[hlcoders] Unable to debug

2004-12-11 Thread Xas
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 ?


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[hlcoders] True-Type Font Resources

2004-12-11 Thread Skyler York
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.

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RE: [hlcoders] True-Type Font Resources

2004-12-11 Thread Tony \omega\ Sergi
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


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Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Stephen Micheals
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.


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[hlcoders] dlight

2004-12-11 Thread Tony \omega\ Sergi
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--
[ 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




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RE: [hlcoders] Unable to debug

2004-12-11 Thread Michael Shimmins
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 ?


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Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Skyler York
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



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[hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread David Nelson
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


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RE: [hlcoders] True-Type Font Resources

2004-12-11 Thread Tony \omega\ Sergi
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


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Re: [hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread John \bKT\ Bellone
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
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Looks like you need to implement the class on the server end?
--
-John bKT Bellone
Project Manager, Programmer
Flipside Software
http://www.flipsidesoftware.com

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Re: [hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread Skyler York
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

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RE: [hlcoders] True-Type Font Resources

2004-12-11 Thread Yahn Bernier
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



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[hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
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();


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[hlcoders] Getting a command to be shown in the console

2004-12-11 Thread Mark Ingram
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
--




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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Ronny Schedel
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();


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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
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();


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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Ronny Schedel
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();


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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
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();


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[hlcoders] Drawing additive textures, alpha channels in VGUI panels

2004-12-11 Thread Matthew Lewis
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.
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Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Kyle Keating
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

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***
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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.

   
   
   
   
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  - http://www.shadow-phoenix.com
 
 
 
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RE: [hlcoders] Unable to debug

2004-12-11 Thread Alfred Reynolds
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 ?


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[hlcoders] HUD, fonts, and everything else not showing up

2004-12-11 Thread David Nelson
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


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RE: [hlcoders] Unable to debug

2004-12-11 Thread Xas
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 ?


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Re: [hlcoders] manipulating hull / bbox

2004-12-11 Thread Hasan Aljudy
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?
  
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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Ronny Schedel
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;

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Re: [hlcoders] use of undefined type CSDKPlayer

2004-12-11 Thread David Byttow
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;
   
}
   
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Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Igor Murashkin
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
 
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 ***
 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.
 




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   - http://www.shadow-phoenix.com
  
  
  
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[hlcoders] HUD, fonts, and everything else not showing up

2004-12-11 Thread David Nelson
--
[ 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
--



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Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread David Byttow
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
 
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  archives, please visit:
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   - http://www.shadow-phoenix.com
  
  
  
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[hlcoders] 'mdls : undeclared identifier

2004-12-11 Thread r00t 3:16
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


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[hlcoders] Skyboxes Shaders

2004-12-11 Thread Phil Bowens
[ 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.

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Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Tim Nagel
[ 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]

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***
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.





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--
- Ben Davison
- http://www.shadow-phoenix.com[15]



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Re: [hlcoders] 'mdls : undeclared identifier

2004-12-11 Thread David Byttow
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

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 visit:
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Re: [hlcoders] Skyboxes Shaders

2004-12-11 Thread Teddy
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



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Re: [hlcoders] Drawing additive textures, alpha channels in VGUI panels

2004-12-11 Thread Justin Harvey
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.

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Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Skyler York
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
 
 
 
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