Re: [hlcoders] OrangeBox Shaders
I don't mind waiting myself, but those shaders are something I'd really love to have for my mod, sadly there really isn't any other way to make Volumetric Lighting without shaders. Well it may be possible, but might be ulgy, or very choppy in performance. But thanks Valve for all the other things so far, but get those Shaders out this Year! ;) On Tue, Jul 8, 2008 at 8:42 PM, Chris Deegan <[EMAIL PROTECTED]> wrote: > Dare I say a polite 'me too': > > Although I will happily accept if Valve say it won't be out for a few > months - I just need to know that it _is_ coming and a 'Valve-time' > estimate of when. I was originally writing my mod in EP1, but felt > coerced to switch to OB code on the basis of specific issues that are > resolved in the OB engine as well as the promise of shaders... > > deegz > > On 09/07/2008, at 1:28 PM, Skillet wrote: > > > I join the bandwagon as well. I too have a few shader effects that > > are > > fairly important to an eventual release. > > > > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < > > [EMAIL PROTECTED]> wrote: > > > >> I'll gladly jump this bandwagon! There's just so many things I'd > >> like to > >> try > >> out on the Orange Box engine. > >> > >> /ScarT > >> > >> > >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: > >>> > >>> Hi Valve, > >>> > >>> I really appreciate the recent update's we've been given, it really > >>> blossomed the Orange Box SDK as of yet. The only thing we really > >>> need > >> now > >>> are shader's. I used shaders in Ep1 for several effects that I'd > >>> like to > >>> have again in my mod for Orange Box. Is there any work being > >>> done with > >>> them? I'm progressing on my mod a lot and I'm sure others are > >>> too, so it > >>> would be a great and final addition to completing the Orange Box > >>> SDK set > >> we > >>> so deeply love =D. > >>> > >>> -Joel > >>> ___ > >>> To unsubscribe, edit your list preferences, or view the list > >>> archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
Dare I say a polite 'me too': Although I will happily accept if Valve say it won't be out for a few months - I just need to know that it _is_ coming and a 'Valve-time' estimate of when. I was originally writing my mod in EP1, but felt coerced to switch to OB code on the basis of specific issues that are resolved in the OB engine as well as the promise of shaders... deegz On 09/07/2008, at 1:28 PM, Skillet wrote: > I join the bandwagon as well. I too have a few shader effects that > are > fairly important to an eventual release. > > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < > [EMAIL PROTECTED]> wrote: > >> I'll gladly jump this bandwagon! There's just so many things I'd >> like to >> try >> out on the Orange Box engine. >> >> /ScarT >> >> >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: >>> >>> Hi Valve, >>> >>> I really appreciate the recent update's we've been given, it really >>> blossomed the Orange Box SDK as of yet. The only thing we really >>> need >> now >>> are shader's. I used shaders in Ep1 for several effects that I'd >>> like to >>> have again in my mod for Orange Box. Is there any work being >>> done with >>> them? I'm progressing on my mod a lot and I'm sure others are >>> too, so it >>> would be a great and final addition to completing the Orange Box >>> SDK set >> we >>> so deeply love =D. >>> >>> -Joel >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
I join the bandwagon as well. I too have a few shader effects that are fairly important to an eventual release. On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < [EMAIL PROTECTED]> wrote: > I'll gladly jump this bandwagon! There's just so many things I'd like to > try > out on the Orange Box engine. > > /ScarT > > > On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: > > > > Hi Valve, > > > > I really appreciate the recent update's we've been given, it really > > blossomed the Orange Box SDK as of yet. The only thing we really need > now > > are shader's. I used shaders in Ep1 for several effects that I'd like to > > have again in my mod for Orange Box. Is there any work being done with > > them? I'm progressing on my mod a lot and I'm sure others are too, so it > > would be a great and final addition to completing the Orange Box SDK set > we > > so deeply love =D. > > > > -Joel > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
If those things later got removed, why can't it be distributed now? On Tue, Jul 8, 2008 at 10:17 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > Exactly ;) > -Tony > > On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome < > [EMAIL PROTECTED]> wrote: > > > Tobias Kammersgaard wrote: > > > May I ask why? > > > > I think most (all?) of the things not being distributed uses third party > > libraries that Valve is not allowed to redistribute. Like Tony said, > > they should never have been there in the first place, but somebody > > screwed up initially and put in things that later got removed. > > > > -- > > Jeffrey "botman" Broome > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
Exactly ;) -Tony On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome < [EMAIL PROTECTED]> wrote: > Tobias Kammersgaard wrote: > > May I ask why? > > I think most (all?) of the things not being distributed uses third party > libraries that Valve is not allowed to redistribute. Like Tony said, > they should never have been there in the first place, but somebody > screwed up initially and put in things that later got removed. > > -- > Jeffrey "botman" Broome > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
Tobias Kammersgaard wrote: > May I ask why? I think most (all?) of the things not being distributed uses third party libraries that Valve is not allowed to redistribute. Like Tony said, they should never have been there in the first place, but somebody screwed up initially and put in things that later got removed. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
May I ask why? /ScarT On 09/07/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > and those missing things won't be added. > studiomdl source shouldn't even be there anymore. > > > On Tue, Jul 8, 2008 at 7:58 PM, Kyle K <[EMAIL PROTECTED]> wrote: > > > Can't compile tools like studiomdl, some includes and libs are missing. > > > > dave daveslastname wrote: > > > Is there anything currently missing from the EP2 SDK, or still broken, > > other > > > than the shaders? I'm interested in doing a conversion, but I'd much > > rather > > > wait until the SDK isn't undergoing any more updates and is essentially > > > complete. > > > > > > > > > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < > > > [EMAIL PROTECTED]> wrote: > > > > > > > > >> I'll gladly jump this bandwagon! There's just so many things I'd like > to > > >> try > > >> out on the Orange Box engine. > > >> > > >> /ScarT > > >> > > >> > > >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: > > >> > > >>> Hi Valve, > > >>> > > >>> I really appreciate the recent update's we've been given, it really > > >>> blossomed the Orange Box SDK as of yet. The only thing we really > need > > >>> > > >> now > > >> > > >>> are shader's. I used shaders in Ep1 for several effects that I'd > like > > to > > >>> have again in my mod for Orange Box. Is there any work being done > with > > >>> them? I'm progressing on my mod a lot and I'm sure others are too, > so > > it > > >>> would be a great and final addition to completing the Orange Box SDK > > set > > >>> > > >> we > > >> > > >>> so deeply love =D. > > >>> > > >>> -Joel > > >>> ___ > > >>> To unsubscribe, edit your list preferences, or view the list > archives, > > >>> please visit: > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >>> > > >>> > > >>> > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > >> > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > -Tony > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
and those missing things won't be added. studiomdl source shouldn't even be there anymore. On Tue, Jul 8, 2008 at 7:58 PM, Kyle K <[EMAIL PROTECTED]> wrote: > Can't compile tools like studiomdl, some includes and libs are missing. > > dave daveslastname wrote: > > Is there anything currently missing from the EP2 SDK, or still broken, > other > > than the shaders? I'm interested in doing a conversion, but I'd much > rather > > wait until the SDK isn't undergoing any more updates and is essentially > > complete. > > > > > > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < > > [EMAIL PROTECTED]> wrote: > > > > > >> I'll gladly jump this bandwagon! There's just so many things I'd like to > >> try > >> out on the Orange Box engine. > >> > >> /ScarT > >> > >> > >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: > >> > >>> Hi Valve, > >>> > >>> I really appreciate the recent update's we've been given, it really > >>> blossomed the Orange Box SDK as of yet. The only thing we really need > >>> > >> now > >> > >>> are shader's. I used shaders in Ep1 for several effects that I'd like > to > >>> have again in my mod for Orange Box. Is there any work being done with > >>> them? I'm progressing on my mod a lot and I'm sure others are too, so > it > >>> would be a great and final addition to completing the Orange Box SDK > set > >>> > >> we > >> > >>> so deeply love =D. > >>> > >>> -Joel > >>> ___ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
Can't compile tools like studiomdl, some includes and libs are missing. dave daveslastname wrote: > Is there anything currently missing from the EP2 SDK, or still broken, other > than the shaders? I'm interested in doing a conversion, but I'd much rather > wait until the SDK isn't undergoing any more updates and is essentially > complete. > > > On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < > [EMAIL PROTECTED]> wrote: > > >> I'll gladly jump this bandwagon! There's just so many things I'd like to >> try >> out on the Orange Box engine. >> >> /ScarT >> >> >> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: >> >>> Hi Valve, >>> >>> I really appreciate the recent update's we've been given, it really >>> blossomed the Orange Box SDK as of yet. The only thing we really need >>> >> now >> >>> are shader's. I used shaders in Ep1 for several effects that I'd like to >>> have again in my mod for Orange Box. Is there any work being done with >>> them? I'm progressing on my mod a lot and I'm sure others are too, so it >>> would be a great and final addition to completing the Orange Box SDK set >>> >> we >> >>> so deeply love =D. >>> >>> -Joel >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
Is there anything currently missing from the EP2 SDK, or still broken, other than the shaders? I'm interested in doing a conversion, but I'd much rather wait until the SDK isn't undergoing any more updates and is essentially complete. On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < [EMAIL PROTECTED]> wrote: > I'll gladly jump this bandwagon! There's just so many things I'd like to > try > out on the Orange Box engine. > > /ScarT > > > On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: > > > > Hi Valve, > > > > I really appreciate the recent update's we've been given, it really > > blossomed the Orange Box SDK as of yet. The only thing we really need > now > > are shader's. I used shaders in Ep1 for several effects that I'd like to > > have again in my mod for Orange Box. Is there any work being done with > > them? I'm progressing on my mod a lot and I'm sure others are too, so it > > would be a great and final addition to completing the Orange Box SDK set > we > > so deeply love =D. > > > > -Joel > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] NPC Help
Hi I am having some troubles with the metropolice npc. I have used the patch from the source wiki in the article "fixing AI in multiplayer" and created my own schedule for the npc as follows : DEFINE_SCHEDULE ( SCHED_METROPOLICE_TESTWALK, "Tasks" "TASK_SET_ROUTE_SEARCH_TIME5"// Spend 5 seconds trying to build a path if stuck "TASK_GET_PATH_TO_RANDOM_NODE200" "TASK_WALK_PATH0" "TASK_WAIT_FOR_MOVEMENT0" "" "Interrupts" ); Then I changed the npcs SelectSchedule to just return SCHED_METROPOLICE_TESTWALK but whenever the npc sees the player it starts to attack. Could someone point me in the right direction of the code where the schedule is getting changed or a way of finding out. thanks, Rob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shaders
I'll gladly jump this bandwagon! There's just so many things I'd like to try out on the Orange Box engine. /ScarT On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote: > > Hi Valve, > > I really appreciate the recent update's we've been given, it really > blossomed the Orange Box SDK as of yet. The only thing we really need now > are shader's. I used shaders in Ep1 for several effects that I'd like to > have again in my mod for Orange Box. Is there any work being done with > them? I'm progressing on my mod a lot and I'm sure others are too, so it > would be a great and final addition to completing the Orange Box SDK set we > so deeply love =D. > > -Joel > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OrangeBox Shaders
Hi Valve, I really appreciate the recent update's we've been given, it really blossomed the Orange Box SDK as of yet. The only thing we really need now are shader's. I used shaders in Ep1 for several effects that I'd like to have again in my mod for Orange Box. Is there any work being done with them? I'm progressing on my mod a lot and I'm sure others are too, so it would be a great and final addition to completing the Orange Box SDK set we so deeply love =D. -Joel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Switch the SDK to NCF
There's more to the SDK than the source code you know. ;-) Mark Chandler wrote: > I don't see how this helps. You need a copy of the source code as you don't > want to be editing the version from the sdk. The create mod wizard allows > you to do this. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" > McKern > Sent: Tuesday, July 08, 2008 5:01 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Switch the SDK to NCF > > +1 > > > Owner Nigredo Studios http://www.nigredostudios.com > > > --- On Tue, 7/8/08, Tom Edwards <[EMAIL PROTECTED]> wrote: > > >> From: Tom Edwards <[EMAIL PROTECTED]> >> Subject: [hlcoders] Switch the SDK to NCF >> To: "hlcoders" >> Date: Tuesday, July 8, 2008, 5:24 AM >> Right now the SDK is stored in a GCF file. This has a few >> limitations: >> >> - To easily access the files they all need to be extracted >> to Windows' >> file system, wasting disc space >> - We need to manually click the Refresh SDK Content button >> every time >> there's a tool update >> - Launching it takes ages as Steam makes sure the core >> files are present >> and correct >> - Each Steam user on a computer will end up with their own >> copy of >> everything >> >> Wouldn't it make more sense to use NCF? The GCF is >> replaced by an NCF >> index file, while the content is downloaded to a shared >> folder. There's >> no need for duplication, no need to refreshing anything, >> less waiting >> around... >> >> So long as the SDK code is stored in a compressed archive >> and not loose >> on-disc, it's win-win. :-) >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the >> list archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Switch the SDK to NCF
I don't see how this helps. You need a copy of the source code as you don't want to be editing the version from the sdk. The create mod wizard allows you to do this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" McKern Sent: Tuesday, July 08, 2008 5:01 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Switch the SDK to NCF +1 Owner Nigredo Studios http://www.nigredostudios.com --- On Tue, 7/8/08, Tom Edwards <[EMAIL PROTECTED]> wrote: > From: Tom Edwards <[EMAIL PROTECTED]> > Subject: [hlcoders] Switch the SDK to NCF > To: "hlcoders" > Date: Tuesday, July 8, 2008, 5:24 AM > Right now the SDK is stored in a GCF file. This has a few > limitations: > > - To easily access the files they all need to be extracted > to Windows' > file system, wasting disc space > - We need to manually click the Refresh SDK Content button > every time > there's a tool update > - Launching it takes ages as Steam makes sure the core > files are present > and correct > - Each Steam user on a computer will end up with their own > copy of > everything > > Wouldn't it make more sense to use NCF? The GCF is > replaced by an NCF > index file, while the content is downloaded to a shared > folder. There's > no need for duplication, no need to refreshing anything, > less waiting > around... > > So long as the SDK code is stored in a compressed archive > and not loose > on-disc, it's win-win. :-) > > > ___ > To unsubscribe, edit your list preferences, or view the > list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Switch the SDK to NCF
+1 Owner Nigredo Studios http://www.nigredostudios.com --- On Tue, 7/8/08, Tom Edwards <[EMAIL PROTECTED]> wrote: > From: Tom Edwards <[EMAIL PROTECTED]> > Subject: [hlcoders] Switch the SDK to NCF > To: "hlcoders" > Date: Tuesday, July 8, 2008, 5:24 AM > Right now the SDK is stored in a GCF file. This has a few > limitations: > > - To easily access the files they all need to be extracted > to Windows' > file system, wasting disc space > - We need to manually click the Refresh SDK Content button > every time > there's a tool update > - Launching it takes ages as Steam makes sure the core > files are present > and correct > - Each Steam user on a computer will end up with their own > copy of > everything > > Wouldn't it make more sense to use NCF? The GCF is > replaced by an NCF > index file, while the content is downloaded to a shared > folder. There's > no need for duplication, no need to refreshing anything, > less waiting > around... > > So long as the SDK code is stored in a compressed archive > and not loose > on-disc, it's win-win. :-) > > > ___ > To unsubscribe, edit your list preferences, or view the > list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] GetVGUI2KeyCodeForBind not working for some keys
Hi, So some people have been reporting crashes, and after a little bit of debugging, I noticed that the following line of code I have: gameuifuncs->GetVGUI2KeyCodeForBind("vote"); would return the correct values for some keys, but would return 0 for some other keys. The keys I know of right now that errantly return 0 are BACKSPACE = - [ ] \ ; ' . / and ,. Is there some reason why this doesn't get the correct key code for these keys? This is using the EP1 engine. Garrett ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders