Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread James Keith
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

2009-06-16 Thread James Keith
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?

2009-05-10 Thread James Keith
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?

2009-05-10 Thread James Keith
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?

2009-05-07 Thread James Keith
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?

2009-05-07 Thread James Keith
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?

2009-04-28 Thread James Keith
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?

2009-04-27 Thread James Keith
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?

2009-04-26 Thread James Keith
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?

2009-04-26 Thread James Keith
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?

2009-04-26 Thread James Keith
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?

2009-04-25 Thread James Keith
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?

2009-04-15 Thread James Keith
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?

2009-04-15 Thread James Keith
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?

2009-04-14 Thread James Keith
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?

2009-04-14 Thread James Keith
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?

2009-04-13 Thread James Keith
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?

2009-04-13 Thread James Keith
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?

2009-04-02 Thread James Keith
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?

2009-04-02 Thread James Keith
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'

2009-03-29 Thread James Keith
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'

2009-03-29 Thread James Keith
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)

2009-03-16 Thread James Keith
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)

2009-03-16 Thread James Keith
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

2009-03-11 Thread James Keith
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

2009-03-06 Thread James Keith
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

2009-03-05 Thread James Keith
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

2009-03-01 Thread James Keith
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