[hlcoders] Depth of field works but has problems

2007-06-28 Thread Adam Donovan
--
[ 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/


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Re: [hlcoders] Depth of field works but has problems

2007-06-28 Thread Garry Newman

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/


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Re: [hlcoders] hlmv and face poser crash

2007-06-28 Thread Tom Leighton

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


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[hlcoders] Running programs on a mod startup?

2007-06-28 Thread Benjamin Davison
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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.
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Re: [hlcoders] Changing sprite's orientation

2007-06-28 Thread Emiel Regis

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

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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Stephen Swires

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.
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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Benjamin Davison
--
[ 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.
  --
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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Garry Newman

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
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 please visit:
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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Benjamin Davison
--
[ 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.
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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Benjamin Davison
--
[ 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
 --

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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Louka Outrebon
--
[ 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
  --
 
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[hlcoders] Re: Depth of field works but has problems

2007-06-28 Thread Adam Donovan
--
[ 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/



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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Tom Leighton

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
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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Tony \omega\ Sergi
--
[ 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
  --
 
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  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
 
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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Benjamin Davison
--
[ 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.
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[hlcoders] Team colors are screwey

2007-06-28 Thread Baer
--
[ 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)


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Re: [hlcoders] hlmv and face poser crash

2007-06-28 Thread Ray

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..




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Re: [hlcoders] hlmv and face poser crash

2007-06-28 Thread Minh
--
[ 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
 
 
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RE: [hlcoders] Team colors are screwey

2007-06-28 Thread Ben Everett
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)


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Re: [hlcoders] hlmv and face poser crash

2007-06-28 Thread Ray

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?




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[hlcoders] Redirect server command output

2007-06-28 Thread Tony Paloma
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?

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