Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Jon Day
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
In my opinion, this is much more serious of a problem than a lot of people seem 
to be thinking.

I mean, you can't even buy VS2003 anymore (unless it's used), right?  So any 
VS2005 coders out there wanting to mod HL2 have all these problems with the 
code as is that they shouldn't even need to worry with in the first place.  
And why should they worry with those problems?  They shouldn't...and I think a 
lot of HL2's modding scene potential has been lost (or hopefully just delayed) 
due to those problems.

I upgraded to VS2005 and did all (most likely not all, though...which is the 
problem) of the supposed fixes to the code to let the DLLs at least compile all 
the way, but there are still tons of warnings that I pretty much just stopped 
caring about.  I can play the mods, but I feel like my mod DLLs are dirty or 
something and have problems that I won't ever even know about, or that maybe 
they have new problems only brought on by me not fixing up the code for VS2005 
in the proper way.  So personally, I've just been mapping (Fortress Forever, 
WOOH YEAH!) instead of coding while I wait for the Source SDK to fully support 
VS2005.  None of the mods I was coding had much of anything worth keeping, so I 
just plan to start all over with the code once VS2005 is officially supported.  
The waiting game isn't too much fun, though.

So yeah, I think the Source SDK's lack of official VS2005 support is severely 
hurting the HL2 modding scene.

I'm not blaming or mad at Valve though, because really...what in the hell was 
Microsoft thinking when they douched Visual Studio so badly?  That's the real 
disappointment in all this.  Still though, I think the VS2005 users have 
probably waited long enough for the Source SDK to fully support VS2005.

trepid_jon


- Original Message -
From: Greg Chadwick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, March 20, 2006 6:49 AM
Subject: RE: [hlcoders] Are we ever going to get an update for VS2005?


 You can use VS2005 with the SDK now, it just requires fixing up a few
 things and setting the correct compiler options (the proceedure should
 be exactly the same as it is for VC++2005 Express).

 On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote:
 Hi,

 Are there any real plans to update the SDK to work with the 2005 line
 of Visual C++ or Visual Studio? I keep hearing people say it will
 come in the next update, but are there any real release dates? I
 have VS2005 but not 2003, the other coder on our mod team can use VC++

 express. The new IDEs seem to be much better than 2003 from what I
 have seen of 2003.

 So? Any updates Valve? pleease? =P

 -Aditya

 --
 http://www.pixelfaction.com
 AIM:ApeWithABrain

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Re: [hlcoders] Send KeyValues from Panel, to Player (well weapon)

2006-04-06 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
Huh not sure I understand but:

C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();

if (pPlayer)
{
pPlayer-GetActiveWeapon()
}

On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I have a weapon, in which you can select multiple things, using a VGUI
 Panel.

 After you select from this list, It needs to send the keyvalues of the
 selected item, back
 to the weapon and then , get the values from KeyValues.

 Basically the weapon calls

 engine-ClientCmd(ToggleSpellPanel);

 Which then toggles my panel.

 My panel then has a list, with added items,

 So basically what im wanting to know, is either how to send my Player, or
 Weapon, the Currently Selected Items, KeyValues, (Which I know how to get,
 just now howto send to player/weapon)
 .

 Any help would be greatly appreciated.

 Thanks

 -Kramer
 --

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Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Jon, I completly agree with you on most counts. Now this is'nt some big rant
against Valve because in all honestly I 3 them to bits. Personally the
cynic in me is telling me that they are going to sync the codebase with
aftermaths release(yes I laughed at that about 2 months ago) But it would be
nice if we got some kind of announcment in advance if they definatlly new
they would be updating with Aftermath(maybe they are not) most of us
know what delays are like and are caused by(hey we are mod makers ;)) so we
would understand if you said Not untill aftermath

I think the crux of what I'm trying to say is, be a little more forthcoming
with release dates instead of this soon But even I can see the flaw in my
opinion. Eh, imagine what Valve are thinking in regards to release dates.

But just remember, most of us are not your average fan member who will fly
off the handle with every second something is delayed(well most of us won't
:P)

Damned if you do, damned if you don't.

And Jon.

http://www.amazon.co.uk/exec/obidos/ASIN/B8I9K2/qid=1144318058/sr=8-12/ref=sr_8_xs_ap_i12_xgl/203-0516673-8667956

There is probably a student version lurking around somewhere.

On 4/6/06, Jon Day [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 In my opinion, this is much more serious of a problem than a lot of people
 seem to be thinking.

 I mean, you can't even buy VS2003 anymore (unless it's used), right?  So
 any VS2005 coders out there wanting to mod HL2 have all these problems with
 the code as is that they shouldn't even need to worry with in the first
 place.  And why should they worry with those problems?  They shouldn't...and
 I think a lot of HL2's modding scene potential has been lost (or hopefully
 just delayed) due to those problems.

 I upgraded to VS2005 and did all (most likely not all, though...which is
 the problem) of the supposed fixes to the code to let the DLLs at least
 compile all the way, but there are still tons of warnings that I pretty much
 just stopped caring about.  I can play the mods, but I feel like my mod DLLs
 are dirty or something and have problems that I won't ever even know about,
 or that maybe they have new problems only brought on by me not fixing up the
 code for VS2005 in the proper way.  So personally, I've just been mapping
 (Fortress Forever, WOOH YEAH!) instead of coding while I wait for the Source
 SDK to fully support VS2005.  None of the mods I was coding had much of
 anything worth keeping, so I just plan to start all over with the code once
 VS2005 is officially supported.  The waiting game isn't too much fun,
 though.

 So yeah, I think the Source SDK's lack of official VS2005 support is
 severely hurting the HL2 modding scene.

 I'm not blaming or mad at Valve though, because really...what in the hell
 was Microsoft thinking when they douched Visual Studio so badly?  That's the
 real disappointment in all this.  Still though, I think the VS2005 users
 have probably waited long enough for the Source SDK to fully support VS2005.

 trepid_jon


 - Original Message -
 From: Greg Chadwick [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, March 20, 2006 6:49 AM
 Subject: RE: [hlcoders] Are we ever going to get an update for VS2005?


  You can use VS2005 with the SDK now, it just requires fixing up a few
  things and setting the correct compiler options (the proceedure should
  be exactly the same as it is for VC++2005 Express).
 
  On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote:
  Hi,
 
  Are there any real plans to update the SDK to work with the 2005 line
  of Visual C++ or Visual Studio? I keep hearing people say it will
  come in the next update, but are there any real release dates? I
  have VS2005 but not 2003, the other coder on our mod team can use VC++
 
  express. The new IDEs seem to be much better than 2003 from what I
  have seen of 2003.
 
  So? Any updates Valve? pleease? =P
 
  -Aditya
 
  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain
 
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Re: [hlcoders] Send KeyValues from Panel, to Player (well weapon)

2006-04-06 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
hmm, basically what I have, is a panel, that has a list of objects,(well
spells)

So say that you select magic,
I want it then to change a variable m_pCurrentSpell, which is on the weapon,
to that current spell.
m_pCurrentSpell, is an integer with a bunch of values, and depending on the
value, then picks
the spell. So all I want to do, is have my panel, change that value,
depending on what is selected
in my ListPanel.

Does this explain more?

And thanks for your help.

On 4/6/06, Garry Newman [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Huh not sure I understand but:

 C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();

 if (pPlayer)
 {
 pPlayer-GetActiveWeapon()
 }

 On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I have a weapon, in which you can select multiple things, using a VGUI
  Panel.
 
  After you select from this list, It needs to send the keyvalues of the
  selected item, back
  to the weapon and then , get the values from KeyValues.
 
  Basically the weapon calls
 
  engine-ClientCmd(ToggleSpellPanel);
 
  Which then toggles my panel.
 
  My panel then has a list, with added items,
 
  So basically what im wanting to know, is either how to send my Player,
 or
  Weapon, the Currently Selected Items, KeyValues, (Which I know how to
 get,
  just now howto send to player/weapon)
  .
 
  Any help would be greatly appreciated.
 
  Thanks
 
  -Kramer
  --
 
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  please visit:
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Re: [hlcoders] Send KeyValues from Panel, to Player (well weapon)

2006-04-06 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
To get information from my panels to the server, I made a command on the
player that is sent from the panel via engine-ClientCmd. You can setup a
message that calls a function whenever the listbox selection is changed, it
is called ItemSelected, and it passes the index of the currently selected
item in via keyvalues as itemID. You might need to look at the
vgui_controls.lib source to understand this better as there are no examples
in the sdk (afaik). Howevre, an example of message function usage is
OnTextChanged in CSpectatorMenu.

I don't think this is the best way to do it, but I couldn't find an
alternative when I wrote that stuff and it works well enough. :)

On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 hmm, basically what I have, is a panel, that has a list of objects,(well
 spells)

 So say that you select magic,
 I want it then to change a variable m_pCurrentSpell, which is on the
 weapon,
 to that current spell.
 m_pCurrentSpell, is an integer with a bunch of values, and depending on
 the
 value, then picks
 the spell. So all I want to do, is have my panel, change that value,
 depending on what is selected
 in my ListPanel.

 Does this explain more?

 And thanks for your help.

 On 4/6/06, Garry Newman [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Huh not sure I understand but:
 
  C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
 
  if (pPlayer)
  {
  pPlayer-GetActiveWeapon()
  }
 
  On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I have a weapon, in which you can select multiple things, using a VGUI
   Panel.
  
   After you select from this list, It needs to send the keyvalues of the
   selected item, back
   to the weapon and then , get the values from KeyValues.
  
   Basically the weapon calls
  
   engine-ClientCmd(ToggleSpellPanel);
  
   Which then toggles my panel.
  
   My panel then has a list, with added items,
  
   So basically what im wanting to know, is either how to send my Player,
  or
   Weapon, the Currently Selected Items, KeyValues, (Which I know how to
  get,
   just now howto send to player/weapon)
   .
  
   Any help would be greatly appreciated.
  
   Thanks
  
   -Kramer
   --
  
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RE: [hlcoders] Player Physics

2006-04-06 Thread john-sheu
So would I be correct in presuming that only the last call to Update() on the
shadow controller matters?

Quoting Jay Stelly [EMAIL PROTECTED]:
 There aren't any intermediate states, so there is a loss of precision as
 the entire movement is linearized per batch of updates (single target
 position).  The important difference is that the velocity and error
 stuff doesn't get aggregated across the batch of user commands so the
 player doesn't suddenly teleport or move faster.

 And yes, the underlying functions still work, but the controller will of
 course modify the velocity of the object.

 Jay

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RE: [hlcoders] Player Physics

2006-04-06 Thread Jay Stelly
yes

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Thursday, April 06, 2006 10:55 AM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Player Physics

 So would I be correct in presuming that only the last call to
 Update() on the shadow controller matters?

 Quoting Jay Stelly [EMAIL PROTECTED]:
  There aren't any intermediate states, so there is a loss of
 precision
  as the entire movement is linearized per batch of updates (single
  target position).  The important difference is that the
 velocity and
  error stuff doesn't get aggregated across the batch of user
 commands
  so the player doesn't suddenly teleport or move faster.
 
  And yes, the underlying functions still work, but the
 controller will
  of course modify the velocity of the object.
 
  Jay

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Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
I was expecting a SDK update when DOD:S came. Right now it's been a good 11
months since we had an update to the source code. I want this update so I
can put the BG2 code in it and see if it fixes a few problems we have with
the current sdk.


--
Draco
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RE: [hlcoders] Player Physics

2006-04-06 Thread john-sheu
Except for, I assume, the time to target argument, which is incremented with
each call.  Correct?

Quoting Jay Stelly [EMAIL PROTECTED]:
 yes

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: Thursday, April 06, 2006 10:55 AM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Player Physics
 
  So would I be correct in presuming that only the last call to
  Update() on the shadow controller matters?


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[hlcoders] hl2 post process shaders

2006-04-06 Thread Mike Golden
--
[ Picked text/plain from multipart/alternative ]
When running build_sample_shaders.bat i get an error
  ** *D:\mymod\src\sdkshaders*build_sample_shaders.bat -game d:\Program
Files\steam\steamapps\SourceMods\Zombie
The system cannot find the path specified.

sdk_shaders

shaders\fxc\sdk_lightmap_ps20.vcs
shaders\fxc\sdk_lightmap_vs20.vcs
shaders\fxc\sdk_particle_ps11.vcs
shaders\fxc\sdk_particle_vs11.vcs
shaders\fxc\sdk_postprocess_ps20.vcs
shaders\fxc\sdk_postprocess_vs20.vcs
6 File(s) copied
The .vcs files copy to my mod directory fine...
I have built the game_shader_generic_sample.dll without error.
Note: i added Yes (/INCREMENTAL) to the Enable incremental linking in the
project settings, due to the error
LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs;
use /NODEFAULTLIB:library
i also added /NODEFAULTLIB:LIBC, and i also added $(TargetPath) to
shaderlib.lib, tier0.lib, and vstdlib.lib's Outputs.
the .DLL is compiling without any errors, or warnings.

Moving on
I have placed the code that is commented out inside of the
sdk_postprocess.cpp into my CViewRender::RenderView class method.

it is placed directly after the line containing
GenerateOverdrawForTesting();

once i run (debug release active) i see a Fulbright white screen. if i
select a weapon with a muzzle flash the white screen disappears.
I have tried using a different material that doesn't use the sdk_postprocess
shader, and the material is drawn correctly on the screen.


my directory setup is as follows:
my source directory is at D:\mymod\src
my mod directory is at D:\Program Files\Steam\Steamapps\SourceMods\Zombie
my MSVC directory is at D:\Program Files\Microsoft Visual Studio .NET 2003
my perl directory is at C:\perl
my directX sdk directory is at C:\DXSDK

I can't seem to figure out what the problem is. if you need any additional
information, please let me know.
--

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Re: [hlcoders] hl2 post process shaders

2006-04-06 Thread Adam \amckern\ Mckern
I would send an email to wraityh [EMAIL PROTECTED] -
he knows a fair amount about shaders

Adam


--- Mike Golden [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 When running build_sample_shaders.bat i get an error
   **
 *D:\mymod\src\sdkshaders*build_sample_shaders.bat
 -game d:\Program
 Files\steam\steamapps\SourceMods\Zombie
 The system cannot find the path specified.
 
 sdk_shaders
 
 shaders\fxc\sdk_lightmap_ps20.vcs
 shaders\fxc\sdk_lightmap_vs20.vcs
 shaders\fxc\sdk_particle_ps11.vcs
 shaders\fxc\sdk_particle_vs11.vcs
 shaders\fxc\sdk_postprocess_ps20.vcs
 shaders\fxc\sdk_postprocess_vs20.vcs
 6 File(s) copied
 The .vcs files copy to my mod directory fine...
 I have built the game_shader_generic_sample.dll
 without error.
 Note: i added Yes (/INCREMENTAL) to the Enable
 incremental linking in the
 project settings, due to the error
 LINK : warning LNK4098: defaultlib 'LIBC' conflicts
 with use of other libs;
 use /NODEFAULTLIB:library
 i also added /NODEFAULTLIB:LIBC, and i also added
 $(TargetPath) to
 shaderlib.lib, tier0.lib, and vstdlib.lib's Outputs.
 the .DLL is compiling without any errors, or
 warnings.

 Moving on
 I have placed the code that is commented out inside
 of the
 sdk_postprocess.cpp into my CViewRender::RenderView
 class method.

 it is placed directly after the line containing
 GenerateOverdrawForTesting();

 once i run (debug release active) i see a Fulbright
 white screen. if i
 select a weapon with a muzzle flash the white screen
 disappears.
 I have tried using a different material that doesn't
 use the sdk_postprocess
 shader, and the material is drawn correctly on the
 screen.


 my directory setup is as follows:
 my source directory is at D:\mymod\src
 my mod directory is at D:\Program
 Files\Steam\Steamapps\SourceMods\Zombie
 my MSVC directory is at D:\Program Files\Microsoft
 Visual Studio .NET 2003
 my perl directory is at C:\perl
 my directX sdk directory is at C:\DXSDK

 I can't seem to figure out what the problem is. if
 you need any additional
 information, please let me know.
 --

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[hlcoders] Re: hl2 post process shaders

2006-04-06 Thread Mike Golden
--
[ Picked text/plain from multipart/alternative ]
 hmm, it appears that the issue is related to my video card.

the directx hardware level is at 8.1 (which only allows me to write assembly
pixel/vertex shaders)

so if there is a way to force my MOBILITY RADEON 9000 to run on the
9.0hardware level, it looks like im out of look until i get a new
computer(
since i'm on a laptop..)


Let me thank you for wasting your time :-)







When running build_sample_shaders.bat i get an error
  ** *D:\mymod\src\sdkshaders*build_sample_shaders.bat -game d:\Program
Files\steam\steamapps\SourceMods\Zombie
The system cannot find the path specified.

sdk_shaders

shaders\fxc\sdk_lightmap_ps20.vcs
shaders\fxc\sdk_lightmap_vs20.vcs
shaders\fxc\sdk_particle_ps11.vcs
shaders\fxc\sdk_particle_vs11.vcs
shaders\fxc\sdk_postprocess_ps20.vcs
shaders\fxc\sdk_postprocess_vs20.vcs
6 File(s) copied
The .vcs files copy to my mod directory fine...
I have built the game_shader_generic_sample.dll without error.
Note: i added Yes (/INCREMENTAL) to the Enable incremental linking in the
project settings, due to the error
LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs;
use /NODEFAULTLIB:library
i also added /NODEFAULTLIB:LIBC, and i also added $(TargetPath) to
shaderlib.lib, tier0.lib, and vstdlib.lib's Outputs.
the .DLL is compiling without any errors, or warnings.

Moving on
I have placed the code that is commented out inside of the
sdk_postprocess.cpp into my CViewRender::RenderView class method.

it is placed directly after the line containing
GenerateOverdrawForTesting();

once i run (debug release active) i see a Fulbright white screen. if i
select a weapon with a muzzle flash the white screen disappears.
I have tried using a different material that doesn't use the sdk_postprocess
shader, and the material is drawn correctly on the screen.


my directory setup is as follows:
my source directory is at D:\mymod\src
my mod directory is at D:\Program Files\Steam\Steamapps\SourceMods\Zombie
my MSVC directory is at D:\Program Files\Microsoft Visual Studio .NET 2003
my perl directory is at C:\perl
my directX sdk directory is at C:\DXSDK

I can't seem to figure out what the problem is. if you need any additional
information, please let me know.
--

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Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Teddy
I was also expecting a SDK code update back in october, because the
engine update at that time broke Dystopia (along with alot of other
mods), but alas we had to do some hasty workarounds of our own. I
can't quite believe it's been 10 months since the last SDK code
update, especially given the number of issues in the current build.

Back in Novemember I was presenting at the Australian Microsoft
Tech-Ed on Developing atop Half-Life 2 with Microsoft Visual C++ 2005
Express Edition, I remember telling people at the presentation that a
patch to make the SDK work with VS 2005 Express would be out very
soon, there was even a press announcement;
http://www.microsoft.com/presspass/press/2005/aug05/08-31ValveCPlusPlusPR.mspx

Now i feel like a total ass for lying to all those people :/

On 4/7/06, Jason Houston [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I was expecting a SDK update when DOD:S came. Right now it's been a good 11
 months since we had an update to the source code. I want this update so I
 can put the BG2 code in it and see if it fixes a few problems we have with
 the current sdk.


 --
 Draco
 --

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