Re: [hlcoders] Scrolling Textures

2008-10-20 Thread Ben 'amogan' K.
Not sure whether you have already solved this but I just read through this 
thread and thought I'd reply:
First of all, yes, $basetexture2transform does not exist. Seems like you got 
$basetexturetransform2 and $texture2transform mixed up.
Second of all I think LightmappedGeneric will not work the way you want it 
to. I have never tried this before but try using LightmappedTwoTexture as 
the shader, $texture2 as your second vtf and $texture2transform as your 
matrix.

- Ben


Christopher Harris wrote:
>I don't think a basetexture2transform exists maybe It is saying the Proxy
> was unable to initialize meaning it probably could not find that variable 
> in
> the shader. Valve has done a foam/wave texture in the past using an 
> overlay
> on their oceans that is animated. So it may work that you can just have 
> the
> overlay scrolling and then in the map apply the overlay over the water
> texture.
>
> Chris 


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-16 Thread Ben 'amogan' K.
There's an easy fix if you want to get your own batch files working.
You'll have to have them execute the compile tools from your %sourcesdk%\bin 
folder.

So assuming your %sourcesdk% env is set a simple
cd %sourcesdk%\bin
orangebox\bin\vbsp.exe  %1
and so on should work wonders.

--
Ben 'amogan' K.

Jonas 'Sortie' Termansen wrote:


> Oh, that was why I liked your tools: they work, unlike my own batch tools.
>
> - Jonas
> 


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Re: [hlcoders] SDK Beta Now Available

2008-06-12 Thread Ben 'amogan' K.
SetFontGlyphSet() has been updated with two new agruments.
You might want to check out the beta after all.

--
Ben


Skillet wrote:


>I noticed just a few minutes before this email came out that my mod started
> crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD 
> elements'
> VidInit() function after the strange error "Run-Time Check Failure #0 - 
> The
> value of ESP was not properly saved across a function call.  This is 
> usually
> a result of calling a function declared with one calling convention with a
> function pointer declared with a different calling convention."  I didn't
> subscribe to any betas, but considering the exact same binaries and 
> content
> worked fine last night I presume this has something to do with engine
> updates to 218.  Is this expected behavior?
>
> The exact code that gives the error is:
> m_nAmmoFont = surface()->CreateFont();
>surface()->SetFontGlyphSet( m_nAmmoFont, "Impact", YRES(18), 0, 0, 0,
> surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE |
> surface()->FONTFLAG_CUSTOM );
>m_nSmallAmmoFont = surface()->CreateFont();
>surface()->SetFontGlyphSet( m_nSmallAmmoFont, "Impact", YRES(12), 0, 0,
> 0, surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE |
> surface()->FONTFLAG_CUSTOM );
> ...
> SetPaintEnabled(true);
>
> The debugger complains on each of the SetFontGlyphSet() calls with the
> previously mentioned error then crashes outright on SetPaintEnabled().
> :(
>
>
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Re: [hlcoders] Avatar On Scoreboard No Longer Working

2008-06-10 Thread Ben 'amogan' K.
Yes I can confirm that they've stopped working, in valkyrie as well. :P
Noticed it when I was modifying the scoreboard two days ago. :S

-Ben

- Original Message - 
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>

> Yeah, the api was changed. I don't think theywork in valkyrie anymore
> either, but I haven't really loaded it up to see, lol
>
>
> On Tue, Jun 10, 2008 at 6:39 AM, Cale Dunlap <[EMAIL PROTECTED]> 
> wrote:
>
>> Hello all,
>> I had the avatar features working on our scoreboard at one point. Then 
>> they
>> suddenly stopped working a few months ago. I put a breakpoint in when it
>> calls "UpdatePlayerAvatar()" then stepped into the code.
>>
>> The first line if that function is: if ( kv && ShowAvatars() &&
>> SteamFriends() && SteamUtils() )
>>
>> What I'm finding is that:
>> kv != NULL, good
>> ShowAvatars() is true, good
>> SteamFriends() unable to find symbol, not good
>> SteamUtils() unable to find symbol, not good
>>
>> SteamFriends() and SteamUtils() are hooks into the steam API. Could this 
>> be
>> broken by a version mismatch? If so, is there any way to get this working
>> again?
>>
>> Any help would be appreciated.
>>
>> Thanks,
>> Cale
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>
>
> -- 
> -Tony
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Re: [hlcoders] New IRC Channel!

2008-02-24 Thread Ben &#x27;amogan' K.

Joined!

Adam Maras (memzero) wrote:

Hello coders! I've taken the time to register a brand new IRC channel on
the GameSurge IRC network: #hlcoders . From casual coding chat to deep
developer discussion, #hlcoders is the right place for you. Visit us:
irc://irc.gamesurge.net/hlcoders

//  Adam Maras (memzero)

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Re: [hlcoders] A request please

2008-01-24 Thread Ben &#x27;amogan' K.

Might it be the case that you're using the list's digest mode?

--
[ Picked text/plain from multipart/alternative ]
How do you make it do that then?

I use GMail, and it doesn't hide them :(
--

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Re: [hlcoders] Looping a MP3 at Menu

2007-08-28 Thread Ben &#x27;amogan' K.

Yeah too bad... I've just added a gamestartup1.mp3 and realized that it
really does not loop.

If you use a background map in your mod you might be able to play your
music through that.
Or include something like the FMOD sound system but that's kind of
overkill for just looping your menu music.

- Ben



Tony "omega" Sergi wrote:

--
[ Picked text/plain from multipart/alternative ]
for some reason source's implementation of miles doesn't do looping mp3s..
meanwhile.. the goldsrc one did..
ie: source has the "play" command modified to play mp3s, cuz mp3s can be
used for anything.
hl1 could only play mp3s with the "mp3" command. but the "mp3" command was
like
"mp3 play filename" for one shot, "mp3 loop filename" to make it play
looped, and of course "mp3 stop"

maybe someone at valve could add the loop functionality?


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Re: [hlcoders] Looping a MP3 at Menu

2007-08-28 Thread Ben &#x27;amogan' K.

Why not place your MP3s into the "/sound/ui/" folder and name
them |gamestartup1.mp3, ||gamestartup2.mp3|, etc.
Those should loop.

- Ben


Mukkan Yhtiö wrote:

Okay I have an MP3 i'd like to play at the menu when the game starts; one
catch, I need it to loop.


So What do we know? We know that dumping "Play music/blah.mp3" in
valve.rc
will play it when the game launches, but will not loop it.

I don't know if there is a method of making the MP3 loop by default
(in the
MP3 file itself), I doubt it but having amature knowledge over how the
MP3
format is designed to work and what functionality it supports i'd say it
COULD be entirely possible that flags can be set to tell the media player
that this track was designed to be looped. (if so, anyone know how I
could
go about making my MP3, a lopped by default MP3?)

I don't know if the PLAY command has any parameters that can be added for
looping?


But other than that, all I can think of is wiring some code to execute
the
Play Command every certain ammount of time (which would be exact to the
length of the MP3 in question).


Anyone have any better ideas on how I can make the track loop?


Thanks,
Mukkan

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Re: [hlcoders] Loading screen art

2007-08-17 Thread Ben &#x27;amogan' K.

From what I've looked through 'ienginevgui.h' seems to be pretty
interesting.
Exposes an interface to very basic panel like PANEL_GAMEUIDLL.
One might be able to use IEngineVGui's GetPanel( PANEL_GAMEUIDLL )
function to instantiate a new gameui class to overwrite some gameui
stuff... not sure though as I haven't investigated any further yet. Also
at this point I'm not sure which functions I'd want to overwrite anyway. :-P


Justin Krenz wrote:

Add a new class in the vgui_controls project in the /vgui2/controls/
directory.  Compiling the project will create a new static library.

Nick wrote:

HOW?


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Re: [hlcoders] sv_voiceenable

2007-08-13 Thread Ben &#x27;amogan' K.

I'm not sure whether you are trying to do this with a server plugin or a
mod but you could use

cvar->FindVar("sv_voiceenable")

to get the cvar. Not sure if you would have to include some more
files/classes when working with a plugin though and it would also just
give you access to the server-side value if I'm not mistaken.
But then again isn't sv_voiceenable just a server-side-only cvar anyway? :P

- Ben K.


Janek Le_Vert wrote:

Hi all,

I would like to know (server side and client side) value of
sv_voiceenable.
My first try was to decalre a extern ConVar sv_voiceenable and send its
value in a message to clients but compiler was not able to link
sv_voiceenable as sv_voiceenable is not part of the dll.

Second try was to see if I can get this information client side using
CVoiceStatus* GetClientVoiceMgr(); but I don't find usefull method in
here.

Then I had a look at CVoiceGameMgr* GetVoiceGameMgr(); but didn't find
what
I was expecting server side.

Do you know how I can grab value of sv_voiceenable ?

Thank you in advance for your help.

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[hlcoders] Re: Portal

2006-08-01 Thread Ben \&quot;amogan\" K.


"Daniel Menard" wrote:

Well, examining the portal trailer frame by frame, it would seem that
John was correct in his assumption. The portals seem to be dynamically
sized render textures (much like the water refraction and reflection
render textures) with entity "shadow copies" being created as they
pass through the portal. My guess is the portals have a special
collision routine to allow objects to pass through them in the first
place, and the model instance is copied (much like the way ragdolls
are perfect copies of the player's model instance) and rendered at the
opposite portal until the object's origin passes through, at which
point the object and the shadow copy are swapped.

This isn't done for players though, if you look at the first part of
the video with the spikes, you can see the player running through the
portal as he approaches it, as soon as he touches it the player jumps
through and appears on the other side. My guess is thats because
copying player models with all the attached animations is too complex
for the entity shadow system.

On the second ingame part, where they drop a box on the turret, you
can clearly see that the box copy created on the top portal is very
dark (lighting origin is still inside the wall) and then as soon as
the swap happens the bottom box turns very dark. There is also a one
frame gap where the actual swap happens where the top box disappears.


Just what I said. The player 'just' gets teleported.


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[hlcoders] Re: Portal

2006-07-31 Thread Ben \&quot;amogan\" K.

As far as I can tell from what I saw in the trailer they've done the
portals in a pretty simple way:

First off they used rendertargets etc. on the portals.
For (non-player) object going through the portals they just add a temp.
copy of the object to the exiting portal and when the actual object is
half-way through copy and original switch places and after the object
fully exited the portal the temp. copy gets removed.
However this doesn't work (or isn't implemented) for the player entity.
As you can see in the trailer the player-model doesn't move through the
portals seamlessly, it rather really only gets teleported from one
location to the other.

Of course I can't be 100% sure about this as I didn't have the chance to
play the game or look at the code. ;)
But that's definitely the way I'd go when coding such portals - and at
least it really looks like that's how they've done it, once again
watching the trailer. :>

So far I guess the Portal team didn't have to modify the engine itself a
lot. The hardest things to do IMO probably were making the player see
his player model when looking through the portals, making entities not
collied with the wall when going through portals and adjusting some
viewangle stuff.

- amogan

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