Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?
It seems to impact it a little bit but I have such a good video card that I can't see a difference. On May 21, 2010, at 6:04 PM, Dexter dex...@linux.com wrote: Glad you got it working! I'm looking for something similiar in effect, but isn't doing so many tracelines performance impacting? On Fri, May 21, 2010 at 12:23 PM, James K jimmy4...@gmail.com wrote: I didn't comment enough stuff out. Whoops. Thanks for putting up with my stupidity, Tony. -James On Fri, May 21, 2010 at 9:57 AM, Tony omega Sergi omegal...@gmail.com wrote: I dropped the code into a a blank sdk and it works. I made one minor alteration though, here's the whole thing. if it still doesn't work for you then i have no idea, as i was just sitting in a box map with a displacement ground seeing slime splashes randomly, WITH rain coming down. http://pastebin.com/0KfbHkii -Tony On Fri, May 21, 2010 at 9:50 AM, James K jimmy4...@gmail.com wrote: Removing the IsInAir conditional broke the rain completely. No rain or splashes at all now. On Thu, May 20, 2010 at 8:13 AM, Tony omega Sergi omegal...@gmail.com wrote: and remove all of the other randoms other than what that i changed the code to. So for the final output: /*Tony; the traceline replaces the IsInAir check. you also don't want the random's to be around the traceline either, or it will only check SOMETIMES. it needs to check _all_ the time. you also probably want to do some radius checking of the particles position (ignoring z) for if it's in range of the local player to run this code or not otherwise you will have traces for every particle all over the place even if there's no way that the player can see it so when the player is out of that radius, you would only use if ( !IsInAir( pParticle-m_Pos ) { return false; } */ trace_t trace; UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_SOLID, NULL, COLLISION_GROUP_NONE, trace); if( trace.fraction 1 || trace.DidHit() ) { if ( RandomInt( 0, 100 ) = r_RainSplashPercentage.GetInt () ) DispatchParticleEffect( rain_splash, trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL ); // Tell the framework it's time to remove the particle from the list return false; } // We still want this particle return true; -Tony On Thu, May 20, 2010 at 7:16 PM, Saul Rennison saul.renni...@gmail.com wrote: Remove the IsInAir conditional, that's your issue. On Thursday, May 20, 2010, James K jimmy4...@gmail.com wrote: I don't want to post the whole file because I really haven't changed anything else and that would be massive, so here's the tidbit i'm working with. The whole file is c_effects.cpp if you need to see the rest. // No longer in the air? punt. if ( !IsInAir( pParticle-m_Pos ) ) { // Possibly make a splash if we hit a water surface and it's in front of the view. if ( m_Splashes.Count() 99 ) { if ( RandomInt( 0, 100 ) r_RainSplashPercentage.GetInt() ) { trace_t trace; UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_ALL, NULL, COLLISION_GROUP_NONE, trace); if( trace.fraction 1 || trace.DidHit() ) { if ( RandomInt( 0, 100 ) = r_RainSplashPercentage.GetInt () ) DispatchParticleEffect( rain_splash, trace.endpos, trace.m_pEnt-GetAbsAngles() , NULL ); } } } // Tell the framework it's time to remove the particle from the list return false; } // We still want this particle return true; } ___ 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 -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 SDK Beta Concluded
That's valve sdk tools for ya ;) James On Jun 17, 2009, at 12:21 AM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Well the VGUI is fixed, but it has problems. :( Sometimes when I open it I can't click on anything. I can occasionally drag the model or something around (Becomes a thumbnailed box with nothing in it), but no results. The only thing I can do is close the model browser. If I open/close it several times (5/6) it occasionally will 'respond' again, but usually the only fix is to restart hammer. On Tue, Jun 16, 2009 at 4:47 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Thanks Mike! On Tue, Jun 16, 2009 at 4:25 PM, Mike Durand mik...@valvesoftware.com wrote: Hi All- The Hammer crash fix is now out. The root cause of the crash was a missing resource file that Hammer relies on and that is included in the same game cache file as the TF2 binaries. So you'll need to run TF2 once in order to pick up the updated game cache. After that you should be able to use the VGUI model browser again. Please note that this only fixes people mapping for TF. People who are mapping Portal and Ep2 will need a similar update that will be coming in the next couple of days. Again, sorry for the inconvenience and please let me know if you see more issues. -Mike -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mike Durand Sent: Tuesday, June 16, 2009 11:04 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK Beta Concluded I'm working on a fix right now. In the mean time please uncheck the Use VGUI Model Browser checkbox in the Hammer General options. Sorry for the inconvenience. -Mike -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman Sent: Tuesday, June 16, 2009 8:25 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK Beta Concluded Will our VGUI model browser be fixed? On Mon, Jun 15, 2009 at 11:59 PM, Tony Sergi to...@valvesoftware.com wrote: When it comes to the source code.. No, I haven't submitted any of my fixes yet. I haven't had time to finish that off. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R. Sent: June-16-09 6:41 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK Beta Concluded Is there a changelog of changes to the SDK? I'm sure something was changed? On Mon, Jun 15, 2009 at 4:31 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Am I the only one that finds it ironic that you hate that the map sources are being released because people will fix them, but in the same email ask when the model sources will get releases so you can fix them? :) There is a difference between fixing the maps (arena_2fort_night_fixed_pro_b3) and my fixing of the characters. As it stands, the scout has been fixed. This fixing is not editing the model reference, It's re-compiling the characters with facial flexes so that I can do custom animations, *cough* machinima *cough* etc. The price I pay to not make 2bit machinima. On Mon, Jun 15, 2009 at 2:09 PM, Mike Durand mik...@valvesoftware.com wrote: Don't forget to do a 'Refresh SDK Content' from the SDK launcher. Once you do that they should show up for you. -Mike -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Monday, June 15, 2009 1:53 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK Beta Concluded Yeah, I'm loving the idea of releasing official map sources. =] Just cant find them. They're not in the mapsrc folder and the search for .vmf returns nothing but prefabs. 2009/6/15 Saul Rennison saul.renni...@gmail.com: *shock horror* That's going to be absolutely amazing for all the TF2 mappers out there! Grats to the Valve team :) 2009/6/15 Mike Durand mik...@valvesoftware.com Hi All- Just wanted to give you a heads-up that the SDK Beta is over and has been rolled into the Source SDK. Here are the release notes: -Added source files for ten shipping TF2 maps: arena_lumberyard arena_ravine cp_badlands cp_dustbowl cp_granary cp_gravelpit ctf_2fort pl_badwater pl_goldrush tc_hydro -Updated shadercompile binaries and added missing DLL
[hlcoders] Setting a weapon to play the draw sequence when it is selected/picked up?
I'm working on getting the Physics Gun (physgun) to work again, and one step of that is getting it to play the model's draw sequence when the player picks it up or switches to it in inventory. How can i do this? Unrelated to the topic title, i can't seem to get the beam that comes out of the gun to follow the tracer the gun emits. It comes out of the gun, but it goes to the origin. Any ideas on that? Thanks, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Setting a weapon to play the draw sequence when itisselected/picked up?
The physgun is so broken it's not included in the project by default. I don't mean the Gravity Gun. I don't see a function that gets called when it's picked up. I didn't mess anything up as far as i know, the code is broken to hell and back. It doesn't even have a viewmodel by default, i had to code one in. The secondary fire (which makes a weld-ball) is tracing correctly, so i dunno why primary isn't. Thanks, James - Original Message - From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, May 10, 2009 5:16 PM Subject: Re: [hlcoders] Setting a weapon to play the draw sequence when itisselected/picked up? Uhm, I didn't know the physgun was broken in the first place. For playing such a sequence, find the function that is called when the physgun is picked up, and start the animation there? Or check some baseclass. The last one sounds like you messed something up related to model attachments on view models, maybe screwed up a few vectors or whatever, but I am not sure what you mean. - Original Message - From: James Keith jimmy4...@gmail.com To: hlcoders@list.valvesoftware.com Sent: Sunday, May 10, 2009 10:59 PM Subject: [hlcoders] Setting a weapon to play the draw sequence when it isselected/picked up? I'm working on getting the Physics Gun (physgun) to work again, and one step of that is getting it to play the model's draw sequence when the player picks it up or switches to it in inventory. How can i do this? Unrelated to the topic title, i can't seem to get the beam that comes out of the gun to follow the tracer the gun emits. It comes out of the gun, but it goes to the origin. Any ideas on that? Thanks, James ___ 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
[hlcoders] Making the sentry turret fire other types of ammo?
I can't find where the sentry defines the type of bullet it shoots out in it's source code. If i wanted to say, change the thing it shoots out to crossbow ammo or shotgun ammo, how would i go about doing that? I know SMOD has turrets that fire crossbow bolts, lasers, and a bunch of other stuff, so it's got to be possible. Thanks, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making the sentry turret fire other types of ammo?
I looked there, the only thing i found was info.m_iAmmoType = m_iAmmoType; Which isn't exactly helpful. Thanks, James - Original Message - From: Alexander Hirsch 1ze...@googlemail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 07, 2009 6:07 PM Subject: Re: [hlcoders] Making the sentry turret fire other types of ammo? You probably have to change CNPC_FloorTurret::Shoot (it's in npc_turret_floor.cpp). On Thu, May 7, 2009 at 11:54 PM, James Keith jimmy4...@gmail.com wrote: I can't find where the sentry defines the type of bullet it shoots out in it's source code. If i wanted to say, change the thing it shoots out to crossbow ammo or shotgun ammo, how would i go about doing that? I know SMOD has turrets that fire crossbow bolts, lasers, and a bunch of other stuff, so it's got to be possible. Thanks, James ___ 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] Grainy edges on flashlight shadows - can theybe removed?
Thanks for some actual help... Would this mean i'd have to edit the shader? Because shader tools are still broke and messing with the file you mention does nothing. Thanks, James. - Original Message - From: Christopher Harris char...@resrchnet.com To: 'Discussion of Half-Life Programming' hlcoders@list.valvesoftware.com Sent: Tuesday, April 28, 2009 2:42 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can theybe removed? Ok here is where everyone goes... it took me all of 5 minutes to do this... DoFlashlightShadow( blah blah blah ) in common_flashlight_fxc.h is called in the shader file and it determines which method is used. Valve already kindly left in a great number of methods to choose from. If you want no grain then I believe doing a shadow function with DoShadow might work. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Tuesday, April 28, 2009 4:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? You could at-least give people pointers to help him out. No-one asked you for the source-code. 2009/4/28 Cory de La Torre gear@gmail.com Minh's got it right ;D Like Garry had ever released how to parent the projector, amirite. On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals stephen.miche...@gmail.com wrote: Staying on topic a bit wasn't the grain in the shadows introduced by valve because of nvidia (forcing a cheaper version to be used) cards that could not handle the newer flashlight effect in EP2 without lag? On Mon, Apr 27, 2009 at 4:00 PM, James Keith jimmy4...@gmail.com wrote: Once again, thanks for the totally-explaining-how-to-do-it post... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ 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] Grainy edges on flashlight shadows - can they be removed?
Once again, thanks for the totally-explaining-how-to-do-it post... - Original Message - From: Cory de La Torre gear@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, April 27, 2009 3:41 AM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? http://geardev.wordpress.com/2008/12/13/the-update/ On Sun, Apr 26, 2009 at 9:53 PM, Yaakov Smith m4ngr...@gmail.com wrote: I thought only SDK Beta supported OB Shaders? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias Kammersgaard Sent: Monday, 27 April 2009 1:56 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? For your information you can disable the signature shit in Gmail. On-topic. I'd take a look at materialsystem/stdshaders/common_flashlight_fxc.h It's really a shot in the dark, since I haven't looked at any shader code for the Orange Box. /ScarT 2009/4/27 Matt Hoffman lord.matt.hoff...@gmail.com More derailed and destroyed* On Sun, Apr 26, 2009 at 8:38 PM, James Keith jimmy4...@gmail.com wrote: Suddenly this thread is more derailed than episode 2's train :/ Sent from my iPod On Apr 26, 2009, at 11:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Everyone does it. Sent via BlackBerry by ATT Do you Yahoo? Rediscover Hotmail -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Sunday, April 26, 2009 6:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? Wait, how do we know he knows how to do it. He just put up a picture saying it can be done.. Off topic. I think it's lame how Apple has to throw it's branding all over the place.. Ryan Sheffer wrote: Way to know the answer but beat around the bush. Skidz (Ryan) On 26-Apr-09, at 14:19, Cory de La Torre gear@gmail.com wrote: Way to derail the question guys. On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com wrote: Yes my iPod automatically adds that to the end, it's really stupid. I don't think the grain is shader based, because it appears on all types of materials, so it leads me to believe it's code based to grain on all entites. Dunno. If certain people would've actually told me how to do it instead of just saying yeah, i would know. *incoming mail signature* Thanks, James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 26, 2009 3:27 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? Same Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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 -- Gear Dev ___ 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] Grainy edges on flashlight shadows - can they be removed?
Mind telling how? Sent from my iPod On Apr 26, 2009, at 4:28 AM, Cory de La Torre gear@gmail.com wrote: Yeah, actually you can. http://farm4.static.flickr.com/3191/3105446548_0633fab3e1.jpg On Sat, Apr 25, 2009 at 3:02 PM, James Keith jimmy4...@gmail.com wrote: I've heard the grainy edges of shadows from env_projectedtexture and your flashlight (same thing, right?) are code-based, and yet i've also heard they're shader-based. In either case, is there any way to remove them to make them hard-edged shadows? The grain is really bad up close, and for my mod i'm planning to use the dynamic light a lot. Thanks, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ 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] Grainy edges on flashlight shadows - can they be removed?
Yes my iPod automatically adds that to the end, it's really stupid. I don't think the grain is shader based, because it appears on all types of materials, so it leads me to believe it's code based to grain on all entites. Dunno. If certain people would've actually told me how to do it instead of just saying yeah, i would know. *incoming mail signature* Thanks, James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 26, 2009 3:27 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? Same Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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] Grainy edges on flashlight shadows - can they be removed?
Suddenly this thread is more derailed than episode 2's train :/ Sent from my iPod On Apr 26, 2009, at 11:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Everyone does it. Sent via BlackBerry by ATT Do you Yahoo? Rediscover Hotmail -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Sunday, April 26, 2009 6:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? Wait, how do we know he knows how to do it. He just put up a picture saying it can be done.. Off topic. I think it's lame how Apple has to throw it's branding all over the place.. Ryan Sheffer wrote: Way to know the answer but beat around the bush. Skidz (Ryan) On 26-Apr-09, at 14:19, Cory de La Torre gear@gmail.com wrote: Way to derail the question guys. On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com wrote: Yes my iPod automatically adds that to the end, it's really stupid. I don't think the grain is shader based, because it appears on all types of materials, so it leads me to believe it's code based to grain on all entites. Dunno. If certain people would've actually told me how to do it instead of just saying yeah, i would know. *incoming mail signature* Thanks, James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 26, 2009 3:27 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? Same Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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 -- Gear Dev ___ 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
[hlcoders] Grainy edges on flashlight shadows - can they be removed?
I've heard the grainy edges of shadows from env_projectedtexture and your flashlight (same thing, right?) are code-based, and yet i've also heard they're shader-based. In either case, is there any way to remove them to make them hard-edged shadows? The grain is really bad up close, and for my mod i'm planning to use the dynamic light a lot. Thanks, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity?
Upon further investigation, valve will most likely not give this to us. It's going to be a part of Episode 3. Why do i say this? Not only does it call on the Hydra model, but in the console commands for the surface entity, the shape of it can be switched between the test shape and the hydra model. It's the new hydra. Mike has appeared to have lied. James - Original Message - From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 5:03 PM Subject: Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity? Very interesting self-assembling NPC. Should be possible using some kind of alternative AI that can think for every blob at once, and some kind of advanced mesh blending with a env_cubemap shader. And some weird physics. I *could* program it, if I had the time or saw gameplay potential. - Original Message - From: Matt Hoffman lord.matt.hoff...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 5:44 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecodeto this awesome test entity? Jonas: http://www.youtube.com/watch?v=sqSS0sSff44 On Wed, Apr 15, 2009 at 5:59 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Uhm, I have little idea what exact entity you are talking about; where can I see a video of this benchmark entity? - Original Message - From: James Keith jimmy4...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 3:53 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecode to this awesome test entity? No. I have the particle benchmark, it's not an env_cubemap surface being called, as i have a multi-colored blob. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 7:54 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly providethesourcecode to this awesome test entity? Wasn't it just a bunch of env_cubemap spheres floating about? garry On Tue, Apr 14, 2009 at 11:59 AM, James Keith jimmy4...@gmail.com wrote: Fine, you code up a NPC that has the properties of a fluid. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 3:39 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity? Why can't people just code their own stuff.. garry On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Source is all about modding. Valve should understand that. Half of modding (or more) is experimenting. I don't see why letting people experiment with it is a good thing, especially in Source's code. Just something to think about. On Mon, Apr 13, 2009 at 7:10 PM, James Keith jimmy4...@gmail.com wrote: Darn. I really wanted that! Thanks, James. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, April 13, 2009 10:01 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity? I asked Mike Durand for this a long time ago. Hi Tobias- Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure that it is even being used internally at this point. It was an old experiment. -Mike /ScarT 2009/4/14 James Keith jimmy4...@gmail.com I know this is probably going to sound kinda silly, but could someone contact valve (sending this to gabe would seem kinda fruity, i have no idea who to ask) and see if we can get the source code to npc_surface? It was a npc from the particle benchmark that had the properties of a liquid, and i'm interested in how it worked. It's not provided in the source code (yet npc_blob from the benchmark is, hmm?) and I don't see how it would hurt anybody if we could look at it. Thanks, James. ___ 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] npc_surface -Could VALVekindlyprovidethesourcecodeto this awesome test entity?
Okay, maybe he didn't lie, but it seems more likely that they're trying to cover it up. Yes i am paranoid and i will take that tin foil hat :) James - Original Message - From: Spencer 'voogru' MacDonald voo...@voogru.com To: 'Discussion of Half-Life Programming' hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 7:52 PM Subject: Re: [hlcoders] npc_surface -Could VALVekindlyprovidethesourcecodeto this awesome test entity? Can I interest you in a tin foil hat? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith Sent: Wednesday, April 15, 2009 7:22 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity? Upon further investigation, valve will most likely not give this to us. It's going to be a part of Episode 3. Why do i say this? Not only does it call on the Hydra model, but in the console commands for the surface entity, the shape of it can be switched between the test shape and the hydra model. It's the new hydra. Mike has appeared to have lied. James - Original Message - From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 5:03 PM Subject: Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity? Very interesting self-assembling NPC. Should be possible using some kind of alternative AI that can think for every blob at once, and some kind of advanced mesh blending with a env_cubemap shader. And some weird physics. I *could* program it, if I had the time or saw gameplay potential. - Original Message - From: Matt Hoffman lord.matt.hoff...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 5:44 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecodeto this awesome test entity? Jonas: http://www.youtube.com/watch?v=sqSS0sSff44 On Wed, Apr 15, 2009 at 5:59 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Uhm, I have little idea what exact entity you are talking about; where can I see a video of this benchmark entity? - Original Message - From: James Keith jimmy4...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 3:53 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecode to this awesome test entity? No. I have the particle benchmark, it's not an env_cubemap surface being called, as i have a multi-colored blob. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 7:54 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly providethesourcecode to this awesome test entity? Wasn't it just a bunch of env_cubemap spheres floating about? garry On Tue, Apr 14, 2009 at 11:59 AM, James Keith jimmy4...@gmail.com wrote: Fine, you code up a NPC that has the properties of a fluid. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 3:39 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity? Why can't people just code their own stuff.. garry On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Source is all about modding. Valve should understand that. Half of modding (or more) is experimenting. I don't see why letting people experiment with it is a good thing, especially in Source's code. Just something to think about. On Mon, Apr 13, 2009 at 7:10 PM, James Keith jimmy4...@gmail.com wrote: Darn. I really wanted that! Thanks, James. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, April 13, 2009 10:01 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity? I asked Mike Durand for this a long time ago. Hi Tobias- Sorry. That file isn't part of the SDK distro. In fact, I'm not sure that it is even being used internally at this point. It was an old experiment. -Mike /ScarT 2009/4/14 James Keith jimmy4...@gmail.com I know this is probably going to sound kinda silly, but could someone contact valve (sending this to gabe would seem kinda fruity, i have
Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity?
Fine, you code up a NPC that has the properties of a fluid. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 3:39 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity? Why can't people just code their own stuff.. garry On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Source is all about modding. Valve should understand that. Half of modding (or more) is experimenting. I don't see why letting people experiment with it is a good thing, especially in Source's code. Just something to think about. On Mon, Apr 13, 2009 at 7:10 PM, James Keith jimmy4...@gmail.com wrote: Darn. I really wanted that! Thanks, James. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, April 13, 2009 10:01 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity? I asked Mike Durand for this a long time ago. Hi Tobias- Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure that it is even being used internally at this point. It was an old experiment. -Mike /ScarT 2009/4/14 James Keith jimmy4...@gmail.com I know this is probably going to sound kinda silly, but could someone contact valve (sending this to gabe would seem kinda fruity, i have no idea who to ask) and see if we can get the source code to npc_surface? It was a npc from the particle benchmark that had the properties of a liquid, and i'm interested in how it worked. It's not provided in the source code (yet npc_blob from the benchmark is, hmm?) and I don't see how it would hurt anybody if we could look at it. Thanks, James. ___ 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] npc_surface - Could VALVe kindly providethesourcecode to this awesome test entity?
No. I have the particle benchmark, it's not an env_cubemap surface being called, as i have a multi-colored blob. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 7:54 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly providethesourcecode to this awesome test entity? Wasn't it just a bunch of env_cubemap spheres floating about? garry On Tue, Apr 14, 2009 at 11:59 AM, James Keith jimmy4...@gmail.com wrote: Fine, you code up a NPC that has the properties of a fluid. James - Original Message - From: Garry Newman garrynew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 14, 2009 3:39 AM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity? Why can't people just code their own stuff.. garry On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Source is all about modding. Valve should understand that. Half of modding (or more) is experimenting. I don't see why letting people experiment with it is a good thing, especially in Source's code. Just something to think about. On Mon, Apr 13, 2009 at 7:10 PM, James Keith jimmy4...@gmail.com wrote: Darn. I really wanted that! Thanks, James. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, April 13, 2009 10:01 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity? I asked Mike Durand for this a long time ago. Hi Tobias- Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure that it is even being used internally at this point. It was an old experiment. -Mike /ScarT 2009/4/14 James Keith jimmy4...@gmail.com I know this is probably going to sound kinda silly, but could someone contact valve (sending this to gabe would seem kinda fruity, i have no idea who to ask) and see if we can get the source code to npc_surface? It was a npc from the particle benchmark that had the properties of a liquid, and i'm interested in how it worked. It's not provided in the source code (yet npc_blob from the benchmark is, hmm?) and I don't see how it would hurt anybody if we could look at it. Thanks, James. ___ 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
[hlcoders] npc_surface - Could VALVe kindly provide the source code to this awesome test entity?
I know this is probably going to sound kinda silly, but could someone contact valve (sending this to gabe would seem kinda fruity, i have no idea who to ask) and see if we can get the source code to npc_surface? It was a npc from the particle benchmark that had the properties of a liquid, and i'm interested in how it worked. It's not provided in the source code (yet npc_blob from the benchmark is, hmm?) and I don't see how it would hurt anybody if we could look at it. Thanks, James. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity?
Darn. I really wanted that! Thanks, James. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, April 13, 2009 10:01 PM Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity? I asked Mike Durand for this a long time ago. Hi Tobias- Sorry. That file isn’t part of the SDK distro. In fact, I’m not sure that it is even being used internally at this point. It was an old experiment. -Mike /ScarT 2009/4/14 James Keith jimmy4...@gmail.com I know this is probably going to sound kinda silly, but could someone contact valve (sending this to gabe would seem kinda fruity, i have no idea who to ask) and see if we can get the source code to npc_surface? It was a npc from the particle benchmark that had the properties of a liquid, and i'm interested in how it worked. It's not provided in the source code (yet npc_blob from the benchmark is, hmm?) and I don't see how it would hurt anybody if we could look at it. Thanks, James. ___ 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] Spawning particle systems at the end of func_precipitation randrops when they collide with props or brushes - how?
Alright, with a little help i got it to splash on the ground. Yay! But i have an issue. I can't get this to splash on glass. I can't figure out why. Here's my code: if ( m_Splashes.Count() 99 ) { if ( RandomInt( 0, 100 ) r_RainSplashPercentage.GetInt() ) { trace_t trace; UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_ALL, NULL, COLLISION_GROUP_NPC, trace); if( trace.fraction 1 ) { DispatchParticleEffect( rain_splash2, trace.endpos, trace.m_pEnt-GetAbsAngles() , NULL ); } } } I changed MASK_ALL to some other stuff like MASK_OPAQUE with no avail. Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning particle systems at the end offunc_precipitation randrops when they collide with props orbrushes - how?
Got traces to visualize, it appears with glass traces aren't even working. Break glass, traces work again. What. - Original Message - From: Matt Hoffman lord.matt.hoff...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, April 02, 2009 6:42 PM Subject: Re: [hlcoders] Spawning particle systems at the end offunc_precipitation randrops when they collide with props orbrushes - how? My idea was to see if you could visualize traces to see if the traces are hitting the glass and returning true, but neither me nor James know how to do that. On Thu, Apr 2, 2009 at 3:36 PM, James Keith jimmy4...@gmail.com wrote: Alright, with a little help i got it to splash on the ground. Yay! But i have an issue. I can't get this to splash on glass. I can't figure out why. Here's my code: if ( m_Splashes.Count() 99 ) { if ( RandomInt( 0, 100 ) r_RainSplashPercentage.GetInt() ) { trace_t trace; UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_ALL, NULL, COLLISION_GROUP_NPC, trace); if( trace.fraction 1 ) { DispatchParticleEffect( rain_splash2, trace.endpos, trace.m_pEnt-GetAbsAngles() , NULL ); } } } I changed MASK_ALL to some other stuff like MASK_OPAQUE with no avail. Any ideas? ___ 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
[hlcoders] SDK Beta: grenade_frag.cpp(409) : 'HandleInteraction' : is not a member of 'CBaseGrenade'
I think this was posted before, but how do i fix this? Short and to the point, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Beta: grenade_frag.cpp(409) :'HandleInteraction' : is not a member of 'CBaseGrenade'
I figured it out. You have to replace line 409 with return false; James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, March 29, 2009 3:36 PM Subject: Re: [hlcoders] SDK Beta: grenade_frag.cpp(409) :'HandleInteraction' : is not a member of 'CBaseGrenade' This has been posted before, someone mentioned they fixed it but never specified how. 2009/3/29 James Keith jimmy4...@gmail.com I think this was posted before, but how do i fix this? Short and to the point, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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] Orange Box SDK Beta (Not L4D)
I see no normal2ssbump, where is it? - Original Message - From: Benjamin Davison benjamindavi...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, March 16, 2009 8:21 PM Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) I can't seem to get prone working, what is the key for it? On Tue, Mar 17, 2009 at 12:09 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: 3 you valve. Loving the TF2 Animation update coming, the per-map particle manifest, and all the other code options. On Mon, Mar 16, 2009 at 5:03 PM, Kyle K krunchycl...@gmail.com wrote: I've been looking forward to seeing vconfig work again! Thank you thank you thank you :) Tony Sergi wrote: ==Source SDK== Several significant enhancements and bug fixes have been made to the Source SDK tools and source code. See below for additional details and please note that this update does not include support for Left4Dead content creation. Support for Left4Dead will be included in a future update. =SDK Tools= * Fixed the issues with the following tools: height2ssbump, normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck * Fixed an issue in studiomdl pertaining to $shadowlod { =Hammer= * The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software. * Added additional auto visgroups for sprites and cubemaps * Seperated the VRAD calls into two sequential while using HDR (-ldr and -hdr) instead of -both * Model browser is now created once per session * Displacement brush dial now has greater range * Added a stop button to sound previews =SDK Launcher= * Added the ability to edit game configurations with vconfig = Source Code= * Added a new template mod that replaces the old 'advanced' source . This template has options for teams,classes, sprinting, prone, stamina, etc. When you create a mod with the wizard it will ask you which options to enable by default. Note: you must build the source. Users wishing to create only content should not use this option. * Added shader source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdk\utilities folder and you must modify materialsystem\stdshaders\buildsdkshaders.bat to set your paths. * Most tonemap controller options now work in multiplayer. The 'template mod' map 'sdk_teams_hdr' demonstrates this. * All three mod types by default mount the required appid's - Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry 'AdditionalAppId' for this purpose. * Particle systems can now be defined with a per-map manifest, similar to soundscapes. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: file !particles/mymap_effects.pcf * Fixed a number of issues which caused the server to not compile in linux. =Multiplayer Source Code= * Players animate with the new animation system that came along with TF2. * Fixed third person animations and all effects * Fixed SLAM issues * Fixed Use of UTIL_GetLocalPlayer on the server in various locations * Fixed a number of other bugs / asserts. =Singleplayer Source Code= * Fixed a number of issues preventing the source from functioning correctly * Added new vehicle hl2buggy so that users may have both the charger and the old buggy. -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
Are we going to get it eventually? It sounds useful Sent from my iPod On Mar 16, 2009, at 8:50 PM, Tony Sergi to...@valvesoftware.com wrote: Missing, sorry ;) Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com ] On Behalf Of James Keith Sent: March-16-09 8:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) I see no normal2ssbump, where is it? ___ 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] Particle editor still broken
Particle Editor has been fixed. Great job VALVe, now fix the material editor ;) - Original Message - From: Benjamin Davison benjamindavi...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, March 11, 2009 8:43 PM Subject: Re: [hlcoders] Particle editor still broken I just got an update. Ain't tried it yet. On Wed, Mar 11, 2009 at 11:33 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Yeah, just do your particles in TF2, and copy your materials over 95% sure that the particle's made in TF2 work in Ep2... On Wed, Mar 11, 2009 at 4:29 PM, danny stannard dannystann...@btinternet.com wrote: It works for TF2 now. :) -Dan From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, 11 March, 2009 11:17:40 PM Subject: Re: [hlcoders] Particle editor still broken Pft. That would be wa too logical for Valve. Hehe only kidding. Give them some time, it'll be out before you can say Duke Nukem Forever. Sent from my iPhone On 11 Mar 2009, at 21:21, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Still waiting for the update, hate asking people to hurry up, but my release is only 12 days away. Seems pretty weird to have the crash fixed, but not having the update released yet. - Original Message - From: Mike Durand mik...@valvesoftware.com To: hlcoders@list.valvesoftware.com Sent: Monday, March 09, 2009 1:18 AM Subject: Re: [hlcoders] Particle editor still broken Tools mode should be working now for TF. Portal, Ep2, and Source SDK Base are fixed and we will update as soon as possible. Sorry for the inconvenience. -Mike -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith Sent: Thursday, March 05, 2009 6:51 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Particle editor still broken I messaged the board about this, but it seems to have been lost in space. Is valve working on this? ___ 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 -- - 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
Re: [hlcoders] Particle editor still broken
Guess we'll still have to wait for their next-next gen engine when everything but their tools are broke :( -- From: Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Sent: Friday, March 06, 2009 12:04 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Particle editor still broken What Valve giveth, Valve taketh away. 2009/3/6 Matt Hoffman lord.matt.hoff...@gmail.com Yep. Still waiting on the particle editor so I can start adding particles to my map... Great of you to give us the tools Valve... Now only if they worked. On Fri, Mar 6, 2009 at 6:45 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dkwrote: I really hope they are - I got a release the 23rd, and I can't release the final map without the particle editor working - the effects aren't done yet. - Original Message - From: James Keith jimmy4...@gmail.com To: hlcoders@list.valvesoftware.com Sent: Friday, March 06, 2009 3:51 AM Subject: [hlcoders] Particle editor still broken I messaged the board about this, but it seems to have been lost in space. Is valve working on this? ___ 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
[hlcoders] Particle editor still broken
I messaged the board about this, but it seems to have been lost in space. Is valve working on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle editor still broken
I can confirm this too. Come on valve, get on the ball. -Stealth/Jimmy422 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders