Re: [hlcoders] Altering the Vanishing Point

2008-06-26 Thread Julian Moschüring
You get the original View when using
m_flOffCenterBottom = 0.0f;
m_flOffCenterLeft = 0.0f;
m_flOffCenterTop = 1.0f;
m_flOffCenterRight = 1.0f;
Best would be to use ConVars and try out different values to figure out
how to use these vars. As far as i can see this really is what you
searched for.
- Archy

Torben Schou wrote:
> When I set OffCenter to true and set all the offsets to 0, it stops rendering 
> the world, but still renders the player weapon. Do you have any thoughts on 
> how these variables are meant to be properly used?
> 
> Cheers
> Torb
> 
> --- On Wed, 25/6/08, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> 
>> From: Julian Moschüring <[EMAIL PROTECTED]>
>> Subject: Re: [hlcoders] Altering the Vanishing Point
>> To: "Discussion of Half-Life Programming" 
>> Received: Wednesday, 25 June, 2008, 9:19 PM
>> It seems to me CViewSetup's OffCenter is offering
>> enought to do what you
>> want.
>> You will have to set
>> m_flOffCenterTop
>> m_flOffCenterBottom
>> m_flOffCenterLeft
>> m_flOffCenterRight
>> of CViewSetup too, when using OffCenter.
>>
>> -archy
>>
>> Julian Moschüring wrote:
>>> Sounds like you want to implement support for
>> something like this:
>>> http://www.youtube.com/watch?v=Jd3-eiid-Uw
>>>
>>> I don't think that there is a vanishing point you
>> just have to change
>>> implemented in the sdk. You will propably have to mess
>> with the
>>> projection matrix yourself.
>>> -archy
>>>
>>> Justin Krenz wrote:
 I don't think you understand what a vanishing
>> point is.
 Torben Schou wrote:
> Does anyone know if it's possible to alter
>> the
> position of the vanishing point? I ask, as I
>> want to
> make the view look natural if you're head
>> was off
> centre from the middle of the screen. For
>> example, if
> your head was to the right, the vanishing
>> point would
> located further left.
>
> As a starting point, I saw that there was an
>> OffCenter
> variable in the CViewSetup, but setting this
>> to true
> just screwed up the rendering.
>
> Worth mentioning is that I'm using the
>> Episode 1
> version of the Source engine.
>
> I've also asked this question on the Steam
>> forums:
>> http://forums.steampowered.com/forums/showthread.php?t=694407
> Feel free to reply to either.
>
> Anyone got any ideas?
> Thanks
>
>
>   Get the name you always wanted with the
>> new y7mail email address.
> www.yahoo7.com.au/mail
>
>
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Re: [hlcoders] Post your code!

2008-06-26 Thread John
*"I just networked the name of the entity and loaded those scripts for
that clientside entity when it's created.
**garry"*

Yea, I got that, but how did you unpick the IMPLEMENT_NETWORKCLASS_ALIASED
macro.
On 6/16/08, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Good call :) At least I deleted the OBJ files ;)
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>
> Sent: Monday, June 16, 2008 8:09 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> FYI, there's about 54MB of intellisense cache in that rar that could be
> deleted.
>
> I tooled around in a few of the maps but didn't manage to work anything
> out. Fantastic visuals though. :-)
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring it on! :-)
> >
> > Ben Everett wrote:
> >
> >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> >> anymore) I've thought about releasing the source code, art assets, and
> map
> >> assets for free as well as the last playable build of the game. What
> would
> >> you guys think of that?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> >> Sent: Saturday, June 14, 2008 4:30 AM
> >> To: hlcoders
> >> Subject: [hlcoders] Post your code!
> >>
> >> Do you have any code lying around that might be useful to others? Why
> >> not share it?
> >>
> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >>
> >>
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> >>
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> >>
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> >>
> >>
> >>
> >
> >
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Re: [hlcoders] Fatal error C1853

2008-06-26 Thread Ben Everett
Delete the .pch file in your build directory (Debug or Release directory in
cl_dll and dlls directory), then rebuild. This means there is an error in
the Pre-Compiled Headers file... a clean build won't necessarily delete it.
You can also right-click the file that generates the PCH and select compile,
that should overwrite it as well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick Gurney
Sent: Wednesday, June 25, 2008 7:55 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Fatal error C1853

All of a sudden, I'm getting hit with this error 24 times. I changed one
line (started to implement procedural textures as per the valve developer
wiki) and that showed up. I reverted my changes and it still persists. I
didn't change any of the project defaults or anything like that...and I know
typically when mysterious errors like this appear, it's because I've changed
something seemingly unrelated. I just can't figure out what that might be.
I'm running the HL2 single player solution, and up until I changed the
itexture.h file, everything was compiling with no issues (or at least, none
that weren't my faulty code.) Any ideas?


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Re: [hlcoders] Fatal error C1853

2008-06-26 Thread Patrick Gurney
That did the trick! Thanks Ben.


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Re: [hlcoders] Post your code!

2008-06-26 Thread red box
maybe someone have any ideas of co-op in SP, with switching between characters?
please, post your code. :)

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