Re: [hlcoders] Request

2008-11-15 Thread Tom Leighton
Thanks Matt, learn something new every day

Matt Hoffman wrote:
> Tom: It's the file format used for the facial flexes in source.
>
> On Sat, Nov 15, 2008 at 2:53 PM, Jake <[EMAIL PROTECTED]> wrote:
>
>   
>> VerTex Animation.
>>
>> btw Jonas (OMG JONAS BROTHERS!) you were marked as spam!
>>
>> Tom Leighton wrote:
>> 
>>> And what is a VTA?
>>>
>>> Stephen Swires wrote:
>>>
>>>   
 So nobody cares about an industry-standard modelling tool.

 Nick wrote:


 
> Nobody cares about maya, and really nobody cares about making it easy
> for you. LOLOL
>
> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>
>
>
>   
>> Hi list.
>> I have request to Mike, Valve, and maybe God. Please, give us plugin
>> 
>> for Maya, for export *.VTA.
>> 
>> Thanks!
>>
>> -- реклама ---
>> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>>
>>
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>> 
>> please visit:
>> 
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>>
>>
>>
>>
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>> please visit:
>> 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 
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Re: [hlcoders] Request

2008-11-15 Thread Matt Hoffman
Doesn't mean they do their character models in Maya.

On Sat, Nov 15, 2008 at 3:09 PM, Stephen Swires <[EMAIL PROTECTED]>wrote:

> MIT licence is better, less restrictions
>
> Jonas 'Sortie' Termansen wrote:
> > If I had any experience modelling, I'd just write my own plugin. Can't
> some
> > of you experienced modellers and programmers get together and write a
> tool
> > and release it under some GPL-alike license for the good of us all?
> >
> > From: "Stephen Swires" <[EMAIL PROTECTED]>
> >
> >> So nobody cares about an industry-standard modelling tool.
> >>
> >> Nick wrote:
> >>
> >>> Nobody cares about maya, and really nobody cares about making it easy
> >>> for you. LOLOL
> >>>
> >>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
>  Hi list.
>  I have request to Mike, Valve, and maybe God. Please, give us plugin
> for
>  Maya, for export *.VTA.
> 
>  Thanks!
> 
>  -- реклама ---
>  Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>  Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
> 
> 
>  ___
>  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
> >>
> >>
> >>
> >
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Re: [hlcoders] Request

2008-11-15 Thread Stephen Swires
MIT licence is better, less restrictions

Jonas 'Sortie' Termansen wrote:
> If I had any experience modelling, I'd just write my own plugin. Can't some 
> of you experienced modellers and programmers get together and write a tool 
> and release it under some GPL-alike license for the good of us all?
>
> From: "Stephen Swires" <[EMAIL PROTECTED]>
>   
>> So nobody cares about an industry-standard modelling tool.
>>
>> Nick wrote:
>> 
>>> Nobody cares about maya, and really nobody cares about making it easy
>>> for you. LOLOL
>>>
>>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>>
>>>   
 Hi list.
 I have request to Mike, Valve, and maybe God. Please, give us plugin for 
 Maya, for export *.VTA.

 Thanks!

 -- реклама ---
 Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
 Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua


 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
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>>>
>>>
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
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>>
>>
>> 
>
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Re: [hlcoders] Request

2008-11-15 Thread Adam Buckland
I've heard that. But someone at valve definately uses maya since the  
cinematic physics is a mays plugin adapted to work with Source.

On 15 Nov 2008, at 22:48, Jake <[EMAIL PROTECTED]> wrote:

> I'm pretty sure only the animators at Valve use Maya..
>
> Stephen Swires wrote:
>> So nobody cares about an industry-standard modelling tool.
>>
>> Nick wrote:
>>
>>> Nobody cares about maya, and really nobody cares about making it  
>>> easy
>>> for you. LOLOL
>>>
>>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>>
>>>
 Hi list.
 I have request to Mike, Valve, and maybe God. Please, give us  
 plugin for Maya, for export *.VTA.

 Thanks!

 -- реклама  
 ---
 Акция! Реальные деньги в бесплатных  
 играх на http://www.uapoker.info
 Пользовательский рейтинг покер- 
 румов на http://www.pokertop.com.ua


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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




>>> ___
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>>> archives, please visit:
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>>>
>>>
>>
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>> archives, please visit:
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Re: [hlcoders] Request

2008-11-15 Thread Jonas 'Sortie' Termansen
Me? Spam? Probably just a coincidence. Hopefully.

From: "Jake" <[EMAIL PROTECTED]>
> VerTex Animation.
>
> btw Jonas (OMG JONAS BROTHERS!) you were marked as spam!
>
> Tom Leighton wrote:
>> And what is a VTA?
>>
>> Stephen Swires wrote:
>>
>>> So nobody cares about an industry-standard modelling tool.
>>>
>>> Nick wrote:
>>>
>>>
 Nobody cares about maya, and really nobody cares about making it easy
 for you. LOLOL

 On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:



> Hi list.
> I have request to Mike, Valve, and maybe God. Please, give us plugin 
> for Maya, for export *.VTA.
>
> Thanks!
>
> -- реклама ---
> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>
>
> ___
> 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:
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>>> ___
>>> 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
>>
>>
>
>
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Re: [hlcoders] Request

2008-11-15 Thread Matt Hoffman
Tom: It's the file format used for the facial flexes in source.

On Sat, Nov 15, 2008 at 2:53 PM, Jake <[EMAIL PROTECTED]> wrote:

> VerTex Animation.
>
> btw Jonas (OMG JONAS BROTHERS!) you were marked as spam!
>
> Tom Leighton wrote:
> > And what is a VTA?
> >
> > Stephen Swires wrote:
> >
> >> So nobody cares about an industry-standard modelling tool.
> >>
> >> Nick wrote:
> >>
> >>
> >>> Nobody cares about maya, and really nobody cares about making it easy
> >>> for you. LOLOL
> >>>
> >>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> >>>
>  Hi list.
>  I have request to Mike, Valve, and maybe God. Please, give us plugin
> for Maya, for export *.VTA.
> 
>  Thanks!
> 
>  -- реклама ---
>  Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>  Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
> 
> 
>  ___
>  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
> >
> >
>
>
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> please visit:
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Re: [hlcoders] Request

2008-11-15 Thread Jake
VerTex Animation.

btw Jonas (OMG JONAS BROTHERS!) you were marked as spam!

Tom Leighton wrote:
> And what is a VTA?
>
> Stephen Swires wrote:
>   
>> So nobody cares about an industry-standard modelling tool.
>>
>> Nick wrote:
>>   
>> 
>>> Nobody cares about maya, and really nobody cares about making it easy
>>> for you. LOLOL
>>>
>>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>>   
>>> 
>>>   
 Hi list.
 I have request to Mike, Valve, and maybe God. Please, give us plugin for 
 Maya, for export *.VTA.

 Thanks!

 -- реклама ---
 Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
 Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua


 ___
 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
>>
>>   
>> 
>
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Re: [hlcoders] Request

2008-11-15 Thread Tom Leighton
And what is a VTA?

Stephen Swires wrote:
> So nobody cares about an industry-standard modelling tool.
>
> Nick wrote:
>   
>> Nobody cares about maya, and really nobody cares about making it easy
>> for you. LOLOL
>>
>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> Hi list.
>>> I have request to Mike, Valve, and maybe God. Please, give us plugin for 
>>> Maya, for export *.VTA.
>>>
>>> Thanks!
>>>
>>> -- реклама ---
>>> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>>> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>>>
>>>
>>> ___
>>> 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:
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Re: [hlcoders] Request

2008-11-15 Thread Jonas 'Sortie' Termansen
If I had any experience modelling, I'd just write my own plugin. Can't some 
of you experienced modellers and programmers get together and write a tool 
and release it under some GPL-alike license for the good of us all?

From: "Stephen Swires" <[EMAIL PROTECTED]>
> So nobody cares about an industry-standard modelling tool.
>
> Nick wrote:
>> Nobody cares about maya, and really nobody cares about making it easy
>> for you. LOLOL
>>
>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>
>>> Hi list.
>>> I have request to Mike, Valve, and maybe God. Please, give us plugin for 
>>> Maya, for export *.VTA.
>>>
>>> Thanks!
>>>
>>> -- реклама ---
>>> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>>> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>>>
>>>
>>> ___
>>> 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
>>
>>
>
> ___
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Re: [hlcoders] Request

2008-11-15 Thread Jake
I'm pretty sure only the animators at Valve use Maya..

Stephen Swires wrote:
> So nobody cares about an industry-standard modelling tool.
>
> Nick wrote:
>   
>> Nobody cares about maya, and really nobody cares about making it easy
>> for you. LOLOL
>>
>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> Hi list.
>>> I have request to Mike, Valve, and maybe God. Please, give us plugin for 
>>> Maya, for export *.VTA.
>>>
>>> Thanks!
>>>
>>> -- реклама ---
>>> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>>> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>>>
>>>
>>> ___
>>> 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:
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Re: [hlcoders] Request

2008-11-15 Thread Matt Hoffman
If it was so needed, someone would write a pluging for it, like they did for
3ds Max.



On Sat, Nov 15, 2008 at 2:44 PM, Stephen Swires <[EMAIL PROTECTED]>wrote:

> So nobody cares about an industry-standard modelling tool.
>
> Nick wrote:
> > Nobody cares about maya, and really nobody cares about making it easy
> > for you. LOLOL
> >
> > On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> >
> >> Hi list.
> >> I have request to Mike, Valve, and maybe God. Please, give us plugin for
> Maya, for export *.VTA.
> >>
> >> Thanks!
> >>
> >> -- реклама ---
> >> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
> >> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
> >>
> >>
> >> ___
> >> 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
> >
> >
>
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Re: [hlcoders] Request

2008-11-15 Thread Stephen Swires
So nobody cares about an industry-standard modelling tool.

Nick wrote:
> Nobody cares about maya, and really nobody cares about making it easy
> for you. LOLOL
>
> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>   
>> Hi list.
>> I have request to Mike, Valve, and maybe God. Please, give us plugin for 
>> Maya, for export *.VTA.
>>
>> Thanks!
>>
>> -- реклама ---
>> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
>> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
> ___
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Re: [hlcoders] Request

2008-11-15 Thread Olly
It's nice to see there is such intellectual input here.

2008/11/15 Nick <[EMAIL PROTECTED]>

> Nobody cares about maya, and really nobody cares about making it easy
> for you. LOLOL
>
> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> > Hi list.
> > I have request to Mike, Valve, and maybe God. Please, give us plugin for
> Maya, for export *.VTA.
> >
> > Thanks!
> >
> > -- реклама ---
> > Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
> > Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
> >
> >
> > ___
> > 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:
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Re: [hlcoders] Request

2008-11-15 Thread Matt Hoffman
Source never was easy.


On Sat, Nov 15, 2008 at 2:25 PM, Nick <[EMAIL PROTECTED]> wrote:

> Nobody cares about maya, and really nobody cares about making it easy
> for you. LOLOL
>
> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> > Hi list.
> > I have request to Mike, Valve, and maybe God. Please, give us plugin for
> Maya, for export *.VTA.
> >
> > Thanks!
> >
> > -- реклама ---
> > Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
> > Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
> >
> >
> > ___
> > 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:
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Re: [hlcoders] Request

2008-11-15 Thread Nick
Nobody cares about maya, and really nobody cares about making it easy
for you. LOLOL

On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
> Hi list.
> I have request to Mike, Valve, and maybe God. Please, give us plugin for 
> Maya, for export *.VTA.
>
> Thanks!
>
> -- реклама ---
> Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
> Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua
>
>
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[hlcoders] Request

2008-11-15 Thread red box
Hi list.
I have request to Mike, Valve, and maybe God. Please, give us plugin for Maya, 
for export *.VTA.

Thanks!

-- реклама ---
Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info
Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua


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[hlcoders] Custom shaders in hammer?

2008-11-15 Thread Maarten De Meyer
Hi list,

We've created custom shaders for our mod as a replacement for e.g.
VertexLitGeneric, LightmappedGeneric etc. However, Hammer doesn't seem to
like that change, and our mapper needs to revert his version to the
materials before the change to be able to develop & compile.

How can I let hammer & the compilation tools (if necessary) make use of
our own custom shader_dll's and shaders ?

Thanks for any help,

Maarten


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Re: [hlcoders] Help with externs

2008-11-15 Thread Tom Leighton
When you throw the grenade from the weapon file, and you create the 
grenade entity, you will get a pointer to that entity.

If you make a couple of Set/Get functions for that, when it gets thrown 
you can set the boolean through those functions.

You can read up about pointers/classes/polymorphism/inheritance/etc on 
google if you don't understand any of them.

Any more questions feel free to reply ;)


Yorg Kuijs wrote:
> Sorry I didn't answer for a while, got an reply elsewhere and tried that 
> and have been playing l4d demo.
> Since I didn't get any further I took a look again at the replies I got 
> from the list and got me thinking.
>
> Tom, you say make a bool into grenade_frag, but then there's know to set 
> the bool to true, cause there's nothing that indicates it was thrown in 
> the grenade_frag file.
>
> So I went thinking again, why can't I use the bool simply on the 
> throwgrenade functions in the weapon file, answer: cause it's only 
> called once.
> But think functions keep doing whatever is in the code right?
>
> so if I'm carefull to make sure it wont endlessly spawn grenades, could 
> I make it a think function that keeps checking if the grenade was thrown 
> yet(in similar ways that the detonate timer works?)
> Tom Leighton wrote:
>   
>> I assume thats a member variable of the weapon_frag class, so you would 
>> need an instance of that to access the variable.
>>
>> You could simply put another bool fThrewGrenade into grenade_frag and 
>> then set that when you throw the grenade?
>>   
>> 
>
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Re: [hlcoders] Help with externs

2008-11-15 Thread Yorg Kuijs
Sorry I didn't answer for a while, got an reply elsewhere and tried that 
and have been playing l4d demo.
Since I didn't get any further I took a look again at the replies I got 
from the list and got me thinking.

Tom, you say make a bool into grenade_frag, but then there's know to set 
the bool to true, cause there's nothing that indicates it was thrown in 
the grenade_frag file.

So I went thinking again, why can't I use the bool simply on the 
throwgrenade functions in the weapon file, answer: cause it's only 
called once.
But think functions keep doing whatever is in the code right?

so if I'm carefull to make sure it wont endlessly spawn grenades, could 
I make it a think function that keeps checking if the grenade was thrown 
yet(in similar ways that the detonate timer works?)
Tom Leighton wrote:
> I assume thats a member variable of the weapon_frag class, so you would 
> need an instance of that to access the variable.
>
> You could simply put another bool fThrewGrenade into grenade_frag and 
> then set that when you throw the grenade?
>   

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Re: [hlcoders] Stencil Buffer in GoldSrc

2008-11-15 Thread Heimo Stieg
I would suggest to use CG or GLSL Shaders. We are doing the same (CG) 
for ESF and yeah no VAC problems here =)
Here is a video of some of our fx enhancements in GoldSrc
http://www.moddb.com/mods/earths-special-forces/videos/weather#imagebox 
<-- some weather fx that we might include
http://www.moddb.com/mods/earths-special-forces/videos/updates-1-3-recap 
<-- some enhancements that are already in the game( at least inteam^^ )
http://www.moddb.com/mods/earths-special-forces/videos/burning-sky#imagebox 
<-- same like the weather fx, just as an burning sky

Regards
Green

Andrew Lucas schrieb:
> Hello there people.
>  
> I'm a Half-Life 1 game developer, I've been working on Half-Life 1 for around 
> 4 years now.
> I began programming about 2 years ago, and one of my main goals was to get 
> stencil
> shadows working on the GoldSrc engine. Now, with the help of Paranoia's 
> hacked opengl32
> library, I could get the stencil buffer set, and with BUzer's help, I could 
> get working stencil
> shadows working ingame, with great success.
>  
> Now, one of my main concerns is the hacked OpenGL library, as it's hazardous 
> to use with
> VAC, and I thought that maybe in the next engine update, perhaps a hook could 
> be made
> with the client, so that perhaps we could access the pixelformatdescriptor 
> before SetPixelFormat
> is called. 
>  
> Anyone who is interested can check the mod out here: 
> http://www.moddb.com/mods/10920/raven-city
>  
> Thanks.
> Andrew.
> _
> Discover the new Windows Vista
> http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE
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Re: [hlcoders] Stencil Buffer in GoldSrc

2008-11-15 Thread Daniel Glenn
It's about as hazardous as the Fmod DLLs that shipped with Sven Coop and
Natural Selection. I've run many test multiplayer servers with VAC installed
playing a fun game of Paranoia DM. Still haven't been banned.

On Sat, Nov 15, 2008 at 2:40 AM, Andrew Lucas <[EMAIL PROTECTED]>wrote:

>
> Hello there people.
>
> I'm a Half-Life 1 game developer, I've been working on Half-Life 1 for
> around 4 years now.
> I began programming about 2 years ago, and one of my main goals was to get
> stencil
> shadows working on the GoldSrc engine. Now, with the help of Paranoia's
> hacked opengl32
> library, I could get the stencil buffer set, and with BUzer's help, I could
> get working stencil
> shadows working ingame, with great success.
>
> Now, one of my main concerns is the hacked OpenGL library, as it's
> hazardous to use with
> VAC, and I thought that maybe in the next engine update, perhaps a hook
> could be made
> with the client, so that perhaps we could access the pixelformatdescriptor
> before SetPixelFormat
> is called.
>
> Anyone who is interested can check the mod out here:
> http://www.moddb.com/mods/10920/raven-city
>
> Thanks.
> Andrew.
> _
> Discover the new Windows Vista
> http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE
> ___
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[hlcoders] Stencil Buffer in GoldSrc

2008-11-15 Thread Andrew Lucas

Hello there people.
 
I'm a Half-Life 1 game developer, I've been working on Half-Life 1 for around 4 
years now.
I began programming about 2 years ago, and one of my main goals was to get 
stencil
shadows working on the GoldSrc engine. Now, with the help of Paranoia's hacked 
opengl32
library, I could get the stencil buffer set, and with BUzer's help, I could get 
working stencil
shadows working ingame, with great success.
 
Now, one of my main concerns is the hacked OpenGL library, as it's hazardous to 
use with
VAC, and I thought that maybe in the next engine update, perhaps a hook could 
be made
with the client, so that perhaps we could access the pixelformatdescriptor 
before SetPixelFormat
is called. 
 
Anyone who is interested can check the mod out here: 
http://www.moddb.com/mods/10920/raven-city
 
Thanks.
Andrew.
_
Discover the new Windows Vista
http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE
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