[hlcoders] Refraction/frame buffer distortion textures on the hud?

2005-02-18 Thread Maurino Berry
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.
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[hlcoders] RE: CreateServerRagdoll, please i need help with this. To Jay

2005-02-18 Thread Jose Luis Gonzalez
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 :-)

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Re: [hlcoders] Debug builds causing engine error?

2005-02-18 Thread Pavol Marko
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
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Re: [hlcoders] Send user message

2005-02-18 Thread Frank Frieswijk
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;
]   }
]
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] visit:
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]
]


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RE: [hlcoders] SDK Code update.

2005-02-18 Thread Don Alvarez
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.




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Re: [hlcoders] SDK Code update.

2005-02-18 Thread Ben Davison
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
 
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  --
  - Ben Davison
  - http://www.shadow-phoenix.com
 
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- Ben Davison
- http://www.shadow-phoenix.com

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[hlcoders] RE: SDK Code update.

2005-02-18 Thread Imperio59
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...
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Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread British_Bomber
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?

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Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Sylvain Rochette
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?
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RE: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Mike Dussault
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?

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RE: [hlcoders] SDK Code update.

2005-02-18 Thread Xas
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).



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Re: [hlcoders] SDK Code update.

2005-02-18 Thread Jeffrey \botman\ Broome
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
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[hlcoders] Because forks are fun!

2005-02-18 Thread tei
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
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[hlcoders] RE: Adding a Label as Part of a HUD element.

2005-02-18 Thread Imperio59
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... ;)
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[hlcoders] RE: Because forks are fun!

2005-02-18 Thread Imperio59
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)
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Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Bob Aman
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

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RE: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Jay Stelly
 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

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Re: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Michael Hobson
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
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