Re: [hlcoders] Rendering Model over VGUI

2006-07-19 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Tried setting it to true...no change

--
ts2do
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Re: [hlcoders] Localization File

2006-07-19 Thread Aaron Schiff
--
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Changing it to unicode fixed it

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[hlcoders] Hud positioning/scaling help

2006-07-19 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Im having trouble positioning and scaling some of the images I have for my
hud. I know that im supposed to position them in 640x480, but when I do
that, if I then take it up to say 1024x768 then some of the images now
intersect with the text, because the text is now bigger.

And, since in the hud I have a health bar, in 640x480 it is really big, and
in higher resolutions it is just fine, how would I scale it down only if the
resolution is 640x480?

This is my hud:
http://img529.imageshack.us/img529/6661/newhudpi2.jpg

And I have it all worked out in the code, it is just the images are not
scaling down or up, which is really frustrating me :(

I tried doing something like:
#define RES640 113

engine-GetScreenSize(m_iScreenWidth,m_iScreenHeight);

if(m_iScreenWidth == 640){
healthBar-SetSize(m_iHealth * (RES640 / 100),8); //Update the size
of the Health Bar
 }

The size of the healthbar is not 100 pixel's across, so I have to multiply
the current health by a certain fraction. So I take the width it should be
(RES640) and divide it by 100, which should give me a fraction and set it to
the write width, which it doesn't it is alway's to big for it, though it
should be just right.


Thanks to anyone that can help me :D


-Michael Kramer
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Re: [hlcoders] Hud positioning/scaling help

2006-07-19 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Try using the XRES() and YRES() functions, and base your code off that, this
way you will get correct placement for any resolution, even if it is changed
while in game.

On 7/19/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Im having trouble positioning and scaling some of the images I have for my
 hud. I know that im supposed to position them in 640x480, but when I do
 that, if I then take it up to say 1024x768 then some of the images now
 intersect with the text, because the text is now bigger.

 And, since in the hud I have a health bar, in 640x480 it is really big,
 and
 in higher resolutions it is just fine, how would I scale it down only if
 the
 resolution is 640x480?

 This is my hud:
 http://img529.imageshack.us/img529/6661/newhudpi2.jpg

 And I have it all worked out in the code, it is just the images are not
 scaling down or up, which is really frustrating me :(

 I tried doing something like:
 #define RES640 113

 engine-GetScreenSize(m_iScreenWidth,m_iScreenHeight);

 if(m_iScreenWidth == 640){
healthBar-SetSize(m_iHealth * (RES640 / 100),8); //Update the size
 of the Health Bar
 }

 The size of the healthbar is not 100 pixel's across, so I have to multiply
 the current health by a certain fraction. So I take the width it should be
 (RES640) and divide it by 100, which should give me a fraction and set it
 to
 the write width, which it doesn't it is alway's to big for it, though it
 should be just right.


 Thanks to anyone that can help me :D


 -Michael Kramer
 --

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[hlcoders] Fundamental Source engine question

2006-07-19 Thread Thomas Vollmer
Hi all,

I have a fundamental question, and maybe this is not the right forum. If so,
please direct me elsewhere.

So, how can I build a game using the Source engine (not necessarily a MOD) so I
can later deploy it without requiring the end user to have HL2 installed?

Requiring the end user to have Steam is ok, but I don't want to require them to
have HL2. Is this possible? I figure it must be possible I'm just not sure how.
Any help would be appreciated.

Thanks,
Thomas


Regards,
Thomas

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
You will have to require one of the games, either css, dods, or hl2.  Unless
you want to spend god knows what to purchase a dev's license from valve.
With that you can make a game like sin episodes.  But if you want low cost,
you will be looking at modding one of the afformentioned valve games.
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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Jeffrey \botman\ Broome

Thomas Vollmer wrote:

Hi all,

I have a fundamental question, and maybe this is not the right forum. If so,
please direct me elsewhere.

So, how can I build a game using the Source engine (not necessarily a MOD) so I
can later deploy it without requiring the end user to have HL2 installed?

Requiring the end user to have Steam is ok, but I don't want to require them to
have HL2. Is this possible? I figure it must be possible I'm just not sure how.
Any help would be appreciated.


http://www.valvesoftware.com/business.html

...see the section titled SOURCE ENGINE LICENSING

--
Jeffrey botman Broome

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[hlcoders] Crash on Startup

2006-07-19 Thread John Sheu
I've got one of those strange crash-on-startup issues, if anybody wants to
take a look at the dump:

http://www.eternal-silence.net/forums/index.php?act=Attachtype=postid=42831

It's crashing in engine code, and the unfortunate victim says it occurs even
before the New Game, Find Servers, etc. buttons come up on the main
screen.  At this time, the window is already up, with the appropriate
background.

-John Sheu

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
Looks like your kb_def.lst is corrupt, probably an invalid key string
name.

- Alfred

John Sheu wrote:
 I've got one of those strange crash-on-startup issues, if anybody
 wants to
 take a look at the dump:


http://www.eternal-silence.net/forums/index.php?act=Attachtype=postid=
42831

 It's crashing in engine code, and the unfortunate victim says it
 occurs even
 before the New Game, Find Servers, etc. buttons come up on the
 main
 screen.  At this time, the window is already up, with the appropriate
 background.

 -John Sheu

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Re: [hlcoders] Crash on Startup

2006-07-19 Thread John Sheu
On Wednesday 19 July 2006 7:19 pm, Alfred Reynolds wrote:
 Looks like your kb_def.lst is corrupt, probably an invalid key string
 name.

 - Alfred

How does the engine like an *empty* kb_def.lst?

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
That wouldn't be good.

- Alfred

John Sheu wrote:
 On Wednesday 19 July 2006 7:19 pm, Alfred Reynolds wrote:
 Looks like your kb_def.lst is corrupt, probably an invalid key
 string name.

 - Alfred

 How does the engine like an *empty* kb_def.lst?

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Thomas Vollmer
--- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote:
 http://www.valvesoftware.com/business.html
 ...see the section titled SOURCE ENGINE LICENSING

Thanks!

Regards,
Thomas

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Thomas Vollmer
Thanks for the quick reply. I think we might have to go the expensive route.
Does anyone know what the approx. price is for a Source dev license?

Thanks,
Thomas


--- Charles Solar [EMAIL PROTECTED] wrote:
 You will have to require one of the games, either css, dods, or hl2.  Unless
 you want to spend god knows what to purchase a dev's license from valve.
 With that you can make a game like sin episodes.  But if you want low cost,
 you will be looking at modding one of the afformentioned valve games.


Regards,
Thomas

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Emiel Regis

I think it would be $200.000 minumum.


Thanks for the quick reply. I think we might have to go the expensive
route.
Does anyone know what the approx. price is for a Source dev license?

Thanks,
Thomas




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Re: [hlcoders] Crash on Startup

2006-07-19 Thread John Sheu
On Wednesday 19 July 2006 7:36 pm, Alfred Reynolds wrote:
 That wouldn't be good.

 - Alfred

How would one go about emptying kb_def and kb_act correctly then?

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Tony \omega\ Sergi
Why do you want to though?

You may be able to do something likebut I dunno.
I just don't understand why you want to clear them. Lol


--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: John Sheu [mailto:[EMAIL PROTECTED]
 Sent: July 19, 2006 8:59 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Crash on Startup

 On Wednesday 19 July 2006 7:36 pm, Alfred Reynolds wrote:
  That wouldn't be good.
 
  - Alfred

 How would one go about emptying kb_def and kb_act correctly then?

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
Why would you want to prevent the user having any keys to use while in
game? Anyway, for kb_act.lst try having just a title block and nothing
else (i.e a couple blank lines) and for kb_def.lst just have:
~ toggleconsole

(you can't remove the binding for ~ anyway, it is hard wired into the
engine).

- Alfred

John Sheu wrote:
 On Wednesday 19 July 2006 7:36 pm, Alfred Reynolds wrote:
 That wouldn't be good.

 - Alfred

 How would one go about emptying kb_def and kb_act correctly then?

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It probably depends on what kind of project you're doing, but $200,000 would
be a reasonable estimate.

On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote:

 I think it would be $200.000 minumum.

  Thanks for the quick reply. I think we might have to go the expensive
  route.
  Does anyone know what the approx. price is for a Source dev license?
 
  Thanks,
  Thomas
 
 

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Teddy

I hear it's about five times that much. Better start saving!

On 7/20/06, Skillet [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
It probably depends on what kind of project you're doing, but $200,000 would
be a reasonable estimate.

On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote:

 I think it would be $200.000 minumum.

  Thanks for the quick reply. I think we might have to go the expensive
  route.
  Does anyone know what the approx. price is for a Source dev license?
 
  Thanks,
  Thomas
 
 

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
I've just broken the piggy bank and I'm up to $45! I'm nearly there.

On 7/20/06, Teddy [EMAIL PROTECTED] wrote:

 I hear it's about five times that much. Better start saving!

 On 7/20/06, Skillet [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  It probably depends on what kind of project you're doing, but $200,000
 would
  be a reasonable estimate.
 
  On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote:
  
   I think it would be $200.000 minumum.
  
Thanks for the quick reply. I think we might have to go the
 expensive
route.
Does anyone know what the approx. price is for a Source dev license?
   
Thanks,
Thomas
   
   
  
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  --
 
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--
- Benjamin Davison
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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-19 Thread bloodykenny
You may note that my fix does not re-initialize the whole HUD though.  I found 
that when doing so, a strange side-effect arose where user chat would display 
twice... so if someone did say hi it would print

user: hi
user: hi

and if you changed res again, it would print 3 times etc.  So my fix cut to the 
chase.

At 2006/07/17 12:39 PM, John Sheu wrote:
On Sunday 16 July 2006 4:12 pm, [EMAIL PROTECTED] wrote:
 Thanks to some inspiring info in the [hlcoders] Full-screen HudElement
 thread, I found the solution to the long-standing and horribly annoying HL2
 bug where resizing your window caused the HUD to screw up.

That was my other reason for re-initializing the whole HUD rather than just
specifically fixing one HUD element.  Glad to see that somebody else made the
connection :)

-John Sheu

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread bloodykenny
Hmm, is it worth a million dollars to be able to fix the config.cfg bug and the 
remaining vphysics.dll bug...? :/  I'll have to sleep on it.

At 2006/07/19 08:58 PM, Teddy wrote:
I hear it's about five times that much. Better start saving!

On 7/20/06, Skillet [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
It probably depends on what kind of project you're doing, but $200,000 would
be a reasonable estimate.

On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote:

 I think it would be $200.000 minumum.

  Thanks for the quick reply. I think we might have to go the expensive
  route.
  Does anyone know what the approx. price is for a Source dev license?
 
  Thanks,
  Thomas
 
 

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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-19 Thread John Sheu
On Wednesday 19 July 2006 9:06 pm, [EMAIL PROTECTED] wrote:
 You may note that my fix does not re-initialize the whole HUD though.  I
 found that when doing so, a strange side-effect arose where user chat would
 display twice... so if someone did say hi it would print

 user: hi
 user: hi

 and if you changed res again, it would print 3 times etc.  So my fix cut to
 the chase.

I stand corrected then.  Cool :)

-John Sheu

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Re: [hlcoders] Crash on Startup

2006-07-19 Thread John Sheu
On Wednesday 19 July 2006 8:25 pm, Alfred Reynolds wrote:
 Why would you want to prevent the user having any keys to use while in
 game?

*Some* of us are crazy.

http://www.eternal-silence.net/forums/uploads/post-20-1153363316.jpg

-John Sheu

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RE: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Spencer 'voogru' MacDonald
I'm sure valve has some pillows available.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Sent: Wednesday, July 19, 2006 10:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Fundamental Source engine question

Hmm, is it worth a million dollars to be able to fix the config.cfg bug and
the remaining vphysics.dll bug...? :/  I'll have to sleep on it.

At 2006/07/19 08:58 PM, Teddy wrote:
I hear it's about five times that much. Better start saving!

On 7/20/06, Skillet [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
It probably depends on what kind of project you're doing, but $200,000
would
be a reasonable estimate.

On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote:

 I think it would be $200.000 minumum.

  Thanks for the quick reply. I think we might have to go the expensive
  route.
  Does anyone know what the approx. price is for a Source dev license?
 
  Thanks,
  Thomas
 
 

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread John Sheu
On Wednesday 19 July 2006 9:50 pm, Spencer 'voogru' MacDonald wrote:
 I'm sure valve has some pillows available.

Nice, soft, cloth-simulated pillows?  I think you'll have to go to Havok for
that.

-John Sheu

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[hlcoders] Impossible Assert

2006-07-19 Thread Daniel Menard

I built a bullet_manager system similar to the one featured on the SDK
for bullets with a simulated velocity, but with a few modifications.
It is currently using a temp ent to send the bullets to all clients
(except the local client, where it is predicted).

The temp ent contains an EHANDLE to pAttacker, which is assigned a
player pointer. The pointer is NULL checked serverside before
transmission of the bullet and players are not entities which will get
randomly removed during normal play. However, during play testing, we
routinely get an Assert( pAttacker ) message which comes up during
bullet creation coming from the temp ent. I don't think the player
entities are being suddenly removed, so I'm starting to wonder if it
might be a networking error of somesort. If someone could enlighten me
on this, would be great.

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[hlcoders] Shadows and Prediction

2006-07-19 Thread John Sheu
I've been having some trouble recently with shadows (light-casted shadows, not
VPhysics shadows) and predicted entities.  Asserts get triggered in
CClientShadowMgr when such an entity enters/leaves visibility a sufficient
number of times.  Is there anything special which is to be done with
predicted entities that require shadows?  For example, on players?

-John Sheu

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