[hlcoders] hat code

2007-06-13 Thread Gus
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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
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Re: [hlcoders] VMT - Animated Material Commands

2007-05-02 Thread Gus
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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.
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 [ 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

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 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
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[hlcoders] VMT - Animated Material Commands

2007-05-01 Thread Gus
This is a cryptographically signed message in MIME format.
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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
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Re: [hlcoders] VMT - Animated Material Commands

2007-05-01 Thread Gus
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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
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Re: [hlcoders] VMT - Animated Material Commands

2007-05-01 Thread Gus
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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
 --
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Re: [hlcoders] VMT - Animated Material Commands

2007-05-01 Thread Gus
This is a cryptographically signed message in MIME format.
--
This is a multi-part message in MIME format.
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[ 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
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[hlcoders] w_crossbow - No Bones

2007-01-04 Thread Gus
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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
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-29 Thread Gus
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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.
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 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
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[hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
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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
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
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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
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
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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


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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
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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


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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
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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
 
 
  --
 
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  the list archives, please visit:
 
 
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Re: [hlcoders] Looking to hire modeler/mapper

2006-12-12 Thread Gus
This is a cryptographically signed message in MIME format.
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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

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Re: [hlcoders] November SDK - Final

2006-11-09 Thread Gus
This is a cryptographically signed message in MIME format.
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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

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Re: [hlcoders] env_tonemap_controller

2006-10-10 Thread Gus
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[ 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


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[hlcoders] env_tonemap_controller

2006-10-03 Thread Gus
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


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Re: [hlcoders] HLMV

2006-09-03 Thread Gus
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
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Re: [hlcoders] HLMV

2006-09-03 Thread Gus
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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
  --
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[hlcoders] HLMV

2006-09-02 Thread Gus
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
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Re: [hlcoders] HLMV

2006-09-02 Thread Gus
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
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[hlcoders] Particle Effects

2006-08-31 Thread Gus
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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/
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Re: [hlcoders] Phong + Custom Characters

2006-08-27 Thread Gus
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/
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  http://wraiyth.freesuperhost.com
  NightFall HL2 Mod - http://nightfall.nigredostudios.com
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[hlcoders] Phong + Custom Characters

2006-08-26 Thread Gus
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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/
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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
This is a cryptographically signed message in MIME format.
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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

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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
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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
 --

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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
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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
 --

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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Gus
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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
 --

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Gus
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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




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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Gus
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--
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




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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Gus
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Does HL2 DM/Multiplayer support ai yet? You know where bots are smart to
go after players?

Gus
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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Gus
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--
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
 --

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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Gus
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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
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Re: [hlcoders] Dual wielding

2006-07-30 Thread Gus
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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?
 --

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[hlcoders] Last Steam Update: Errors

2006-07-27 Thread Gus
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Anybody getting the Launcher error? Not beeing able to play any game
from Steam list?

Gus
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Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Gus
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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
 --

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Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Gus
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--
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

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Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Gus
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--
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.
--
   
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Re: [hlcoders] assert since new engine update

2006-05-27 Thread Gus
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.




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Re: [hlcoders] studiomdl.exe not working?

2006-05-25 Thread Gus
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


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Re: RE: [hlcoders] studiomdl.exe not working?

2006-05-25 Thread Gus
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
  
  
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Re: Re: [hlcoders] studiomdl.exe not working?

2006-05-25 Thread Gus
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

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Re: [hlcoders] SDK Tools workaround

2006-05-25 Thread Gus
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
--

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Re: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Gus
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

 --

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Re: RE: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Gus
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

 --

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Re: [hlcoders] Source Engine Beta update

2006-05-22 Thread Gus
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

--

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Re: RE: [hlcoders] Source Engine Beta update

2006-05-22 Thread Gus
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

 --

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



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Re: RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Gus
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?

--


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= = = = = = = = = = = = = = = = = = = =


Best regards.
Gus
[EMAIL PROTECTED]
2006-03-10



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Re: Re: [hlcoders] Latest update: No music

2006-02-27 Thread Gus
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

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 Get Firefox! Safer, Faster, Better.
 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox

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--
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

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= = = = = = = = = = = = = = = = = = = =


Best regards.
Gus
[EMAIL PROTECTED]
2006-02-27



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Re: [hlcoders] WIKI: Creating A Custom Menu Screen

2006-02-19 Thread Gus
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

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Gus
[EMAIL PROTECTED]
2006-02-19



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Re: [hlcoders] Round Restarting Players

2006-02-18 Thread Gus
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

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[EMAIL PROTECTED]
2006-02-18



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Re: RE: [hlcoders] Source SDK Update Released

2006-02-18 Thread Gus
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?
--

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[EMAIL PROTECTED]
2006-02-18



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Re: Re: [hlcoders] Round Restarting Players

2006-02-18 Thread Gus
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



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[EMAIL PROTECTED]
2006-02-18



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Re: Re: [hlcoders] Molotov Code

2006-02-10 Thread Gus
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



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[EMAIL PROTECTED]
2006-02-10



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[hlcoders] Molotov Code

2006-02-09 Thread Gus
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



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Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Gus
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
 --
 
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 Best regards.
 Gus
 [EMAIL PROTECTED]
 2006-02-08



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[EMAIL PROTECTED]
2006-02-08



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Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Gus
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
 
 
 
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  please visit:
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 --
 
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 = = = = = = = = = = = = = = = = = = = =


 Best regards.
 Gus
 [EMAIL PROTECTED]
 2006-02-08



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Gus
[EMAIL PROTECTED]
2006-02-08



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Re: Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Gus
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
--

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Gus
[EMAIL PROTECTED]
2006-02-08



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Re: Re: Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Gus
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
--

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Gus
[EMAIL PROTECTED]
2006-02-08



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Re: Re: [hlcoders] Fall Damage

2006-02-06 Thread Gus
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


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Gus
[EMAIL PROTECTED]
2006-02-06

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[hlcoders] Round Timer/Map Reset

2006-02-02 Thread Gus
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

2006-02-02 Thread Gus
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


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Best regards.
Gus
[EMAIL PROTECTED]
2006-02-02



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Re: Re: [hlcoders] Round Timer/Map Reset

2006-02-02 Thread Gus
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
--

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Gus
[EMAIL PROTECTED]
2006-02-02



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