArmorIconID ); vgui::surface()-DrawTexturedRect( icon_xpos, icon_ypos, icon_xpos + 32, icon_ypos + 32 ); } The icon (a converted tga file) is white where it is supposed to show, and black on the 'transparent' parts. The problem is that the black areas are showing up as black on the screen, rather than invisible. Setting the drawing mode to draw_additive would fix the problem, but there doesn't seem to be a way to do that. I also tried creating the icon texture with an alpha channel, but it refuses to load. Is there a way around this? Thanks. ___ 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'm on gmail too, I admit, I quit the code list because of the spamish-ness about it, but gmail makes it compact, neat and organized. I would not subscript under any other mail system including outlook. On Fri, 10 Dec 2004 16:36:06 +0100, ZoMtEc [EMAIL PROTECTED] wrote: just create rules [hlds_linux] ... in topic On Fri, 10 Dec 2004 12:41:17 +, Ben Davison [EMAIL PROTECTED] wrote: How do I set it so all mail from the mailing lists get sent to my labels? On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc [EMAIL PROTECTED] wrote: outlook sux ;) On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris [EMAIL PROTECTED] wrote: You can group your emails in outlook by conversation topic. Makes reading posts a lot easier. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of John Carr Sent: 04 December 2004 19:40 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail Mailing Lists 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 *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ 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 -- - 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 ___ 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
You can't debug the hl2 binaries, you need to launch (and debug) your own app (make sure you debug with -game mod dir). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Saturday, December 11, 2004 5:40 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
[hlcoders] HUD, fonts, and everything else not showing up
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
RE: [hlcoders] Unable to debug
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
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
Re: [hlcoders] ServerPlugins - Maze without map
If you get a crash, then something with your code is wrong. The msg_type for HudMsg is 5 in both mods. Get rid of the freaky code above UserMessageBegin and try only to send the user message. If you still get a crash, then your FilterClass has a wrong implementation. It should hold player indeces between 1 and maxclients. I don't want to fool you, I got the HudMsg working in HL2MP. If you don't believe me, then don't write to me. Greets Ronny I think your just incorrect because I just tried it on HL2:DM and got the same thing, MESSAGE_END called with no active message - Engine Error And then the server crashes and dies with a lovely 0x0040 read (the server attempted to use a pointer to an object that wasn't defined). Which, by the way could EASILY be resolved by simply adding a if(n == NULL) return; ___ 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
He was referring to a linker error. Forward declares never resolve these and only attribute to compilation unknown type errors. Also you can forward declare something for more than just pointers, like references and friend declarations. On Sat, 11 Dec 2004 00:35:22 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: 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 ___ 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'm using Gmail too, and even though I haven't really posted anything yet, I gotta also throw in my 2 cents.. gmail is awesome! All the emails went to their respective threads, it's almost like browsing a forum :). -Igor On Sat, 11 Dec 2004 12:37:51 -0800, Kyle Keating [EMAIL PROTECTED] wrote: I'm on gmail too, I admit, I quit the code list because of the spamish-ness about it, but gmail makes it compact, neat and organized. I would not subscript under any other mail system including outlook. On Fri, 10 Dec 2004 16:36:06 +0100, ZoMtEc [EMAIL PROTECTED] wrote: just create rules [hlds_linux] ... in topic On Fri, 10 Dec 2004 12:41:17 +, Ben Davison [EMAIL PROTECTED] wrote: How do I set it so all mail from the mailing lists get sent to my labels? On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc [EMAIL PROTECTED] wrote: outlook sux ;) On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris [EMAIL PROTECTED] wrote: You can group your emails in outlook by conversation topic. Makes reading posts a lot easier. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of John Carr Sent: 04 December 2004 19:40 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail Mailing Lists 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 *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ 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 -- - 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please
[hlcoders] HUD, fonts, and everything else not showing up
-- [ Picked text/plain from multipart/alternative ] I just tried a fresh mod install 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
Re: [hlcoders] Gmail Mailing Lists
Go to your filters. I set mine to check for words hlcoders and have it set to the label. [EMAIL PROTECTED] wrote: How do I set it so all mail from the mailing lists get sent to my labels? On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc [EMAIL PROTECTED] wrote: outlook sux ;) On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris [EMAIL PROTECTED] wrote: You can group your emails in outlook by conversation topic. Makes reading posts a lot easier. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of John Carr Sent: 04 December 2004 19:40 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail Mailing Lists 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 *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ 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 -- - 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 ___ 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] 'mdls : undeclared identifier
In teamplay_gamerules.cpp Around line 170 if ( !strcmp( mdls, pPlayer-TeamName() ) ) { Q_snprintf( text,sizeof(text), You are on team \'%s\'\n, pPlayer-TeamName() ); } Line 250 if ( defaultteam.GetFloat() || !IsValidTeam( mdls ) ) { // int clientIndex = pPlayer-entindex(); // engine-SetClientKeyValue( clientIndex, model, pPlayer-TeamName() ); Q_snprintf( text,sizeof(text), Can't change team to \'%s\'\n, mdls ); UTIL_SayText( text, pPlayer ); Q_snprintf( text,sizeof(text), Server limits teams to \'%s\'\n, m_szTeamList ); UTIL_SayText( text, pPlayer ); return; } What is mdls suppose to be? I did a search on mdls and it is only in the teamplay_gamerules.cpp file. This line here: Q_snprintf( text,sizeof(text), Can't change team to \'%s\'\n, mdls ); From what I gather from this line mdls is the actual team name ? 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
[hlcoders] Skyboxes Shaders
[ I sent an email earlier about player models with no responses-- I suppose most of you are waiting for hl2mp src (if it does arrive) to sort this out. I've made some progress but its been put on the backburner to make room for other tests. Anyhow, hopefully I'll have better luck with this next subject ] Before the SDK was released I read somewhere that it's 'possible' to have multiple skyboxes. I see that the framework is in the SDK, but I have some questions.. :) In Sky_Camera.cpp there is a 'global' sky_camera list, but I'm not sure how to tell the engine which sky_camera to use. Does anyone have any suggestions on the best way to implement it? I have a few ideas bouncing around in my head (like making a sky_area brush entity that a sky_camera would refer to) but none seem good enough. Even though one may be able to tweak the game to have more than one skybox by defining more than one sky_camera and link it to certain areas, it still seems like there is a limitation for only one material set for the toolsskybox material itself, which is set in the world entity. I noticed in world.cpp that the 'skyname' field for the world entity is only used to set the sv_skyname parameter (I'm guessing for debugging/testing/etc).. This leads me to infer that the engine sets what materials to use for skybox rendering BEFORE the game gets to read the world ent... Am I mistaken? Any way to tell the engine to load a different materialset for the skybox during a game-in-progress? A cursory review of the client engine interface didn't turn up any results. So, this all led to a suggestion from the art team that perhaps a VMT may be able to define multiple textures in the skybox material shader scripts, which in turn the game code can reference. Unfortunately, I also see that the documentation is a little sketchy about all the different shader properties.. is there a list anywhere explaining all the properties for things like Cloud or lightmappedgeneric ? Is it possible to define custom shader script directives, or is this strictly an engine thing? /near-infinite list of questions Thanks -- Phil Bowens He is the greatest of warriors who overcomes and subdues himself. ___ 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
[ Converted text/html to text/plain ] Thunderbird and Outlook both do this as well. It has been around for a very long time. gmail isnt the only mail product that does it! Tim Igor Murashkin wrote: I'm using Gmail too, and even though I haven't really posted anything yet, I gotta also throw in my 2 cents.. gmail is awesome! All the emails went to their respective threads, it's almost like browsing a forum :). -Igor On Sat, 11 Dec 2004 12:37:51 -0800, Kyle Keating [EMAIL PROTECTED][1] wrote: I'm on gmail too, I admit, I quit the code list because of the spamish-ness about it, but gmail makes it compact, neat and organized. I would not subscript under any other mail system including outlook. On Fri, 10 Dec 2004 16:36:06 +0100, ZoMtEc [EMAIL PROTECTED][2] wrote: just create rules [hlds_linux] ... in topic On Fri, 10 Dec 2004 12:41:17 +, Ben Davison [EMAIL PROTECTED][3] wrote: How do I set it so all mail from the mailing lists get sent to my labels? On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc [EMAIL PROTECTED][4] wrote: outlook sux ;) On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris [EMAIL PROTECTED][5] wrote: You can group your emails in outlook by conversation topic. Makes reading posts a lot easier. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of John Carr Sent: 04 December 2004 19:40 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail Mailing Lists 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][9] 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[10] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[11] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[12] *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[13] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[14] -- - Ben Davison - http://www.shadow-phoenix.com[15] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[16] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[17] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[18] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[19]
Re: [hlcoders] 'mdls : undeclared identifier
Hard to say. It's commented out code, so I wouldn't really worry about it. Looks like it was a temp variable or something which represented either the current or previous team. Maybe mdls could represent a team if all the members used the same model.. *shrug*. On Sun, 12 Dec 2004 00:06:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: In teamplay_gamerules.cpp Around line 170 if ( !strcmp( mdls, pPlayer-TeamName() ) ) { Q_snprintf( text,sizeof(text), You are on team \'%s\'\n, pPlayer-TeamName() ); } Line 250 if ( defaultteam.GetFloat() || !IsValidTeam( mdls ) ) { // int clientIndex = pPlayer-entindex(); // engine-SetClientKeyValue( clientIndex, model, pPlayer-TeamName() ); Q_snprintf( text,sizeof(text), Can't change team to \'%s\'\n, mdls ); UTIL_SayText( text, pPlayer ); Q_snprintf( text,sizeof(text), Server limits teams to \'%s\'\n, m_szTeamList ); UTIL_SayText( text, pPlayer ); return; } What is mdls suppose to be? I did a search on mdls and it is only in the teamplay_gamerules.cpp file. This line here: Q_snprintf( text,sizeof(text), Can't change team to \'%s\'\n, mdls ); From what I gather from this line mdls is the actual team name ? 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] Skyboxes Shaders
You'll need to create an point entity that you put in each area of the map with a skybox, then add a think function to the player that checks which point you're closest too and sets the m_skybox3d accordingly. Worked for me! On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens [EMAIL PROTECTED] wrote: [ I sent an email earlier about player models with no responses-- I suppose most of you are waiting for hl2mp src (if it does arrive) to sort this out. I've made some progress but its been put on the backburner to make room for other tests. Anyhow, hopefully I'll have better luck with this next subject ] Before the SDK was released I read somewhere that it's 'possible' to have multiple skyboxes. I see that the framework is in the SDK, but I have some questions.. :) In Sky_Camera.cpp there is a 'global' sky_camera list, but I'm not sure how to tell the engine which sky_camera to use. Does anyone have any suggestions on the best way to implement it? I have a few ideas bouncing around in my head (like making a sky_area brush entity that a sky_camera would refer to) but none seem good enough. Even though one may be able to tweak the game to have more than one skybox by defining more than one sky_camera and link it to certain areas, it still seems like there is a limitation for only one material set for the toolsskybox material itself, which is set in the world entity. I noticed in world.cpp that the 'skyname' field for the world entity is only used to set the sv_skyname parameter (I'm guessing for debugging/testing/etc).. This leads me to infer that the engine sets what materials to use for skybox rendering BEFORE the game gets to read the world ent... Am I mistaken? Any way to tell the engine to load a different materialset for the skybox during a game-in-progress? A cursory review of the client engine interface didn't turn up any results. So, this all led to a suggestion from the art team that perhaps a VMT may be able to define multiple textures in the skybox material shader scripts, which in turn the game code can reference. Unfortunately, I also see that the documentation is a little sketchy about all the different shader properties.. is there a list anywhere explaining all the properties for things like Cloud or lightmappedgeneric ? Is it possible to define custom shader script directives, or is this strictly an engine thing? /near-infinite list of questions Thanks -- Phil Bowens He is the greatest of warriors who overcomes and subdues himself. ___ 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] Drawing additive textures, alpha channels in VGUI panels
Try adding this to your VMT file: $additive 1 - Original Message - From: Matthew Lewis [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 2:37 PM Subject: [hlcoders] Drawing additive textures, alpha channels in VGUI panels Is there a way to draw a texture in VGUI using the equivelent of the old DRAW_ADDITIVE sprite mode? Currently, my code looks like this: CHudThing::CHudThing () // contructor { m_iArmorIconID = vgui::surface()-CreateNewTextureID(); vgui::surface()-DrawSetTextureFile( m_iArmorIconID, vgui/armoricon , true, false); } CHudThing::Paint () // draw the icon in the VGUI panel. { // draw icon vgui::surface()-DrawSetColor(fgColor); vgui::surface()-DrawSetTexture( m_iArmorIconID ); vgui::surface()-DrawTexturedRect( icon_xpos, icon_ypos, icon_xpos + 32, icon_ypos + 32 ); } The icon (a converted tga file) is white where it is supposed to show, and black on the 'transparent' parts. The problem is that the black areas are showing up as black on the screen, rather than invisible. Setting the drawing mode to draw_additive would fix the problem, but there doesn't seem to be a way to do that. I also tried creating the icon texture with an alpha channel, but it refuses to load. Is there a way around 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] True-Type Font Resources
Ok, after some more semi-rigorous testing and evaluation of the available free font tools that I could find, my initial suspicions were confirmed. They're all rubbish. The one I actually got to second base with, meaning that I was able to load an existing font file, only runs through CygwinX. Strangely enough, it runs more slowly than the applications I run remotely, with unacceptable lag. Looks like it's back to the days of having sprites for different resolutions... On Sat, 11 Dec 2004 10:44:00 -0500, Skyler York [EMAIL PROTECTED] wrote: I was lazy, oh master Tadpole! On Sat, 11 Dec 2004 09:32:23 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to see such a great feature go to waste because it cost money to create the resources. Indeed - repost. Your google-fu skill leaves much to be desired, grasshopper. :) http://www.google.com/search?hl=enlr=c2coff=1q=open+source+true+type+font+createbtnG=Search The first hit has links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- 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