Re: [hlcoders] Offline Mode...

2008-05-05 Thread Adam Buckland
I agree, there's been a number of times that I've been offline and  
wanted to work on my mod, but the sdk base refuses to load into the  
debugger if you're offline.

On the other hand, I can see why Valve don't want it to work. With  
other games you have to put a cd into the drive to play the game. The  
idea of this is to ensure that only one user cab use the software at  
any one time, keeping to the one user license

With steam, where you don't have to put a cd in, they have to ensure  
only one computer is logged into a particular steam account at any one  
moment. When steam is online, it can tell when an account is accessed  
by two computers at one. But in offline mode, they don't. What would  
stop me giving my  HL2 cd to five of by friends, along with my account  
information, and making them all use offline mode, so we could all  
play at once?

On 6 May 2008, at 07:30, [EMAIL PROTECTED] wrote:

> I was more than slightly annoyed when my net connection died during  
> last
> weekend and I couldn't open Steam to test my mod.
>
>> So I'm sitting here at work trying to fire up Steam on my laptop (no
>> active
>> net connection). It comes up (expectedly) with a dialog prompting  
>> me to
>> start in offline mode, and when I click it, I get an error message  
>> saying
>> 'Steam cannot connect to the network' and that 'This operation  
>> cannot be
>> completed in offline mode'.
>>
>> Is there ANY chance we can ***maybe*** get some at least better error
>> messages for Offline Mode, or even some better support? Its really  
>> bloody
>> frustrating trying to do anything without a net connection (or  
>> behind a
>> firewall) with this kind of crappy offline mode support. I know I'm  
>> not
>> the
>> only person who is continually pissed off about this kind of  
>> support. Even
>> decoupling the SDK from Steam could be a nice start. Is there  
>> anything
>> that
>> can actually be done to make our lives the slightest bit easier?
>>
>> I mean, how hard is it to actually code a decent offline mode...
>>
>> --
>> Matt Stafford (Wraiyth)
>> http://www.wraiyth.com
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
>
> ___
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> archives, please visit:
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Re: [hlcoders] Offline Mode...

2008-05-05 Thread Matt Stafford
Well the language I REALLY wanted to use to describe how annoyed I am about
this recurring issue isn't suitable for this list ;)

On Tue, May 6, 2008 at 4:30 PM, <[EMAIL PROTECTED]> wrote:

> I was more than slightly annoyed when my net connection died during last
> weekend and I couldn't open Steam to test my mod.
>
> > So I'm sitting here at work trying to fire up Steam on my laptop (no
> > active
> > net connection). It comes up (expectedly) with a dialog prompting me to
> > start in offline mode, and when I click it, I get an error message
> saying
> > 'Steam cannot connect to the network' and that 'This operation cannot be
> > completed in offline mode'.
> >
> > Is there ANY chance we can ***maybe*** get some at least better error
> > messages for Offline Mode, or even some better support? Its really
> bloody
> > frustrating trying to do anything without a net connection (or behind a
> > firewall) with this kind of crappy offline mode support. I know I'm not
> > the
> > only person who is continually pissed off about this kind of support.
> Even
> > decoupling the SDK from Steam could be a nice start. Is there anything
> > that
> > can actually be done to make our lives the slightest bit easier?
> >
> > I mean, how hard is it to actually code a decent offline mode...
> >
> > --
> > Matt Stafford (Wraiyth)
> > http://www.wraiyth.com
> > ___
> > 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
>
>


-- 
Matt Stafford (Wraiyth)
http://www.wraiyth.com
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Re: [hlcoders] Offline Mode...

2008-05-05 Thread me
I was more than slightly annoyed when my net connection died during last
weekend and I couldn't open Steam to test my mod.

> So I'm sitting here at work trying to fire up Steam on my laptop (no
> active
> net connection). It comes up (expectedly) with a dialog prompting me to
> start in offline mode, and when I click it, I get an error message saying
> 'Steam cannot connect to the network' and that 'This operation cannot be
> completed in offline mode'.
>
> Is there ANY chance we can ***maybe*** get some at least better error
> messages for Offline Mode, or even some better support? Its really bloody
> frustrating trying to do anything without a net connection (or behind a
> firewall) with this kind of crappy offline mode support. I know I'm not
> the
> only person who is continually pissed off about this kind of support. Even
> decoupling the SDK from Steam could be a nice start. Is there anything
> that
> can actually be done to make our lives the slightest bit easier?
>
> I mean, how hard is it to actually code a decent offline mode...
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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[hlcoders] Offline Mode...

2008-05-05 Thread Matt Stafford
So I'm sitting here at work trying to fire up Steam on my laptop (no active
net connection). It comes up (expectedly) with a dialog prompting me to
start in offline mode, and when I click it, I get an error message saying
'Steam cannot connect to the network' and that 'This operation cannot be
completed in offline mode'.

Is there ANY chance we can ***maybe*** get some at least better error
messages for Offline Mode, or even some better support? Its really bloody
frustrating trying to do anything without a net connection (or behind a
firewall) with this kind of crappy offline mode support. I know I'm not the
only person who is continually pissed off about this kind of support. Even
decoupling the SDK from Steam could be a nice start. Is there anything that
can actually be done to make our lives the slightest bit easier?

I mean, how hard is it to actually code a decent offline mode...

-- 
Matt Stafford (Wraiyth)
http://www.wraiyth.com
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Re: [hlcoders] Additional Weapon

2008-05-05 Thread Michael Mylenski
well i am making a single player mod

On Mon, May 5, 2008 at 3:28 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> Which SDK are you using? Because the 'tutorial' is for single player.
>
>
>  On Mon, May 5, 2008 at 3:21 PM, Michael Mylenski <[EMAIL PROTECTED]>
>
>
> wrote:
>
>  > Sorry to bother everyone, but I still have not figured this out, does
>  > anyone have any ideas?
>  >
>  > On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]>
>  > wrote:
>  >
>  > > ScarT, you're never sober.
>  > >
>  > >
>  > >
>  > >  Tobias Kammersgaard wrote:
>  > >  > I'm with you. I just assumed he knew C++ since he knew how to add the
>  > weapon
>  > >  > to the impulse 101. But okay I'm not completely sober.
>  > >  >
>  > >  > If you didn't add the code, the console will output an error on
>  > impulse 101,
>  > >  > since the entity "weapon_Dualies357" will be unknown :)
>  > >  >
>  > >  > /Tobias "ScarT" Kammersgaard
>  > >  >
>  > >  >
>  > >  > On 03/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>  > >  >
>  > >  >> This might be total rubbish, but would the bucket position already
>  > being
>  > >  >> taken by another weapon be the problem?
>  > >  >>
>  > >  >> 2008/5/3 Michael Mylenski <[EMAIL PROTECTED]>:
>  > >  >>
>  > >  >>
>  > >  >>> I followed this code
>  > >  >>>
>  > http://developer.valvesoftware.com/wiki/Dual_Pistols_%28CSS_Style%29
>  > >  >>>
>  > >  >>> Then i created a new .txt file for it, and added it to the impulse
>  > 101
>  > >  >>> command what else am i missing?
>  > >  >>>
>  > >  >>> On Sat, May 3, 2008 at 5:12 PM, Tom Edwards <
>  > [EMAIL PROTECTED]>
>  > >  >>> wrote:
>  > >  >>>
>  > >   You need to write C++ code to create a new weapon. Look it up on
>  > VDC.
>  > >  
>  > >    (If all you want to do is change the appearance of an existing
>  > one
>  > >  
>  > >  >> you
>  > >  >>
>  > >    can edit its script file though).
>  > >  
>  > >  
>  > >  
>  > >    Michael Mylenski wrote:
>  > >    > what are you referring to?
>  > >    >
>  > >    > On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard
>  > >    > <[EMAIL PROTECTED]> wrote:
>  > >    >
>  > >    >> Does the console output any errors?
>  > >    >>  My best guess right now, is that the new binaries aren't
>  > being
>  > >  
>  > >  >>> copied over.
>  > >  >>>
>  > >    >>
>  > >    >>  /Tobias "ScarT" Kammersgaard
>  > >    >>
>  > >    >>
>  > >    >>
>  > >    >>
>  > >    >>  On 03/05/2008, Michael Mylenski <[EMAIL PROTECTED]> wrote:
>  > >    >>  >
>  > >    >>  > Hey Everyone,
>  > >    >>  >
>  > >    >>  > I am new to coding with the Source Engine and I was looking
>  > to
>  > >  
>  > >  >>> add
>  > >  >>>
>  > >    >>  > dual magnums and I have done all of the steps in the
>  > tutorial
>  > >  
>  > >  >> for
>  > >  >>
>  > >  >>> it
>  > >  >>>
>  > >    >>  > and added a weapon_Dualies357.txt to the scripts folder,
>  > and
>  > >  
>  > >  >> also
>  > >  >>
>  > >    >>  > added it to the list of items added with impulse 101 and it
>  > >  
>  > >  >> still
>  > >  >>
>  > >    >>  > doesnt seem to show up, i want it to come up under the
>  > regular
>  > >  
>  > >  >>> magnum
>  > >  >>>
>  > >    >>  > here is the .txt info:
>  > >    >>  >
>  > >    >>  > // Dualies357
>  > >    >>  > WeaponData
>  > >    >>  > {
>  > >    >>  >// Weapon data is loaded by both the Game and Client
>  > >  
>  > >  >> DLLs.
>  > >  >>
>  > >    >>  >"printname" "Executioners"
>  > >    >>  >"viewmodel"
>  > >  
>  > >  >> "models/weapons/v_357.mdl"
>  > >  >>
>  > >    >>  >"playermodel"   "models/weapons/w_357.mdl"
>  > >    >>  >"anim_prefix"   "python"
>  > >    >>  >"bucket""1"
>  > >    >>  >"bucket_position"   "2"
>  > >    >>  >
>  > >    >>  >"clip_size" "6"
>  > >    >>  >"default_clip"  "6"
>  > >    >>  >"primary_ammo"  "357"
>  > >    >>  >"secondary_ammo""None"
>  > >    >>  >
>  > >    >>  >"weight""7"
>  > >    >>  >"item_flags""0"
>  > >    >>  >
>  > >    >>  >// Sounds for the weapon. There is a max of 16
>  > sounds
>  > >  
>  > >  >> per
>  > >  >>
>  > >  >>> category
>  > >  >>>
>  > >    >>  > (i.e. max 16 "single_shot" sounds)
>  > >    >>  >SoundData
>  > >    >>  >{
>  > >    >>  >"empty" "Weapon_Pistol.Empty"
>  > >    >>  >"single_shot"   "Weapon_357.Single"
>  > >    >>  >}
>  > >    >>  >
>  > >    >>  >// Weapon Sprite data is loaded by the Client DLL.
>  > >    >>  >Tex

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Tony "omega" Sergi
Which SDK are you using? Because the 'tutorial' is for single player.


On Mon, May 5, 2008 at 3:21 PM, Michael Mylenski <[EMAIL PROTECTED]>
wrote:

> Sorry to bother everyone, but I still have not figured this out, does
> anyone have any ideas?
>
> On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]>
> wrote:
>
> > ScarT, you're never sober.
> >
> >
> >
> >  Tobias Kammersgaard wrote:
> >  > I'm with you. I just assumed he knew C++ since he knew how to add the
> weapon
> >  > to the impulse 101. But okay I'm not completely sober.
> >  >
> >  > If you didn't add the code, the console will output an error on
> impulse 101,
> >  > since the entity "weapon_Dualies357" will be unknown :)
> >  >
> >  > /Tobias "ScarT" Kammersgaard
> >  >
> >  >
> >  > On 03/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
> >  >
> >  >> This might be total rubbish, but would the bucket position already
> being
> >  >> taken by another weapon be the problem?
> >  >>
> >  >> 2008/5/3 Michael Mylenski <[EMAIL PROTECTED]>:
> >  >>
> >  >>
> >  >>> I followed this code
> >  >>>
> http://developer.valvesoftware.com/wiki/Dual_Pistols_%28CSS_Style%29
> >  >>>
> >  >>> Then i created a new .txt file for it, and added it to the impulse
> 101
> >  >>> command what else am i missing?
> >  >>>
> >  >>> On Sat, May 3, 2008 at 5:12 PM, Tom Edwards <
> [EMAIL PROTECTED]>
> >  >>> wrote:
> >  >>>
> >   You need to write C++ code to create a new weapon. Look it up on
> VDC.
> >  
> >    (If all you want to do is change the appearance of an existing
> one
> >  
> >  >> you
> >  >>
> >    can edit its script file though).
> >  
> >  
> >  
> >    Michael Mylenski wrote:
> >    > what are you referring to?
> >    >
> >    > On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard
> >    > <[EMAIL PROTECTED]> wrote:
> >    >
> >    >> Does the console output any errors?
> >    >>  My best guess right now, is that the new binaries aren't
> being
> >  
> >  >>> copied over.
> >  >>>
> >    >>
> >    >>  /Tobias "ScarT" Kammersgaard
> >    >>
> >    >>
> >    >>
> >    >>
> >    >>  On 03/05/2008, Michael Mylenski <[EMAIL PROTECTED]> wrote:
> >    >>  >
> >    >>  > Hey Everyone,
> >    >>  >
> >    >>  > I am new to coding with the Source Engine and I was looking
> to
> >  
> >  >>> add
> >  >>>
> >    >>  > dual magnums and I have done all of the steps in the
> tutorial
> >  
> >  >> for
> >  >>
> >  >>> it
> >  >>>
> >    >>  > and added a weapon_Dualies357.txt to the scripts folder,
> and
> >  
> >  >> also
> >  >>
> >    >>  > added it to the list of items added with impulse 101 and it
> >  
> >  >> still
> >  >>
> >    >>  > doesnt seem to show up, i want it to come up under the
> regular
> >  
> >  >>> magnum
> >  >>>
> >    >>  > here is the .txt info:
> >    >>  >
> >    >>  > // Dualies357
> >    >>  > WeaponData
> >    >>  > {
> >    >>  >// Weapon data is loaded by both the Game and Client
> >  
> >  >> DLLs.
> >  >>
> >    >>  >"printname" "Executioners"
> >    >>  >"viewmodel"
> >  
> >  >> "models/weapons/v_357.mdl"
> >  >>
> >    >>  >"playermodel"   "models/weapons/w_357.mdl"
> >    >>  >"anim_prefix"   "python"
> >    >>  >"bucket""1"
> >    >>  >"bucket_position"   "2"
> >    >>  >
> >    >>  >"clip_size" "6"
> >    >>  >"default_clip"  "6"
> >    >>  >"primary_ammo"  "357"
> >    >>  >"secondary_ammo""None"
> >    >>  >
> >    >>  >"weight""7"
> >    >>  >"item_flags""0"
> >    >>  >
> >    >>  >// Sounds for the weapon. There is a max of 16
> sounds
> >  
> >  >> per
> >  >>
> >  >>> category
> >  >>>
> >    >>  > (i.e. max 16 "single_shot" sounds)
> >    >>  >SoundData
> >    >>  >{
> >    >>  >"empty" "Weapon_Pistol.Empty"
> >    >>  >"single_shot"   "Weapon_357.Single"
> >    >>  >}
> >    >>  >
> >    >>  >// Weapon Sprite data is loaded by the Client DLL.
> >    >>  >TextureData
> >    >>  >{
> >    >>  >"weapon"
> >    >>  >{
> >    >>  >"font"
>  "WeaponIcons"
> >    >>  >"character" "d"
> >    >>  >}
> >    >>  >"weapon_s"
> >    >>  >{
> >    >>  >"font"
> >  
> >  >>>  "WeaponIconsSelected"
> >  >>>
> >    >>  >"character" "d"
> >    >>  >   

Re: [hlcoders] Additional Weapon

2008-05-05 Thread Michael Mylenski
ok ill give that a try when i have the chance, i am currently at work, thanks

On Mon, May 5, 2008 at 3:37 PM, Kyle K <[EMAIL PROTECTED]> wrote:
> What happens when you use something like: give weapon_(whatever your new
>  weapon class name is) instead of impulse 101?
>
>
>
>  Michael Mylenski wrote:
>  > Sorry to bother everyone, but I still have not figured this out, does
>  > anyone have any ideas?
>  >
>  > On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]> wrote:
>  >
>  >
>  >> ScarT, you're never sober.
>  >>
>  >>
>  >>
>  >>  Tobias Kammersgaard wrote:
>  >>  > I'm with you. I just assumed he knew C++ since he knew how to add the 
> weapon
>  >>  > to the impulse 101. But okay I'm not completely sober.
>  >>  >
>  >>  > If you didn't add the code, the console will output an error on 
> impulse 101,
>  >>  > since the entity "weapon_Dualies357" will be unknown :)
>  >>  >
>  >>  > /Tobias "ScarT" Kammersgaard
>  >>  >
>  >>  >
>  >>  > On 03/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>  >>  >
>  >>  >> This might be total rubbish, but would the bucket position already 
> being
>  >>  >> taken by another weapon be the problem?
>  >>  >>
>  >>  >> 2008/5/3 Michael Mylenski <[EMAIL PROTECTED]>:
>  >>  >>
>  >>  >>
>  >>  >>> I followed this code
>  >>  >>> http://developer.valvesoftware.com/wiki/Dual_Pistols_%28CSS_Style%29
>  >>  >>>
>  >>  >>> Then i created a new .txt file for it, and added it to the impulse 
> 101
>  >>  >>> command what else am i missing?
>  >>  >>>
>  >>  >>> On Sat, May 3, 2008 at 5:12 PM, Tom Edwards <[EMAIL PROTECTED]>
>  >>  >>> wrote:
>  >>  >>>
>  >>   You need to write C++ code to create a new weapon. Look it up on 
> VDC.
>  >>  
>  >>    (If all you want to do is change the appearance of an existing one
>  >>  
>  >>  >> you
>  >>  >>
>  >>    can edit its script file though).
>  >>  
>  >>  
>  >>  
>  >>    Michael Mylenski wrote:
>  >>    > what are you referring to?
>  >>    >
>  >>    > On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard
>  >>    > <[EMAIL PROTECTED]> wrote:
>  >>    >
>  >>    >> Does the console output any errors?
>  >>    >>  My best guess right now, is that the new binaries aren't being
>  >>  
>  >>  >>> copied over.
>  >>  >>>
>  >>    >>
>  >>    >>  /Tobias "ScarT" Kammersgaard
>  >>    >>
>  >>    >>
>  >>    >>
>  >>    >>
>  >>    >>  On 03/05/2008, Michael Mylenski <[EMAIL PROTECTED]> wrote:
>  >>    >>  >
>  >>    >>  > Hey Everyone,
>  >>    >>  >
>  >>    >>  > I am new to coding with the Source Engine and I was looking 
> to
>  >>  
>  >>  >>> add
>  >>  >>>
>  >>    >>  > dual magnums and I have done all of the steps in the tutorial
>  >>  
>  >>  >> for
>  >>  >>
>  >>  >>> it
>  >>  >>>
>  >>    >>  > and added a weapon_Dualies357.txt to the scripts folder, and
>  >>  
>  >>  >> also
>  >>  >>
>  >>    >>  > added it to the list of items added with impulse 101 and it
>  >>  
>  >>  >> still
>  >>  >>
>  >>    >>  > doesnt seem to show up, i want it to come up under the 
> regular
>  >>  
>  >>  >>> magnum
>  >>  >>>
>  >>    >>  > here is the .txt info:
>  >>    >>  >
>  >>    >>  > // Dualies357
>  >>    >>  > WeaponData
>  >>    >>  > {
>  >>    >>  >// Weapon data is loaded by both the Game and Client
>  >>  
>  >>  >> DLLs.
>  >>  >>
>  >>    >>  >"printname" "Executioners"
>  >>    >>  >"viewmodel"
>  >>  
>  >>  >> "models/weapons/v_357.mdl"
>  >>  >>
>  >>    >>  >"playermodel"   "models/weapons/w_357.mdl"
>  >>    >>  >"anim_prefix"   "python"
>  >>    >>  >"bucket""1"
>  >>    >>  >"bucket_position"   "2"
>  >>    >>  >
>  >>    >>  >"clip_size" "6"
>  >>    >>  >"default_clip"  "6"
>  >>    >>  >"primary_ammo"  "357"
>  >>    >>  >"secondary_ammo""None"
>  >>    >>  >
>  >>    >>  >"weight""7"
>  >>    >>  >"item_flags""0"
>  >>    >>  >
>  >>    >>  >// Sounds for the weapon. There is a max of 16 sounds
>  >>  
>  >>  >> per
>  >>  >>
>  >>  >>> category
>  >>  >>>
>  >>    >>  > (i.e. max 16 "single_shot" sounds)
>  >>    >>  >SoundData
>  >>    >>  >{
>  >>    >>  >"empty" "Weapon_Pistol.Empty"
>  >>    >>  >"single_shot"   "Weapon_357.Single"
>  >>    >>  >}
>  >>    >>  >
>  >>    >>  >// Weapon Sprite data is loaded by the Client DLL.
>  >>    >>  >TextureData
>  >>    >>  >{
>  >>    >>  >"weapon"
>  >>    >>  >{
>  >>    >>  > 

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Tom Leighton
My bad, sorry York - I didnt see you had replied to it.

Woops :P 

Yorg Kuijs wrote:
> And as you may have notice by my reply afterwards, I didn't understand 
> it, I found Tony's reply more clearly and do understand it now.
> No time to check if the classmenu is working now but the errors are 
> fixed now.
>
> Tom Leighton wrote
>   
>> I told you how to fix this on the forums Yorg.
>> 
>
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> visit:
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>
>
>   

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[hlcoders] models with additive blending

2008-05-05 Thread Michael Chang
Hey coders, hope you can help me out--

I'm trying to get a model to render with additive blending. I've tried it
with two ways, the first with giving my model a VMT with something like:
"VertexLitGeneric"
{
"$basetexture" "models/tracemodels/trace_map"
"$model" 1
"$alpha" .5
"$additive" 1
"$selfillum" 1
}

This shows up as semi-transparent and additive in the model viewer but
doesn't show up in-game at all. I've tried a dozen varieties of settings as
well.

The second method is to do it via code like so:
void CBladeTracer::PreThink( void ){
SetRenderColorA( 170 );
SetRenderMode(kRenderTransAdd);
}

The same thing results, the model is no longer visible although its shadow
still remains.

Is there some particular flag that I must set to enable rendermode changes?
Seems like all the examples I can find apply to sprites, and never to
setting rendermodes to models.

Thanks in advance.

~M
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Re: [hlcoders] Additional Weapon

2008-05-05 Thread Kyle K
What happens when you use something like: give weapon_(whatever your new 
weapon class name is) instead of impulse 101?

Michael Mylenski wrote:
> Sorry to bother everyone, but I still have not figured this out, does
> anyone have any ideas?
>
> On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]> wrote:
>
>   
>> ScarT, you're never sober.
>>
>>
>>
>>  Tobias Kammersgaard wrote:
>>  > I'm with you. I just assumed he knew C++ since he knew how to add the 
>> weapon
>>  > to the impulse 101. But okay I'm not completely sober.
>>  >
>>  > If you didn't add the code, the console will output an error on impulse 
>> 101,
>>  > since the entity "weapon_Dualies357" will be unknown :)
>>  >
>>  > /Tobias "ScarT" Kammersgaard
>>  >
>>  >
>>  > On 03/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>>  >
>>  >> This might be total rubbish, but would the bucket position already being
>>  >> taken by another weapon be the problem?
>>  >>
>>  >> 2008/5/3 Michael Mylenski <[EMAIL PROTECTED]>:
>>  >>
>>  >>
>>  >>> I followed this code
>>  >>> http://developer.valvesoftware.com/wiki/Dual_Pistols_%28CSS_Style%29
>>  >>>
>>  >>> Then i created a new .txt file for it, and added it to the impulse 101
>>  >>> command what else am i missing?
>>  >>>
>>  >>> On Sat, May 3, 2008 at 5:12 PM, Tom Edwards <[EMAIL PROTECTED]>
>>  >>> wrote:
>>  >>>
>>   You need to write C++ code to create a new weapon. Look it up on VDC.
>>  
>>    (If all you want to do is change the appearance of an existing one
>>  
>>  >> you
>>  >>
>>    can edit its script file though).
>>  
>>  
>>  
>>    Michael Mylenski wrote:
>>    > what are you referring to?
>>    >
>>    > On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard
>>    > <[EMAIL PROTECTED]> wrote:
>>    >
>>    >> Does the console output any errors?
>>    >>  My best guess right now, is that the new binaries aren't being
>>  
>>  >>> copied over.
>>  >>>
>>    >>
>>    >>  /Tobias "ScarT" Kammersgaard
>>    >>
>>    >>
>>    >>
>>    >>
>>    >>  On 03/05/2008, Michael Mylenski <[EMAIL PROTECTED]> wrote:
>>    >>  >
>>    >>  > Hey Everyone,
>>    >>  >
>>    >>  > I am new to coding with the Source Engine and I was looking to
>>  
>>  >>> add
>>  >>>
>>    >>  > dual magnums and I have done all of the steps in the tutorial
>>  
>>  >> for
>>  >>
>>  >>> it
>>  >>>
>>    >>  > and added a weapon_Dualies357.txt to the scripts folder, and
>>  
>>  >> also
>>  >>
>>    >>  > added it to the list of items added with impulse 101 and it
>>  
>>  >> still
>>  >>
>>    >>  > doesnt seem to show up, i want it to come up under the regular
>>  
>>  >>> magnum
>>  >>>
>>    >>  > here is the .txt info:
>>    >>  >
>>    >>  > // Dualies357
>>    >>  > WeaponData
>>    >>  > {
>>    >>  >// Weapon data is loaded by both the Game and Client
>>  
>>  >> DLLs.
>>  >>
>>    >>  >"printname" "Executioners"
>>    >>  >"viewmodel"
>>  
>>  >> "models/weapons/v_357.mdl"
>>  >>
>>    >>  >"playermodel"   "models/weapons/w_357.mdl"
>>    >>  >"anim_prefix"   "python"
>>    >>  >"bucket""1"
>>    >>  >"bucket_position"   "2"
>>    >>  >
>>    >>  >"clip_size" "6"
>>    >>  >"default_clip"  "6"
>>    >>  >"primary_ammo"  "357"
>>    >>  >"secondary_ammo""None"
>>    >>  >
>>    >>  >"weight""7"
>>    >>  >"item_flags""0"
>>    >>  >
>>    >>  >// Sounds for the weapon. There is a max of 16 sounds
>>  
>>  >> per
>>  >>
>>  >>> category
>>  >>>
>>    >>  > (i.e. max 16 "single_shot" sounds)
>>    >>  >SoundData
>>    >>  >{
>>    >>  >"empty" "Weapon_Pistol.Empty"
>>    >>  >"single_shot"   "Weapon_357.Single"
>>    >>  >}
>>    >>  >
>>    >>  >// Weapon Sprite data is loaded by the Client DLL.
>>    >>  >TextureData
>>    >>  >{
>>    >>  >"weapon"
>>    >>  >{
>>    >>  >"font"  "WeaponIcons"
>>    >>  >"character" "d"
>>    >>  >}
>>    >>  >"weapon_s"
>>    >>  >{
>>    >>  >"font"
>>  
>>  >>>  "WeaponIconsSelected"
>>  >>>
>>    >>  >"character" "d"
>>    >>  >}
>>    >>  >"ammo"
>>    >>  >{
>>    >>  >"font"  "WeaponIcons"
>>  >

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Yorg Kuijs
And as you may have notice by my reply afterwards, I didn't understand 
it, I found Tony's reply more clearly and do understand it now.
No time to check if the classmenu is working now but the errors are 
fixed now.

Tom Leighton wrote
> I told you how to fix this on the forums Yorg.

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Re: [hlcoders] Additional Weapon

2008-05-05 Thread Michael Mylenski
Sorry to bother everyone, but I still have not figured this out, does
anyone have any ideas?

On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL PROTECTED]> wrote:

> ScarT, you're never sober.
>
>
>
>  Tobias Kammersgaard wrote:
>  > I'm with you. I just assumed he knew C++ since he knew how to add the 
> weapon
>  > to the impulse 101. But okay I'm not completely sober.
>  >
>  > If you didn't add the code, the console will output an error on impulse 
> 101,
>  > since the entity "weapon_Dualies357" will be unknown :)
>  >
>  > /Tobias "ScarT" Kammersgaard
>  >
>  >
>  > On 03/05/2008, Adam Buckland <[EMAIL PROTECTED]> wrote:
>  >
>  >> This might be total rubbish, but would the bucket position already being
>  >> taken by another weapon be the problem?
>  >>
>  >> 2008/5/3 Michael Mylenski <[EMAIL PROTECTED]>:
>  >>
>  >>
>  >>> I followed this code
>  >>> http://developer.valvesoftware.com/wiki/Dual_Pistols_%28CSS_Style%29
>  >>>
>  >>> Then i created a new .txt file for it, and added it to the impulse 101
>  >>> command what else am i missing?
>  >>>
>  >>> On Sat, May 3, 2008 at 5:12 PM, Tom Edwards <[EMAIL PROTECTED]>
>  >>> wrote:
>  >>>
>   You need to write C++ code to create a new weapon. Look it up on VDC.
>  
>    (If all you want to do is change the appearance of an existing one
>  
>  >> you
>  >>
>    can edit its script file though).
>  
>  
>  
>    Michael Mylenski wrote:
>    > what are you referring to?
>    >
>    > On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard
>    > <[EMAIL PROTECTED]> wrote:
>    >
>    >> Does the console output any errors?
>    >>  My best guess right now, is that the new binaries aren't being
>  
>  >>> copied over.
>  >>>
>    >>
>    >>  /Tobias "ScarT" Kammersgaard
>    >>
>    >>
>    >>
>    >>
>    >>  On 03/05/2008, Michael Mylenski <[EMAIL PROTECTED]> wrote:
>    >>  >
>    >>  > Hey Everyone,
>    >>  >
>    >>  > I am new to coding with the Source Engine and I was looking to
>  
>  >>> add
>  >>>
>    >>  > dual magnums and I have done all of the steps in the tutorial
>  
>  >> for
>  >>
>  >>> it
>  >>>
>    >>  > and added a weapon_Dualies357.txt to the scripts folder, and
>  
>  >> also
>  >>
>    >>  > added it to the list of items added with impulse 101 and it
>  
>  >> still
>  >>
>    >>  > doesnt seem to show up, i want it to come up under the regular
>  
>  >>> magnum
>  >>>
>    >>  > here is the .txt info:
>    >>  >
>    >>  > // Dualies357
>    >>  > WeaponData
>    >>  > {
>    >>  >// Weapon data is loaded by both the Game and Client
>  
>  >> DLLs.
>  >>
>    >>  >"printname" "Executioners"
>    >>  >"viewmodel"
>  
>  >> "models/weapons/v_357.mdl"
>  >>
>    >>  >"playermodel"   "models/weapons/w_357.mdl"
>    >>  >"anim_prefix"   "python"
>    >>  >"bucket""1"
>    >>  >"bucket_position"   "2"
>    >>  >
>    >>  >"clip_size" "6"
>    >>  >"default_clip"  "6"
>    >>  >"primary_ammo"  "357"
>    >>  >"secondary_ammo""None"
>    >>  >
>    >>  >"weight""7"
>    >>  >"item_flags""0"
>    >>  >
>    >>  >// Sounds for the weapon. There is a max of 16 sounds
>  
>  >> per
>  >>
>  >>> category
>  >>>
>    >>  > (i.e. max 16 "single_shot" sounds)
>    >>  >SoundData
>    >>  >{
>    >>  >"empty" "Weapon_Pistol.Empty"
>    >>  >"single_shot"   "Weapon_357.Single"
>    >>  >}
>    >>  >
>    >>  >// Weapon Sprite data is loaded by the Client DLL.
>    >>  >TextureData
>    >>  >{
>    >>  >"weapon"
>    >>  >{
>    >>  >"font"  "WeaponIcons"
>    >>  >"character" "d"
>    >>  >}
>    >>  >"weapon_s"
>    >>  >{
>    >>  >"font"
>  
>  >>>  "WeaponIconsSelected"
>  >>>
>    >>  >"character" "d"
>    >>  >}
>    >>  >"ammo"
>    >>  >{
>    >>  >"font"  "WeaponIcons"
>    >>  >"character" "p"
>    >>  >}
>    >>  >"crosshair"
>    >>  >{
>    >>  >"font"  "Crosshairs"
>    >>  >"character"

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Tony "omega" Sergi
Ah, y eah that's basically what i was going to check.
The actual filename doesn't matter. You could have
thisisacrazycustomfontman.ttf as the filename, but the 'name' inside the ttf
(when you create it) is what is referenced by "CustomFont"; So if the name
inside the ttf is CrazyFont, "CrazyFont" is what you'd put in the .res
However, if the filename for crazyfont was 'thisisacrazycustomfontman.ttf'
you'd still put that down at the bottom of the res ;)


On Mon, May 5, 2008 at 2:52 PM, Ben Mears <[EMAIL PROTECTED]>
wrote:

> Thanks for the reply Tony but I think I may have gotten it figured out.
> I think the problem was that the name of the .ttf file and the actual
> name of the font were different and I didn't realize it until now. I got
> my icon in-game and think everything is looking pretty good now.
> However, you never know what will go wrong next so it's completely
> possible you'll be hearing from me again, ha ha. Thanks a lot for your
> help guys, I really do appreciate it.
>
> Ben
>
>
>
> Tony "omega" Sergi wrote:
> > Can you send me your ttf file, for your custom font?
> > -Tony
> >
> >
> > On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> >
> >
> >> Thanks for the suggestion Tom but I'm still having some problems. I
> added
> >> my
> >> font to the end of ClientScheme.res so it looks like this:
> >>
> >>
> >>
> -
> >>  CUSTOM FONT FILES
> /
> >>//
> >>// specifies all the custom (non-system) font files that need to be
> >> loaded to service the above described fonts
> >>CustomFontFiles
> >>{
> >>"1""resource/CustomFont.ttf"
> >>"2""resource/HL2crosshairs.ttf"
> >>"3""resource/HALFLIFE2.ttf"
> >>}
> >>
> >> }
> >>
> >>
> --
> >>
> >> Now when I pick up my weapon it doesn't flash any icon and the bucket
> >> contains the weapon name but not the icon (instead of flashing and
> >> displaying the letter "a" like it did before). Any further ideas or
> >> solutions on this? Thanks.
> >>
> >> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>
> >>> You need to scroll to the very end of clientscheme.res and add your
> font
> >>> to the list there.
> >>>
> >>> Ben Mears wrote:
> >>>
>  Hey guys, I'm trying to replace the weapon selection icon in my HL2
>  Singleplayer mod and I've hit a wall. The problem is that instead of
> 
> >>> showing
> >>>
>  my custom icon, it shows whichever character is assigned to it (the
> 
> >>> letter
> >>>
>  "a" for example). Here's  my workflow so far.
> 
>  -Create New Font and import and assign my weapon icon image to the
> 
> >>> letter
> >>>
>  "a"
> 
>  -Save Font as "CustomFont" into the "resource" folder of my mod
> 
>  -From that same folder open "ClientScheme.res" and copy this code:
> 
> 
> >>
> -
> >>
>  }
>  WeaponIcons
>  {
>  "1"
>  {
>  "name""HalfLife2"
>  "tall""64"
>  "weight""0"
>  "antialias" "1"
>  "additive""1"
>  "custom""1"
>  }
>  }
> 
> 
> 
> >>
> 
> >>
>   -Paste the copied code right below it and change it to:
> 
> 
> 
> >>
> 
> >>
> CustomFont
>  {
>  "1"
>  {
>  "name""CustomFont"
>  "tall""64"
>  "weight""0"
>  "antialias" "1"
>  "additive""1"
>  "custom""1"
>  }
>  }
> 
> 
> >>
> 
> >>
>  -Save and close "ClientScheme.res" , go up one folder, and open the
>  "scripts" folder
> 
>  -Open "weapon_crowbar.txt" and change this code:
> 
> 
> 
> >>
> -
> >>
>  // Weapon Sprite data is loaded by the Client DLL.
>  TextureD

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Tom Leighton
I told you how to fix this on the forums Yorg.

Tony "omega" Sergi wrote:
> add classmenu.cpp to the client project.
>
>
> On Mon, May 5, 2008 at 2:36 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:
>
>   
>> Hey,
>>
>> I'm pretty new to coding, but through tutorials I managed to punch my
>> way through most problems or by asking other devs I know for help but at
>> this time nobody seems to know a non dead link to a good tutorial on
>> class menu's and classes.
>>
>> People say: Take the teammenu for example to get the classmenu done
>> however I'm having some troubles in what I believe would be the last
>> step to get a class menu working.
>>
>> This last step has to do with what I think is the creation of the
>> panel/menu and involves placing the following lines around the same area
>> as what the teammenu lines for it are to namely:
>>
>>else if ( Q_strcmp(PANEL_CLASS, szPanelName) == 0 )
>>{
>>newpanel = new CClassMenu( this );
>>}
>>
>>
>> Then a error was there cause no include was added for the classmenu
>> header file(teammenu already had that set default) then the error I
>> can't get past appeared and it's this:
>>
>> baseviewport.obj : error LNK2019: unresolved external symbol "public:
>> __thiscall CClassMenu::CClassMenu(class IViewPort *)" (??0CClassMenu@
>> @[EMAIL PROTECTED]@@@Z) referenced in function "public: virtual class
>> IViewPortPanel * __thiscall CBaseViewport::CreatePanelByName(char const *)"
>> ([EMAIL PROTECTED]@@UAEPAVIViewPortPanel@@[EMAIL PROTECTED])
>>
>>
>> I tried locating where the error should be located, think I found where
>> but I have no idea what's wrong, there seems to be nothing wrong with
>> any of the places it mentions and already tried changing some things but
>> that just resulted in different errors.
>>
>> Any help on fixing this would be appreciated.
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
>
>
>   

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Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the reply Tony but I think I may have gotten it figured out. 
I think the problem was that the name of the .ttf file and the actual 
name of the font were different and I didn't realize it until now. I got 
my icon in-game and think everything is looking pretty good now. 
However, you never know what will go wrong next so it's completely 
possible you'll be hearing from me again, ha ha. Thanks a lot for your 
help guys, I really do appreciate it.

Ben



Tony "omega" Sergi wrote:
> Can you send me your ttf file, for your custom font?
> -Tony
>
>
> On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
>   
>> Thanks for the suggestion Tom but I'm still having some problems. I added
>> my
>> font to the end of ClientScheme.res so it looks like this:
>>
>>
>> -
>>  CUSTOM FONT FILES /
>>//
>>// specifies all the custom (non-system) font files that need to be
>> loaded to service the above described fonts
>>CustomFontFiles
>>{
>>"1""resource/CustomFont.ttf"
>>"2""resource/HL2crosshairs.ttf"
>>"3""resource/HALFLIFE2.ttf"
>>}
>>
>> }
>>
>> --
>>
>> Now when I pick up my weapon it doesn't flash any icon and the bucket
>> contains the weapon name but not the icon (instead of flashing and
>> displaying the letter "a" like it did before). Any further ideas or
>> solutions on this? Thanks.
>>
>> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
>> wrote:
>>
>> 
>>> You need to scroll to the very end of clientscheme.res and add your font
>>> to the list there.
>>>
>>> Ben Mears wrote:
>>>   
 Hey guys, I'm trying to replace the weapon selection icon in my HL2
 Singleplayer mod and I've hit a wall. The problem is that instead of
 
>>> showing
>>>   
 my custom icon, it shows whichever character is assigned to it (the
 
>>> letter
>>>   
 "a" for example). Here's  my workflow so far.

 -Create New Font and import and assign my weapon icon image to the
 
>>> letter
>>>   
 "a"

 -Save Font as "CustomFont" into the "resource" folder of my mod

 -From that same folder open "ClientScheme.res" and copy this code:

 
>> -
>> 
 }
 WeaponIcons
 {
 "1"
 {
 "name""HalfLife2"
 "tall""64"
 "weight""0"
 "antialias" "1"
 "additive""1"
 "custom""1"
 }
 }


 
>> 
>> 
  -Paste the copied code right below it and change it to:


 
>> 
>> 
CustomFont
 {
 "1"
 {
 "name""CustomFont"
 "tall""64"
 "weight""0"
 "antialias" "1"
 "additive""1"
 "custom""1"
 }
 }

 
>> 
>> 
 -Save and close "ClientScheme.res" , go up one folder, and open the
 "scripts" folder

 -Open "weapon_crowbar.txt" and change this code:


 
>> -
>> 
 // Weapon Sprite data is loaded by the Client DLL.
 TextureData
 {
 "weapon"
 {
 "font""WeaponIcons"
 "character""c"
 }
 "weapon_s"
 {
 "font""WeaponIconsSelected"
 "character""c"
 }
 "ammo"
 {
 "font""WeaponIcons"
 "character""c"

 
>> 
>> 
 to this:


 
>> ---

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Tony "omega" Sergi
Can you send me your ttf file, for your custom font?
-Tony


On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:

> Thanks for the suggestion Tom but I'm still having some problems. I added
> my
> font to the end of ClientScheme.res so it looks like this:
>
>
> -
>  CUSTOM FONT FILES /
>//
>// specifies all the custom (non-system) font files that need to be
> loaded to service the above described fonts
>CustomFontFiles
>{
>"1""resource/CustomFont.ttf"
>"2""resource/HL2crosshairs.ttf"
>"3""resource/HALFLIFE2.ttf"
>}
>
> }
>
> --
>
> Now when I pick up my weapon it doesn't flash any icon and the bucket
> contains the weapon name but not the icon (instead of flashing and
> displaying the letter "a" like it did before). Any further ideas or
> solutions on this? Thanks.
>
> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
>
> > You need to scroll to the very end of clientscheme.res and add your font
> > to the list there.
> >
> > Ben Mears wrote:
> > > Hey guys, I'm trying to replace the weapon selection icon in my HL2
> > > Singleplayer mod and I've hit a wall. The problem is that instead of
> > showing
> > > my custom icon, it shows whichever character is assigned to it (the
> > letter
> > > "a" for example). Here's  my workflow so far.
> > >
> > > -Create New Font and import and assign my weapon icon image to the
> > letter
> > > "a"
> > >
> > > -Save Font as "CustomFont" into the "resource" folder of my mod
> > >
> > > -From that same folder open "ClientScheme.res" and copy this code:
> > >
> >
> -
> > >
> > > }
> > > WeaponIcons
> > > {
> > > "1"
> > > {
> > > "name""HalfLife2"
> > > "tall""64"
> > > "weight""0"
> > > "antialias" "1"
> > > "additive""1"
> > > "custom""1"
> > > }
> > > }
> > >
> > >
> >
> 
> > >
> > >  -Paste the copied code right below it and change it to:
> > >
> > >
> >
> 
> > >CustomFont
> > > {
> > > "1"
> > > {
> > > "name""CustomFont"
> > > "tall""64"
> > > "weight""0"
> > > "antialias" "1"
> > > "additive""1"
> > > "custom""1"
> > > }
> > > }
> > >
> >
> 
> > >
> > > -Save and close "ClientScheme.res" , go up one folder, and open the
> > > "scripts" folder
> > >
> > > -Open "weapon_crowbar.txt" and change this code:
> > >
> > >
> >
> -
> > > // Weapon Sprite data is loaded by the Client DLL.
> > > TextureData
> > > {
> > > "weapon"
> > > {
> > > "font""WeaponIcons"
> > > "character""c"
> > > }
> > > "weapon_s"
> > > {
> > > "font""WeaponIconsSelected"
> > > "character""c"
> > > }
> > > "ammo"
> > > {
> > > "font""WeaponIcons"
> > > "character""c"
> > >
> >
> 
> > >
> > > to this:
> > >
> > >
> >
> 
> > > // Weapon Sprite data is loaded by the Client DLL.
> > > TextureData
> > > {
> > > "weapon"
> > > {
> > > "font""CustomFont"
> > > "character""a"
> > > }
> > > "weapon_s"
> > > {
> > > "font""CustomFont"
> > > "character""a"
> > > }
> > > "ammo"
> > > {
> > > "font""CustomFont"
> > > "character""a"
> > >
> >
> 

Re: [hlcoders] Problem with adding a classes menu

2008-05-05 Thread Tony "omega" Sergi
add classmenu.cpp to the client project.


On Mon, May 5, 2008 at 2:36 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:

> Hey,
>
> I'm pretty new to coding, but through tutorials I managed to punch my
> way through most problems or by asking other devs I know for help but at
> this time nobody seems to know a non dead link to a good tutorial on
> class menu's and classes.
>
> People say: Take the teammenu for example to get the classmenu done
> however I'm having some troubles in what I believe would be the last
> step to get a class menu working.
>
> This last step has to do with what I think is the creation of the
> panel/menu and involves placing the following lines around the same area
> as what the teammenu lines for it are to namely:
>
>else if ( Q_strcmp(PANEL_CLASS, szPanelName) == 0 )
>{
>newpanel = new CClassMenu( this );
>}
>
>
> Then a error was there cause no include was added for the classmenu
> header file(teammenu already had that set default) then the error I
> can't get past appeared and it's this:
>
> baseviewport.obj : error LNK2019: unresolved external symbol "public:
> __thiscall CClassMenu::CClassMenu(class IViewPort *)" (??0CClassMenu@
> @[EMAIL PROTECTED]@@@Z) referenced in function "public: virtual class
> IViewPortPanel * __thiscall CBaseViewport::CreatePanelByName(char const *)"
> ([EMAIL PROTECTED]@@UAEPAVIViewPortPanel@@[EMAIL PROTECTED])
>
>
> I tried locating where the error should be located, think I found where
> but I have no idea what's wrong, there seems to be nothing wrong with
> any of the places it mentions and already tried changing some things but
> that just resulted in different errors.
>
> Any help on fixing this would be appreciated.
>
> ___
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> please visit:
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>
>


-- 
-Tony
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[hlcoders] Problem with adding a classes menu

2008-05-05 Thread Yorg Kuijs
Hey,

I'm pretty new to coding, but through tutorials I managed to punch my 
way through most problems or by asking other devs I know for help but at 
this time nobody seems to know a non dead link to a good tutorial on 
class menu's and classes.

People say: Take the teammenu for example to get the classmenu done
however I'm having some troubles in what I believe would be the last 
step to get a class menu working.

This last step has to do with what I think is the creation of the 
panel/menu and involves placing the following lines around the same area 
as what the teammenu lines for it are to namely:

else if ( Q_strcmp(PANEL_CLASS, szPanelName) == 0 )
{
newpanel = new CClassMenu( this );
}


Then a error was there cause no include was added for the classmenu 
header file(teammenu already had that set default) then the error I 
can't get past appeared and it's this:

baseviewport.obj : error LNK2019: unresolved external symbol "public: 
__thiscall CClassMenu::CClassMenu(class IViewPort *)" (??0CClassMenu@@[EMAIL 
PROTECTED]@@@Z) referenced in function "public: virtual class IViewPortPanel * 
__thiscall CBaseViewport::CreatePanelByName(char const *)" ([EMAIL 
PROTECTED]@@UAEPAVIViewPortPanel@@[EMAIL PROTECTED])


I tried locating where the error should be located, think I found where 
but I have no idea what's wrong, there seems to be nothing wrong with 
any of the places it mentions and already tried changing some things but 
that just resulted in different errors.

Any help on fixing this would be appreciated.

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Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the suggestion Tom but I'm still having some problems. I added my
font to the end of ClientScheme.res so it looks like this:

-
 CUSTOM FONT FILES /
//
// specifies all the custom (non-system) font files that need to be
loaded to service the above described fonts
CustomFontFiles
{
"1""resource/CustomFont.ttf"
"2""resource/HL2crosshairs.ttf"
"3""resource/HALFLIFE2.ttf"
}

}
--

Now when I pick up my weapon it doesn't flash any icon and the bucket
contains the weapon name but not the icon (instead of flashing and
displaying the letter "a" like it did before). Any further ideas or
solutions on this? Thanks.

On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> You need to scroll to the very end of clientscheme.res and add your font
> to the list there.
>
> Ben Mears wrote:
> > Hey guys, I'm trying to replace the weapon selection icon in my HL2
> > Singleplayer mod and I've hit a wall. The problem is that instead of
> showing
> > my custom icon, it shows whichever character is assigned to it (the
> letter
> > "a" for example). Here's  my workflow so far.
> >
> > -Create New Font and import and assign my weapon icon image to the
> letter
> > "a"
> >
> > -Save Font as "CustomFont" into the "resource" folder of my mod
> >
> > -From that same folder open "ClientScheme.res" and copy this code:
> >
> -
> >
> > }
> > WeaponIcons
> > {
> > "1"
> > {
> > "name""HalfLife2"
> > "tall""64"
> > "weight""0"
> > "antialias" "1"
> > "additive""1"
> > "custom""1"
> > }
> > }
> >
> >
> 
> >
> >  -Paste the copied code right below it and change it to:
> >
> >
> 
> >CustomFont
> > {
> > "1"
> > {
> > "name""CustomFont"
> > "tall""64"
> > "weight""0"
> > "antialias" "1"
> > "additive""1"
> > "custom""1"
> > }
> > }
> >
> 
> >
> > -Save and close "ClientScheme.res" , go up one folder, and open the
> > "scripts" folder
> >
> > -Open "weapon_crowbar.txt" and change this code:
> >
> >
> -
> > // Weapon Sprite data is loaded by the Client DLL.
> > TextureData
> > {
> > "weapon"
> > {
> > "font""WeaponIcons"
> > "character""c"
> > }
> > "weapon_s"
> > {
> > "font""WeaponIconsSelected"
> > "character""c"
> > }
> > "ammo"
> > {
> > "font""WeaponIcons"
> > "character""c"
> >
> 
> >
> > to this:
> >
> >
> 
> > // Weapon Sprite data is loaded by the Client DLL.
> > TextureData
> > {
> > "weapon"
> > {
> > "font""CustomFont"
> > "character""a"
> > }
> > "weapon_s"
> > {
> > "font""CustomFont"
> > "character""a"
> > }
> > "ammo"
> > {
> > "font""CustomFont"
> > "character""a"
> >
> --
> >
> > -Save and close and run mod
> >
> > When I run my mod and pick up my new weapon instead of displaying the
> image
> > that I saved into my CustomFont it shows the actual letter "a". Does
> anyone
> > know what's going on with this or what I am doing wrong? I looked for
> > tutorials and information on this

Re: [hlcoders] Shader-entity communication

2008-05-05 Thread Chris Green
Usually this is done by writing a proxy which is referenced in the
material. This causes a callback to the proxy code to happen when the
material is drawn. The proxy code
Looks at the state of the entity and updates material vars to reflect
it, which are seen by the shader. As an example, proxyhealth.cpp in the
client is a proxy which
causes a material var to be set based upon the health of the entity the
material is used on.

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Per
Rasmussen
Sent: Monday, May 05, 2008 6:51 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Shader-entity communication

Hi,

I am pretty new to the Source Engine. I am trying to make a shader
effect
for a model entity which needs to react when the entity is damaged.
However,
I cannot figure out how to get a "message" from the entity to its
respective
shader instance saying that it should react now. Can anybody point me in
the
right direction?

Best Regards Per Rasmussen.
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Re: [hlcoders] Shader-entity communication

2008-05-05 Thread Steve Henderson
Per Rasmussen,

I'm not sure how to pass messages as you've described.

However, depending on how complex your shading is, you might be able to use
a Procedural Material.
Or, you might find that a procedural material is required as an entry point
for communication with the underlying shading.

I've used PM/PT before, and this tutorial is pretty good:

http://developer.valvesoftware.com/wiki/Procedural_Materials

Good Luck,

Steve


On Mon, May 5, 2008 at 9:50 AM, Per Rasmussen <[EMAIL PROTECTED]>
wrote:

> Hi,
>
> I am pretty new to the Source Engine. I am trying to make a shader effect
> for a model entity which needs to react when the entity is damaged.
> However,
> I cannot figure out how to get a "message" from the entity to its
> respective
> shader instance saying that it should react now. Can anybody point me in
> the
> right direction?
>
> Best Regards Per Rasmussen.
> ___
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> please visit:
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>
>
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[hlcoders] Shader-entity communication

2008-05-05 Thread Per Rasmussen
Hi,

I am pretty new to the Source Engine. I am trying to make a shader effect
for a model entity which needs to react when the entity is damaged. However,
I cannot figure out how to get a "message" from the entity to its respective
shader instance saying that it should react now. Can anybody point me in the
right direction?

Best Regards Per Rasmussen.
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