[hlcoders] Depth of field works but has problems
-- [ Picked text/plain from multipart/alternative ] Sorry for the double post but I named the post question wrong and was afraid people would just think the original was spam. I have been using some custom refract textures on models in game to create the illusion of depth of field. The idea works well enough with blurring the background but I am having a problem that the refractive texture Im using is also reflecting all the models in my scene and this creates some funny looking artifacts around the models in front of the refraction texture. I was wondering if there is some variable to put in the VMT file to turn off reflections? Basically I want to still have a refractive texture but without reflections. Also any ideas on simple depth of field would be helpful also Adam Donovan http://www.adamdonovan.net/ _ News, entertainment and everything you care about at Live.com. Get it now! http://www.live.com/getstarted.aspx -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Depth of field works but has problems
If you mean that the edges of the models in front of the 'blur' are blurred, then it's because you're updating the refraction buffer after that model has been drawn, so when it's blurring it that model is being blurred too. The only real way around it is to change everything to a non opaque render mode so they all get depth sorted.. garry On 6/28/07, Adam Donovan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Sorry for the double post but I named the post question wrong and was afraid people would just think the original was spam. I have been using some custom refract textures on models in game to create the illusion of depth of field. The idea works well enough with blurring the background but I am having a problem that the refractive texture Im using is also reflecting all the models in my scene and this creates some funny looking artifacts around the models in front of the refraction texture. I was wondering if there is some variable to put in the VMT file to turn off reflections? Basically I want to still have a refractive texture but without reflections. Also any ideas on simple depth of field would be helpful also Adam Donovan http://www.adamdonovan.net/ _ News, entertainment and everything you care about at Live.com. Get it now! http://www.live.com/getstarted.aspx -- ___ 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] hlmv and face poser crash
No offence, but can you use the forums? This mailing list is just for the coding and mod side of it.. Ray wrote: its just for standard cstrike-source At 09:21 PM 6/27/2007, you wrote: -- [ Picked text/plain from multipart/alternative ] Does your mod have any custom shaders? On 6/27/07, Ray [EMAIL PROTECTED] wrote: If I try to run hl model viewer or the face poser ..both crash.. Ive got my winxp updated and it mentions shaderapidx9.dll... and I have the latest video drivers and directx 9c installed... Anyone have any Ideas how to fix this? Ray ___ 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.9.10/873 - Release Date: 6/26/2007 11:54 PM ___ 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] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing sprite's orientation
I think they are, if you mean the UVMap. I tried attaching sprite to other models too and it always shows face up ( parallel to walls) while i want it to be parallel to the floor... Are the texture coordinates on the model correct? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis Sent: Thursday, June 21, 2007 5:12 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing sprite's orientation Hi, I'm having some problems. I have a collission model and a sprite attached to it as a blaster bolt for my mod. But the sprite doesnt show like it should, so horizontally like a bolt, but it is always vertically up. Changing $orientation in .vmd does nothing. Can anybody help me? :P Cheers, Emiel Regis The New Era team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2343 (20070621) 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 -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Running programs on a mod startup?
I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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] Running programs on a mod startup?
There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ 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] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] Did some searching and found IFileSystem::RelativePathToFullPath Works a treat, thanks guys. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] Use windows API. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Did some searching and found IFileSystem::RelativePathToFullPath Works a treat, thanks guys. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ 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] Re: Depth of field works but has problems
-- [ Picked text/plain from multipart/alternative ] ok so I tried quite a few different render modes in hammer to get this to work, I also tried renderfx settings ranging from 0 to 255 with each of the render modes. The settings seemed to have no effect on my func_brush with the refractive texture except when render fx was 0 and then nothing of the refractive texture gets rendered. Im still getting that fuzzy outline around my models that are in front of the texture..any ideas? Im also using HDR settings in hammer and all the models I compiled myself but I cant see that that’s the problem. I do notice however that the weapons on the player character do not have the same problem..ie no fuzzyness around the edges. Thanks again Adam Donovan http://www.adamdonovan.net/ _ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Running programs on a mod startup?
Won't work, some people use linux dedicated servers... Louka Outrebon wrote: -- [ Picked text/plain from multipart/alternative ] Use windows API. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Did some searching and found IFileSystem::RelativePathToFullPath Works a treat, thanks guys. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ 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] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] Right, but that's clearly for clients. clients are windows. On 6/28/07, Tom Leighton [EMAIL PROTECTED] wrote: Won't work, some people use linux dedicated servers... Louka Outrebon wrote: -- [ Picked text/plain from multipart/alternative ] Use windows API. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Did some searching and found IFileSystem::RelativePathToFullPath Works a treat, thanks guys. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] ShellExecute is just a different implementation of a windows API call anyway :) All the problem was just getting the location of the .exe as it was looking in the sdk base directory and not the mod :) Problem solved :D On 6/28/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Right, but that's clearly for clients. clients are windows. On 6/28/07, Tom Leighton [EMAIL PROTECTED] wrote: Won't work, some people use linux dedicated servers... Louka Outrebon wrote: -- [ Picked text/plain from multipart/alternative ] Use windows API. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Did some searching and found IFileSystem::RelativePathToFullPath Works a treat, thanks guys. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - Benjamin Davison -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ 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 -- -omega -- ___ 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
[hlcoders] Team colors are screwey
-- [ Picked text/plain from multipart/alternative ] Let me run down the problem I am having. I have three regular teams plus spectator and unassigned, so that would make 5 teams in our mod. On our maps we have some with 3 teams and some with 2 teams. I have everything working fine to show the various menus and such. The problem I am having is when I run a test map with three teams all the team colors are fine in the scoreboard. When I start a map with 2 teams, team2 and team4 team 2 color is fine, team4 color is the default orange in the scoreboard. When I start another map with team3 and team4 team 3 is default orange and team4 is team 3 color in the scoreboard. Then when I test team2 and team3 team2 is fine and team3 is white, the color for spectators. Something is changing my team colors and I need to figure out how to keep the colors consistent throughout. To top all this off, the players name is the right color for their corresponding team. I was hoping someone had some kind of idea as to what I can do to figure a solution to this. Thanks Baer ( Lead Coder for Flanders Fields) - Ready for the edge of your seat? Check out tonight's top picks on Yahoo! TV. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlmv and face poser crash
Offense taken anyway. Im creating models for cssourceand using valves tools...thats a mod to the game...this is the right place. Ray At 09:57 AM 6/28/2007, you wrote: No offence, but can you use the forums? This mailing list is just for the coding and mod side of it.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlmv and face poser crash
-- [ Picked text/plain from multipart/alternative ] I've had HLMV crashing on me as well. Usually it happens after a new SDK update. Have you tried refreshing your SDK content? (just go to tools-- SDK --- Refresh SDK content). Also, try exiting Steam and then restarting steam again.. Steam is kinda finnicky and it's often necessary to do this silly dance to get the tools working again for me. Oh, one more question, was HLMV ever working for you prior to this crashing? - Original Message - From: Ray [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, June 27, 2007 6:51 PM Subject: Re: [hlcoders] hlmv and face poser crash its just for standard cstrike-source At 09:21 PM 6/27/2007, you wrote: -- [ Picked text/plain from multipart/alternative ] Does your mod have any custom shaders? On 6/27/07, Ray [EMAIL PROTECTED] wrote: If I try to run hl model viewer or the face poser ..both crash.. Ive got my winxp updated and it mentions shaderapidx9.dll... and I have the latest video drivers and directx 9c installed... Anyone have any Ideas how to fix this? Ray ___ 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.9.10/873 - Release Date: 6/26/2007 11:54 PM ___ 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] Team colors are screwey
What are you using to obtain team colors? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Baer Sent: Thursday, June 28, 2007 5:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Team colors are screwey -- [ Picked text/plain from multipart/alternative ] Let me run down the problem I am having. I have three regular teams plus spectator and unassigned, so that would make 5 teams in our mod. On our maps we have some with 3 teams and some with 2 teams. I have everything working fine to show the various menus and such. The problem I am having is when I run a test map with three teams all the team colors are fine in the scoreboard. When I start a map with 2 teams, team2 and team4 team 2 color is fine, team4 color is the default orange in the scoreboard. When I start another map with team3 and team4 team 3 is default orange and team4 is team 3 color in the scoreboard. Then when I test team2 and team3 team2 is fine and team3 is white, the color for spectators. Something is changing my team colors and I need to figure out how to keep the colors consistent throughout. To top all this off, the players name is the right color for their corresponding team. I was hoping someone had some kind of idea as to what I can do to figure a solution to this. Thanks Baer ( Lead Coder for Flanders Fields) - Ready for the edge of your seat? Check out tonight's top picks on Yahoo! TV. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2362 (20070628) 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] hlmv and face poser crash
Refreshed...restartedeverything... still crashs and and have never had it run...same with face poser... Hammers running fine. Ray Oh, one more question, was HLMV ever working for you prior to this crashing? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Redirect server command output
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to redirect the output of a server command to a file, but I'm having problems. I've come up with the following code (this code is within a ConCommand that I have written): char cmd[2048]; // clear out any pending commands first engine-ServerExecute(); // save the old stdout int oldstdout = dup(1); // redirect stdout to rcon.txt if writable FILE *fp = fopen(rcon.txt, w); if(fp) { dup2(fileno(fp), 1); } // prepare the command Q_snprintf(cmd, sizeof(cmd), %s\n, engine-Cmd_Args()); // just some tests puts(Test:); Msg(Cooltest\n); // queue the command engine-ServerCommand(msg); // actually execute the command engine-ServerExecute(); // more tests puts(posttest); Msg(coolposttest\n); // restore everything if we messed with anything if(fp) { // flush to make sure text gets written to file, not console fflush(stdout); fclose(fp); // put stdout back dup2(oldstdout, 1); // and close the duplicate close(oldstdout); flushall(); } When this code executes a command on the server (cvarlist for example), no output is written to the console but there is no relevant output in the rcon.txt file either. The contents of the rcon.txt file are: Test: posttest The tests using Msg() don't write to the file nor does the server command. Nothing is written to the console either, so it looks like the output gets lost somewhere. Why doesn't this work to redirect output of Msg()? I'm testing this in Windows. I'd be surprised if it didn't work in Linux as well since Linux seems to be more compliant with these sorts of things. Does anybody have any ideas or recommendations? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders