Re: [hlcoders] Rendering Model over VGUI
-- [ Picked text/plain from multipart/alternative ] Tried setting it to true...no change -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Localization File
-- [ Picked text/plain from multipart/alternative ] Changing it to unicode fixed it -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Hud positioning/scaling help
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hud positioning/scaling help
-- [ 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 -- ___ 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] Fundamental Source engine question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crash on Startup
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash on Startup
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 ___ 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] Crash on Startup
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash on Startup
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? ___ 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] Fundamental Source engine question
--- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: http://www.valvesoftware.com/business.html ...see the section titled SOURCE ENGINE LICENSING Thanks! Regards, Thomas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash on Startup
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? ___ 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] Crash on Startup
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? ___ 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] Fundamental Source engine question
-- [ 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 ___ 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] Fundamental Source engine question
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 ___ 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] Fundamental Source engine question
-- [ 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 ___ 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Font size glitches after hud_reloadscheme
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 ___ 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] 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 ___ 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] Font size glitches after hud_reloadscheme
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crash on Startup
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fundamental Source engine question
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Impossible Assert
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shadows and Prediction
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders