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

2004-12-13 Thread so.Suddenly
How did you fix the problem of getting stuck in prop_physics when
pushing against them and then try to walk backwards again?
(Like e.g. the jeep in the demo-map)
thanks,
so.Suddenly
Tony omega Sergi wrote:
Indeed, I've already got team and class system implemented, scoreboard works
with teams, got a basic weapon select going on and about 13 weapons done,
with models (ported from hl1 mod, heh;D).
It's really bloody easy. Too many people bitch about not having hl2dm source
and how hard it is to do this stuff, but it's really not, all the framework
is there, all the examples you need are there, modders nowadays are just too
damned lazy!
-omega
-Original Message-
From: Chris Adams [mailto:[EMAIL PROTECTED]
Sent: December 12, 2004 5:15 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HUD, fonts, and everything else not showing up
Is this actually going to happen?
A lot of coders (myself included) have already reinvented the wheel and
as a result we're well on with the coding of our MODs. I think that
there are some good guides on http://forums.thewavelength.net/index.php
Anyway it can be said that there's no need to reinvent the wheel, but we
did, and we're currently far far ahead, to the point where HL2DM
wouldn't do much more for us :-)
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RE: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Tony \omega\ Sergi

I haven't yet actually, it's not a major priority yet for me, getting the
underlying game play stuff implemented has been as it's going to take the
most work. I've noticed that stuff happens in cs:s though, so I'm not sure
what the difference between cs:s and hl2dm are.
Also, I've noticed you don't always stick in the buggy (at least I don't) it
SEEMS random, annoying indeed though.

-omega
-Original Message-
From: so.Suddenly [mailto:[EMAIL PROTECTED]
Sent: December 13, 2004 3:10 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HUD, fonts, and everything else not showing up

How did you fix the problem of getting stuck in prop_physics when
pushing against them and then try to walk backwards again?
(Like e.g. the jeep in the demo-map)

thanks,
so.Suddenly

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

2004-12-13 Thread Tony \omega\ Sergi
Yeah it's an hl mod too, not ready to announce it yet though ;)
I still have to write some tuts for wavelength though, I keep putting it
off. Hehe

-omega


-Original Message-
From: Travis White [mailto:[EMAIL PROTECTED]
Sent: December 12, 2004 11:30 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HUD, fonts, and everything else not showing up

I am interested in your mod Omega (as you seem to know a lot/help
people with a lot/write tutorials). Was it a hl1 mod aswell?

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[hlcoders] Cutscene rendering effects - Negative / Black White

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that in various places (all cut scenes I think), the screen is 
rendered in a mix of negative and Black  White.

I've been searching through the SP SDK, but I can't find anything that will 
render the world in Black  White... in particular client side, so I can 
implement proper NV goggles.

The closest I came to proper NV goggles in HL1 was model swapping to all 
white skins, drawing a sprite on the hud to darken the world and rendering 
white dlights above the players so they were highly visible.

Can anyone give me a clue as to how this effect was achieved in the cut-scenes ?

Cheers,

Mike.
--



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Re: [hlcoders] Fw: Cutscene rendering effects - Negative / Black White

2004-12-13 Thread tei
Mike Blowers wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that in various places (all cut scenes I think), the screen is 
rendered in a mix of negative and Black  White.
I've been searching through the SP SDK, but I can't find anything that will render the world 
in Black  White... in particular client side, so I can implement proper NV 
goggles.
The closest I came to proper NV goggles in HL1 was model swapping to all 
white skins, drawing a sprite on the hud to darken the world and rendering white dlights 
above the players so they were highly visible.
Can anyone give me a clue as to how this effect was achieved in the cut-scenes ?
Cheers,
Mike.
I dont know, maybe with console commands:

1986
Quake 1
bf
-
2004
Half-Life 2
fadein {time r g b}: Fades the screen in from black or from the specified
color over the given number of seconds.
fadeout {time r g b}: Fades the screen to black or to the specified color
over the given number of seconds.
--
Interesting site about human evolution and sci-fi:
http://www.kubrick2001.com/
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RE: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Chris Adams
Too many people bitch about not having hl2dm source
and how hard it is to do this stuff, but it's really not, all the
framework
is there, all the examples you need are there, modders nowadays are just
too
damned lazy!

I agree entirely... Now that I've worked out how the code is structured
and organised I'm on a roll and it seems easy. It seems most people
don't want to work it out and just want copy and pastes!

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: 13 December 2004 02:35
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HUD, fonts, and everything else not showing up

Indeed, I've already got team and class system implemented, scoreboard
works
with teams, got a basic weapon select going on and about 13 weapons
done,
with models (ported from hl1 mod, heh;D).

It's really bloody easy. Too many people bitch about not having hl2dm
source
and how hard it is to do this stuff, but it's really not, all the
framework
is there, all the examples you need are there, modders nowadays are just
too
damned lazy!

-omega

-Original Message-
From: Chris Adams [mailto:[EMAIL PROTECTED]
Sent: December 12, 2004 5:15 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HUD, fonts, and everything else not showing up

Is this actually going to happen?

A lot of coders (myself included) have already reinvented the wheel and
as a result we're well on with the coding of our MODs. I think that
there are some good guides on http://forums.thewavelength.net/index.php

Anyway it can be said that there's no need to reinvent the wheel, but we
did, and we're currently far far ahead, to the point where HL2DM
wouldn't do much more for us :-)


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

2004-12-13 Thread i199
Or maybe we want to see how people who developed the game would write 
multiplayer code? No, that can't be it. It must be because we're lazy bastards.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: Monday, December 13, 2004 4:47 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HUD, fonts, and everything else not showing up

Too many people bitch about not having hl2dm source
and how hard it is to do this stuff, but it's really not, all the
framework
is there, all the examples you need are there, modders nowadays are just
too
damned lazy!

I agree entirely... Now that I've worked out how the code is structured
and organised I'm on a roll and it seems easy. It seems most people
don't want to work it out and just want copy and pastes!

---
Chris Adams
Fragzzhost


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[hlcoders] GameFrame

2004-12-13 Thread Ray
(In serverplugin)
GameFrame states its called about 60 times a second.
If I do a Msg(%f,Engine-Time()); from it ..it looks like its firing
about 30 times a second.
Why would that be?
Is there any way to get it to fire when there isnt any players in the server?


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

2004-12-13 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote:
Or maybe we want to see how people who developed the game would write
multiplayer code? No, that can't be it. It must be because we're lazy
bastards.
Sarcasm?
Not having an example means you learn more (you learn more from failures
than you do by copying what someone else has done).  Also, not having
something you can copy-and-paste from encourages everyone to create
their own unique interface rather than having 100 MODs all using exactly
the same layout and button arrangement (see Counter-Strike clone for
examples).  :)
But, yeah, basically coders are lazy and will happily copy what someone
else has done rather than trying to invent the wheel themselves (even if
they could invent a much better wheel with a little bit of extra work).
--
Jeffrey botman Broome
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Re: [hlcoders] GameFrame

2004-12-13 Thread Ronny Schedel
Just use a thread.
Greets
Ronny

(In serverplugin)
GameFrame states its called about 60 times a second.
If I do a Msg(%f,Engine-Time()); from it ..it looks like its firing
about 30 times a second.
Why would that be?
Is there any way to get it to fire when there isnt any players in the
server?


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RE: [hlcoders] GameFrame

2004-12-13 Thread Jay Stelly
Sv_alternateticks 1 cuts the server framerate in half for performance.
You'll either get 15ms ticks or 30ms ticks depending on this variable's
setting.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ray
 Sent: Monday, December 13, 2004 4:24 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] GameFrame

 (In serverplugin)
 GameFrame states its called about 60 times a second.
 If I do a Msg(%f,Engine-Time()); from it ..it looks like
 its firing about 30 times a second.

 Why would that be?

 Is there any way to get it to fire when there isnt any
 players in the server?





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

2004-12-13 Thread Phil Bowens
Most of coding *is* modifying other people's code. Not that I totally
agree with waiting for HL2MP source myself, but the way I look at it..
I'd rather use a solid foundation from a team of 15 engineers who have
worked with the same codebase for 6 years than invent some shakey
system in what little spare time I have.

Sure, it's great to go out and do something yourself. How else are you
to learn, right? But in the real world, people have jobs, or school,
and rarely have as much time to work on a system that Valve does
professionally. I seriously doubt that I could pull of something that
is better than Valve's implementation with just a 'little' more work.

That said-- The SDK isn't as horrible as people make it out to be. At
first glance it seems extremely incomplete. But after reviewing it
more and more and more, it's actually a very good foundation from with
to start a mod from scratch. I recommend anyone who is waiting for
hl2mp to go ahead and try working on your mod with the SDK, holding no
reservations. You may get futher than you expected in less time than
you might think. Just get in there and do it, damnit! ;)

On Mon, 13 Dec 2004 18:23:19 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 [EMAIL PROTECTED] wrote:
  Or maybe we want to see how people who developed the game would write
  multiplayer code? No, that can't be it. It must be because we're lazy
  bastards.

 Sarcasm?

 Not having an example means you learn more (you learn more from failures
 than you do by copying what someone else has done).  Also, not having
 something you can copy-and-paste from encourages everyone to create
 their own unique interface rather than having 100 MODs all using exactly
 the same layout and button arrangement (see Counter-Strike clone for
 examples).  :)

 But, yeah, basically coders are lazy and will happily copy what someone
 else has done rather than trying to invent the wheel themselves (even if
 they could invent a much better wheel with a little bit of extra work).

 --
 Jeffrey botman Broome



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--
Phil Bowens

He who is the greatest of warriors overcomes and subdues himself.

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Re: [hlcoders] GameFrame

2004-12-13 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote:
Just use a thread.
Eek!  Are the engine functions in the listen server and dedicated
server thread safe?
--
Jeffrey botman Broome
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RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Adrian Finol
Did you add the ammo type? Search for CAmmoDef *GetAmmoDef() and you'll see how 
HL2 adds ammo types.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Tuesday, December 14, 2004 12:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] M_iPrimaryAmmoType

I know that.
I was asking about their initialization, because my GiveAmmo() doesn't work.
Isn't it supposed to add the value of default_clip variable in the script 
weapon file ?
In my script file I have :
clip_size 1
default_clip  5

But when I made an impulse 101, my weapon get 1 ammo, and nothing into the clip.
I got nothing in my reserv. I don't understand why.
Why GiveAmmo returns me 0 ?



-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Mike Dussault Envoyé : mardi 14 
décembre 2004 02:35 À : [EMAIL PROTECTED] Objet : RE: [hlcoders] 
M_iPrimaryAmmoType

m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the 
primary_ammo field of the weapon's script file (in scripts\weapon_class
name.txt). m_iAmmo tells how much of each type of ammo a character has
nameon
them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Sunday, December 12, 2004 6:57 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] M_iPrimaryAmmoType

Can someone explain me how works the m_iPrimaryAmmoType.
How is it initialized exactly ?
How the m_iAmmo array of CBaseCombatCharacter class is initialized too ?

Because I'm missing something about adding a new weapon (and not replacing one).

Xas.


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RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Xas
I have already made this changes.
I added a new line in the GetAmmoDef method with :

def.AddAmmoType(Fusil, DMG_BULLET, TRACER_LINE, sk_plr_dmg_fusil,
sk_npc_dmg_fusil, sk_max_fusil, BULLET_IMPULSE(800, 5000), 0 );=20

Fusil is the name of my ammo, as declared in the weapon file script =
and in
item_ammo.cpp (from Citem class)

So I suppose my ammo is added. Even because when I try a impulse 101 I =
got
no error of some ammo undeclared or type...

So that's very strange.
At begining, I'd just copy the 357 class, only changing the name. It was =
all
working. Logically.

But making all independant (well, I still use all 357 models, I'm just a
coder), I must forgot something...


-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Adrian =
Finol
Envoy=E9 : mardi 14 d=E9cembre 2004 09:37
=C0 : [EMAIL PROTECTED]
Objet : RE: [hlcoders] M_iPrimaryAmmoType

Did you add the ammo type? Search for CAmmoDef *GetAmmoDef() and you'll =
see
how HL2 adds ammo types.


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

2004-12-13 Thread Slash
I agree. I rather have a walkthrough of the code with small peices
of code, rather than a bunch of stuff to copy and paste. Maybe someone
with a good grasp of the code already can give an overview of where
stuff is, how stuff works together, and when you should modify what's
there or build off of what is there (general pointers). Or maybe an
article that steps through the code and discusses what happens when
someone presses the +attack button and how the weapon code works, with
specific references to places in the SDK.

Examples definately help, but only because I learn where to look and
where to change things in the future, but gain no more perspective or
knowledge outside of that.

But I'm not bitching- I'm still looking through the code and trying to
figure stuff out. I don't want to copy and paste, but it would be
helpful if I had a better idea of what is going on. I guess it'll all
click eventually =)

-Slash

On Mon, 13 Dec 2004 21:56:43 -0500, David Nelson [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I do agree that people are to lazy... and after being around for the 1st SDK
 I really understand what you mean and remember the people who just copied
 and pasted the tutorials.

 I think maybe making some tutorials that explain a feature and discuss how
 it works with SMALL examples would be more beneficial to the community.  To
 many tutorials are short ended and it seems more as a copy and paste rather
 than a good explanation.. just my thoughts

 I think the SDK is really cool.. but it doesn't have an obvious starting
 point to me.  Its size and macros are a pain to get ahold of.. but as I
 slowly get to know how things work that more I love the SDK.

 thanks,
 David
 --


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[hlcoders] (server-plugin) Displaying a message like the UTIL_HudMessage in HL1

2004-12-13 Thread Josh
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How do I do this?  I have seen many people talk about using
UserMessageBeing.  I have a working version of the ReceipientFilter class
(from hl2coding.com) which I think I need to use.



So lets say I have a player entity/index, how would I display a simple
message on their screen?  Is this possible yet with the current SDK from a
server-plugin?



Thanks,

Josh

--


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[hlcoders] Recording Features of HL2

2004-12-13 Thread Mike Blowers
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Any chance we can get our hands on vcr.cpp ?
--



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RE: [hlcoders] Fw: Cutscene rendering effects - Negative / Black White

2004-12-13 Thread Tony \omega\ Sergi
I believe it was done with a screen shader. Look at the intro script
entities.

There was a discussion about this in wavelength, and I think thats what
whoever figured it out, said it was.
-omega

-Original Message-
From: Mike Blowers [mailto:[EMAIL PROTECTED]
Sent: December 13, 2004 8:46 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Fw: Cutscene rendering effects - Negative / Black 
White

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that in various places (all cut scenes I think), the screen is
rendered in a mix of negative and Black  White.

I've been searching through the SP SDK, but I can't find anything that will
render the world in Black  White... in particular client side, so I can
implement proper NV goggles.

The closest I came to proper NV goggles in HL1 was model swapping to all
white skins, drawing a sprite on the hud to darken the world and rendering
white dlights above the players so they were highly visible.

Can anyone give me a clue as to how this effect was achieved in the
cut-scenes ?

Cheers,

Mike.
--



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Re: [hlcoders] GameFrame

2004-12-13 Thread Ronny Schedel
Depends on what he wants to do. I had never any problems
with threads in my past hl1 programms :o)
Greets
Ronny

Ronny Schedel wrote:
Just use a thread.
Eek!  Are the engine functions in the listen server and dedicated
server thread safe?
--
Jeffrey botman Broome
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RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Mike Dussault
m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the
primary_ammo field of the weapon's script file (in
scripts\weapon_class name.txt). m_iAmmo tells how much of each type of
ammo a character has on them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Sunday, December 12, 2004 6:57 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] M_iPrimaryAmmoType

Can someone explain me how works the m_iPrimaryAmmoType.
How is it initialized exactly ?
How the m_iAmmo array of CBaseCombatCharacter class is initialized too ?

Because I'm missing something about adding a new weapon (and not
replacing one).

Xas.


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Re: [hlcoders] GameFrame

2004-12-13 Thread David Anderson
I don't feel safe doing some HL stuff in a thread, especially since what
I'm doing in GameFrame is _definitely_ not thread safe.
My problem is that GameFrame won't fire unless a player is in the server -
this makes it difficult for me to beta test things quickly.
 -David Anderson
On Tue, 14 Dec 2004, Ronny Schedel wrote:
Depends on what he wants to do. I had never any problems
with threads in my past hl1 programms :o)
Greets
Ronny

Ronny Schedel wrote:
Just use a thread.
Eek!  Are the engine functions in the listen server and dedicated
server thread safe?
--
Jeffrey botman Broome
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RE: [hlcoders] manipulating hull / bbox

2004-12-13 Thread Jay Stelly
That's because the player logic has to run on the client as well (for
multiplayer prediction) so it's a special case.

You'll need to modify the functions in gamemovement.cpp:

const Vector CGameMovement::GetPlayerMins( bool ducked ) const
{
return ducked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN;
}


You could add this to the movevars and copy it in from the entity - then
SetCollisionBounds() would work - but you'd need to send the hull bounds
over to the client for proper prediction.  In the case of ducking, we
want to predict the transitions too, so we implemented the hull size
changes in the shared movement code.  You'll probably want to do the
same if your mod is multiplayer.


Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Hasan Aljudy
 Sent: Monday, December 13, 2004 12:20 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] manipulating hull / bbox

  Or if your mod has no vphysics at all, you can just skip the shadow
  objects and set the size directly in the entity.
 

 Well the problem is, using CBaseEntity::SetCollisionBounds
 appears to change the bounding box, (as ent_bbox player
 shows) but this box has nothing to do with collision. it can
 go through walls, etc.
 http://img110.exs.cx/img110/5110/small00068tp.jpg

 On Sun, 12 Dec 2004 21:11:45 -0800, Jay Stelly
 [EMAIL PROTECTED] wrote:
  Vphysics shadow objects are for objects that are controlled by the
  game logic.  They follow the motion that happened in the game world
  and cause the corresponding physical effects.  The player
 is a special
  case that accepts feedback from vphysics.
 
  Anyway, you don't have to have specific bbox objects in your mod if
  you don't want to.  You can create them dynamically as the players
  change size.  It's just a little faster if you cache them
 so HL2 does.
 
  Or if your mod has no vphysics at all, you can just skip the shadow
  objects and set the size directly in the entity.
 
  Jay
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
   Aljudy
   Sent: Saturday, December 11, 2004 2:09 PM
   To: [EMAIL PROTECTED]
   Subject: 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?
 
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  --
 
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Re: Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread David Nelson
--
[ Picked text/plain from multipart/alternative ]
I do agree that people are to lazy... and after being around for the 1st SDK
I really understand what you mean and remember the people who just copied
and pasted the tutorials.

I think maybe making some tutorials that explain a feature and discuss how
it works with SMALL examples would be more beneficial to the community.  To
many tutorials are short ended and it seems more as a copy and paste rather
than a good explanation.. just my thoughts

I think the SDK is really cool.. but it doesn't have an obvious starting
point to me.  Its size and macros are a pain to get ahold of.. but as I
slowly get to know how things work that more I love the SDK.

thanks,
David
--



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RE: [hlcoders] True-Type Font Resources

2004-12-13 Thread Yahn Bernier
I asked Greg Coomer what he used, here's what he said:

The best tool by far is called Fontlab. That's what we use. It's
expensive, though. [~US $500]

The makers of Fontlab have a low-priced version called TypeTool. It
costs $100.
I'd strongly recommend this option for MOD teams. It's not free, but
it'll save lots of headaches.
http://fontlab.com/html/typetool.html


There's a cheaper alternative named Font Creator Program, but I've
never tried it. Looks like a good low-cost alternative.
http://www.high-logic.com/


Greg also was kind enough to supply his Fontlab source file if any of
you decide to go that route.  We'll put this into the SDK soon, but for
now, if you have Fontlab and want to see the source art we used, it's
available at:

http://www.half-life2.com/font/HALFLIFE2.vfb

Yahn


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skyler York
Sent: Saturday, December 11, 2004 5:48 AM
To: [EMAIL PROTECTED]
Subject: [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.

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