Re: [hlcoders] removing decals at round start?
-- [ Picked text/plain from multipart/alternative ] This won't work if the client has cl_restrict_client_commands on. I believe the default setting is to restrict commands only on Valve games, but clients can change it, and will very likely do so, especially on servers where admins are abusing cexec commands through admin plugins. I wouldn't use ClientCommand for anything that's essential to gameplay, like clearing decals. On 1/23/07, Minh [EMAIL PROTECTED] wrote: great, thanks, that worked like a charm! - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 23, 2007 8:05 PM Subject: Re: [hlcoders] removing decals at round start? engine-ClientCommand( r_cleardecals\n ); On 1/24/07, Minh [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi guys, Has anyone figured out a method of removing all the special f/x decals at the start of a round (or at any point for that matter :) ? -- ___ 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
[hlcoders] Server Side Flashlight Effects
Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Side Flashlight Effects
-- [ Picked text/plain from multipart/alternative ] env_projectedtexture is a pretty good entity to look into if you want to find out how the flashlights work. It'd be more awesome if you could change the texture tho~ :v On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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] Server Side Flashlight Effects
I don't seem to have that in my HL2DM base? From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Side Flashlight Effects Date: Thu, 25 Jan 2007 16:54:07 + -- [ Picked text/plain from multipart/alternative ] env_projectedtexture is a pretty good entity to look into if you want to find out how the flashlights work. It'd be more awesome if you could change the texture tho~ :v On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Side Flashlight Effects
-- [ Picked text/plain from multipart/alternative ] Hmm, it's documented at VDC: http://developer.valvesoftware.com/wiki/Env_projectedtexture Maybe your code is out of date - this page seems to suggest it was added 2006-08-04 http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: I don't seem to have that in my HL2DM base? From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Side Flashlight Effects Date: Thu, 25 Jan 2007 16:54:07 + -- [ Picked text/plain from multipart/alternative ] env_projectedtexture is a pretty good entity to look into if you want to find out how the flashlights work. It'd be more awesome if you could change the texture tho~ :v On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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] Server Side Flashlight Effects
Yep; the code is out of date. Any idea where the old flash light code is? From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Side Flashlight Effects Date: Thu, 25 Jan 2007 17:57:27 + -- [ Picked text/plain from multipart/alternative ] Hmm, it's documented at VDC: http://developer.valvesoftware.com/wiki/Env_projectedtexture Maybe your code is out of date - this page seems to suggest it was added 2006-08-04 http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: I don't seem to have that in my HL2DM base? From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Side Flashlight Effects Date: Thu, 25 Jan 2007 16:54:07 + -- [ Picked text/plain from multipart/alternative ] env_projectedtexture is a pretty good entity to look into if you want to find out how the flashlights work. It'd be more awesome if you could change the texture tho~ :v On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] removing decals at round start?
so what would you use ? - Original Message - From: LDuke [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 25, 2007 6:17 AM Subject: Re: [hlcoders] removing decals at round start? -- [ Picked text/plain from multipart/alternative ] This won't work if the client has cl_restrict_client_commands on. I believe the default setting is to restrict commands only on Valve games, but clients can change it, and will very likely do so, especially on servers where admins are abusing cexec commands through admin plugins. I wouldn't use ClientCommand for anything that's essential to gameplay, like clearing decals. On 1/23/07, Minh [EMAIL PROTECTED] wrote: great, thanks, that worked like a charm! - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 23, 2007 8:05 PM Subject: Re: [hlcoders] removing decals at round start? engine-ClientCommand( r_cleardecals\n ); On 1/24/07, Minh [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi guys, Has anyone figured out a method of removing all the special f/x decals at the start of a round (or at any point for that matter :) ? -- ___ 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] Server Side Flashlight Effects
The texture that they use is effects/flashlight001.tga Have fun! - Original Message - From: Garry Newman [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 25, 2007 8:54 AM Subject: Re: [hlcoders] Server Side Flashlight Effects -- [ Picked text/plain from multipart/alternative ] env_projectedtexture is a pretty good entity to look into if you want to find out how the flashlights work. It'd be more awesome if you could change the texture tho~ :v On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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] removing decals at round start?
-- [ Picked text/plain from multipart/alternative ] I would guess there is a client-side function that you could use, but I don't know much about the client since I've only done server plugins. I just see people recommending ClientCommand on this list a lot and wanted to point out that it won't always work. Hopefully, someone else on the list knows what client-side code you could use. On 1/25/07, Minh [EMAIL PROTECTED] wrote: so what would you use ? - Original Message - From: LDuke [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 25, 2007 6:17 AM Subject: Re: [hlcoders] removing decals at round start? -- [ Picked text/plain from multipart/alternative ] This won't work if the client has cl_restrict_client_commands on. I believe the default setting is to restrict commands only on Valve games, but clients can change it, and will very likely do so, especially on servers where admins are abusing cexec commands through admin plugins. I wouldn't use ClientCommand for anything that's essential to gameplay, like clearing decals. On 1/23/07, Minh [EMAIL PROTECTED] wrote: great, thanks, that worked like a charm! - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 23, 2007 8:05 PM Subject: Re: [hlcoders] removing decals at round start? engine-ClientCommand( r_cleardecals\n ); On 1/24/07, Minh [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi guys, Has anyone figured out a method of removing all the special f/x decals at the start of a round (or at any point for that matter :) ? -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] removing decals at round start?
-- [ Picked text/plain from multipart/alternative ] Here's what i did: void Client_RoundReset() { [[snip]] //clear all decals engine-ClientCmd( r_cleardecals\n ); Msg(Client: Round Reset!\n); } which gets called from a UserMessage. (RoundReset) On 1/25/07, Jay Stelly [EMAIL PROTECTED] wrote: Just issue the client command from your client DLL instead of the server. Cl_restrict_server_commands only affects client commands that come in over the network, not local ones. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Thursday, January 25, 2007 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] removing decals at round start? -- [ Picked text/plain from multipart/alternative ] I would guess there is a client-side function that you could use, but I don't know much about the client since I've only done server plugins. I just see people recommending ClientCommand on this list a lot and wanted to point out that it won't always work. Hopefully, someone else on the list knows what client-side code you could use. On 1/25/07, Minh [EMAIL PROTECTED] wrote: so what would you use ? - Original Message - From: LDuke [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 25, 2007 6:17 AM Subject: Re: [hlcoders] removing decals at round start? -- [ Picked text/plain from multipart/alternative ] This won't work if the client has cl_restrict_client_commands on. I believe the default setting is to restrict commands only on Valve games, but clients can change it, and will very likely do so, especially on servers where admins are abusing cexec commands through admin plugins. I wouldn't use ClientCommand for anything that's essential to gameplay, like clearing decals. On 1/23/07, Minh [EMAIL PROTECTED] wrote: great, thanks, that worked like a charm! - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 23, 2007 8:05 PM Subject: Re: [hlcoders] removing decals at round start? engine-ClientCommand( r_cleardecals\n ); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Falling spectators
-- [ Picked text/plain from multipart/alternative ] Every time I am spectator in my mod, I start falling. Flying around as a spectator for about a minute then I simply start to fall, like someone cut of my wings :P, but since Im a spectator I fall through the floor and never stops falling. Anyone know how to fix this or know what might casue it? Niclas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Falling spectators
Weird, just trying to figure out this one myself. I've been stepping through just about every function called in gamemovement.cpp such as FullObserverMove and FullNoClipMove, but no where have I seen the velocity vector being changed from 0. If I join a team (team based mod) and go back to spectators, this no longer happens, and I can fly around for as long as I want to. It only seems to happen when I go into spectator mode without having spawned as a player first, so I was wondering if that might have some bearing on the matter? Again I've looked for something that happens when the player spawns that might explain this, but haven't been able to find anything. Any help appreciated! R. Niclas wrote: -- [ Picked text/plain from multipart/alternative ] Every time I am spectator in my mod, I start falling. Flying around as a spectator for about a minute then I simply start to fall, like someone cut of my wings :P, but since Im a spectator I fall through the floor and never stops falling. Anyone know how to fix this or know what might casue it? Niclas -- ___ 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] Falling spectators
It sounds like you have something going funky in your player code's InitialSpawn. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Sent: Thursday, January 25, 2007 6:07 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Falling spectators Weird, just trying to figure out this one myself. I've been stepping through just about every function called in gamemovement.cpp such as FullObserverMove and FullNoClipMove, but no where have I seen the velocity vector being changed from 0. If I join a team (team based mod) and go back to spectators, this no longer happens, and I can fly around for as long as I want to. It only seems to happen when I go into spectator mode without having spawned as a player first, so I was wondering if that might have some bearing on the matter? Again I've looked for something that happens when the player spawns that might explain this, but haven't been able to find anything. Any help appreciated! R. Niclas wrote: -- [ Picked text/plain from multipart/alternative ] Every time I am spectator in my mod, I start falling. Flying around as a spectator for about a minute then I simply start to fall, like someone cut of my wings :P, but since Im a spectator I fall through the floor and never stops falling. Anyone know how to fix this or know what might casue it? Niclas -- ___ 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 __ NOD32 2008 (20070125) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PostRenderVGui unstable?
Since no one ever responded, I filed this zilla for tracking... http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote: I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the Centerprint VGUI panel activated. I eventually tracked down this as a fix. I haven't filed a zilla on it though because I'm wondering if maybe I'm using it inappropriately? --- ./mod/src/cl_dll/view_scene.cpp 10 Dec 2006 02:28:39 - 1.5 +++ ./mod/src/cl_dll/view_scene.cpp 15 Jan 2007 07:05:03 - @@ -3485,6 +3485,8 @@ // The crosshair, etc. needs to get at the current setup stuff AllowCurrentViewAccess( true ); + g_pClientMode-PostRenderVGui(); + // Draw the in-game stuff based on the actual viewport being used render-VGui_Paint( PAINT_INGAMEPANELS ); @@ -3492,7 +3494,6 @@ VGui_PostRender(); - g_pClientMode-PostRenderVGui(); materials-Flush(); } ___ 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