Re: [hlcoders] Material Override on Model with 2 materials

2007-01-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
The models' skins reference the vmt files, not the vtf files; if you need to
use multiple vmt files with different vtf files, that would work fine.

On 1/1/07, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> You might have to double the textures, but it will be
> a hell of a lot quicker then having to code in
> something that might not work.
>
> However, if your going to apply this effect to every
> model, and not just player models, it might be better
> to do something in the code.
>
> Adam
>
>
> --- "Joel R." <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I thought about this agian, and I'd have to double
> > all my model textures
> > just to use one with my shader wouldn't I?  Cause if
> > I remember correctly
> > models compile using the graphic file name, so I
> > can't just have it use a
> > different .vmt file, cause its pretty much bound to
> > the .vtf name isn't it?
> > So in essence this method sucks just for toggling my
> > own Shader with valve's
> > VertexLitGeneric.
> >
> > On 12/31/06, Teddy <[EMAIL PROTECTED]> wrote:
> > >
> > > You can't set more than one material to override
> > per render pass. What
> > > you can do instead is make multiple skins on the
> > model, then set the
> > > m_nSkin accordingly. Here's how to setup the
> > model:
> > >
> >
> http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model
> > >
> > --
> >
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> >
> >
>
>
> 
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Re: [hlcoders] Problem with VGUI2 Builder..

2006-12-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
SetKeyBoardInputEnabled( false ) makes the panel ignore any keyboard
presses...you need to have focus on the panel and be able to send a key
combination to it to open the vgui builder...
since you can't send it the keys because it's not listening to them, you
can't open the dialog unless you add a button onto the panel that starts up
the builder


On 12/26/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Yesterday I was trying to get the VGUI2 Builder to work and I noticed
> when SetKeyBoardInputEnabled() is set to false like
> "SetKeyBoardInputEnabled( false );" the vgui2 builder did not work at
> all for the panel I was trying to setup. When I set the value to true,
> the vgui2 builder worked perfectly.  I haven't seen any mention of
> this "feature" on the wiki.
>
> I was wondering if this is a bug or a feature?
>
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Re: [hlcoders] SOLID_OBB or similar?

2006-12-25 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I don't think that would work because your model would be spinning then,
wouldn't it

On 12/22/06, Joel R. <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> How bout a SOLID_SPHERE , that would be so much cooler, I'd be able to get
> my real point of origin on the ground at all times, and I could think of
> many other uses for it, I don't know what kind of tracing that would
> require
> but the havok engine seems to do just fine with spheres.
>
> On 12/22/06, Jay Stelly < [EMAIL PROTECTED]> wrote:
> >
> > The easiest way to reduce the cost of vehicles would be to remove the
> > wheels.  Just use ray traces to find the wheel contacts and write your
> > own simulation for the suspension dynamics (I'm assuming you're doing
> > that anyway if you've got some kind of SOLID_BBOX car going).  The
> > airboat does this in HL2 (so it's totally possible and effective), but
> > not all of the code is visible to mods because it shares some of the
> > underlying havok suspension dynamics used on the jeep (and havok doesn't
> > want their source code in our SDK).  If you want to attempt this you'd
> > just create a convex hull for the vehicle entity, set it to
> > MOVETYPE_VPHYSICS (basically call VPhysicsInitNormal()), then attach it
> > to a motion controller and apply impulses to simulate the dynamics in
> > the motion controller Simulate() function.  You could do your wheel
> > raytraces there or in a think function depending on how frequently you
> > want to update the contacts.  Lots of games use this general technique.
> >
> > Also - dynamic moving/rotating SOLID_OBB entities aren't coming in ep2
> > and wouldn't likely be faster than using vphysics for a single convex
> > hull if implemented.  SOLID_BBOX is faster because the swept collision
> > problem is much simpler solve.  We use vphysics for anything with
> > dynamic rotation that needs to have varying collisions under rotation.
> >
> > It is true that the physics objects will be moving according to the
> > rules of physics so you can only exert control over once per timestep.
> > That is going to make really high frequency control impossible without
> > decreasing the timestep of the simulator (which will cost more CPU as a
> > result).  This wasn't a big deal for the buggy or the airboat in HL2
> > though, so unless your vehicles are really different it's probably not a
> > big deal for you either.
> >
> > Jay
> >
> --
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Re: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

2006-09-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
while we're on the topic of crossbows, there's also an assert that pops up
because the crossbow entity doesn't have a valid activity or something to
that extent.

On 9/17/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
>
> This error happens because Valve never made crossbow reload animations for
> the playermodels, but told it to use ACT_HL2MP_GESTURE_RELOAD_CROSSBOW in
> the acttable anyway.  In my mod, I just changed the acttable so that it
> uses
> ACT_HL2MP_GESTURE_RELOAD_AR2 like most of the other weapons do.  It has
> nothing to do with episodic content as far as I know.
>
>
> >From: [EMAIL PROTECTED]
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
> >Date: Sun, 17 Sep 2006 13:23:56 -0500
> >
> >I thought this came up before, but maybe not.  Anyone know how to get rid
> >of these?
> >
> >CBaseAnimatingOverlay::AddGesture:  model
> models/humans/Group03/Male_01.mdl
> >missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
> >CBaseAnimatingOverlay::AddGesture:  model
> >models/humans/Group03/female_03.mdl missing activity
> >ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
> >
> >Is this an Episodic vs non-Episodic model issue maybe?
>
>
>
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Re: Re[2]: [hlcoders] hl1 question - switching between players

2006-09-10 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Then figure out how to change the view direction?

On 9/8/06, Vyacheslav Dzhura <[EMAIL PROTECTED]> wrote:
>
> Hello Aaron,
>
> Yes, I also figured out that :) the weird thing is that after "switch"
> being done you still look at the same direction :|
>
> I create tempPlayer (which is not even a client), copy to him params
> of first player, then copy from 2nd to first and from temp to 2nd...
>
> Friday, September 08, 2006, 4:12:24 AM, you wrote:
> AS> Rather than a system rewrite, you should just use teleportation and
> AS> hide/show & disable/enable functions for the fake client (or NPC)
>
> --
> Best regards,
> Slavamailto:[EMAIL PROTECTED]
>
>
>
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Re: [hlcoders] hl1 question - switching between players

2006-09-07 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Rather than a system rewrite, you should just use teleportation and
hide/show & disable/enable functions for the fake client (or NPC)

On 9/5/06, Vyacheslav Dzhura <[EMAIL PROTECTED]> wrote:
>
> Hello Everyone!
>
> I am trying to figure out how to do switching of active player
> between player and fake client - bot. Main probablem is that I don't
> know where to start - where is the code which processes input of
> player? where is code which attaches view camera to the view of
> current player? seems pretty straightforward but I can't find
> anything that would help do that :( Any help appreciated, thanks! :)
>
> --
> Best regards,
> Vyacheslav  mailto:[EMAIL PROTECTED]
>
>
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Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2006-09-03 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You could use a networked string table as well as the index of the string in
the entity network table.  Then you can specify the string length in
AddString for the user data.

On 9/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I thought there was a forum or mailing list thread on this once before but
> I can't find it.  Basically it seems that the close-source side of the
> networking does a 0x00-truncated data copy.  So you can't send strings along
> the wire that contain a 0x00 byte in them, such as wide-char strings etc.
>
> Anyone know of a work-around?  (Short of encoding the base64ing the
> strings or something like that.)
>
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Re: [hlcoders] AssertOnce( pModelCache->IsFrameLocking() );

2006-08-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
More like a problem with the calls we make to them.  It seems to only show
up when initially showing a model...

On 8/30/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Im also wondering what this is, IsFrameLocking()... Possible problem with
> our models?
>
> On 8/26/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]
> >
> wrote:
> >
> > AssertOnce( pModelCache->IsFrameLocking() );
> >
> > This assert is always hit, both server-side baseanimating.cpp(2352) and
> > client-side c_baseanimating.cpp(931) when a player joins a server.  The
> > purpose of this assert is unclear.  Unfortunately the function it is
> > asserting is closed-source with no documentation on its purpose
> > either.  I've added a KI recommending commenting it out for now.
> >
> > ___
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> >
> >
>
>
> --
> ~skidz
> --
>
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Re: [hlcoders] Topview

2006-08-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Rather than using orthographic view, you should actually position the
player's view above the world (still in the sky tho).

On 8/27/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey,
>
> I want to add a sort of topview to my mod. I've been looking to the code
> that cl_leveloverview uses but it doesn't work really perfect. The ConVar
> uses CViewRender::SetUpOverView(), however I have noticed that are some
> glitches in that code. It has the habit to make some parts of the world
> disappear and appear. Sometimes I see that my walls are orange and
> sometimes
> not. By simply moving a little bit, everything flickers like hell.
>
> Also the view is entirely vertical but I want to add some angle to it. Any
> idea how?
>
> Robbie
> --
>
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Re: [hlcoders] ai_activity.cpp (41) Assert

2006-08-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Shouldn't we just rather remove the defines from the code all together?

On 8/26/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Thanks, I appreciate the sentiment.  One thing I learned long ago doing
> software development is that doing something right takes a lot less time in
> the long run than trying to ignore the problem, or covering it up with a
> quick hack.
>
> Ie, when a bug is found in the open-source side of the SDK, the best thing
> to do is to root cause it and solicit community feedback on the fix.  The
> alternative is to float about in a soup of bugs - you never know where
> problems are coming from.  (Unfortunately, the most time-consuming issues
> I've hit are with the closed-source side of things, such as the infamous
> vphysics bugs, and the recent missing .lib symbols on Linux, but that's an
> unrelated issue.)
>
> Specifically in regards to asserts, I glanced at a post on this list
> recently where someone advised ignoring asserts, and that's
> unfortunate.  Asserts, used correctly, are a powerful tool.  I get nervous
> when I see a page of code without any asserts.  Valve's software is light on
> asserts as it is, so it's best not to ignore the ones that are there.
>
> -bk
>
> At 2006/08/26 02:48 PM, Nick wrote:
> >Valve should pay you, I can't imagine how long you must have spent
> >trying to fix some of these bugs. Or why anyone would ever spend so
> >much time fixing such bugs?
> >
> >On 8/26/06, [EMAIL PROTECTED]
> ><[EMAIL PROTECTED]> wrote:
> >>In debug mode after the SDK update, and the HL2 server asserted before
> it even loaded the map:
> >>
> >>ai_activity.cpp (41) : Assertion Failed: actID >= LAST_SHARED_ACTIVITY
> || actID == lastActID + 1 || actID == ACT_INVALID
> >>
> >>Looks like the "portal" things are missing from ai_activity.cpp so I
> added this KI which fixed the issue:
> >>
> >>
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#AI_Activity.cpp_assert_on_startup
> >>
> >>
> >>Confirmation from Valve that this is the right fix for the bug would be
> appreciated.
>
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Re: [hlcoders] multiple spawn points

2006-08-19 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
The fgd is completely separate from game code.

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Re: [hlcoders] multiple spawn points

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You need to open up your code...look for spawnpoint

On 8/17/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've followed the team creation tutorials, and everything works fine. They
> do all spawn in the same location though. Can someone walk through the
> process of creating the entity that will let me choose which team will
> spawn
> from that entity?
>
> This way I can have Team 1 spawn on one side of the map, and Team 2 spawn
> on
> the other. I really appreciate the help.
> --
>
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Re: [hlcoders] Decompile Models

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
mdldecompiler's article does have a link to a working version

On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I agree; Hammer is nice you have to admit - but they need to extend their
> GUI elements for
> tools and it woulden't be more than a days work if your not a lazy ass
> like me.
>
> Valve Software although are more contributing and kinder to the MOD
> community than most
> other's are (cough ID Software) (cough suck dick) from what I have seen
> though.
>
> The source engine does kick ass and the Valve Staff are very kind to help
> mod developers
> as you can see on this mailing list.
>
> Please disregard my immaturity in this reply.
>
> On 17 Aug 2006 at 19:36, Nick wrote:
>
> >  Mldecompiler is broken. I am very shocked that all mod developers
> > must rely on flimsy broken 3rd party tools to do something valve
> > should, and could very easily provide. I know the people who work at
> > valve are highly trained and capable of providing one of the most
> > advanced game engines available today, so I can only assume valve
> > doesn't care enough about the mod developers to provide adequate mod
> > tools. Another example of a tool that could easily be created if valve
> > actually cared enough would be a GUI model compiler. I love valve, and
> > only play their games, but sometimes valve really disappoints me.
> >
> >
> > On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > http://developer.valvesoftware.com/wiki/Mdldecompiler
> > >
> > > On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > >
> > > > [EMAIL PROTECTED] wrote:
> > > > > Any one know how to decompile HL2 model files?
> > > > >
> > > > > I want to make a few changes to one of the guns.
> > > > >
> > > > > Thanks;
> > > > > Yanii
> > > > >
> > > >
> > > > Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> > > > change your email?
> > > >
> > > > --
> > > > Jorge "Vino" Rodriguez
> > > >
> > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > > --
> > > ts2do
> > > --
> > >
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> > >
> > >
> >
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Re: [hlcoders] SetThink

2006-08-17 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
The function for C_BaseEntity is ClientThink()

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Re: [hlcoders] Decompile Models

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/Mdldecompiler

On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> [EMAIL PROTECTED] wrote:
> > Any one know how to decompile HL2 model files?
> >
> > I want to make a few changes to one of the guns.
> >
> > Thanks;
> > Yanii
> >
>
> Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> change your email?
>
> --
> Jorge "Vino" Rodriguez
>
>
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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
A real driving/racing mod would need to implement vehicle prediction.

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Re: [hlcoders] Reloading while running/walking?

2006-08-15 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
They use animation layers...see the player model example in
sourcesdk_content for help on them.

On 8/14/06, Gustavo Restrepo <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I was just wondering if this is possible with the npc_citizen17
> animations.
> I am working on a 3d person view and the player model has the same exact
> animations as the hl2 citizen17. Sometimes when the player is running and
> he
> needs to reload i want him to reload his gun while still playing the run
> animation. I've seen in CS:S and HL2DM that players can run and reload at
> the same time but in my mod he either runs or reloads. Even when he plays
> the reloading animation the player is still moves but his legs are static
> ->
> so it looks kinda shitty. I was looking at the animations of the citizen
> and
> there is no running while reloading animation. So i was wondering i
> anybody
> out there knew how this can be accomplished (HL2DM and CS:S did it!)
> --
>
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Re: [hlcoders] Couple of questions about general SDK 'stuff'

2006-08-13 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You don't have much visual control with schemes and res files.  You need to
either add ImagePanels or add code to draw them on the parent panel.

The advanced options are available only if you have the Advanced button
visible in the multiplayer tab's res file.


On 8/13/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi guys, nearly finished merging all our code into the new SDK :D But I
> have
> some questions and queries about a range of topics.
>
> First up: I am trying to get a vgui panel that looks like the MOTD panel.
> But I cannot seem to find the right controls for this more specifically
> when
> I am in vgui build mode I cant seem find the option to bevel the corners
> of
> a panel.
>
> Secondly: I want to play an animation event, but I can't work out how this
> works :(  Usually I would do something like this pPlayer->SetAnimation(
> ACT_ANIMATION ); but when I try it with an animation event it wont work.
> More specifically I want the zombie to play its get up from slump
> animation
> and I have looked in the zombie code but cant see where this is triggered.
> Any tips?
>
> Third: The advanced multiplayer options screen is now missing, I am going
> to
> go ahead and assume it's because we are using the SourceSDKBase now, which
> HL2DM resource file was this located in? Because I have them all in my
> recourse folder and it's still missing.
>
> Fourth: What is this new toolsframework that has shown up? It looks like a
> way for external tools to hook into the engine; because that would be very
> interesting.
>
> --
> - Benjamin Davison
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


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Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

2006-08-13 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Check out how ClientThink works...

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Re: [hlcoders] HL2DM bots

2006-08-13 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Just post at VDC? http://developer.valvesoftware.com/

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Re: [hlcoders] virtual function

2006-08-10 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
If this is singleplayer, you'll need to extend the class rather than have a
stub. Otherwise, it should work fine.

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Re: [hlcoders] Crash on map load when trying to use ISQLWrapperFactory in server dll.

2006-08-10 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
This wrapper is included in vmpi, and vmpi is included as a library
(src\lib\vmpi\vmpi.lib).

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Re: [hlcoders] Traces

2006-08-09 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
It's not a matter of speed that's the question...it's a matter of
functionality...
If you need to see when a volume hits a solid, use tracehull. If you care
about the corners and not the middle, use traces.

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Re: [hlcoders] modifying vgui2

2006-08-09 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Try using V_snprintf?

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Re: [hlcoders] No Linux specific data?

2006-08-09 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I saw that virtual mesh interface in the code. Can you explain more of what
it does and when it's used? Pertaining to displacements: will dispcoll (or
its equivalent) ever be fixed so it will update when terrain is morphed?

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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Just call MountSteamContent and if it returns the failure value, it's not
owned/not installed.


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Re: [hlcoders] Compiling SDK in VC++ 2002

2006-08-08 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Patch released to allow compiling in VS2002:
http://hl2sdk.gigcities.com/vs2002patch.zip

On 8/7/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> Right. I had heard that and forgot to put it on the known issues list.
> It's there now.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff
> Sent: Monday, August 07, 2006 4:46 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Compiling SDK in VC++ 2002
>
> --
> [ Picked text/plain from multipart/alternative ] It seems that the
> update broke compilation within 2002 now?
>
> --
> ts2do
> --
>
> ___
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
no...the file is called *episode 1 shared.gcf*

On 8/8/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well Wouldn't Episode One Shared mean that it is sharing with other
> episodes, so to legally use it you would have to own episode 1 2 or 3.
> Such
> as Source Shared, you have to own a source game to get that .gcf
> --
>
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[hlcoders] Broadening the Tools SDK

2006-08-08 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
If you haven't seen this, Mike:
http://developer.valvesoftware.com/wiki/Open_Source_Tools

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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
380

On 8/8/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You need to mount the GCF first..
>
> filesystem->MountSteamContent( 220 );
>
> (I don't know what the real appid is)
>
>
>
> On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > According to some, you can use content from episode one shared.gcf,
> > without
> > actually owning EP1.
> > However, adding
> >
> > filesystem->AddSearchPath("episodic", "GAME");
> > filesystem->AddSearchPath("sourcetest", "GAME");
> > filesystem->AddSearchPath("hl2", "GAME");
> >
> >
> >
> > to gameinterface, cdll_client_int and the same in Gameinfo.txt doesn't
> > work.
> > If I try to play some random sound, it doesn't work. (for example: play
> > ambient/intro/debris01.wav)
> > --
> >
> > ___
> > 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] Compiling SDK in VC++ 2002

2006-08-07 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
It seems that the update broke compilation within 2002 now?

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Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
half-life 2 deathmatch.gcf

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Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I think it's the fact that you're using 215 that screws it up...you need to
extract the changed materials from HL2MP's gcf or use appid 320

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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
 pnlGraph->SetPos(XRES(10), YRES(45));
 pnlGraph->SetSize(XRES(600), YRES(405));

The pos and size should be relative to the parent

Also try adding a Msg/DevMsg to the Paint

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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Would you like to share code?

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Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Is the panel visible?

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Re: [hlcoders] Client vs Server

2006-08-05 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Theory: http://developer.valvesoftware.com/wiki/Client_to_Server_Messages

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Re: [hlcoders] Client vs Server

2006-08-05 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Clientside = Visual/audio effects/simulation
Server = Physical/gameplay simulation

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Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-05 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Zombine, not zombie

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Re: [hlcoders] TF2 Missing Files in SDK update

2006-08-04 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Yep, they didn't plan on releasing that code anyways


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Re: [hlcoders] Studiomdl error

2006-08-04 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
There's probably too many indices? (vertices?)


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Re: [hlcoders] VGUI/Map communication

2006-08-04 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
This is all theory, but see this:
http://developer.valvesoftware.com/wiki/Client_to_Server_Messages

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Re: [hlcoders] Text formatting

2006-08-04 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You should use a temporary html page.

As for RichText, all it provides is color changes [
http://hl2sdk.gigcities.com/classvgui_1_1_rich_text.html]

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Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
You could zero out the roll when SetHearingOrigin is called


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Re: [hlcoders] Entity Creation (client)

2006-08-02 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
It remains on the client with a dormant flag set.

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Re: [hlcoders] Third-person Player Model

2006-08-02 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Renaming a model like that doesn't work; you need to recompile it under the
new name.

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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
See
http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop,
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
and
http://developer.valvesoftware.com/wiki/Activating_and_Fixing_AI_In_Coop_Games

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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
It's not initialized by HL2DM because it's not used..but it can easily be
added to a mod

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Yep: engine->AddOriginToPVS

On 8/1/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> Aaron Schiff wrote:
> > Another problem we haven't thought of is the PVS...they obviously have
> to
> > add much more to the PVS code to make sure all of the entities on other
> side
> > of the portal are rendered too
> >
>
> Source already handles this. Think about HL2's camera system.
>
> --
> Jorge "Vino" Rodriguez
>
>
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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Steam is very funny how it handles offline launches. One time I tried to
launch Half-Life 2 and it gave me an error; Half-Life 2: Lost Coast worked
fine though.

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too

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Re: [hlcoders] Global game state

2006-07-31 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You can change state using I/O:

   - *TurnOn*

 Set state of global to ON.

   - *TurnOff*

 Set state of global to OFF.

   - *Toggle*

 Toggles state of global between ON and OFF.

   - *Remove*

 Set state of global to DEAD.

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Re: [hlcoders] Global game state

2006-07-31 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
look into logic_auto and env_global


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Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I'm not sure on the idea of having mirror copies...having a dynamic z buffer
sounds like an ideal solution

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Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Rather than just rendering the target view to a texture, it looks as tho
they also modify the z component...which would make sense for waht is seen
ingame...with the z buffer modified, rendering a model would make it show on
both sides

Then all they have to do is leave the rest to physics penetration and
specific code to pop props and the player out of the wall

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Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Not at all...they're simply 2 materials with rendertargets on the other
side...

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Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
Engine Error!!! That would never happen! Source is perfect in all ways.

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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
The LCD monitor prop and the vgui_screen


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Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
You'll have to go into a little more detail...

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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You have to code the panel that the corresponding res file uses

Doing everything with code will allow you to be sure that you'll have
consistency

Of course if you made a prefab of the 2 ents, this wouldn't be a problem

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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-28 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You either need to add vgui screen functionality into the prop's code or add
a vgui_screen to the map using hammer (still need to code the vgui screen's
functionality)

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Re: [hlcoders] Getting VALVe Symbols files.

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
no clue

On 7/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Where did you hear that?
>
> At 2006/07/27 01:47 AM, Aaron Schiff wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Aren't crash dumps related to engine binaries automatically uploaded?
> >
> >--
> >ts2do
> >--
> >
> >___
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> please visit:
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Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
If worst comes to worst you can open them with "rb" settings and save them
right away
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Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Try going thru and deleting all dlls... other than the third-party ones of
course


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Re: [hlcoders] Last Steam Update: Errors

2006-07-26 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Verify the integrity of your caches.

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Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Aaron Schiff
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Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could
just mount 212.

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Re: [hlcoders] Getting VALVe Symbols files.

2006-07-26 Thread Aaron Schiff
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Aren't crash dumps related to engine binaries automatically uploaded?

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Re: [hlcoders] Complex HUD Question.

2006-07-26 Thread Aaron Schiff
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That's what the viewport is...a transparent panel covering the whole
screen..

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Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Aaron Schiff
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Phong shading is already a part of Base Source Engine 2


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Re: [hlcoders] modelinfo == NULL crashes

2006-07-26 Thread Aaron Schiff
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All you gotta do is associate the mdmp with visual studio (if it isn't
already) and press the run button.


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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Aaron Schiff
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DOD:S and CSS sdk will never happen...of course Mike probably could hook you
up with code samples


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Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
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001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin "^Ben" Davison - BrainBread Source
005.  Charles "Red Comet" Solar - Prodod
006.  Matt "Wraiyth" Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall
008.  Adam Donovan – Caustic Resonance
009.  Aaron Schiff (ts2do) - Plastic Warfare
010. Sylvain Rochette - Insects Infestation

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Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
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dah... Plastic Warfare*
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Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin "^Ben" Davison - BrainBread Source
005.  Charles "Red Comet" Solar - Prodod
006.  Matt "Wraiyth" Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall
008.  Adam Donovan – Caustic Resonance
009.  Aaron Schiff (ts2do) - Plastic Warfar
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Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-25 Thread Aaron Schiff
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The physcannon asserts are screwy at times.

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Re: [hlcoders] Presenting in-game dialogue and user options

2006-07-25 Thread Aaron Schiff
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See http://developer.valvesoftware.com/wiki/VGUI:_Making_GameUI_Panels
Other than that, you're on your own on catching commands and setting cvars
with it

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Re: [hlcoders] Client-side touch prediction

2006-07-22 Thread Aaron Schiff
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The major reason for the jitters is that the client knows that an object is
solid, but it doesn't have it added to the clientside physenv (which would
simulate it). Since the client doesn't know simulation, player movement is
predicted based on what it assumes are static objects. The server predicts
differently of course because of physics simulation. This change is then
sent to the client which makes the jitteriness appear.

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Re: [hlcoders] Brush Function, Get Location name?

2006-07-21 Thread Aaron Schiff
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Since networking these entities don't put any stress on the server while
it's running (only sent on connection), it'd be the best idea to network the
triggers to the client and have it all client managed. Of course you can add
functionality to the server too if there are context-based events based on
location.


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Re: [hlcoders] Problem with NPC and VCD

2006-07-20 Thread Aaron Schiff
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Actbusy is the answer

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Re: [hlcoders] Crash on Startup

2006-07-20 Thread Aaron Schiff
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By the way Alfred, kb_def.lst is an obsolete file in Source. Now
config_default.cfg is used.


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Re: [hlcoders] Crash on Startup

2006-07-19 Thread Aaron Schiff
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If an "override gameui" interface was exposed in the SDK, it would be way
easier to do.

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Re: [hlcoders] Localization File

2006-07-18 Thread Aaron Schiff
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Changing it to unicode fixed it

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Re: [hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
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Tried setting it to true...no change

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Re: [hlcoders] Localization File

2006-07-18 Thread Aaron Schiff
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I shouldn't have to call it...as far as I can tell, it's added it by default
before


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Re: [hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
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When I started working on it, transparency seemed to work fine. But once I
tweaked it and positioned it over the panel, it made itself have a
black background. No known correlation


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[hlcoders] Localization File

2006-07-18 Thread Aaron Schiff
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The mod's folder is called blackoutMOD and I have
resource/blackoutMOD_english.txt but when I use an entry from it on a label,
it shows up the string name (i.e. #...)

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Re: [hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
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That's good to know...so it should work in release?


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[hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
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I've been working on this and it all works right, except I end up with a
black background.  How do I make it transparent?

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Re: [hlcoders] Unable to Launch Game

2006-07-17 Thread Aaron Schiff
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>From scratch has so much more that you need to change tho. it really
doesn't matter if you don't use hl2's stuff, it's still ready for
singleplayer

the skeletal sdk really isn't for anything

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Re: [hlcoders] Unable to Launch Game

2006-07-17 Thread Aaron Schiff
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Why are we making a mod from scratch now? Use the HL2 singleplayer code!

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Re: [hlcoders] Removing Voice, and Multiplayer Dialogs

2006-07-16 Thread Aaron Schiff
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You need to add this to your GameInfo.txt:
type  singleplayer_only

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Re: [hlcoders] Client-side touch prediction

2006-07-16 Thread Aaron Schiff
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Well...I only heard this once...but it may be possible that the player
movement is processed before physics simulation and that causes the player
to be moved out of the way

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Re: [hlcoders] Incorrect Game.dll

2006-07-16 Thread Aaron Schiff
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Did you override the gamerules description as well as the default one?

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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Aaron Schiff
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Ritual isn't really who to contact about using contact.. Valve is. It's all
part of an agreement... I asked Ritual about using CZDS content and they
said to ask Valve.

Making appid mods shouldn't really be a problem and nobody should whine
because it is not really crossing any distribution boundaries.

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[hlcoders] Sound

2006-07-10 Thread Aaron Schiff
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If I use mp3s for generic sounds, will they get added to the soundcache if I
rebuild it?

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[hlcoders] Sound

2006-07-10 Thread Aaron Schiff
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If I use mp3s for generic sounds, will they get added to the soundcache if I
rebuild it?

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Re: [hlcoders] jerky platforms

2006-07-05 Thread Aaron Schiff
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But the platform entities are not shared

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Re: [hlcoders] jerky platforms

2006-07-04 Thread Aaron Schiff
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The client shouldn't even know the entity's name anyways... it should only
know the nearest defined network class relative to the networked entity's
class.  What function do you use to retrieve the entity's name on the
client?

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Re: [hlcoders] SteamAppId Update

2006-07-03 Thread Aaron Schiff
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Take your time...we don't want unruly updates

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Re: [hlcoders] GetNetworkIDString on fakeclient crashes since last update

2006-07-01 Thread Aaron Schiff
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The ID is never smaller than BOT

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