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 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 :-) --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HUD, fonts, and everything else not showing up
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 --- 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] HUD, fonts, and everything else not showing up
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? --- 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
[hlcoders] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fw: Cutscene rendering effects - Negative / Black White
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HUD, fonts, and everything else not showing up
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 :-) --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HUD, fonts, and everything else not showing up
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GameFrame
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? ___ 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] GameFrame
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Phil Bowens He who is the greatest of warriors 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] GameFrame
Ronny Schedel wrote: Just use a thread. Eek! Are the engine functions in the listen server and dedicated server thread safe? -- 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] M_iPrimaryAmmoType
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. ___ 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] M_iPrimaryAmmoType
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] HUD, fonts, and everything else not showing up
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 -- ___ 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] (server-plugin) Displaying a message like the UTIL_HudMessage in HL1
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Recording Features of HL2
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any chance we can get our hands on vcr.cpp ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fw: Cutscene rendering effects - Negative / Black White
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Incoming 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 --- 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] GameFrame
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 ___ 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] 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 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. ___ 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] GameFrame
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 ___ 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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] HUD, fonts, and everything else not showing up
-- [ 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 -- ___ 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 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. ___ 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