Re: [hlcoders] No more missing files, getting debugger to run

2008-01-13 Thread Ryan Nash
--
[ Picked text/plain from multipart/alternative ]
I assume you are checking out this tutorial for the debugging?
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code

What debugging does it 'launch' the game right from visual studio 2005 in a
window. The window displays various useful information while your mod runs
(missing animation for x event and such). Also, its just damned convenient
and a hell of a lot faster than constantly launching your game through
steam. It doesn't load the 'live map' background for the menus and such,
just lets you get right in.

I just followed the tutorial so I am sure someone will have a greater
breadth of knowledge on the ins and outs of debugging mode.

As far as I can tell the differences between the client and server sections
of the project depend on what you want to do. You'll see some files shared
and in both sections. Within those files you'll often see #ifdef(CLIENT_DLL
or SERVER_DLL) which, I assume, changes things slightly in a class/function
depending on what version of the game you are running.

For example, in the baseplayer_shared.cpp file there is a function
EyePosition() that returns the EyePosition of the player. At the start of
the function it states:

#ifdef CLIENT_DLL
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
 As far as I can tell, depending on which version of the game you are
running (server or client) it loads a different kind of vehicle (I am
guessing a server vehicle is optimized for online, simplied physics maybe? I
am no vet to the code). However, pVehicle is a pointer and IClientVehicle
and IServerVehicle must shared the same GetVehicle() function so the rest of
the code works regardless of the server/client.

At first it looked like almost all the files were the same under both
client/server but there are a lot of differences. As I work through
tutorials and try to get stuff happening I notice it makes logical sense.
Stuff that is thought of as 'client side' (for example, the camera
controlling the players view) is in the client section (in_camera.cpp).

That is not to say server stuff is only for MP mods (not at all). I am
assuming (again, notice how green I am?) that when HL2 launches a
singleplayer game it launches a server for it. The vernacular used in the
console is very much in the vein of a local player connecting to the
server running the single player game and such.

I hope I at least helped slightly, I am finding my own way in this as well.

-Ryan

On Jan 13, 2008 2:56 AM, Curtis Litchfield [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hi guys.

 Turns out the Game_SDK.sln file is indeed the same as the game_hl2 file,
 its
 just what the older versions of the sdk created.
 So i've gone through the my first mod tutorial on the valve wiki and it
 worked!  You can imagine I was pretty excited. even if its 2 numbers on
 one
 line of code.

 But this mod used release mode in the compiler, and as far as i understand
 it, you only use that if you're planning to release your mod.  I need to
 get
 debug mode to work. and I dont really know anything about doing that.

 I've got the -allowdebug argument int he launch options of my mod in the
 steam games list.  but beyond that the tut's aren't making much sense to
 me
 about how debug mode even works.
 Does it run the game and keep track of errors? or does it just try to
 compile and let you know of errors to go back and fix them? or am i off
 entirely?

 Also i dont know whether or not I should edit the files under the server
 or
 the client dll solutions.  To change the rocket speed I used server, which
 makes sense to me in a SP mod.. ( I guess ).


 once I get this working I've got a few assignments to work on.  Change the
 flashlight color and shape, motion blur while sprinting., ironsights...
 that
 kind of stuff.

 The code itself will come to me, Ive got a brain for this kind of thing..
 Its just understanding how to get the toos working that I'm hazy on.
 Thanks for all your help.
 --

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 please visit:
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[hlcoders] HL2DM Frags Questions...

2008-01-13 Thread Grash
I'm working on mod'ing the frag grenades from HL2DM to simulate a
baseball like object.


Here's what I've done so far:

I've removed the explosion from the grenade. It no longer deals any
radial damage. I did this by overriding the detonate and explode
methods within CfragGrenade.

The damage that being done is through the VUpdatePhysics method. The
code refers to the damage it's doing there as a slight bonk, I'm
overriding the damage amount to what I want. and it this works well.
(I'm also removing the frag if it does damage this way)


Here's two issues I'm not sure how to fix...

1. The frag doesn't deal any damage to func_breakable or
func_breakable_surf ...that is no window breaking... but will interact
with a breakable_surf that is already broken. This is the normal
behavior of un-modded frag grenades.

2. If I throw\drop a frag. my buddy picks it up with the grav-gun and
then punts it back at me. The Frag will pass through me as if I wasn't
there and dealing no damage.

-Grash









  

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Re: [hlcoders] No more missing files, getting debugger to run

2008-01-13 Thread Tom Leighton

Ryan Nash wrote:

--
[ Picked text/plain from multipart/alternative ]
I assume you are checking out this tutorial for the debugging?
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code

What debugging does it 'launch' the game right from visual studio 2005 in a
window. The window displays various useful information while your mod runs
(missing animation for x event and such). Also, its just damned convenient
and a hell of a lot faster than constantly launching your game through
steam. It doesn't load the 'live map' background for the menus and such,
just lets you get right in.

I just followed the tutorial so I am sure someone will have a greater
breadth of knowledge on the ins and outs of debugging mode.

As far as I can tell the differences between the client and server sections
of the project depend on what you want to do. You'll see some files shared
and in both sections. Within those files you'll often see #ifdef(CLIENT_DLL
or SERVER_DLL) which, I assume, changes things slightly in a class/function
depending on what version of the game you are running.


Correct, depending on what is being built, depends what code is included
into that binary. Look up C++ Preprocessor Directives.

For example, in the baseplayer_shared.cpp file there is a function
EyePosition() that returns the EyePosition of the player. At the start of
the function it states:

#ifdef CLIENT_DLL
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
 As far as I can tell, depending on which version of the game you are
running (server or client) it loads a different kind of vehicle (I am
guessing a server vehicle is optimized for online, simplied physics maybe? I
am no vet to the code). However, pVehicle is a pointer and IClientVehicle
and IServerVehicle must shared the same GetVehicle() function so the rest of
the code works regardless of the server/client.



Correct, the server uses the server vehicle (No rendering, but does the
model collision), client side does the rendering and no collision.

At first it looked like almost all the files were the same under both
client/server but there are a lot of differences. As I work through
tutorials and try to get stuff happening I notice it makes logical sense.
Stuff that is thought of as 'client side' (for example, the camera
controlling the players view) is in the client section (in_camera.cpp).


Correct.

That is not to say server stuff is only for MP mods (not at all). I am
assuming (again, notice how green I am?) that when HL2 launches a
singleplayer game it launches a server for it. The vernacular used in the
console is very much in the vein of a local player connecting to the
server running the single player game and such.


Correct, Source works on a client/server principle. Single player games
launch a server.

I hope I at least helped slightly, I am finding my own way in this as well.

-Ryan

On Jan 13, 2008 2:56 AM, Curtis Litchfield [EMAIL PROTECTED] wrote:



--
[ Picked text/plain from multipart/alternative ]
Hi guys.

Turns out the Game_SDK.sln file is indeed the same as the game_hl2 file,
its
just what the older versions of the sdk created.
So i've gone through the my first mod tutorial on the valve wiki and it
worked!  You can imagine I was pretty excited. even if its 2 numbers on
one
line of code.

But this mod used release mode in the compiler, and as far as i understand
it, you only use that if you're planning to release your mod.  I need to
get
debug mode to work. and I dont really know anything about doing that.

I've got the -allowdebug argument int he launch options of my mod in the
steam games list.  but beyond that the tut's aren't making much sense to
me
about how debug mode even works.
Does it run the game and keep track of errors? or does it just try to
compile and let you know of errors to go back and fix them? or am i off
entirely?

Also i dont know whether or not I should edit the files under the server
or
the client dll solutions.  To change the rocket speed I used server, which
makes sense to me in a SP mod.. ( I guess ).


once I get this working I've got a few assignments to work on.  Change the
flashlight color and shape, motion blur while sprinting., ironsights...
that
kind of stuff.

The code itself will come to me, Ive got a brain for this kind of thing..
Its just understanding how to get the toos working that I'm hazy on.
Thanks for all your help.
--

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Re: [hlcoders] No more missing files, getting debugger to run

2008-01-13 Thread Ryan Nash
--
[ Picked text/plain from multipart/alternative ]
Thank you for verifying my assumptions Tom.

On Jan 13, 2008 2:37 PM, Tom Leighton [EMAIL PROTECTED] wrote:

 Ryan Nash wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I assume you are checking out this tutorial for the debugging?
 
 http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
 
  What debugging does it 'launch' the game right from visual studio 2005
 in a
  window. The window displays various useful information while your mod
 runs
  (missing animation for x event and such). Also, its just damned
 convenient
  and a hell of a lot faster than constantly launching your game through
  steam. It doesn't load the 'live map' background for the menus and such,
  just lets you get right in.
 
  I just followed the tutorial so I am sure someone will have a greater
  breadth of knowledge on the ins and outs of debugging mode.
 
  As far as I can tell the differences between the client and server
 sections
  of the project depend on what you want to do. You'll see some files
 shared
  and in both sections. Within those files you'll often see
 #ifdef(CLIENT_DLL
  or SERVER_DLL) which, I assume, changes things slightly in a
 class/function
  depending on what version of the game you are running.
 
 Correct, depending on what is being built, depends what code is included
 into that binary. Look up C++ Preprocessor Directives.
  For example, in the baseplayer_shared.cpp file there is a function
  EyePosition() that returns the EyePosition of the player. At the start
 of
  the function it states:
 
  #ifdef CLIENT_DLL
  IClientVehicle *pVehicle = GetVehicle();
  #else
  IServerVehicle *pVehicle = GetVehicle();
  #endif
   As far as I can tell, depending on which version of the game you are
  running (server or client) it loads a different kind of vehicle (I am
  guessing a server vehicle is optimized for online, simplied physics
 maybe? I
  am no vet to the code). However, pVehicle is a pointer and
 IClientVehicle
  and IServerVehicle must shared the same GetVehicle() function so the
 rest of
  the code works regardless of the server/client.
 

 Correct, the server uses the server vehicle (No rendering, but does the
 model collision), client side does the rendering and no collision.
  At first it looked like almost all the files were the same under both
  client/server but there are a lot of differences. As I work through
  tutorials and try to get stuff happening I notice it makes logical
 sense.
  Stuff that is thought of as 'client side' (for example, the camera
  controlling the players view) is in the client section (in_camera.cpp).
 
 Correct.
  That is not to say server stuff is only for MP mods (not at all). I am
  assuming (again, notice how green I am?) that when HL2 launches a
  singleplayer game it launches a server for it. The vernacular used in
 the
  console is very much in the vein of a local player connecting to the
  server running the single player game and such.
 
 Correct, Source works on a client/server principle. Single player games
 launch a server.
  I hope I at least helped slightly, I am finding my own way in this as
 well.
 
  -Ryan
 
  On Jan 13, 2008 2:56 AM, Curtis Litchfield [EMAIL PROTECTED] wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hi guys.
 
  Turns out the Game_SDK.sln file is indeed the same as the game_hl2
 file,
  its
  just what the older versions of the sdk created.
  So i've gone through the my first mod tutorial on the valve wiki and
 it
  worked!  You can imagine I was pretty excited. even if its 2 numbers on
  one
  line of code.
 
  But this mod used release mode in the compiler, and as far as i
 understand
  it, you only use that if you're planning to release your mod.  I need
 to
  get
  debug mode to work. and I dont really know anything about doing that.
 
  I've got the -allowdebug argument int he launch options of my mod in
 the
  steam games list.  but beyond that the tut's aren't making much sense
 to
  me
  about how debug mode even works.
  Does it run the game and keep track of errors? or does it just try to
  compile and let you know of errors to go back and fix them? or am i off
  entirely?
 
  Also i dont know whether or not I should edit the files under the
 server
  or
  the client dll solutions.  To change the rocket speed I used server,
 which
  makes sense to me in a SP mod.. ( I guess ).
 
 
  once I get this working I've got a few assignments to work on.  Change
 the
  flashlight color and shape, motion blur while sprinting., ironsights...
  that
  kind of stuff.
 
  The code itself will come to me, Ive got a brain for this kind of
 thing..
  Its just understanding how to get the toos working that I'm hazy on.
  Thanks for all your help.
  --
 
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  please visit:
  

[hlcoders] Great Plugin Template

2008-01-13 Thread Tiago Conceição
--
[ Picked text/plain from multipart/alternative ]
That plugin template allow you make very things, also have ready interface and 
librarys
Suport compile for Win, Linux, SourceMM and VSP

Support Vfuncs, sigscan, very utils and more!

Name: Sn4k3 Plugin Template
Nick: SPT

Plugin made by me
Allow publish your plugin with or without open source

at: http://www.sourceplugins.com/viewtopic.php?t=3946
_
Conheça o Windows Live Spaces, a rede de relacionamentos do Messenger!
http://www.amigosdomessenger.com.br/
--

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Re: [hlcoders] Any Source 2007 code update?

2008-01-13 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Thanks Mike. Can we get any indication on whats included with this update?
Which tools (particle editor, material editor etc) and any major bug fixes
or code changes? Shader updates etc? Or are we just gonna wait it out and
get a surprise :)

On 1/11/08, andy no [EMAIL PROTECTED] wrote:

 Hope fully it will come fast.

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[hlcoders] Re: HL2DM Frags Questions

2008-01-13 Thread Andrew Watkins

I can't help with the physics interaction behaviour, but as for passing
through its owner, this is because you're set as its owner!
In source, no entity can interact with its owner. Somewhere in your grenade
creation code, you'll see a call to SetOwner or SetOwnerEntity... if you
don't care about giving the player a score for a kill with this grenade,
just remove this line. If you do care, which is a situation I've often found
myself in, I would add a new variable, called something like m_pMyThrower,
and set this to the player that threw it. Then, when the damage is being
caused, set the attacker to m_pMyThrower instead of GetOwner(). Voila!

Winston


Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST)
From: Grash [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] HL2DM Frags Questions...
Reply-To: hlcoders@list.valvesoftware.com

I'm working on mod'ing the frag grenades from HL2DM to simulate a
baseball like object.


Here's what I've done so far:

I've removed the explosion from the grenade. It no longer deals any
radial damage. I did this by overriding the detonate and explode
methods within CfragGrenade.

The damage that being done is through the VUpdatePhysics method. The
code refers to the damage it's doing there as a slight bonk, I'm
overriding the damage amount to what I want. and it this works well.
(I'm also removing the frag if it does damage this way)


Here's two issues I'm not sure how to fix...

1. The frag doesn't deal any damage to func_breakable or
func_breakable_surf ...that is no window breaking... but will interact
with a breakable_surf that is already broken. This is the normal
behavior of un-modded frag grenades.

2. If I throw\drop a frag. my buddy picks it up with the grav-gun and
then punts it back at me. The Frag will pass through me as if I wasn't
there and dealing no damage.

-Grash



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Re: [hlcoders] Re: HL2DM Frags Questions

2008-01-13 Thread Tom Leighton

Although when the gravity gun picks up an entity, it sets its owner to
the person holding the gravity gun doesnt it?

Andrew Watkins wrote:

I can't help with the physics interaction behaviour, but as for passing
through its owner, this is because you're set as its owner!
In source, no entity can interact with its owner. Somewhere in your
grenade
creation code, you'll see a call to SetOwner or SetOwnerEntity... if you
don't care about giving the player a score for a kill with this grenade,
just remove this line. If you do care, which is a situation I've often
found
myself in, I would add a new variable, called something like
m_pMyThrower,
and set this to the player that threw it. Then, when the damage is being
caused, set the attacker to m_pMyThrower instead of GetOwner(). Voila!

Winston


Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST)
From: Grash [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] HL2DM Frags Questions...
Reply-To: hlcoders@list.valvesoftware.com

I'm working on mod'ing the frag grenades from HL2DM to simulate a
baseball like object.


Here's what I've done so far:

I've removed the explosion from the grenade. It no longer deals any
radial damage. I did this by overriding the detonate and explode
methods within CfragGrenade.

The damage that being done is through the VUpdatePhysics method. The
code refers to the damage it's doing there as a slight bonk, I'm
overriding the damage amount to what I want. and it this works well.
(I'm also removing the frag if it does damage this way)


Here's two issues I'm not sure how to fix...

1. The frag doesn't deal any damage to func_breakable or
func_breakable_surf ...that is no window breaking... but will interact
with a breakable_surf that is already broken. This is the normal
behavior of un-modded frag grenades.

2. If I throw\drop a frag. my buddy picks it up with the grav-gun and
then punts it back at me. The Frag will pass through me as if I wasn't
there and dealing no damage.

-Grash



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Re: [hlcoders] Animated Decals on Models

2008-01-13 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Well thanks for the help so far guys. I don't know if ill be able to track
down Imperio59, last I saw he was posting on the wavelength forums. If its
shader related, I have very little knowledge.

Anyway, thanks again, I'm sure we will figure something out. :)

On Jan 12, 2008 11:43 PM, Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The shader you're thinking about is likely the Predator shader from the
 HL2
 leak, but the Dys Stealth just uses a standard Refraction shader AFAIK

 On Jan 13, 2008 5:05 PM, Adam Maras (memzero) [EMAIL PROTECTED]
 wrote:

  Hmm, I'll have to look into that. If that's stashed somewhere, I
  wouldn't mind having a look at it either :D
 
  //   Adam Maras (memzero)
 
  Adam amckern McKern wrote:
   Hm, i thought Teddy did it with the refraction shader
   when he showed it off at Free Play in 2005 (About 8
   weeks before it went public alpha).
  
   Might have to ask him directly, and that was also
   almost 2 1/2 years ago anyway!
  
   --- Adam Maras (memzero) [EMAIL PROTECTED]
   wrote:
  
  
   Wasn't us.
  
   //   Adam Maras (memzero)
  
   Adam amckern McKern wrote:
  
   Could also be Dystopia?
  
   http://www.dystopia-game.com/
  
   Adam
  
  
   --- Chris Janes [EMAIL PROTECTED] wrote:
  
  
  
   I think the mod you're talking about was Caliber
  
   -
  
   last I knew the coder
   that did the shield stuff had moved on
  
   (Imperio59)
  
   and it seems the mod
   itself is dead, their domain just points to an
   advert filled holding page
   now, so I don't think it'll be easy to track any
  
   of
  
   their team down to get
   info from.
  
   It's possible that their shield was more than
  
   just a
  
   sphere mesh with a
   pretty refraction shader applied to it, they may
   have done some fancy shader
   writing to get the ripple or something in the
  
   code.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On
   Behalf Of Ryan Sheffer
   Sent: 12 January 2008 20:41
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Animated Decals on Models
  
   --
   [ Picked text/plain from multipart/alternative ]
   What we are looking for is either a way around
  
   this
  
   issue above or an
   alternative. I remember a mod awhile back that
  
   had
  
   sphere shields around
   robot players, and when the shields were struck
  
   by a
  
   bullet they would make
   a very nice ripple effect. We are trying to
   basically accomplish the same
   thing, but so far with bad results.
  
  
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Re: [hlcoders] Any Source 2007 code update?

2008-01-13 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
If you remember the huge code update with episode 1, expect that but more.
D:

On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Thanks Mike. Can we get any indication on whats included with this update?
 Which tools (particle editor, material editor etc) and any major bug fixes
 or code changes? Shader updates etc? Or are we just gonna wait it out and
 get a surprise :)

 On 1/11/08, andy no [EMAIL PROTECTED] wrote:
 
  Hope fully it will come fast.
 
  ___
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  please visit:
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 --
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 http://www.wraiyth.com
 --

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Re: [hlcoders] Any Source 2007 code update?

2008-01-13 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Still doesn't answer the questions about tool updates and bug fixes :)

On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If you remember the huge code update with episode 1, expect that but more.
 D:

 On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Thanks Mike. Can we get any indication on whats included with this
 update?
  Which tools (particle editor, material editor etc) and any major bug
 fixes
  or code changes? Shader updates etc? Or are we just gonna wait it out
 and
  get a surprise :)
 
  On 1/11/08, andy no [EMAIL PROTECTED] wrote:
  
   Hope fully it will come fast.
  
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Re: [hlcoders] sdk buffer overrun

2008-01-13 Thread bloodykenny
FYI this was originally documented on the wiki known issues list in mid 2006.

See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List

For what it's worth, however, that code doesn't actually seem to be used... at 
least it never came up in my mod.  I added an assert(0) there long ago and it's 
never been an issue.

At 2007/09/21 09:27 AM, Jeremy wrote:
--
[ Picked text/plain from multipart/alternative ]
Doesn't look harmful at the moment, but there's a buffer overrun in
SpectatorGUI.cpp I got the warning MSVC2005 in a fresh sdk checkout a while
back but forgot to mention anything till now.

In SpectatorGUI.cpp, CSpectatorGUI.Update

wchar_t playerText[ 80 ], playerName[ 64 ], health[ 10 ];
wcscpy( playerText, LUnable to find #Spec_PlayerItem* );
memset( playerName, 0x0, sizeof( playerName ) * sizeof( wchar_t ) );

doesn't need the * sizeof(wchar_t)

spectatorgui.cpp(508) : warning C4789: destination of memory copy is too
small

Presumably it's only overrunning to un-used stack space at the moment, but a
bug nonetheless, however minor.

J
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[hlcoders] First Person Model Drawing

2008-01-13 Thread Ryan Nash
--
[ Picked text/plain from multipart/alternative ]
I am trying to get the player's body model to display while in first person
mode. I have accomplished the basics of this by making
ShouldDrawLocalPlayer() return true all the time. I have the player model
set up to be the alyx model.

In game I spawn inside her head. If I look down I can see the full model but
it is from the inside so obviously not what I want.  Instead I've figure if
I attach the player's view to the model's eye's it should accomplish what I
want.

I admit I am not to versed in the SDK but I've been digging around through
many files and have figured the way to do this is altering what the
EyePosition( ) function returns in playerbase_shared.cpp.  EyePosition( ) is
used in CalcPlayerView( ) to copy to the eyeOrigin vector which should get
the job done.

So in looking through the (
http://developer.valvesoftware.com/wiki/First_Person_Ragdolls) First Person
Ragdolls tutorial from the wiki I am thinking I could use a similar
approach. However, I am not sure how to get the player model's eye
attachment. They use m_hRagdoll so I assume m_hRagdoll is a global variable
to the C_HL2MP_Player class. What would the variable for the player's model
be? Is there one?

Thanks in advance

-ryan nash
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[hlcoders] HUD images

2008-01-13 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
 hey guys, i was wondering if anybody has any idea on how to get custom
images in place of numbers in the HUD in game and the main menu. say i wanna
change the health from numbers to an image file how do i go about it. i
tried getting image files over the New game options etc in the main menu in
place of trying to get my own image in.

i tried using the tutorials on valve wiki but images do not show up
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Re: [hlcoders] Re: HL2DM Grenade Questions

2008-01-13 Thread Grash
In DM, you can pick up a grenade and throw it throw its owner.

The code on the frag is:
 SetThrower( pPhysGunUser );
And that changes m_pThrower...

Can the owner get changed?
or do I have to recreate my frags when the grav gun picks it up...

-G

--- Tom Leighton [EMAIL PROTECTED] wrote:

 Although when the gravity gun picks up an entity, it sets its owner
 to
 the person holding the gravity gun doesnt it?

 Andrew Watkins wrote:
  I can't help with the physics interaction behaviour, but as for
 passing
  through its owner, this is because you're set as its owner!
  In source, no entity can interact with its owner. Somewhere in your
  grenade
  creation code, you'll see a call to SetOwner or SetOwnerEntity...
 if you
  don't care about giving the player a score for a kill with this
 grenade,
  just remove this line. If you do care, which is a situation I've
 often
  found
  myself in, I would add a new variable, called something like
  m_pMyThrower,
  and set this to the player that threw it. Then, when the damage is
 being
  caused, set the attacker to m_pMyThrower instead of GetOwner().
 Voila!
 
  Winston
 
  Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST)
  From: Grash [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] HL2DM Frags Questions...
  Reply-To: hlcoders@list.valvesoftware.com
 
  I'm working on mod'ing the frag grenades from HL2DM to simulate a
  baseball like object.
 
 
  Here's what I've done so far:
 
  I've removed the explosion from the grenade. It no longer deals
 any
  radial damage. I did this by overriding the detonate and explode
  methods within CfragGrenade.
 
  The damage that being done is through the VUpdatePhysics method.
 The
  code refers to the damage it's doing there as a slight bonk, I'm
  overriding the damage amount to what I want. and it this works
 well.
  (I'm also removing the frag if it does damage this way)
 
 
  Here's two issues I'm not sure how to fix...
 
  1. The frag doesn't deal any damage to func_breakable or
  func_breakable_surf ...that is no window breaking... but will
 interact
  with a breakable_surf that is already broken. This is the normal
  behavior of un-modded frag grenades.
 
  2. If I throw\drop a frag. my buddy picks it up with the grav-gun
 and
  then punts it back at me. The Frag will pass through me as if I
 wasn't
  there and dealing no damage.
 
  -Grash
 
 
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Re: [hlcoders] Any Source 2007 code update?

2008-01-13 Thread Adam amckern McKern
Knowing valve it would be something along the lines
of;

- Fixed everything
- Added a hole heap of stuff

Then a week latter;
- Updated steam so mods would be broken if they
migrated to the new code base.
- Ported CSS to the new engine so hammer wont work
either

:P

Adam


--- Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Still doesn't answer the questions about tool
 updates and bug fixes :)

 On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
 wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  If you remember the huge code update with episode
 1, expect that but more.
  D:
 
  On Jan 13, 2008 2:48 PM, Matt Stafford
 [EMAIL PROTECTED] wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   Thanks Mike. Can we get any indication on whats
 included with this
  update?
   Which tools (particle editor, material editor
 etc) and any major bug
  fixes
   or code changes? Shader updates etc? Or are we
 just gonna wait it out
  and
   get a surprise :)
  
   On 1/11/08, andy no [EMAIL PROTECTED]
 wrote:
   
Hope fully it will come fast.
   
   
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 view the list archives,
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 view the list archives,
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[hlcoders] Replacing crowbar with custom weapon.

2008-01-13 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Anybody knows how to replace the crowbar with another custom weapon?

I have the custom weapon compiled, and tried to take out the crowbar, but
the crowbar still stays in the game.
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