Re: [hlcoders] Scrolling Textures
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Level Compile Tool - Custom Mod Questions
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 > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Beta Now Available
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(). > :( > > > ___ > 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] Avatar On Scoreboard No Longer Working
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 >> ___ >> 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] New IRC Channel!
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) ___ 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] A request please
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 :( -- ___ 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] Looping a MP3 at Menu
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looping a MP3 at Menu
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 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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] Loading screen art
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sv_voiceenable
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. _ Windows Live Messenger sur i-mode™ : dialoguez avec vos amis depuis votre mobile comme sur PC ! http://mobile.live.fr/messenger/bouygues/ ___ 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] Re: Portal
"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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Portal
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders