[hlcoders] hat code
This is a cryptographically signed message in MIME format. -- Howdiez all, Am looking for some tips or suggestion on how to fix some hat code we're doing for our project. It uses a script made in /scripts folder from a list of characters. All works well except when getting down to spawning the gib, it gives the message on line 958 of c_baseentity.cpp Model could not be found, index is -1 although verified thoroughly that it is not a problem with the model...we debugged the parameter being passed in and it is models/hats/carsonhat.mdl which is a fully functional model. Anyway, to explain how we have our setup its like this...We have all characters with hat attachments using bodygroups with flag in QC set to off so when players spawn the code enables the hat. Once a player dies a world hat model spawns and falls. Here's what we have in c_baseanimating.cpp = pRagdoll-SetBodygroup( 1,0 ); #define PREFIX 11 //strlen(characters\) const char *pHatModelName = g_pHatAssociations-GetString(hdr-name()+PREFIX,NULL); //changed for hats #undef PREFIX if(pHatModelName) { Vector origin; int boneIndex = pRagdoll-LookupBone(ValveBiped.Bip01_Head1); ragdoll_t *ragdoll = pRagdoll-m_pRagdoll-GetRagdoll(); Vector velocity(0,0,0); AngularImpulse angularVelocity(0,0,0); for(int i=0;iragdoll-listCount;i++) { if(ragdoll-boneIndex[i]==boneIndex) { QAngle angle; ragdoll-list[i].pObject-GetPosition( origin, angle ); ragdoll-list[i].pObject-GetVelocity( velocity, angularVelocity ); VectorScale(velocity,1.5,velocity); VectorScale(angularVelocity,1.5,angularVelocity); break; } } C_Gib::CreateClientsideGib(pHatModelName,origin,velocity,angularVelocity,cl_hat_fadeout_time.GetFloat()); } Thanks, Gus http://www.wildwestgames.org Outlaws Lawmen Mod Project -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VMT - Animated Material Commands
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey Mark, sure thingBtw, Xanatos told me about you in concern of having multiple game modes all in one pack. He said your mod does just that. Can we speak more about this over IM? I can be reached at MSN at unrealprojectz[at]hotmail.com or at AIM unrealprorjects Gus Outlaws Lawmen Mod Mark Chandler wrote: Yeah go ahead. All I ask is credit for the mods I did to them. It was from golden eye source. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Wednesday, May 02, 2007 9:37 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VMT - Animated Material Commands This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey Mark, you saying that we have permission to use this? What mod was this for? Thanks, Gus Outlaws Lawmen Mod Mark Chandler wrote: Heres my imagepanel that I have implemented a play once feature. http://lodle.net/imagepanel.rar please not that I have changed the format of loading the images to better suit the mod im working on so you might have to make changes to match. Mark Chandler -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Wednesday, May 02, 2007 5:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VMT - Animated Material Commands This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello Tony, ah okay, thanks for the tip! Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] No, I mean in code. You'll have to write a new material proxy based off of the AnimatedTexture proxy, that cycles once. Look up material proxies on the wiki. erm, here: http://developer.valvesoftware.com/wiki/Material_Proxies#Writing_Material_Pr oxy_Implementations You can base your new one off of the existing one though. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Tony, can you explain this to me a bit more? Is this all done in VMT? If so, how would a write that out? When you say child of the animated one do you mean a 2nd VTF that is not animated? Thanks, Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] you'll have to make a new material proxy to do it, i believe, a child of the animated one, just make it not animate after it goes through once. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Greets, I have an animated material, but it loops and only want it to play once. Has anybody created a non-looped material? Here's what I have on my VMT unlitgeneric { $basetexture console/background01 Proxies { AnimatedTexture { animatedTextureVar $basetexture animatedTextureFrameNumVar $frame animatedTextureFrameRate 15 } } $ignorez1 $translucent 1 $nolod 1 } Thanks, Gus Outlaws Lawmen Mod -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VMT - Animated Material Commands
This is a cryptographically signed message in MIME format. -- Greets, I have an animated material, but it loops and only want it to play once. Has anybody created a non-looped material? Here's what I have on my VMT unlitgeneric { $basetexture console/background01 Proxies { AnimatedTexture { animatedTextureVar $basetexture animatedTextureFrameNumVar $frame animatedTextureFrameRate 15 } } $ignorez1 $translucent 1 $nolod 1 } Thanks, Gus Outlaws Lawmen Mod -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VMT - Animated Material Commands
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Tony, can you explain this to me a bit more? Is this all done in VMT? If so, how would a write that out? When you say child of the animated one do you mean a 2nd VTF that is not animated? Thanks, Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] you'll have to make a new material proxy to do it, i believe, a child of the animated one, just make it not animate after it goes through once. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Greets, I have an animated material, but it loops and only want it to play once. Has anybody created a non-looped material? Here's what I have on my VMT unlitgeneric { $basetexture console/background01 Proxies { AnimatedTexture { animatedTextureVar $basetexture animatedTextureFrameNumVar $frame animatedTextureFrameRate 15 } } $ignorez1 $translucent 1 $nolod 1 } Thanks, Gus Outlaws Lawmen Mod -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VMT - Animated Material Commands
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello Tony, ah okay, thanks for the tip! Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] No, I mean in code. You'll have to write a new material proxy based off of the AnimatedTexture proxy, that cycles once. Look up material proxies on the wiki. erm, here: http://developer.valvesoftware.com/wiki/Material_Proxies#Writing_Material_Proxy_Implementations You can base your new one off of the existing one though. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Tony, can you explain this to me a bit more? Is this all done in VMT? If so, how would a write that out? When you say child of the animated one do you mean a 2nd VTF that is not animated? Thanks, Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] you'll have to make a new material proxy to do it, i believe, a child of the animated one, just make it not animate after it goes through once. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Greets, I have an animated material, but it loops and only want it to play once. Has anybody created a non-looped material? Here's what I have on my VMT unlitgeneric { $basetexture console/background01 Proxies { AnimatedTexture { animatedTextureVar $basetexture animatedTextureFrameNumVar $frame animatedTextureFrameRate 15 } } $ignorez1 $translucent 1 $nolod 1 } Thanks, Gus Outlaws Lawmen Mod -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VMT - Animated Material Commands
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey Mark, you saying that we have permission to use this? What mod was this for? Thanks, Gus Outlaws Lawmen Mod Mark Chandler wrote: Heres my imagepanel that I have implemented a play once feature. http://lodle.net/imagepanel.rar please not that I have changed the format of loading the images to better suit the mod im working on so you might have to make changes to match. Mark Chandler -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Wednesday, May 02, 2007 5:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VMT - Animated Material Commands This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello Tony, ah okay, thanks for the tip! Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] No, I mean in code. You'll have to write a new material proxy based off of the AnimatedTexture proxy, that cycles once. Look up material proxies on the wiki. erm, here: http://developer.valvesoftware.com/wiki/Material_Proxies#Writing_Material_Pr oxy_Implementations You can base your new one off of the existing one though. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Tony, can you explain this to me a bit more? Is this all done in VMT? If so, how would a write that out? When you say child of the animated one do you mean a 2nd VTF that is not animated? Thanks, Gus Outlaws Lawmen Mod Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] you'll have to make a new material proxy to do it, i believe, a child of the animated one, just make it not animate after it goes through once. On 5/1/07, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Greets, I have an animated material, but it loops and only want it to play once. Has anybody created a non-looped material? Here's what I have on my VMT unlitgeneric { $basetexture console/background01 Proxies { AnimatedTexture { animatedTextureVar $basetexture animatedTextureFrameNumVar $frame animatedTextureFrameRate 15 } } $ignorez1 $translucent 1 $nolod 1 } Thanks, Gus Outlaws Lawmen Mod -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] w_crossbow - No Bones
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello all, I am having trouble figuring this outI want to replace the default w_crossbow but after looking at it in HLMV I see it has no bones! Doesn't there suppose to be a bone named ValveBiped.Bip01_R_Hand ? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CrossBow_Bolt: Stick Out More...
This is a cryptographically signed message in MIME format. -- Oh coolio, thanks for sharing this! Gus Adrian Finol wrote: Look for CreateCrossbowBolt inside c_stickybolt.cpp on the client project, that's where the client side bolt is created. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Thursday, December 28, 2006 8:42 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] CrossBow_Bolt: Stick Out More... This is a cryptographically signed message in MIME format. -- Hi all, am trying to figure how to get the CrossBow_Bolt to stick out more from the wall when shot. Anybody know the answer to this? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CrossBow_Bolt: Stick Out More...
This is a cryptographically signed message in MIME format. -- Hi all, am trying to figure how to get the CrossBow_Bolt to stick out more from the wall when shot. Anybody know the answer to this? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CrossBow_Bolt: Stick Out More...
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Joel, I gave this solution a try but didn't get results. here's what I did...I also increased the 10 to as high 19 but still no results. Though it did compile well. if ( ( hitDot 0.5f ) ( speed 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 ); //YOUR SUGGESTION SetThink( CBowarrowBolt::SUB_Remove ); SetNextThink( gpGlobals-curtime + 2.0f ); Gus Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] Take a look at its BoltTouch function. Scroll till you find this EmitSound( Weapon_Crossbow.BoltHitWorld ); In the else section of this if if ( ( hitDot 0.5f ) ( speed 100 ) ) { // blah blah ignore } else { SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 ); // blah blah other stuff } ^^ Add that anywhere in there, change the 10 to whatever value, the higher the further out it sticks. On 12/28/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Hi all, am trying to figure how to get the CrossBow_Bolt to stick out more from the wall when shot. Anybody know the answer to this? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CrossBow_Bolt: Stick Out More...
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Joel, It stays stuck there normally and disapears after a few seconds... Gus Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] Does the bolt disappear when it hits the wall or does it stay stuck there for about 2 seconds? If it disappears try commenting this in that same else block //AddEffects( EF_NODRAW ); On 12/28/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Joel, I gave this solution a try but didn't get results. here's what I did...I also increased the 10 to as high 19 but still no results. Though it did compile well. if ( ( hitDot 0.5f ) ( speed 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 ); //YOUR SUGGESTION SetThink( CBowarrowBolt::SUB_Remove ); SetNextThink( gpGlobals-curtime + 2.0f ); Gus -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CrossBow_Bolt: Stick Out More...
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Adam, yes this worked for me. All I did was decompile default crossbow_bolt and edited QC as you stated...here's what I edited/added... * $modelname crossbow_bolt.mdl $model body bowarrow_bolt.smd $cdmaterials models\weapons\v_models\bowarrow\ //xyz adjust screen position $origin -5 -15 -3 $hboxset default $surfaceprop weapon $illumposition 2.000 0.000 0.000 $sequence idle idle fps 30.00 *** Thanks, Gus Adam amckern Mckern wrote: You can always try and pull back on the crossbow bolts $origin in the QC file, and then recompile the model. The hit box will then be moved along with the model its self - so when it hits the wall, the model will not sink as deep. Adam --- Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the bolt disappear when it hits the wall or does it stay stuck there for about 2 seconds? If it disappears try commenting this in that same else block //AddEffects( EF_NODRAW ); On 12/28/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Joel, I gave this solution a try but didn't get results. here's what I did...I also increased the 10 to as high 19 but still no results. Though it did compile well. if ( ( hitDot 0.5f ) ( speed 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 ); //YOUR SUGGESTION SetThink( CBowarrowBolt::SUB_Remove ); SetNextThink( gpGlobals-curtime + 2.0f ); Gus -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CrossBow_Bolt: Stick Out More...
This is a cryptographically signed message in MIME format. -- CannonFodder's StudioCompiler http://www.chaosincarnate.net/cannonfodder/studiocompiler.php There's another version of it at http://www.forum.ecct2.com/lofiversion/index.php/t3.html (Some people reported problems on this one but give it a try and if it works okay then let it be) Gus Nick wrote: how did you decompile the model? On 12/28/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Adam, yes this worked for me. All I did was decompile default crossbow_bolt and edited QC as you stated...here's what I edited/added... * $modelname crossbow_bolt.mdl $model body bowarrow_bolt.smd $cdmaterials models\weapons\v_models\bowarrow\ //xyz adjust screen position $origin -5 -15 -3 $hboxset default $surfaceprop weapon $illumposition 2.000 0.000 0.000 $sequence idle idle fps 30.00 *** Thanks, Gus Adam amckern Mckern wrote: You can always try and pull back on the crossbow bolts $origin in the QC file, and then recompile the model. The hit box will then be moved along with the model its self - so when it hits the wall, the model will not sink as deep. Adam --- Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the bolt disappear when it hits the wall or does it stay stuck there for about 2 seconds? If it disappears try commenting this in that same else block //AddEffects( EF_NODRAW ); On 12/28/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Joel, I gave this solution a try but didn't get results. here's what I did...I also increased the 10 to as high 19 but still no results. Though it did compile well. if ( ( hitDot 0.5f ) ( speed 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 ); //YOUR SUGGESTION SetThink( CBowarrowBolt::SUB_Remove ); SetNextThink( gpGlobals-curtime + 2.0f ); Gus -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking to hire modeler/mapper
This is a cryptographically signed message in MIME format. -- Checkout this thread, http://boards.polycount.net/postlist.php?Cat=0Board=freelance Good Luck! Nate Nichols wrote: Hi, I'm the lead researcher on the News at Seven project ( http://www.newsatseven.com ) out of the InfoLab at Northwestern University. Our work up until this point has used stock HL2 models and a custom-built map, and that's worked well for us. Fortunately, though, we've had interest from a major broadcasting corporation, and it looks like we will be doing an internal pilot for them at the start of April. This pilot would require skills that we don't have, however, namely modelling and mapping. Specifically, we need three new character models and an entirely new map. While we are definitely a research lab, we will have money to pay an artist. Does anyone know where to find someone with these skills? We don't even know where to begin to look for profession-level modelers. Or better yet, does anyone here have these skills/work with someone with these skills? We would need the person to ramp up very quickly, beginning the work at the start of January and completing the map and characters by March. If anyone has any questions about the work or project, please don't hesitate to ask. Cheers, Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] November SDK - Final
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] About the SDK Final, is it out yet and will the Bot Enhamcement be part of HL2MP or does it apply only to Counter Strike Source and DOD Source ? Gus Mike Durand wrote: Bot Enhancements is the next major piece of work that I plan to tackle since it has been requested for a long time and would enable a significant amount of value. I may fix some lower effort bugs during the bot work if they are popular enough. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 08, 2006 5:26 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] November SDK - Final -- [ Picked text/plain from multipart/alternative ] Could we please bias some bugs on their age? We've been waiting on those bot fixes for several years now, and there still isn't and end in sight to it. There are a number of bot coders(and users no doubt) that would absolutely love to be able to make bots for CS:S, DOD:S, HL2DM, and other hl2 mods with the server plugin interface that has been forever lacking in functionality. Even if it was an incremental fix, adding the most important missing parts to begin with, and the rest later it would be greatly appreciated. I'm doing bots for Fortress Forever, using the SDK due to the server plugin shortfalls, so I have a good amount of experience with bots if you need help or info. Jeremy On 11/8/06, Nick [EMAIL PROTECTED] wrote: I will try to vote later tonight on some of the bugs. I don't remember if I created a account for bugzilla yet or not, I have too many accounts to remember, and waay too many passwords. Thanks Mike again for releasing the update. These updates help us coders a great deal. On 11/8/06, Mike Durand [EMAIL PROTECTED] wrote: Then I will be able to effectively prioritize... none of them. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Wednesday, November 08, 2006 4:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] November SDK - Final On Wednesday 08 November 2006 6:31 pm, Mike Durand wrote: Speaking of Bugzilla: make sure that you guys vote for the bugs that you really care about. Only 5 of the 62 current bugs have any votes at all! I vote for... all of them. -John Sheu ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] env_tonemap_controller
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thanks alot, it works now! :) Gus Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] You have to add c_env_tonemap_controller.cpp, and env_tonemap_controller.cpp yourself to their respective Solution files :) /ProZak On 03/10/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Hey, is anybody having problems with HDR with their mods? Somehow HDR works on our mod but it says can't create env_tonemap_controller..Is there something I am missing or could this be a bug? The mod is based on HL2DM. Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] env_tonemap_controller
This is a cryptographically signed message in MIME format. -- Hey, is anybody having problems with HDR with their mods? Somehow HDR works on our mod but it says can't create env_tonemap_controller..Is there something I am missing or could this be a bug? The mod is based on HL2DM. Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLMV
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] That tool didn't work for me.. all I need to analyze is the normal map and specular ...all other features in HLMV are worthy but I really need to analyze the normal map and accompanying alpha texture... Gus LDuke wrote: -- [ Picked text/plain from multipart/alternative ] Crafty is a 3D object, material, model and file browsing utility targeted towards Half-Life modders or enthusiasts looking for a Steam Independent application for quick previews. It currently supports Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in a variety of render modes. http://nemesis.thewavelength.net/index.php?p=45 On 9/2/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Oh gawd, productivity down again.. :( Is there a way 3rd party viewer can be made? Somewthing that the SDK won't mess with? Gus Jed wrote: You're not the only one reporting the same error. Also the wireframe material doesn't work. - Jed On 02/09/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- For the latest SDK, does anybody get problems with HLMV? I can't get normal map checkbox checked because it checks off itself! I can't for the life of creating mods use the tool to check progress on work beeing done! Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLMV
This is a cryptographically signed message in MIME format. -- Get instant results in the viewer of how my normal maps, alpha masks/maps look on the model.the VMTs should also be able to adjust what we see in the viewer Gus Jed wrote: Analyse in what way? - Jed On 03/09/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] That tool didn't work for me.. all I need to analyze is the normal map and specular ...all other features in HLMV are worthy but I really need to analyze the normal map and accompanying alpha texture... Gus LDuke wrote: -- [ Picked text/plain from multipart/alternative ] Crafty is a 3D object, material, model and file browsing utility targeted towards Half-Life modders or enthusiasts looking for a Steam Independent application for quick previews. It currently supports Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in a variety of render modes. http://nemesis.thewavelength.net/index.php?p=45 On 9/2/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Oh gawd, productivity down again.. :( Is there a way 3rd party viewer can be made? Somewthing that the SDK won't mess with? Gus Jed wrote: You're not the only one reporting the same error. Also the wireframe material doesn't work. - Jed On 02/09/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- For the latest SDK, does anybody get problems with HLMV? I can't get normal map checkbox checked because it checks off itself! I can't for the life of creating mods use the tool to check progress on work beeing done! Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HLMV
This is a cryptographically signed message in MIME format. -- For the latest SDK, does anybody get problems with HLMV? I can't get normal map checkbox checked because it checks off itself! I can't for the life of creating mods use the tool to check progress on work beeing done! Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLMV
This is a cryptographically signed message in MIME format. -- Oh gawd, productivity down again.. :( Is there a way 3rd party viewer can be made? Somewthing that the SDK won't mess with? Gus Jed wrote: You're not the only one reporting the same error. Also the wireframe material doesn't work. - Jed On 02/09/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- For the latest SDK, does anybody get problems with HLMV? I can't get normal map checkbox checked because it checks off itself! I can't for the life of creating mods use the tool to check progress on work beeing done! Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Particle Effects
This is a cryptographically signed message in MIME format. -- Can anyone direct me or give me pointers on creating fly/insect? You know like buzzing fllies over a pile of poop? Gus http://wantedmod.planethalflife.gamespy.com/cantina/ -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Phong + Custom Characters
This is a cryptographically signed message in MIME format. -- Oh wow, fantasitc! Thanks for tip! Gus Jed wrote: We had quite a discussion about this on the DoD forums, you might find this post/thread useful and also the follow up comments. http://www.dayofdefeat.com/forums/showthread.php?s=postid=958366#post958366 - Jed On 27/08/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Alrighty, will play with it a bit. Thanks Gus Matt Stafford wrote: -- [ Picked text/plain from multipart/alternative ] Providing you're using AppID 215 for your mod, then you can use all the latest engine features, including the Phong lighting. As far as I know, the exponent maps are just enhanced specular maps (IIRC Phong is just another method of specular lighting). Take a look at the exponent maps for any of the characters in Episode 1 compared to their specular maps and it should give you an idea of the difference between the two On 8/27/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- I am wondering whether the new SDK supports custom characters using phong shading? If so, what's the correct was of producing the textures for this? Gus http://wantedmod.planethalflife.gamespy.com/cantina/ -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Phong + Custom Characters
This is a cryptographically signed message in MIME format. -- I am wondering whether the new SDK supports custom characters using phong shading? If so, what's the correct was of producing the textures for this? Gus http://wantedmod.planethalflife.gamespy.com/cantina/ -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Patch Released 8/11/2006
This is a cryptographically signed message in MIME format. -- I have a question, we have been compling our mod based on the original HL2DM MP and was wonderingin order to take advantage of the latest changes and features do we have to port our modified code over to a new mod folder setup? Or does this happen automatically? Gus Mike Durand wrote: Hi All- Just wanted to let you know that a Source SDK patch has been published on Steam. Here are the issues it addresses: * Fixed compilation issues for Linux dedicated server in SDK * Removed 3D Lighting Preview menu choice from Hammer * Fixed SDK Launcher bugs when performing outdated MOD check * SDK Wizard now creates 'maps' directory underneath the new mod directory. This prevents a map compilation error * The 'cs_milita.vmf' distributed with was loading in a bad state if the grid is set to be displayed at startup. New version has grid off We're going to try to get another patch out next week that addresses the Linux terrain physics issue, SDK shaders compilation, and others. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Patch Released 8/11/2006
This is a cryptographically signed message in MIME format. -- Hi Michael, I just downloaded the patch but, how do I apply this patch? Gus Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] You are going to need to merge your modifications into the new code, The easiest way to do this is with the patch file that is floating around http://tinyurl.com/mjht6 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Patch Released 8/11/2006
This is a cryptographically signed message in MIME format. -- Am still uncertain, would I use the Source SDK wizard to create a new mod folder setup and once that is done start merging our old mod files into it? What about WinMerge, will that work well? Gus Scott Loyd wrote: http://www.linuxhq.com/patch-howto.html http://unxutils.sourceforge.net/ should have patch.exe Although it doesn't take long to merge the changes... Copy new code into a new directory. Copy your mod-specific folders into cl_dll/dlls/game_shared, and any additional stuff you created. Copy your .sln, .vcproj, and makefiles over; then diff an untouched old one, and a untouched new one to see the changes. Apply the changes to your own projects. Whenever you modify base classes (anything not in your mods folder), use #ifdef MYMOD_DLL #endif around it so that you can search your old code for all the instances of this (which shouldn't be that much of it) and manually merge it over. Gus wrote: This is a cryptographically signed message in MIME format. -- Hi Michael, I just downloaded the patch but, how do I apply this patch? Gus Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] You are going to need to merge your modifications into the new code, The easiest way to do this is with the patch file that is floating around http://tinyurl.com/mjht6 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Patch Released 8/11/2006
This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I guess I will choose this routeI'll give it my best shot...hehehe... Gus Adam amckern Mckern wrote: 1) Make a new 'source code' mod 2) Grab a source control programm - http://developer.valvesoftware.com/wiki/Diff_And_Patch 3) Merge your mod into the 'source code' mod 4) Copy, and replace all the files in your orignal mod, with that from the source code mod 5) Now you have the lattest code, with your changes within it. --- Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Am still uncertain, would I use the Source SDK wizard to create a new mod folder setup and once that is done start merging our old mod files into it? What about WinMerge, will that work well? Gus Scott Loyd wrote: http://www.linuxhq.com/patch-howto.html http://unxutils.sourceforge.net/ should have patch.exe Although it doesn't take long to merge the changes... Copy new code into a new directory. Copy your mod-specific folders into cl_dll/dlls/game_shared, and any additional stuff you created. Copy your .sln, .vcproj, and makefiles over; then diff an untouched old one, and a untouched new one to see the changes. Apply the changes to your own projects. Whenever you modify base classes (anything not in your mods folder), use #ifdef MYMOD_DLL #endif around it so that you can search your old code for all the instances of this (which shouldn't be that much of it) and manually merge it over. Gus wrote: This is a cryptographically signed message in MIME format. -- Hi Michael, I just downloaded the patch but, how do I apply this patch? Gus Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] You are going to need to merge your modifications into the new code, The easiest way to do this is with the patch file that is floating around http://tinyurl.com/mjht6 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
This is a cryptographically signed message in MIME format. -- I am still confused on this a bit.for example. we're making a mod based on HL2DM so will players still need HL2DM? Gus Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK tools, and offline mode
This is a cryptographically signed message in MIME format. -- Does HL2 DM/Multiplayer support ai yet? You know where bots are smart to go after players? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK tools, and offline mode
This is a cryptographically signed message in MIME format. -- Would you have any resources describing how to add that? Aaron Schiff wrote: -- [ 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 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK tools, and offline mode
This is a cryptographically signed message in MIME format. -- Oh great, thanks alot! Gus Aaron Schiff wrote: -- [ 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 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual wielding
This is a cryptographically signed message in MIME format. -- I am planning to also have dual weapons for our mod Wanted: Outlaws Lawmen .the art side is covered but I need explanation, code, QC preparation to get this working...for example, player drops gun and other player picks up and now has dual weapons in hand.. Gus Niclas Nordin wrote: -- [ Picked text/plain from multipart/alternative ] Its not viewmodels im talking about, I already got a dual wield viewmodel, (one modelfile) its the player model. you can have more than one viewmodel on the screen, the animations aftermight be a little tricky(IIRC Player::GetViewModel(int))... Maybe valvecould share an example of how to set this up properly? On 7/30/06, Niclas Nordin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I want to attach the second model to another attachment on the player model so it follows the player animations just like the first model. --[ Picked text/plain from multipart/alternative ] Like code whys? So that this button fires the left weapon this other buttonfires the right? Or just a model that show's to models with an animationthat looks like both are firing? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Last Steam Update: Errors
This is a cryptographically signed message in MIME format. -- Anybody getting the Launcher error? Not beeing able to play any game from Steam list? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last Steam Update: Errors
This is a cryptographically signed message in MIME format. -- I already did that and still no go...everything on the game list does not launch, popup box saying Failed to load the launcher DLL: The specified procedure could not be found. Gus Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Verify the integrity of your caches. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
This is a cryptographically signed message in MIME format. -- I can breathe at night now, thank goodness for this news! Gus Outlaws Lawmen Mod http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: Given the recent traffic on the list, it seems like a good time to introduce myself to everyone here, and talk about what I do at Valve. I started work here in June and have been given the task of working directly with the MOD community. This means that my primary responsibilities are to package and release the SDK, make it easier to use, and work with MOD makers on problems that they can't solve with the help of other members of the community. My full time job is to make sure that you have everything they need to build your games. I'll be hanging out on this list, as well as the VDC, but you can also feel free to contact me directly with any questions you have at [EMAIL PROTECTED] So now that the introduction is out of the way here's the part that you really care about: an SDK update is coming out very soon. Right now we are testing it in-house and getting ready for its beta release. It will be available later this week unless we encounter serious problems during testing. I'll let people know either way, whether it is going to be this week or next. Once I get all of the details together, I'll send the info on what is coming in this SDK release to this list. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
This is a cryptographically signed message in MIME format. -- I am SOoo depressed, :( ...the SDK really needs some candy and make us modders happy. Gus Outlaws Lawmen Mod http://wantedmod.planethalflife.gamespy.com/cantina/ Nick wrote: Yep, me too. I thought after ep1 was finished we would get at least *some* news on the sdk update. On 7/25/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Aw man, everytime this topic is bumped I think a real SDK update has been released :( On 7/25/06, David Kiger [EMAIL PROTECTED] wrote: How much publicity and how many sales has Valve gotten over the years thanks to mods? Getting out a new SDK isn't just a courtesy, it's smart business. I can understand that it's not top-priority, but at the same time, the delay is somewhat ridiculous. On 7/25/06, Alex W [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey, we're all lucky that VALVe even updates the SDK in the first place -- not many other game studios do such a thing =). But I do know what you mean. I'd like an update myself. Hammer has been broken for lots of people (the 3d view is fubared - I have to resort to switching my game in the SDK window to Half-Life 2, or launch Hammer with the -dxlevel 80 switch), and the coders want the newly added features to the source engine to become available. On 7/25/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm not one to kick a convo back up, but is there any word at all about an SDK update Valve? Its been 419 days since our last major codebase update, and 190 days since the last SDK update full stop. I know I'm not speaking just for myself when I say that I'm kinda fed up with the lack of an update. -- ___ 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 -- - Benjamin Davison -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] assert since new engine update
I get that same error after the update wasn't there before the update... :/ Gus --- Is anyone else getting an assert about IsValidIndex since the engine update? I've made no changes between updates, and now whenever I run, I get this at map start: (when first player connects) inline T CUtlVectorT, A::operator[]( int i ) { Assert( IsValidIndex(i) ); return Base()[i]; } On: void RecvProxy_PlayerList( const CRecvProxyData *pData, void *pStruct, void *pOut ) { C_Team *pTeam = (C_Team*)pOut; --pTeam-m_aPlayers[pData-m_iElement] = pData-m_Value.m_Int; } The line marked with the arrow there. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com ___ 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] studiomdl.exe not working?
Try refreshing SDK tools Btw, seems that the beta engine was release! Just last night an update was released..wasn't using beta engine at that time and it all reverted back to some previous errors I was getting. --- Since I started using the -beta engine, I can no longer use studiomdl.exe to work. I tried removing that cmd line arg and I have the same problem so I'm under the impression maybe I was wrong. It gets down to SMD MODEL:ragdoll.smd and then I am presented with the following error. Stuidomdl.exe - Entry Point Not Found The procedure entry point CommandLine_Tier0 could not be located in the dynamic link library tier0.dll. Anyone else ever seen this? -Jay ___ 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: RE: [hlcoders] studiomdl.exe not working?
Same problems here, can't compile anymore, but hey, take a break sometime till Valve fixes it.. ;P --- I love it when they don't even acknowledge this kind of thing. Last week it compiled, this week the exact same setup causes those errors. And yeah, it has 4 errors repeated. - Jay -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of James Hair Sent: 25 May 2006 18:09 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] studiomdl.exe not working? I am getting this error with studiomdl, however I am not using the beta version of anything. It appeared this morning after steam updated on my system. Refreshing the sdk content does not have any effect for me. One thing I can elaborate on is that the error pops up 4 times for one particular model, and there are four sequences defined in the QC file. Coincidence? I think not! Well it could be ... - Original Message - From: Gus [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 25, 2006 5:06 PM Subject: Re: [hlcoders] studiomdl.exe not working? Try refreshing SDK tools Btw, seems that the beta engine was release! Just last night an update was released..wasn't using beta engine at that time and it all reverted back to some previous errors I was getting. --- Since I started using the -beta engine, I can no longer use studiomdl.exe to work. I tried removing that cmd line arg and I have the same problem so I'm under the impression maybe I was wrong. It gets down to SMD MODEL:ragdoll.smd and then I am presented with the following error. Stuidomdl.exe - Entry Point Not Found The procedure entry point CommandLine_Tier0 could not be located in the dynamic link library tier0.dll. Anyone else ever seen this? -Jay ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] studiomdl.exe not working?
Tried all the best I know and no success. Tried starting regular HL2DM through steam as well, even refreshed SDK and still no success. I feel like just quitting this project all together, hehe... Gus Gus wrote: Same problems here, can't compile anymore, but hey, take a break sometime till Valve fixes it.. ;P Are you running the game/mod at least once from within the Steam UI after updating Steam?... http://www.chatbear.com/board.plm?a=viewthreadb=4991t=759,1112576989,22874 -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Tools workaround
You saved our day, thanks! Gus http://wantedmod.planethalflife.gamespy.com/saloon/ -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The recent engine update potentially broke mod development tools in Steam. If your mod is based on a game other than HL2 this update causes your mod to run on the new engine. Running the SDK Launcher causes binaries to be copied from the old version of the engine cache. If you are having problems running tools after the update, this page http://developer.valvesoftware.com/wiki/SDK_workaround has a workaround until we fix the problem with an SDK release. http://developer.valvesoftware.com/wiki/SDK_workaround -Jason -- ___ 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: RE: RE: [hlcoders] Source Engine Beta update
Hi Al, I just can't get it to work, simply its not loading the symbols for debugging... any other shortcut? - Stack trace is a synonym for call stack. If you run your mod in the debugger with a debug build and hit Debug when you get the assert dialog and send the output of the MSVC call stack window. - Alfred Gus wrote: Hi Al, whats the correct way to call a Stack Trace? Would I just go into the properties of your server and client projects within the solution, under debugging and just copy the contents of our run_mod.bat file to this field? Gus - Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs * video stress test and audio settings test no longer crash * fixed broken server browser info buttons * fixed cursor disappearing after being kicked from server * avi recording no longer stops after 1 frame * fixed white areas in de_aztec * fixed demo playback of old demos in new engine * de_nuke loads in all mat_dxlevel configurations * fixed bug where mat_colorcorrection wasn't set properly in -autoconfig * added newer video cards to dxsupport.cfg * added video memory detection support for dxsupport.cfg * added mod-specific support to dxsupport.cfg * fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ 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 ___ 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: RE: RE: RE: [hlcoders] Source Engine Beta update
Hi Al, publically, its not released. It's only internal release, we can send you a copy of the internal release. can you provide your email and will send you the download link. Gus - Is this mod released? Perhaps we could look at it here. - Alfred Gus wrote: Hi Al, I just can't get it to work, simply its not loading the symbols for debugging... any other shortcut? - Stack trace is a synonym for call stack. If you run your mod in the debugger with a debug build and hit Debug when you get the assert dialog and send the output of the MSVC call stack window. - Alfred Gus wrote: Hi Al, whats the correct way to call a Stack Trace? Would I just go into the properties of your server and client projects within the solution, under debugging and just copy the contents of our run_mod.bat file to this field? Gus - Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs * video stress test and audio settings test no longer crash * fixed broken server browser info buttons * fixed cursor disappearing after being kicked from server * avi recording no longer stops after 1 frame * fixed white areas in de_aztec * fixed demo playback of old demos in new engine * de_nuke loads in all mat_dxlevel configurations * fixed bug where mat_colorcorrection wasn't set properly in -autoconfig * added newer video cards to dxsupport.cfg * added video memory detection support for dxsupport.cfg * added mod-specific support to dxsupport.cfg * fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Beta update
I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs * video stress test and audio settings test no longer crash * fixed broken server browser info buttons * fixed cursor disappearing after being kicked from server * avi recording no longer stops after 1 frame * fixed white areas in de_aztec * fixed demo playback of old demos in new engine * de_nuke loads in all mat_dxlevel configurations * fixed bug where mat_colorcorrection wasn't set properly in -autoconfig * added newer video cards to dxsupport.cfg * added video memory detection support for dxsupport.cfg * added mod-specific support to dxsupport.cfg * fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ 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: RE: [hlcoders] Source Engine Beta update
Hi Al, whats the correct way to call a Stack Trace? Would I just go into the properties of your server and client projects within the solution, under debugging and just copy the contents of our run_mod.bat file to this field? Gus - Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs * video stress test and audio settings test no longer crash * fixed broken server browser info buttons * fixed cursor disappearing after being kicked from server * avi recording no longer stops after 1 frame * fixed white areas in de_aztec * fixed demo playback of old demos in new engine * de_nuke loads in all mat_dxlevel configurations * fixed bug where mat_colorcorrection wasn't set properly in -autoconfig * added newer video cards to dxsupport.cfg * added video memory detection support for dxsupport.cfg * added mod-specific support to dxsupport.cfg * fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: RE: [hlcoders] Meetup at GDC?
Hello, vangelis, How to get in free? Or do you waste your hard earned dollars just to walk the demo floors?..haha Maybe Modders should have free passes === At 2006-03-10, 13:44:00 you wrote: === -- [ Picked text/plain from multipart/alternative ] I'm always at GDC, since it's local to me.nbsp; We should pick a time and place to hook up for co-miseration. B-) -V --- Original Message --- From : Chris Janes[mailto:[EMAIL PROTECTED] Sent : 3/10/2006 12:44:57 PM To : hlcoders@list.valvesoftware.com Cc : Subject : RE: [hlcoders] Meetup at GDC? I'll be there for the IGF finals, should be interesting. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 10 March 2006 18:55 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Meetup at GDC? How many listers will be at GDC this year? I'm attending to go to the Serious Games Summit (and the conference as a whole). Anyone else? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-03-10 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Latest update: No music
Hello, Kamran, Is the music in sound\ui ?? named as gamestartup1.mp3, gamestartup2.mp3 === At 2006-02-27, 18:31:52 you wrote: === Nope, everything's full. :-( It's something to do with the small update that was applied. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I got it working on my en, almost embarrassed to say this :P But I had the sound turned off for music :P On 2/28/06, Kamran [EMAIL PROTECTED] wrote: And DOD:S doesn't play music either. :-/ So it's not my mod. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran [EMAIL PROTECTED] wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in PlaySound(filename) into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ 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 -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-27 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] WIKI: Creating A Custom Menu Screen
Hello, Kamran, Thanks bunches for this tutorial!. === At 2006-02-19, 19:02:23 you wrote: === Alright, I have spent some time and did a long tutorial on how to create your very own custom menu screen (included is screenshots): http://developer.valvesoftware.com/wiki/Creating_a_Custom_Menu_Screen -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-19 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Round Restarting Players
Hello, Andrew Orner, Did you try that round reset entity code posted awhile back? We're still using it online, seems to work well.sprinting and all works...thing is that it only works online, not offline.. === At 2006-02-17, 20:03:06 you wrote: === Hi, I know that the topic of Rounds has been brought up before on this mailing list, but I could not find anything on the problem I'm having. Basically, I've gotten the whole map reset thing working out well, the players respawn with the weapons they had when the round ended, etc. The problem I'm having is that there are issues with the players themselves: - Players cannot sprint (the sound is played, but speed is not increased and the HUD element is not there) - Players cannot +/-use. No deny sound is made, but no interaction happens. - When firing, the draw animation is played. Decals are created on walls, etc, but it appears no damage is done (i.e. to NPCs) - Ironsights, which works in the first round, does not. I can't figure out what the problem is, and I know all of the entities are in the map. I've run report_entities before and after map restarting, and everything is there after the round restarts. Does anyone here know what the problem could possibly be? I've spent a few hours trying to figure this out and I can't figure out what it could be. Thanks, -- Andrew Lead Coder, No More Room in Hell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-18 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: RE: [hlcoders] Source SDK Update Released
Hello, David Speyrer, No Way!! HDR for HL2MP SDK? ...as for VC2005 support, does that mean other older IDES like 2003 not supported anymore or ummm is it worth to use the latest? === At 2006-02-17, 18:35:47 you wrote: === Lots of stuff, including things like HDR, the commmentary system, and color correction. VC2005 support as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (Bromfitsen) Sent: Friday, February 17, 2006 2:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Released -- [ Picked text/plain from multipart/alternative ] Awesome, any tid bits on what to expect? -- ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-18 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Round Restarting Players
Hello, Andrew Orner, Here, try this http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/3245584.html === At 2006-02-18, 09:23:10 you wrote: === I couldn't find any such code when I looked before.. I'll look in the archives again, though. Do you know whereabouts it was posted? -- Andrew Gus wrote: Hello, Andrew Orner, Did you try that round reset entity code posted awhile back? We're still using it online, seems to work well.sprinting and all works...thing is that it only works online, not offline.. = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-18 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-18 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Molotov Code
Hello, Michael Kramer, And that's it, you didn't share it to the community? === At 2006-02-10, 05:30:02 you wrote: === -- [ Picked text/plain from multipart/alternative ] I had already added the Molotov Cocktail into my mod. And got it working and everything. But thanx anyway :D On 2/9/06, Gus [EMAIL PROTECTED] wrote: Hey all, there's a thread I and some guy who whom are trying to get Molotov code working.somehow he's progressed at his end but not that he posted a tutorial on how he did it we need other peeps to try it out and see whether it really works.here's the thread link.. http://www.swallowbush.com/forum/viewtopic.php?p=2573#2573 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-10 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Molotov Code
Hey all, there's a thread I and some guy who whom are trying to get Molotov code working.somehow he's progressed at his end but not that he posted a tutorial on how he did it we need other peeps to try it out and see whether it really works.here's the thread link.. http://www.swallowbush.com/forum/viewtopic.php?p=2573#2573 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed
Hello, Michael Kramer, Okay, am getting closerI found this on HL2_Player.cpp ...line 00522 .is this file also valid for HL2MP? Any thoughts on what to do on these lines tom enable firing while zoomed? For reference: http://www.totalretribution.com/sourcesdk/hl/HL2__Player_8cpp-source.html // Disallow shooting while zooming if ( m_nButtons IN_ZOOM ) { //FIXME: Held weapons like the grenade get sad when this happens m_nButtons = ~(IN_ATTACK|IN_ATTACK2); } } === At 2006-02-08, 11:27:14 you wrote: === -- [ Picked text/plain from multipart/alternative ] I did this once, look in like env_suitzoom.cpp or something similiar. It is also in hl2player.cpp look for suit :D On 2/8/06, Gus [EMAIL PROTECTED] wrote: Hello, Jason Houston, So basicly the target file I should be looking for is the zoom function itselfwould you have a tip where or which file can lead me to the acutal cpp or h files? All I know right now is that Suit Zoom is binded to Z on the keyboard by defaultalso, Valve_english.txt has a line Valve_Suit_Zoom Suit Zoom .. === At 2006-02-08, 09:35:32 you wrote: === -- [ Picked text/plain from multipart/alternative ] Look for the variable for whether you are zoomed or not, if you have trouble finding it, look for the function that handles the zoom key(theres a file for imput isn't there? search for the command name the zoom key is bound to). You should be able to find where the game checks where you are zoomed and prevents shooting. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed
Hello, Michael Kramer, It did kinda work, I can zoom and all..but something is missing...the weapon sound and the projectile...there's no weapon sound nor the bullet hits anything... === At 2006-02-08, 13:20:35 you wrote: === -- [ Picked text/plain from multipart/alternative ] Yes it will work for hl2mp as well change it too // if ( m_nButtons IN_ZOOM ) // { //FIXME: Held weapons like the grenade get sad when this happens // m_nButtons = ~(IN_ATTACK|IN_ATTACK2); // } } On 2/8/06, Gus [EMAIL PROTECTED] wrote: Hello, Michael Kramer, Okay, am getting closerI found this on HL2_Player.cpp ...line 00522 .is this file also valid for HL2MP? Any thoughts on what to do on these lines tom enable firing while zoomed? For reference: http://www.totalretribution.com/sourcesdk/hl/HL2__Player_8cpp-source.html // Disallow shooting while zooming if ( m_nButtons IN_ZOOM ) { //FIXME: Held weapons like the grenade get sad when this happens m_nButtons = ~(IN_ATTACK|IN_ATTACK2); } } === At 2006-02-08, 11:27:14 you wrote: === -- [ Picked text/plain from multipart/alternative ] I did this once, look in like env_suitzoom.cpp or something similiar. It is also in hl2player.cpp look for suit :D On 2/8/06, Gus [EMAIL PROTECTED] wrote: Hello, Jason Houston, So basicly the target file I should be looking for is the zoom function itselfwould you have a tip where or which file can lead me to the acutal cpp or h files? All I know right now is that Suit Zoom is binded to Z on the keyboard by defaultalso, Valve_english.txt has a line Valve_Suit_Zoom Suit Zoom .. === At 2006-02-08, 09:35:32 you wrote: === -- [ Picked text/plain from multipart/alternative ] Look for the variable for whether you are zoomed or not, if you have trouble finding it, look for the function that handles the zoom key(theres a file for imput isn't there? search for the command name the zoom key is bound to). You should be able to find where the game checks where you are zoomed and prevents shooting. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed
Hello, Jason Houston, Thing is I need hand holding here...I need guidance in this stuff, am a beginner in this field.. P.S. Draco, I've noticed you guys added extra smoke on the rifles of BG2.can you guide me on how to do that? === At 2006-02-08, 15:03:42 you wrote: === -- [ Picked text/plain from multipart/alternative ] Well, there must be more checks to it, also check out the hud element for the zoom as well. This sort of thing could be hidden all over. If you get reallly fed up with it, make a zoom yourself, with SetFov and maybe some sort of scope effect. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed
Hello, Jason Houston, Okay am studying this, thanks for sharing === At 2006-02-08, 15:27:23 you wrote: === -- [ Picked text/plain from multipart/alternative ] The other coder, Tjoppen, was the one who did that, here's a paste of the function that handles it http://www.rafb.net/paste/results/roN7bD43.html it all seems to be done in MuzzleFlash_Pistol_Shared, but the code is available if you want to look online. Just add that sort of thing to every muzzleflash you will need it for, and don't use as much smoke as we do ;), you would be using smokeless powder guns -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-08 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Fall Damage
Hello, Julian_Moschüring, I think you also replied at ChatBear, thanks for guiding me on this === At 2006-02-05, 17:05:15 you wrote: === CMultiplayerRules::FlPlayerFallDamage - calculates the actual damage depending on the velocity CMoveHelperServer::PlayerFallingDamage - calls FlPlayerFallDamage and gives the result to: CBasePlayer::TakeDamage -archy Gus schrieb: Does anybody know where Fall Damage is located for HLMP SDK ? Best regards. Gus [EMAIL PROTECTED] 2006-02-05 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-06 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Round Timer/Map Reset
Hey y'all, am having trouble with my round timer/map reset..was working before but now is has a glitch or something. Was wondering anyone out there can help me get this going.the problem is that the team scores are erased at each map reset, I need the scores to stay for every round.anyway here's the code am using.. === Mapfilter.h == #include cbase.h #include mapentities.h #include UtlSortVector.h #ifndef CMAPENTITYFILTER_H #define CMAPENTITYFILTER_H typedef const char* strptr; static bool StrLessThan( const strptr src1, const strptr src2, void *pCtx ) { if( strcmp(src1, src2) = 0) return false; else return true; } class CMapEntityFilter : public IMapEntityFilter { public: // constructor CMapEntityFilter(); // deconstructor ~CMapEntityFilter(); // used to check if we should reset an entity or not virtual bool ShouldCreateEntity( const char *pClassname ); // creates the next entity in our stored list. virtual CBaseEntity* CreateNextEntity( const char *pClassname ); // add an entity to our list void AddKeep( const char*); private: // our list of entities to keep CUtlSortVector const char* *keepList; }; #endif Mapfilter.cpp #include cbase.h #include mapfilter.h // Constructor CMapEntityFilter::CMapEntityFilter() { keepList = new CUtlSortVector const char * (StrLessThan); } // Deconstructor CMapEntityFilter::~CMapEntityFilter() { delete keepList; } // [bool] ShouldCreateEntity [char] // Purpose : Used to check if the passed in entity is on our stored list // Arguments : The classname of an entity // Returns : Boolean value - if we have it stored, we return false. bool CMapEntityFilter::ShouldCreateEntity( const char *pClassname ) { //Check if the entity is in our keep list. if( keepList-Find( pClassname ) = 0 ) return false; else return true; } // [CBaseEntity] CreateNextEntity [char] // Purpose : Creates an entity // Arguments : The classname of an entity // Returns : A pointer to the new entity CBaseEntity* CMapEntityFilter::CreateNextEntity( const char *pClassname ) { return CreateEntityByName( pClassname); } // [void] AddKeep [char] // Purpose : Adds the passed in value to our list of items to keep // Arguments : The class name of an entity // Returns : Void void CMapEntityFilter::AddKeep( const char *sz) { keepList-Insert(sz); } == ent_restartround.cpp == #include cbase.h #include entityinput.h #include entityoutput.h #include eventqueue.h #include mathlib.h #include globalstate.h #include ndebugoverlay.h #include vstdlib/random.h #ifndef CLIENT_DLL #include mapfilter.h #endif // memdbgon must be the last include file in a .cpp file!!! #include tier0/memdbgon.h class CRestartRoundEntity: public CLogicalEntity { public: DECLARE_CLASS( CRestartRoundEntity, CLogicalEntity ); void InputRestart( inputdata_t inputdata ); private: DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS( restart_round, CRestartRoundEntity); BEGIN_DATADESC( CRestartRoundEntity) DEFINE_INPUTFUNC( FIELD_VOID, RestartRound, InputRestart ), END_DATADESC(); void CRestartRoundEntity::InputRestart( inputdata_t inputdata ) { CMapEntityFilter filter; //keep all of these entities (ie don't remove them) filter.AddKeep(worldspawn); filter.AddKeep(soundent); filter.AddKeep(hl2mp_gamerules); filter.AddKeep(scene_manager); filter.AddKeep(predicted_viewmodel); filter.AddKeep(team_manager); filter.AddKeep(event_queue_saveload_proxy); filter.AddKeep(player_manager); filter.AddKeep(player); filter.AddKeep( restart_round ); CBaseEntity *pEnt; CBaseEntity *tmpEnt; pEnt = gEntList.FirstEnt(); while (pEnt != NULL) { if ( filter.ShouldCreateEntity (pEnt-GetClassname() ) ) { tmpEnt = gEntList.NextEnt (pEnt); UTIL_Remove (pEnt); pEnt = tmpEnt; } else { pEnt = gEntList.NextEnt (pEnt); } } gEntList.CleanupDeleteList(); MapEntity_ParseAllEntities( engine-GetMapEntitiesString(), filter, true); //spawn each player for ( int i = 1; i = gpGlobals-maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); if ( plr ) { plr-Spawn(); } else { break; } } } -- Best regards. Gus
Re: RE: [hlcoders] Round Timer/Map Reset
Hello, Chris Janes, My mistake, let me explain it more clear...this code works fine, it does the job, but the scoring is made with logic and math entities. The two entities that shouldn't be restarted are two math_counter called game_score_combine and game_score_rebel. so how in the world do I keep game_score_combine and game_score_rebel from being deleted by our round-timer code? === At 2006-02-02, 12:42:09 you wrote: === Where are you storing the scores? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: 02 February 2006 19:28 To: hlcoders Subject: [hlcoders] Round Timer/Map Reset Hey y'all, am having trouble with my round timer/map reset..was working before but now is has a glitch or something. Was wondering anyone out there can help me get this going.the problem is that the team scores are erased at each map reset, I need the scores to stay for every round.anyway here's the code am using.. snip code -- Best regards. Gus [EMAIL PROTECTED] 2006-02-02 ___ 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 = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Round Timer/Map Reset
Hello, Jason Houston, can I speak you on MSN or AIM? AIM at unrealprojects MSN at [EMAIL PROTECTED] === At 2006-02-02, 15:28:50 you wrote: === -- [ Picked text/plain from multipart/alternative ] Do you mind if I use that map filter code in BGII? We were looking for a way to reset round anyway, and I thought we'd have to reset every entity individually :/ -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders