[hlcoders] Refraction/frame buffer distortion textures on the hud?
Is it possible to properly use refraction or frame buffer distruction textures on the hud/in vgui2? so far i've been able to render them but they only do their animations with a normal map - from what I can tell, the area they should be refracting is simply black, as if nothing was in the frame buffer, Any workaround for this?(What render stages allow for this) Thanks in advance. _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: CreateServerRagdoll, please i need help with this. To Jay
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Fine!. I solve it!. Now i have a vehicle_Strider derived from Iservervehicle and Works fine!!. Also CreateServerRagdoll works too. This solve some minor bugs too I finded when other vehicles pass through the Spawn point. The invisible physics strider was here, and the engine always tell me :Vphysics penetration error. Now is solved. Thanks Jay for your help. No physics error now in any vehicle of my mod. Now I have other minor bugs, but I will solve them. P.D: Works perfect too in HL2DM SDK :-) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug builds causing engine error?
Run with -allowdebug or in a debugger. Ben Davison schrieb: When I build the new HL2MP source on debug mode and try to run the game in steam it gives me an engine error. Anyone else? -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Send user message
You rule, thanx ;-) - Frank -- Citeren Lance Vorgin [EMAIL PROTECTED]: ] Assuming you're starting from the empty server plugin, first include ] /src/tier1/bitbuf.cpp into your project, then add this somewhere ] ] #include IRecipientFilter.h ] #include bitbuf.h ] #include shake.h ] ] class CNewRecipientFilter : public IRecipientFilter { ] private: ] CUtlVectorint m_vRecipients; ] ] public: ] virtual bool IsReliable() const { return true; } ] virtual bool IsInitMessage() const { return false; } ] ] virtual int GetRecipientCount() const { return m_vRecipients.Count(); } ] virtual int GetRecipientIndex(int iSlot) const { return ] m_vRecipients[iSlot]; } ] ] bool Add(edict_t* pEdict){ if(!pEdict || pEdict-IsFree()) return ] false; return Add(engine-IndexOfEdict(pEdict)); } ] bool Add(int iIndex){ if(iIndex = 0) return false; ] m_vRecipients.AddToHead(iIndex); return true; } ] }; ] ] ] bool Shake(edict_t* pEdict){ ] if(!pEdict || pEdict-IsFree()) ] return false; ] ] CNewRecipientFilter Filter; ] ] if(!Filter.Add(pEdict)) ] return false; ] ] bf_write* pBitBuf = engine-UserMessageBegin(Filter, 10); //10 = ] shake in css and hl2dm atm - use engine-GetUserMessageInfo to ] enumerate ] ] if(!pBitBuf) ] return false; ] ] pBitBuf-WriteByte(SHAKE_START);// shake command (SHAKE_START, ] STOP, FREQUENCY, AMPLITUDE) ] pBitBuf-WriteFloat(25);// shake magnitude/amplitude ] pBitBuf-WriteFloat(150.0); // shake noise frequency ] pBitBuf-WriteFloat(2.0); // shake lasts this long ] ] engine-MessageEnd(); ] ] engine-ClientPrintf(pEdict, Shake, my minion!\n); ] ] return true; ] } ] ] Then just rig up down in ClientCommand ] ] else if(FStrEq(pcmd, shakememofo)){ ] Shake(pEntity); ] ] return PLUGIN_STOP; ] } ] ] ___ ] 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] SDK Code update.
There are definitely mods out there (ours included) that are using VSS. This sort of writeup sounds like it would be very helpful, not least because it might incourage folks who are trying to get by without some type of SCM to see the error in their ways. -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Friday, February 18, 2005 11:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Code update. Would it be helpful for us to write a detailed how-to on how to set this up like Mike is describing using Perforce or CVS or VSS? I don't think it would Yahn. Perforce is an extremly expensive program and VSS can only be used over a lan envorioment(IIRC) CVS and subversion is where it's at for us modders. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Code update.
Aha Jay, I should of really looked deeper into the licensing before opening my big gob :P I'm having a look at it now, would be good if you guys did some kind of tutorial on perforce. On Fri, 18 Feb 2005 20:39:03 +0100, tei [EMAIL PROTECTED] wrote: Yet another: http://www.superversion.org/ Its ugly, bad, and beta-ish, but easy to run. Its also code on java and use is own graphic toolkit. Note to Imperio59 : REleaSE!! as posiblEE!!! Actually only exist a few good or bad mods for HL2!.. I can only play Garrysmod!, I want more HL2 mods!!! 111 :D Ben Davison wrote: CVS http://www.anandtech.com/IT/showdoc.aspx?i=2310 SVN http://tortoisesvn.tigris.org/docs/TortoiseSVN_en/ch03s02.html The SVN tutorial is a bit harder to follow. On Fri, 18 Feb 2005 12:08:02 -0600, Justin Harvey [EMAIL PROTECTED] wrote: You only have to merge if you want to, your mod will work fine with out merging. So, again, it's up to you, do it or don't, from what Valve has said your mod will not break. -- www.neotokyohq.com Quoting Imperio59 [EMAIL PROTECTED]: Ok, I'm not done merging the 150+ files i need to yet, but i want a few explanations: Why change the entire game events listener/sender system? Why was that etc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: SDK Code update.
I already use a CVs but i am far from being an expert at doing it, i will try to do the branch thing after i back up my code just in case. I was pissed earlier and i'm better now, sorry if I sounded harsh. I would love that tutorial, because right now i have no idea how to start on doing this, i use tortoiseCVS... -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.0.0 - Release Date: 18/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: SDK Code update.
Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes and their effects on the in house games? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: SDK Code update.
They probably use Source Safe! - Original Message - From: British_Bomber [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 18, 2005 6:39 PM Subject: Re: [hlcoders] RE: SDK Code update. Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes and their effects on the in house games? ___ 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] RE: SDK Code update.
We use Perforce for all of our assets (code, contents, docs, libraries, etc). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber Sent: Friday, February 18, 2005 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] RE: SDK Code update. Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes and their effects on the in house games? ___ 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] SDK Code update.
Am I the only one to be shocked to get an SDK updated often ? I mean... The HL1 SDK didn't have so many update. I'm a little disapointed of this, as I'm having an unfinished product... Will we have a continous updated SDK, forever ? I dislike this method, and prefer to know now, in place to work on this solution. Thanks. -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Mike Dussault Envoyé : vendredi 18 février 2005 19:00 À : hlcoders@list.valvesoftware.com Objet : RE: [hlcoders] SDK Code update. It's recommended that you merge the latest code from Valve into your mod, but it's certainly not required. We keep our interfaces backwards compatible. When we release new code, we figure people will merge it at an appropriate time for them. Merging our changes can be made much easier by using a source control system like Perforce or CVS. I'm writing a document on this (should be out next week), but in a nutshell, you do this: 1. Make a branch (branch A) that holds Valve's latest source drop only. 2. Make a branch off branch A that holds your source code (call this branch B). 3. Edit your code in branch B. 4. When a new Valve update comes out, copy all Valve's latest code into branch A and integrate the changes into branch B. If you do it this way, the source control program will handle the lion's share of the merge work for you (depending on how much of Valve's base code you've modified). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Code update.
Xas wrote: Will we have a continous updated SDK, forever ? I dislike this method, and prefer to know now, in place to work on this solution. Why would it matter if Valve released an SDK update every week? The only thing that you have to worry about is... 1) Does the SDK update provide a bug fix to a bug that currently exists in your MOD? If so, just merge the bug fix code into your MOD (and nothing more). 2) Does this SDK/engine update break compatibility with your existing MOD? Valve wants each SDK/engine update to be backward compatible so that any MOD created with ANY version of the SDK will still work with the latest engine update. If there is some significant change to the engine that requires you to update SOME (not all) SDK code, hopefully Valve will tell people this as part of the Update News with the SDK release. 3) Is there some new SDK/engine feature that will cause people to not play your MOD if that feature isn't available (i.e. the new order a pizza to be delivered to me from within the game feature)? Just because a new SDK is released that might have a new feature that wasn't in a previous SDK does NOT mean that you have to integrate that code into your MOD (especially if you have no plan of ever using those features in your MOD). Just because it's available doesn't mean you have to use it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Because forks are fun!
I am mapping in a family tree the brothers, childrens, cousins, parents and grandparents of Half-Life. As engines continue a legacy of fileformats, console comands and netcode, can be a reference for the future: http://www.quakesrc.org/forums/viewtopic.php?p=34404 Feel free to contribute by private email, posting, or with this dynamic site: http://www.servicios-dpi.com/fun/mainloop.php --Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Adding a Label as Part of a HUD element.
Ok that apparently was the problem, I re-arranged my calls to SizeToContents and it works fine. For that SetWrap, I moved it to unprotected in the vgui_controls lib, just 'cause i felt like doing it, and it doesn't seem to be causing problems, there didn't seem to be any other way to set the wrap, s... ;) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.0.0 - Release Date: 18/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Because forks are fun!
In theory, Source isn't even related to Quake, since it is a new engine built from the ground up by Valve. It is not even related to HL1, besides the actual look and feel and class design that mimics HL1's, but is totally different under the hood ;) I'll take this opportunity while we're discussing engines to ask Valve a question: Is Source DX7 compatible only so it can someday be ported to X-BOX? (Question from one of my mod members) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.0.0 - Release Date: 18/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: SDK Code update.
On Fri, 18 Feb 2005 16:08:04 -0800, Mike Dussault [EMAIL PROTECTED] wrote: We use Perforce for all of our assets (code, contents, docs, libraries, etc). Doesn't surprise me in the slightest. Personally, the only two source control systems I would ever use (assuming I get to choose) would be either Subversion or Perforce. I think Perforce handles binary files a bit better than Subversion, but Subversion has a lot more community and utility support because of its open-source-ness. I mean, even my webhost provides Subversion repositories. And since I almost never have to check binary files in, I tend to lean towards Subversion, but if you want one source control system to handle every kind of file, Perforce would be the way I'd go, hands-down. So yeah, Perforce tutorials might be nice, even if most of us end up using Subversion. I'm a firm believer in using the right tool for the job. Perforce will suit some people, Subversion others, and still others will blindly enjoy going through the torture that is VSS. (I'm going to take a wild guess and say that most of the VSS users are only doing it for the Visual Studio integration. Trust me, that's lousy reason. VSS is far too good at corrupting its own database. Not worth it.) But anyhow. If you're going to take time to write tutorials, the big three ought to be Subversion, Perforce, and CVS. Superversion sounds kinda... well, unknown. And if you're using VSS, you should seriously stop. Really. Microsoft doesn't even use their own source control system. They use SourceSafe mostly, as I recall. That should tell you something. VSS will corrupt its database if the repository gets too large, and because it doesn't use file deltas, this can happen much faster than you might expect. Unless you're making nightly backups, this is really very bad. And even then, it's a lot of work to fix a broken VSS database. And that's to say nothing of the horrendously stupid things that Visual Studio's integration does. If you need ease-of-use, use the TortoiseSVN client. Personally, I think it's even easier to use than Visual Studio's integration features, and certainly far more powerful. -- Bob Aman ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: Because forks are fun!
Is Source DX7 compatible only so it can someday be ported to X-BOX? (Question from one of my mod members) Source supports DX7 because lots of people had dx7 cards in the various steam hardware surveys we did (GF2, GF2MX, GF4MX, the original Radeon). Also, XBOX is dx8. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Because forks are fun!
At 09:28 PM 2/18/2005, Imperio59 wrote: In theory, Source isn't even related to Quake, since it is a new engine built from the ground up by Valve. It is not even related to HL1, besides the actual look and feel and class design that mimics HL1's, but is totally different under the hood ;) zt! I'm sorry, but that's the wrong answer. Next contestant please! Michael A. Hobson yahoo: warrior_mike2001 icq: #2186709 mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders