Re: [hlcoders] Manipulating Game Menu Items
I know, but /I/ do. I am an aesthetic person and I need my mod to look pretty. :-D Tim Holt wrote: Players seriously don't give a hoot about hacks - only results IMO. If they see it and go "oh cool, this is different" it's gotta be a win for a mod. Quoting Aaron Schiff <[EMAIL PROTECTED]>: ...and it's an overall hack...btw ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Manipulating Game Menu Items
Still, it's the best spiffing up I've seen so far ;-) It's better than nothin'. Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Yes...but your buttons are still vertical and it's an overall hack...btw Garry, I already looked into repositioning the menu items...gameui automatically refreshes the buttons every frame, so it cannot be done On 3/27/06, Kamran <[EMAIL PROTECTED]> wrote: I made a tutorial on adding images to the GameMenu. Positioning it is easy; just open SourceScheme.res :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen Jason Houston wrote: -- [ Picked text/plain from multipart/alternative ] This might sound lazy, but can you see about digging that up and linking it here? I'll go digging for it myself tomorow. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Manipulating Game Menu Items
I made a tutorial on adding images to the GameMenu. Positioning it is easy; just open SourceScheme.res :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen Jason Houston wrote: -- [ Picked text/plain from multipart/alternative ] This might sound lazy, but can you see about digging that up and linking it here? I'll go digging for it myself tomorow. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI help
Best to look at the tutorials on Valve Developer Wiki. I wrote some tutorials that make GameUI panels and a bunch of stuff about them. Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Ok, well I found a way to do what I want kinda. The only problem is that the menu is loading on top of my panel: I want it to look like: http://www.siosphere.com/LoginMenu.jpg But it only looks like that if I click the side panel, which then covers the menu. Is there a command to hide the menu? And just the menu (already tried r_drawvgui 0) Or, is there a way to gurantee my panel is on top of the menu (I already tried setting the zPos). Thanks -Kramer On 3/20/06, Michael Kramer <[EMAIL PROTECTED]> wrote: dang :( well that kinda sucks...h. On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote: GameMenu is a .res file in your /resource/ directory (if it's not, it's in the GCF). There's no code for it; it's a Source engine thing. I also do not think you can open the find servers dialog using anything except the GameMenu. I mean, there is a way, it was part of a previous discussion and Aaron Schiff did do a little bit on cloning the VGUI panels. He said the only way would really be to clone the panels and then you could edit them... Even opening them, I still don't know... I don't think you can without a lot of work; and I don't know how you'd do it. If Valve would reply and help us a bit, that'd sure be nice... since I have to live with the default menu VGUI panels, except New Game which I made myself special to my mod. Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Do you know where the GameMenu is in the code? I want a button on my VGUI panel to open up the FindServersDialog from GameMenu.res, but I can't find the code anywhere. On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote: Look in TextEntry.cpp in src/vgui2/controls/ It's "GetText()" Though I don't know how to use it. Best bet: search the entire project for "GetText" and see if Valve has any code that does it. (Use the Edit->Find and do "Find In Project") Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] How do I get what is in a text field? Like say I had a text field caleld Name, And if "Admin" was written in that textfield, and then a button called OK was pushed, it would execute a function. Howdo I get the text that is in the text field? Thanks -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. < http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. < http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI help
GameMenu is a .res file in your /resource/ directory (if it's not, it's in the GCF). There's no code for it; it's a Source engine thing. I also do not think you can open the find servers dialog using anything except the GameMenu. I mean, there is a way, it was part of a previous discussion and Aaron Schiff did do a little bit on cloning the VGUI panels. He said the only way would really be to clone the panels and then you could edit them... Even opening them, I still don't know... I don't think you can without a lot of work; and I don't know how you'd do it. If Valve would reply and help us a bit, that'd sure be nice... since I have to live with the default menu VGUI panels, except New Game which I made myself special to my mod. Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Do you know where the GameMenu is in the code? I want a button on my VGUI panel to open up the FindServersDialog from GameMenu.res, but I can't find the code anywhere. On 3/20/06, Kamran <[EMAIL PROTECTED]> wrote: Look in TextEntry.cpp in src/vgui2/controls/ It's "GetText()" Though I don't know how to use it. Best bet: search the entire project for "GetText" and see if Valve has any code that does it. (Use the Edit->Find and do "Find In Project") Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] How do I get what is in a text field? Like say I had a text field caleld Name, And if "Admin" was written in that textfield, and then a button called OK was pushed, it would execute a function. Howdo I get the text that is in the text field? Thanks -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI help
Look in TextEntry.cpp in src/vgui2/controls/ It's "GetText()" Though I don't know how to use it. Best bet: search the entire project for "GetText" and see if Valve has any code that does it. (Use the Edit->Find and do "Find In Project") Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] How do I get what is in a text field? Like say I had a text field caleld Name, And if "Admin" was written in that textfield, and then a button called OK was pushed, it would execute a function. Howdo I get the text that is in the text field? Thanks -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI proportion problems.
No, the .res file for it. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] The correct res? I'm gonna take the correct res is 640*480, and no I didn't :| On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: Have you been editing it in the correct res? --- Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg Very weird, it has been working fine for a while in proper sizes, but just started it up today and it has decided todo that. Any ideas? -- - Benjamin Davison Davis on Davis-on Davidson Devising Davin Edit... Ignore all Add to dictionary -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [OT] [hlcoders] Overlay Text
Yah, I'd have to say that's true. If I was a plugin author, I'd get a bunch together and create a document outlining what I'd wish Valve would do. I'd also send it through snail mail, not email. I'd also include the names of all the people involved. Politeness goes a long way ;-) Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Yeah I do agree plugin authors get the short end of the stick compared to mod makers, but the attitude some of them take... quite frankly stinks. I have always found interaction with people like Alfred pleasent, I dunno what you guys are saying but maybe you should be a but more respectfull/polite and you will get much further than with this "we demand this, gimme gimme" attitude some of the members of this list have. Maybe you can be a bit more proactive, and get a bunch of plugin authors together. Create a professional and polite detailed proposal of what you guys want with examples and perhaps even implementations. Valve might turn around and say, "no we aint doing it" but it's going to get you further than the attitude some of you guys are taking. On 3/2/06, Kamran <[EMAIL PROTECTED]> wrote: I can't really blame them; if I was a plugin author, and a new game didn't support all the things the /old/ game did, I'd be pretty mad. It would seem like logic to me that Valve would include all the good stuff from CS 1.6 that you'd /imagine/ would carry over to a /new version of the same game/? If you're going to make a new game, based off the old one, wouldn't you include the same or BETTER plugin capability? Also, considering CS 1.6 has sooo many mods, you'd think that it'd be a no-brainer. Extra work sometimes goes a long way. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bother getting in an argument here. But if Valve treats you so bad, why don't you vote with your feet and develop plugins for any other number of games? Not gonna crap up the list, always happens when a couple of plugin authors with bad attitudes turn up with a bone to grind. On 3/2/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] It's not about plugins, he is asking how todo it in a mod. The response I made was in agreement to someone who was talking about the SDK and plugins. This is the hlcoders list and is to do with *all* half-life coding, whether they are mods or plugins. Most of the plugin authors on this list have a bad attitude and need to straighten that out first. LOL. I take it from your bad attitude you must be one too... Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [OT] [hlcoders] Overlay Text
I can't really blame them; if I was a plugin author, and a new game didn't support all the things the /old/ game did, I'd be pretty mad. It would seem like logic to me that Valve would include all the good stuff from CS 1.6 that you'd /imagine/ would carry over to a /new version of the same game/? If you're going to make a new game, based off the old one, wouldn't you include the same or BETTER plugin capability? Also, considering CS 1.6 has sooo many mods, you'd think that it'd be a no-brainer. Extra work sometimes goes a long way. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bother getting in an argument here. But if Valve treats you so bad, why don't you vote with your feet and develop plugins for any other number of games? Not gonna crap up the list, always happens when a couple of plugin authors with bad attitudes turn up with a bone to grind. On 3/2/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] It's not about plugins, he is asking how todo it in a mod. The response I made was in agreement to someone who was talking about the SDK and plugins. This is the hlcoders list and is to do with *all* half-life coding, whether they are mods or plugins. Most of the plugin authors on this list have a bad attitude and need to straighten that out first. LOL. I take it from your bad attitude you must be one too... Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Overlay Text
Would this be like doing a popup when mousing over certain entities? I'd like to get some advice too. I could do it using messages and a HUD, but it'd be fixed in place. I'd like it just above the entity. LDuke wrote: -- [ Picked text/plain from multipart/alternative ] I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some information on various entities to players. It seems to only work for the listen server host, and then only in developer mode. How could I make this text visible to all players? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
Don't know (and I tested it with DoD:S). But the gist is that it's not working. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] so this is in third party mods and in CS? Maybe because of the SDK update coming they are moving the code that does this from the engine to the SDK? On 2/28/06, Kamran <[EMAIL PROTECTED]> wrote: Ah yes, I am. I could try testing without it. But for Valve, the update you did apply needs to fix the startup music. [EMAIL PROTECTED] wrote: Are you useing the Steam friends beta becuase it also is useing a beta release of the source Engine - Original Message ----- From: "Kamran" <[EMAIL PROTECTED]> To: Sent: Monday, February 27, 2006 9:31 PM Subject: Re: [hlcoders] Latest update: No music Nope, everything's full. :-( It's something to do with the small update that was applied. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I got it working on my en, almost embarrassed to say this :P But I had the sound turned off for music :P On 2/28/06, Kamran <[EMAIL PROTECTED]> wrote: And DOD:S doesn't play music either. :-/ So it's not my mod. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [Valve] Beta Bug: Music
Alright, tried and tested: On the Friends beta, the new update does not play any music (at the menu, didn't test in-game). Without it, well, there was no update so it's fine. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
Ah yes, I am. I could try testing without it. But for Valve, the update you did apply needs to fix the startup music. [EMAIL PROTECTED] wrote: Are you useing the Steam friends beta becuase it also is useing a beta release of the source Engine - Original Message - From: "Kamran" <[EMAIL PROTECTED]> To: Sent: Monday, February 27, 2006 9:31 PM Subject: Re: [hlcoders] Latest update: No music Nope, everything's full. :-( It's something to do with the small update that was applied. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I got it working on my en, almost embarrassed to say this :P But I had the sound turned off for music :P On 2/28/06, Kamran <[EMAIL PROTECTED]> wrote: And DOD:S doesn't play music either. :-/ So it's not my mod. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
Yes. Everything is fine. It's the update. Like I said, DoD:S doesn't even play its music. And I never touched that. Gus wrote: Hello, Kamran, Is the music in sound\ui ?? named as gamestartup1.mp3, gamestartup2.mp3 === At 2006-02-27, 18:31:52 you wrote: === Nope, everything's full. :-( It's something to do with the small update that was applied. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I got it working on my en, almost embarrassed to say this :P But I had the sound turned off for music :P On 2/28/06, Kamran <[EMAIL PROTECTED]> wrote: And DOD:S doesn't play music either. :-/ So it's not my mod. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = = = = = = = = = = = = = = = Best regards. Gus [EMAIL PROTECTED] 2006-02-27 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
Nope, everything's full. :-( It's something to do with the small update that was applied. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I got it working on my en, almost embarrassed to say this :P But I had the sound turned off for music :P On 2/28/06, Kamran <[EMAIL PROTECTED]> wrote: And DOD:S doesn't play music either. :-/ So it's not my mod. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
It all worked fine and dandy yesterday. I didn't change anything... Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
And DOD:S doesn't play music either. :-/ So it's not my mod. Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config file or something in the hl2 files, but I am not sure. On 2/27/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest update: No music
I am. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Confirming this. Without friends beta on. Maybe you should try friends beta on? On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tiling maps
lol, sounds like a chore. Would it make the displacements and everything to scale as well? And models? Tim Holt wrote: One of the best tricks for getting the map to feel really big is to decrease the player size and point of view. Doing this, scaling everything in the map to match, plus slowing down the player gives the illusing of much much larger areas. It takes a number of edits in the code to make it work. I had done it once for an abandoned serious games project. The easiest way in the long run seems to have been to make one global scaling constant, then apply it where ever there was any reference to player size, hull size, speed, point of view height, etc. Quoting Aaron Schiff <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] I think it is possible to go into the fgd file and make the map size max larger...that way you can fit it all in...only problem would be how hammer acts weird with large maps you may still have to split it up depending on what you want...if you need to use many ents to achieve what you want, you'll need to break it up On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote: Thinking about it more, I think we could pull it off Valve's way if we did a world map like Guild Wars. Not so expansive as Morrowind but still enough to be free. Kamran wrote: Alright, but I can't put trees or anything? I am thinking of a forest-type area. They'd just see the hills. I read that 3dskyboxes can't show models. At least I really don't have to worry about this at first for my mod. We'll be focusing on the city first. My thinking with the skybox is that it would be a super pain to do. If you have one tile, you have 8 tiles around it (four corners + four edges) and you'd have to make the skybox have elements from all eight maps. If I didn't have to worry about models, it wouldn't be horrible I suppose. Then, my other thought is... what about displacements? I'm talking forested areas, it's not flat. I'm wondering how in the heck I'm going to try to "continue" a displacement surface from one map to the next. Half-life 2... I'm guessing looks seamless because they just copy the hallway or whatnot and make it match. One thing I could do, was be creative and make the maps very hilly and forested and then extend them a bit and put the triggers inside more, like, maybe before a large hill, so the user couldn't see what was beyond, and then when it loads the map it would seem like it matches perfectly. Adam "amckern" Mckern wrote: 3dskybox Thats your best mate - many levels, can use these to make it seem seamless or massive - take a look at missing infomation (love-tub.com) it shows some wonderful 3d sky box's in the e3 levels --- Kamran <[EMAIL PROTECTED]> wrote: Do any of you think a Source mod could support tiling maps? I've tested two square maps where a trigger spans the entire length, and loads the second map and it works fine (meaning, I walk to the far left, and on the new map I'm in the same spot). My real dilemma is how to make it seem seamless (i.e. the user doesn't know where the end of a map is because he can see everything in all directions). Would anyone know of ways to do this? Would it even be possible in a mod? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the
[hlcoders] Latest update: No music
My startup music isnt playing since an update (it was updating all the source games). I thought it was my mod, but I checked Goldeneye: Source and theirs wasn't playing the music either. I also tried putting back in "PlaySound(filename)" into the code and it didnt play the music either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tiling maps
Thinking about it more, I think we could pull it off Valve's way if we did a world map like Guild Wars. Not so expansive as Morrowind but still enough to be free. Kamran wrote: Alright, but I can't put trees or anything? I am thinking of a forest-type area. They'd just see the hills. I read that 3dskyboxes can't show models. At least I really don't have to worry about this at first for my mod. We'll be focusing on the city first. My thinking with the skybox is that it would be a super pain to do. If you have one tile, you have 8 tiles around it (four corners + four edges) and you'd have to make the skybox have elements from all eight maps. If I didn't have to worry about models, it wouldn't be horrible I suppose. Then, my other thought is... what about displacements? I'm talking forested areas, it's not flat. I'm wondering how in the heck I'm going to try to "continue" a displacement surface from one map to the next. Half-life 2... I'm guessing looks seamless because they just copy the hallway or whatnot and make it match. One thing I could do, was be creative and make the maps very hilly and forested and then extend them a bit and put the triggers inside more, like, maybe before a large hill, so the user couldn't see what was beyond, and then when it loads the map it would seem like it matches perfectly. Adam "amckern" Mckern wrote: 3dskybox Thats your best mate - many levels, can use these to make it seem seamless or massive - take a look at missing infomation (love-tub.com) it shows some wonderful 3d sky box's in the e3 levels --- Kamran <[EMAIL PROTECTED]> wrote: Do any of you think a Source mod could support tiling maps? I've tested two square maps where a trigger spans the entire length, and loads the second map and it works fine (meaning, I walk to the far left, and on the new map I'm in the same spot). My real dilemma is how to make it seem seamless (i.e. the user doesn't know where the end of a map is because he can see everything in all directions). Would anyone know of ways to do this? Would it even be possible in a mod? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tiling maps
Alright, but I can't put trees or anything? I am thinking of a forest-type area. They'd just see the hills. I read that 3dskyboxes can't show models. At least I really don't have to worry about this at first for my mod. We'll be focusing on the city first. My thinking with the skybox is that it would be a super pain to do. If you have one tile, you have 8 tiles around it (four corners + four edges) and you'd have to make the skybox have elements from all eight maps. If I didn't have to worry about models, it wouldn't be horrible I suppose. Then, my other thought is... what about displacements? I'm talking forested areas, it's not flat. I'm wondering how in the heck I'm going to try to "continue" a displacement surface from one map to the next. Half-life 2... I'm guessing looks seamless because they just copy the hallway or whatnot and make it match. One thing I could do, was be creative and make the maps very hilly and forested and then extend them a bit and put the triggers inside more, like, maybe before a large hill, so the user couldn't see what was beyond, and then when it loads the map it would seem like it matches perfectly. Adam "amckern" Mckern wrote: 3dskybox Thats your best mate - many levels, can use these to make it seem seamless or massive - take a look at missing infomation (love-tub.com) it shows some wonderful 3d sky box's in the e3 levels --- Kamran <[EMAIL PROTECTED]> wrote: Do any of you think a Source mod could support tiling maps? I've tested two square maps where a trigger spans the entire length, and loads the second map and it works fine (meaning, I walk to the far left, and on the new map I'm in the same spot). My real dilemma is how to make it seem seamless (i.e. the user doesn't know where the end of a map is because he can see everything in all directions). Would anyone know of ways to do this? Would it even be possible in a mod? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Tiling maps
Do any of you think a Source mod could support tiling maps? I've tested two square maps where a trigger spans the entire length, and loads the second map and it works fine (meaning, I walk to the far left, and on the new map I'm in the same spot). My real dilemma is how to make it seem seamless (i.e. the user doesn't know where the end of a map is because he can see everything in all directions). Would anyone know of ways to do this? Would it even be possible in a mod? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui2.dll
Unfortunately, I'm not that proficient at VGUI. I am content with not being able to customize the menus, but I wish I could. And I wish I could customize the loading panel (for SP games, using "progress_enable"). Alfred Reynolds wrote: GameUI is built on top of the VGUI2 functionality (as you may well have guessed). I will have to chat with the team to see what our future plans are for allowing access to that interface (for the hackers amongst you, you can already manipulate it via the VGUI2 interfaces, but obviously that isn't ideal). - Alfred Kamran wrote: Access to GameUi, I think. It'd be nice if we could manipulate the menu dialogs further... ;-) Alfred Reynolds wrote: We have already released the VGUI2 interfaces, see public/vgui for the interface headers. Was there some functionality in particular you were after? - Alfred Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Do you think Valve will ever release an interface for Steam's version of vgui2.dll? It would be very useful to the modding community! -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui2.dll
Access to GameUi, I think. It'd be nice if we could manipulate the menu dialogs further... ;-) Alfred Reynolds wrote: We have already released the VGUI2 interfaces, see public/vgui for the interface headers. Was there some functionality in particular you were after? - Alfred Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Do you think Valve will ever release an interface for Steam's version of vgui2.dll? It would be very useful to the modding community! -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] WIKI: Creating A Custom Menu Screen
Alright, I have spent some time and did a long tutorial on how to create your very own custom menu screen (included is screenshots): http://developer.valvesoftware.com/wiki/Creating_a_Custom_Menu_Screen -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MainMenu commands -- Wiki?
Yes, we have success ladies and gentlemen! Using the idea in the below mentioned post, I have successfully created a custom menu with images, rollovers, and sounds whilst still retaining use of the HL2 dialogs. I even made sure the menu would shift accordingly when in-game to allow Resume Game and Save Game to be in the appropriate spots. Once I finish finalizing the menu, I will create a Wiki on it. Basic summary: * Create a panel for your custom menu. * Set "SetKeyboardInputEnabled(false)" and "SetMouseInputEnabled(false)". * Set Zpos(-1) * Programmatically add your ImagePanels, making sure to align them properly. * Add invisible buttons over your image panels, these are used for rollover detection. * Replace menu labels in GameMenu.res with spaces (i.e. "label" " ") [for testing and alignment, use underscores] * After getting everything aligned properly, you can either be happy and not have rollovers, or proceed to do rollovers. Rollovers: * Because we have set Mouseinputenabled to false, the panel will not register mouse input (this is good, because if we clicked on the panel, it would come to the foreground thus coming OVER the main menu panel, rendering it useless). * This means we cannot use Button->IsArmed(), so we have to resort to mouse positioning. * So, with your Algebra skills, we use the OnThink function to calculate the position of the mouse relative to your panel. If the mouse enters your button bounds, we switch images thus effectively creating a rollover! Alignment: * Noticing that in-game, the menu has two extra options, we must shift our buttons a bit to compensate (and make visible other images and buttons). * Assigning a delta y shift value, we move everything accordingly in the OnThink function. Because OnThink is called very often, we must make sure we didn't already move it AND that we are in fact in-game. So we set up a boolean value to make sure of that (and reset it when the game is over) and a function to check whether we're in-game. I'm so happy! Now my aesthetic mind is pleased and content. Go creative brain power! Whoo! I'll go into detail and provide the code for doing all of this in the Wiki. :-) I just want to finish doing some tweaking. Kamran wrote: I could, I suppose. Right now, I just got rid of the New Game menu option and replaced it with my own custom image (with rollover and sounds) that links to my custom new game panel. I also created a new panel for the menu which displays my mod's logo; that was easy. I could play around with my idea and see how far I get. Another idea just came to me and might be easier. In SourceScheme.res, replace the MainMenu text with a font that has blank characters (I have some fonts that don't have numbers, so they have blank chars instead), but that take up space. So then, all you would do is build a panel beneath the main menu with your images and then it would /appear/ that you made a custom menu. As for rollovers... hmmm. The problems I foresee with that, albeit small and probably fixable, is alignment (Getting your panel perfectly aligned in each resolution), and doing image rollovers. The alignment isn't impossible, because right now my New Game image does align perfectly in 1280x1024, 1680x1050, and is only a few (5-10) pixels off in every other. If you make your MainMenu Item height and length a bit bigger, I'm sure it would be fine. PS. You have a very good descriptive writing ability, kudos. :P Karl Jones wrote: Kamran, how about posting your research to the developer wiki? Lots of good knowledge passes through this mailing list community, let's capture and codify the best of it. http://developer.valvesoftware.com/wiki/SDK_Docs You've already got a good start -- I see a working agenda in your "I would imagine" notes. Post those notes to the wiki, then announce the post to the mailing list. When you find the full answer, or simply more clues, or even more questions, update the wiki. Meanwhile, who knows? Those clues and questions will bubble and boil in the wiki-cauldron, releasing hot buttered coder-memes into the Steamosphere, with resultant high pressure zones and supersaturated problem-solving clouds ... the perfect conditions for early morning code-showers. Karl Jones ... the Handy Vandal [Kamran] However, cloning is intermediate-advanced level. I would /imagine/ that it'd be something like this: * Create a new class, "ModOptions." * Inherit from VGUI::Panel * Load control settings from Options dialog res file. * Set parent to ... ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Sa
Re: [hlcoders] MainMenu commands -- Wiki?
I could, I suppose. Right now, I just got rid of the New Game menu option and replaced it with my own custom image (with rollover and sounds) that links to my custom new game panel. I also created a new panel for the menu which displays my mod's logo; that was easy. I could play around with my idea and see how far I get. Another idea just came to me and might be easier. In SourceScheme.res, replace the MainMenu text with a font that has blank characters (I have some fonts that don't have numbers, so they have blank chars instead), but that take up space. So then, all you would do is build a panel beneath the main menu with your images and then it would /appear/ that you made a custom menu. As for rollovers... hmmm. The problems I foresee with that, albeit small and probably fixable, is alignment (Getting your panel perfectly aligned in each resolution), and doing image rollovers. The alignment isn't impossible, because right now my New Game image does align perfectly in 1280x1024, 1680x1050, and is only a few (5-10) pixels off in every other. If you make your MainMenu Item height and length a bit bigger, I'm sure it would be fine. PS. You have a very good descriptive writing ability, kudos. :P Karl Jones wrote: Kamran, how about posting your research to the developer wiki? Lots of good knowledge passes through this mailing list community, let's capture and codify the best of it. http://developer.valvesoftware.com/wiki/SDK_Docs You've already got a good start -- I see a working agenda in your "I would imagine" notes. Post those notes to the wiki, then announce the post to the mailing list. When you find the full answer, or simply more clues, or even more questions, update the wiki. Meanwhile, who knows? Those clues and questions will bubble and boil in the wiki-cauldron, releasing hot buttered coder-memes into the Steamosphere, with resultant high pressure zones and supersaturated problem-solving clouds ... the perfect conditions for early morning code-showers. Karl Jones ... the Handy Vandal [Kamran] However, cloning is intermediate-advanced level. I would /imagine/ that it'd be something like this: * Create a new class, "ModOptions." * Inherit from VGUI::Panel * Load control settings from Options dialog res file. * Set parent to ... ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MainMenu commands
I've got the basics of creating panels, for the menu screen and HUD. I've made about 5-6 custom panels for my mod so far. I was actually one of the first people to put up a tutorial on making VGUI panels on the Wiki. However, cloning is intermediate-advanced level. I would /imagine/ that it'd be something like this: * Create a new class, "ModOptions." * Inherit from VGUI::Panel * Load control settings from Options dialog res file. * Set parent to ... ? I'm wondering /even if /I was able to make it a child of GameUI (->Create( GameUiDll )), would it still capture the commands? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You need experience in making vgui first http://developer.valvesoftware.com/wiki/Category:VGUI On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: Except I have no idea where to start! :-( Would you create a new panel and load control settings from the Source Engine .res files? Then what about commands? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] well it's very possible to take time and clone it...*VERY POSSIBLE!!!* On 2/18/06, Jason Houston <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] "those commands are VGUI commands and are handled by gameui.dll" Yeah, I want to redo the whole HL2 sci fi grey look and put in something more in theme with the rest of my mod, but we have no control over that. I wish I had the engine licence ;) I love what Troika did to the menu in VTM bloodlines It would be absolutely wonderful if Vavle were to open the source to gameui.dll, but seeing how that hasn't happened yet it probably never will be. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MainMenu commands
Except I have no idea where to start! :-( Would you create a new panel and load control settings from the Source Engine .res files? Then what about commands? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] well it's very possible to take time and clone it...*VERY POSSIBLE!!!* On 2/18/06, Jason Houston <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] "those commands are VGUI commands and are handled by gameui.dll" Yeah, I want to redo the whole HL2 sci fi grey look and put in something more in theme with the rest of my mod, but we have no control over that. I wish I had the engine licence ;) I love what Troika did to the menu in VTM bloodlines It would be absolutely wonderful if Vavle were to open the source to gameui.dll, but seeing how that hasn't happened yet it probably never will be. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MainMenu commands
Hmmm, sounds like a bit of work. I think I will just do a hybrid and see how it works out. Thanks. Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] I looked into it...if you wanted to replicate the game menu, you'd have to clone every dialog box that it opens...even the quit query dialog On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: Arrrgh, so how could I let the user change the options? Would I have to make a whole new options panel? And if so, how in the heck could I do all of that? Any Valve devs want to lend some advice? The normal menu is so bland and is hard to work in. If only there were a magic way to simply display the Options panel. Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] None...you'll need to open your "own custom menu" with a command you register...there are no engine commands to control it On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: Yes, but what engine commands can I use to show those panels? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] you have to use your own engine commands...those commands are VGUI commands and are handled by gameui.dll On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: I'm replacing the built-in menu of my mod with my own custom menu. Everything's working except one thing... how do I use the commands "OpenOptionsDialog" and "OpenLoadGameDialog" and "Quit"? They seem to be Commands, but I don't see any console commands relating to them. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MainMenu commands
Arrrgh, so how could I let the user change the options? Would I have to make a whole new options panel? And if so, how in the heck could I do all of that? Any Valve devs want to lend some advice? The normal menu is so bland and is hard to work in. If only there were a magic way to simply display the Options panel. Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] None...you'll need to open your "own custom menu" with a command you register...there are no engine commands to control it On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: Yes, but what engine commands can I use to show those panels? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] you have to use your own engine commands...those commands are VGUI commands and are handled by gameui.dll On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: I'm replacing the built-in menu of my mod with my own custom menu. Everything's working except one thing... how do I use the commands "OpenOptionsDialog" and "OpenLoadGameDialog" and "Quit"? They seem to be Commands, but I don't see any console commands relating to them. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MainMenu commands
Yes, but what engine commands can I use to show those panels? Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] you have to use your own engine commands...those commands are VGUI commands and are handled by gameui.dll On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: I'm replacing the built-in menu of my mod with my own custom menu. Everything's working except one thing... how do I use the commands "OpenOptionsDialog" and "OpenLoadGameDialog" and "Quit"? They seem to be Commands, but I don't see any console commands relating to them. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] MainMenu commands
I'm replacing the built-in menu of my mod with my own custom menu. Everything's working except one thing... how do I use the commands "OpenOptionsDialog" and "OpenLoadGameDialog" and "Quit"? They seem to be Commands, but I don't see any console commands relating to them. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Some bugs?
I've come across some bugs while playing on Steam... * For CS:S and DOD:S, whenever I create my own server from the menu and then disconnect, everything goes very slow and it takes about 1 minute to quit the program. However, if I join a server and disconnect, everything goes proper speed. * When switching to a Widescreen 16:10 resolution, it crashes with an error (Write Buffer, I believe). If I start it up again, it's okay. * When minimizing and switching back to CS:S (only one I've tried) when using a 16:10 resolution it crashes with the same error. Specs: AMD Athlon 64 3200+ OCZ EL Platinum PC3200 1GB DDR Sapphire X300SE 128MB (on-board) PCIe Video Card w/ Cat 5.12 WD 200GB (x2) Non-RAID Windows XP Pro SP2 Sound Blaster X-Fi Elite Pro Dell 20.1" LCD Widescreen (Note: Write Buffer errors also occurred on my previous build [I just upgraded] that was an Intel P4 3.04Ghz computer with a Radeon 9800 Pro) -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Loading screen
I mean like getting rid or moving the progress bar, putting an animation perhaps or definitely a different background image... like that. Adam "amckern" Mckern wrote: Do you mean replace the loading pannel betwen maps like in bloodlines, or the inital progress bar loader? Adam --- Kamran <[EMAIL PROTECTED]> wrote: On the SP SDK, is there a way to customize the loading screen? I'd like to edit the loading panel... but I can't find the VGUI file (only MP res file). Maybe I don't know what it's called or maybe it's in the source code in which case I can't find it. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Loading screen
On the SP SDK, is there a way to customize the loading screen? I'd like to edit the loading panel... but I can't find the VGUI file (only MP res file). Maybe I don't know what it's called or maybe it's in the source code in which case I can't find it. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam exception
Thanks, worked. Tom Edwards wrote: Delete clientregistry.blob. Kamran wrote: I just started getting a Steam exception today: Steam.exe (main exception): Win32 StructuredException at 010BCF68 : Attempt to read from virtual address 0 without appropriate access rights. I get it when trying to start it up, I can't use Steam now... -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1255 (20051014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam exception
I just started getting a Steam exception today: Steam.exe (main exception): Win32 StructuredException at 010BCF68 : Attempt to read from virtual address 0 without appropriate access rights. I get it when trying to start it up, I can't use Steam now... -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Menu question
I don't think you have to play with the SteamAppId; I didn't have to. Check around the Valve Developer Wiki and it will tell you how to enable 3d maps for backgrounds (so you can disable them in your case) and replace it with a normal 2d background. Giedrius T. wrote: -- [ Picked text/plain from multipart/alternative ] Hi. I want my mod to be multiplayer, but it uses a lot of stuff from HL2 gcf, not hl2dm gcf. So I have chosen to "modify hl2dm". And when I have set SteamAppId to 220, the menu is no longer that hl2dm background picture, it loads a 3d background, just like in the original HL2. So I have extracted background01.vmt from hl2dm gcf, but it only shows that picture while it's loading the 3d thing, which I don't want to have it. I have seen that GMOD specifies steamappid 220, but still has it's own logo, and it doesn't even load the 3d background. Can anyone help me on how to fix that? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
I like the percentage by the games better. Kingsley Foreman wrote: does it still have the monitor page? or is that gone now. Kingsley Jorge Rodriguez wrote: These are my thoughts on the Steam UI update, for what they are worth. Bugs: - As Micheal Hobson says, the last letter in some mod names are cut off. - Some games have squares in the Update column instead of a News link. - More then half of the last game on the list can be covered up by the bottom of the panel before a scrollbar appears. - Some third party mods read "Third-party" as the developer and have no link, others read "[ Third-Party ]" and have a link to www.steampowered.com from them. - Links to third party mod home pages should open up in the user's default browser, not in Internet Explorer. Suggestions: - I hardly noticed the buttons at the bottom. Maybe they can be more apparent? - I always assumed that when the game list was revised it would use a tree to organize games better. I think that ideally the user shouldn't have to scroll. Wouldn't it be nice to collapse all similar games into one entry? For example, all third-party mods, all Valve games, all uninstalled games, and all Coming Soon games (which would of course be expanded again when a new one comes out!) - Would it be hard to give third-party games icons, and links to the home page from the Developer column? Kudos: - I'm not sure if there was a command to exit before, but I'm glad there is one now. - The UI looks really slick! Good job. Tomorrow I'll send you some text to place for The Specialists under Third-Party Games. The team is still deciding on what it should be. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
Lookin' good. Erik Johnson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The beta is available now for people to take a look at the update coming to Steam that changes the look and feel to accommodate more games. If your MOD is in the list, take a look at the text and screenshots, and then e-mail me directly if you'd like to make any changes. To run the beta, start Steam from a command prompt with a command line like this: steam -clientbeta betaui The beta period is going to be fairly short, so if you find any problems, head on over to the page on the VDC and add any bugs you find. You can get to that page here: http://developer.valvesoftware.com/wiki/UIBugs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Third Person View
Oh, and it also shows how to make the weapon model disappear. :) Kamran wrote: Take a look at my 3rd Person Tutorial here: http://developer.valvesoftware.com/wiki/Creating_a_Third_Person_Camera That will show you how to implement a key to change it... but otherwise, if you want it permanently, use the HL2_Player::Spawn function but do: ClientCmd("thirdperson") Instead of input->. Lachlan Gunn wrote: Thanks everyone, I have that working, but there are two more problems I have: When I switch to third-person mode, the model is still the first-person model (ie. there is half a gun, and another arm sticking out). How would I go about stopping that? Do I have to edit the model? My other (much simpler) question is this: at what point am I supposed to switch to third-person mode? Entity spawn is too early, what would be an appropriate time? Any help with these would be much appreciated. On 9/11/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote: Ok okay, thanks, I'll give it a try. On 9/11/05, Beg0 <[EMAIL PROTECTED]> wrote: you are still in 1st person because the CInput::CAM_ToThirdPerson() containe the following code #if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL ) #if !defined( _DEBUG ) if ( gpGlobals->maxClients > 1 ) { // no thirdperson in multiplayer. return; } #endif #endif you probably have to comment this lines Lachlan Gunn a écrit : input->CAM_ToThirdPerson(); Where am I supposed to put this in? Because I've put it in the player spawn code, but it's still in first personI'm not sure when I'm supposed to switch to third person. } in_camera.cpp, line 56 On 9/10/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote: Hi, Sorry if this is an amazingly stupid question, but how would I go about switching a player to third-person view? There is a function in CInput, but I cannot find an instance to call it from. -- Thanks, Lachlan ___ 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 -- Lachlan ___ 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 -- Lachlan -- Thanks, Lachlan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Third Person View
Take a look at my 3rd Person Tutorial here: http://developer.valvesoftware.com/wiki/Creating_a_Third_Person_Camera That will show you how to implement a key to change it... but otherwise, if you want it permanently, use the HL2_Player::Spawn function but do: ClientCmd("thirdperson") Instead of input->. Lachlan Gunn wrote: Thanks everyone, I have that working, but there are two more problems I have: When I switch to third-person mode, the model is still the first-person model (ie. there is half a gun, and another arm sticking out). How would I go about stopping that? Do I have to edit the model? My other (much simpler) question is this: at what point am I supposed to switch to third-person mode? Entity spawn is too early, what would be an appropriate time? Any help with these would be much appreciated. On 9/11/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote: Ok okay, thanks, I'll give it a try. On 9/11/05, Beg0 <[EMAIL PROTECTED]> wrote: you are still in 1st person because the CInput::CAM_ToThirdPerson() containe the following code #if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL ) #if !defined( _DEBUG ) if ( gpGlobals->maxClients > 1 ) { // no thirdperson in multiplayer. return; } #endif #endif you probably have to comment this lines Lachlan Gunn a écrit : input->CAM_ToThirdPerson(); Where am I supposed to put this in? Because I've put it in the player spawn code, but it's still in first personI'm not sure when I'm supposed to switch to third person. } in_camera.cpp, line 56 On 9/10/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote: Hi, Sorry if this is an amazingly stupid question, but how would I go about switching a player to third-person view? There is a function in CInput, but I cannot find an instance to call it from. -- Thanks, Lachlan ___ 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 -- Lachlan ___ 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 -- Lachlan -- Thanks, Lachlan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
Wow, that's really fascinating. I can imagine the benefits though... Tim Holt wrote: Two projects... One for Oregon State University that I'm a co-PI on (means I helped write the grant request) that is to create a forest visualization system using game technology. I've got various images, etc. online for it at http://www.orst.edu/~holtt/forestry. The researchers here have already created a system to make a large database describing forest composition, and this project is to create a visualization of that data set. The data is used to help plan forest use management and policy, simulate forest fires, ecological changes, etc. It's funded by the US Forest Service over a two year period. The second project is for Texas A&M University - Corpus Christi to help create a new system for training nurses and medical personel by using interactive systems. It's funded by the US Department of Defense to the sum of US$3 million, which is pretty amazingly serious money for basically a game development project - even if it's a training system based on game technology. There are a variety of pictures and such at http://www.orst.edu/~holtt/tamucc if you're curious. I think that if any of you are serious about getting into game development, you might consider looking into the potential for these kinds of Serious Games projects. They are getting funded, they are being built using state of the art game projects (as mods in this case), and there is a real demand for skilled game developers to apply their talents to these projects. If you're interested in Serious Games, consider checking out the website http://www.seriousgames.org. If you're in the UK, there's a Serious Games conference going on starting tomorrow (the site has info). In September there is a "Games for Health" conference in Baltimore, MD (USA) on games being used for medical and health related things. In Oct/Nov there will be the Serious Games Conference in Washington DC. Tim Quoting Kamran <[EMAIL PROTECTED]>: Cool, what's it about? Tim Holt wrote: Work actually - I work at OSU and currently am doing two different "serious games" mods using HL2. There's a lot of interest in using games and game ideas for non-entertainment projects. Quoting Kamran <[EMAIL PROTECTED]>: Are you doing this for a school project? I see it's hosted at Oregon State. Just wondering, sounds cool. Tim Holt wrote: Definitely murky. Definitely something Valve can answer too I think. Can you imagine the expense and process to hire a lawyer and have them contact Valve's legal people and try and work it out? Ugh :^) There are two things in CZ I want to use - ok 4. The BlackHawk helecopter, a generic truck model, a generic Humvee, and some of the music as a background track for a demo movie. I've already taken the model content and ported it to Source with reskinning, etc. It comes down now to whether it's OK to how much I can distribute it beyond to people I know that have a full HL2/CZ license. Also whether it's permissable for me to release movies and still images (screenshots) where the (reskinned and ported) models are shown, but actual access to the full mod content is not available to the public. Here's a pic btw of how it's being used... http://oregonstate.edu/~holtt/tamucc/background020003.jpg Quoting "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]>: Tim Holt wrote: So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. See this thread... http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg06959.html I think using CZ content in other mods is a little bit legally murky because CZ was worked on by so many other companies (besides Valve) so it's not always obvious who the copyright owner is for any one specific asset. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlcoders] Using CZero content in a mod
Cool, what's it about? Tim Holt wrote: Work actually - I work at OSU and currently am doing two different "serious games" mods using HL2. There's a lot of interest in using games and game ideas for non-entertainment projects. Quoting Kamran <[EMAIL PROTECTED]>: Are you doing this for a school project? I see it's hosted at Oregon State. Just wondering, sounds cool. Tim Holt wrote: Definitely murky. Definitely something Valve can answer too I think. Can you imagine the expense and process to hire a lawyer and have them contact Valve's legal people and try and work it out? Ugh :^) There are two things in CZ I want to use - ok 4. The BlackHawk helecopter, a generic truck model, a generic Humvee, and some of the music as a background track for a demo movie. I've already taken the model content and ported it to Source with reskinning, etc. It comes down now to whether it's OK to how much I can distribute it beyond to people I know that have a full HL2/CZ license. Also whether it's permissable for me to release movies and still images (screenshots) where the (reskinned and ported) models are shown, but actual access to the full mod content is not available to the public. Here's a pic btw of how it's being used... http://oregonstate.edu/~holtt/tamucc/background020003.jpg Quoting "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]>: Tim Holt wrote: So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. See this thread... http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg06959.html I think using CZ content in other mods is a little bit legally murky because CZ was worked on by so many other companies (besides Valve) so it's not always obvious who the copyright owner is for any one specific asset. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
Are you doing this for a school project? I see it's hosted at Oregon State. Just wondering, sounds cool. Tim Holt wrote: Definitely murky. Definitely something Valve can answer too I think. Can you imagine the expense and process to hire a lawyer and have them contact Valve's legal people and try and work it out? Ugh :^) There are two things in CZ I want to use - ok 4. The BlackHawk helecopter, a generic truck model, a generic Humvee, and some of the music as a background track for a demo movie. I've already taken the model content and ported it to Source with reskinning, etc. It comes down now to whether it's OK to how much I can distribute it beyond to people I know that have a full HL2/CZ license. Also whether it's permissable for me to release movies and still images (screenshots) where the (reskinned and ported) models are shown, but actual access to the full mod content is not available to the public. Here's a pic btw of how it's being used... http://oregonstate.edu/~holtt/tamucc/background020003.jpg Quoting "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]>: Tim Holt wrote: So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. See this thread... http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg06959.html I think using CZ content in other mods is a little bit legally murky because CZ was worked on by so many other companies (besides Valve) so it's not always obvious who the copyright owner is for any one specific asset. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Another Newbie modding question!
Whoa man... STOP BEING A JERK. I was giving him advice just like I was a newbie not too long ago. I asked a lot of questions too, there wasn't a trace of condescendence in my email... I was being nice. It seems to me you are the one at fault here... I feel bad for the poor guy who ALSO was trying to give you advice and then you reply with a hotheaded moronic comment... Anyways, I won't reply to anything else concerning this... not worth it. Learn to respect and people will respect you... so far you deserve none. Michael A. Hobson wrote: Kamran, It is not up to you or anyone of the other elitists to decide who can or cannot post to this list nor what conditions they may post under. This list belongs to and is run by *Valve Software* and is hosted on their servers. If someone with actual authority over this list demands that "newbs" not post questions to it, that will be an entirely different story; but, until then, all of you people trying to keep inexperienced mod developers from using this list as a learning resource can go to hell. Kamran said: It's a good idea to read through the entire Valve Developer Community wiki to get "in the know" and then try to experiment and solve problems by yourself. It should be a last resort to ask here... who knows, you may find a better way to accomplish a goal. [EMAIL PROTECTED] wrote: -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Another Newbie modding question!
It's a good idea to read through the entire Valve Developer Community wiki to get "in the know" and then try to experiment and solve problems by yourself. It should be a last resort to ask here... who knows, you may find a better way to accomplish a goal. [EMAIL PROTECTED] wrote: It's VS .NET or bust. And on another note: I appreciate the fact that you realize and freely admit to not knowing much, and I applaud your courage at bothering to ask these questions on hlcoders. But seriously; if you want help from the experienced people on this list, it would do well to show that you've done some basic research on your own. We're all glad to help, but it does get annoying when it becomes evident that someone's asking for a hand-holding. Best wishes, John Sheu Original Message: - From: Morten Nielsen [EMAIL PROTECTED] Date: Sat, 27 Aug 2005 15:19:01 +0200 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Another Newbie modding question! Hi sorry to be such a newbie! But is there other programs i can use to code in? Does The SDK only work with Microsoft Visual Studio .NET ? Because the Microsoft Visual Studio cost much Money... :( Are there any alternatives? mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOD question!
I am working on a fantasy mod (ala Morrowind) and I was wondering if you knew how to set up third person models? I suppose you are doing a MP mod because I am doing only SP and third person is... a drag to work with. The camera works fine, but the model needs animations and whatnot. My model does have a walk animation using the x and y values, but I have no idea how to get that working. :-/ Any help you provide... would be helpful. :P Joshua A. Jacobo wrote: Morten, Well why not design the horse as a vehicle and simply add the NPC AI entity code to it. One of its conditions could be "am I being ridden?" and if so the state would be null or no AI. Once the player is knocked from or dismounts the horse, that condition changes and its state shifts again to active AI and it can move about, flee from the battle etc etc. We're working with a medieval-style modification as well so email me if you have any other questions. Joshua Jacobo Creative Director Realms of Valhallon www.realmsofvalhallon.com Morten Nielsen wrote: Hi i just reasently joined this "list" so forgive me if im dooing anything wrong! Thanks! But the question is: Is it possible to have 2 models. One of you (the player) and one of a horse.. and when you press use on that horse.. the player will mount the horse and the horse model will stick to the players movements. so when you pressforward. the player will be playing the riding horse forward animation and the horse will be doing the running animation. I don't want the player to do the running forward animation when on the horse.. that would look stupid :) But i don't want the horse i want to create to be a "buggy" with just a horse skin. i want it to become a NPC with its own mind.. so if you etc. explode something near it it will run away.. use AI etc.. But is this all possible? Im looking to create a medival mod with knights and kings.. but im not starting the projekt until i know it can be done on source ( i hope so source is great) Thanks in advance! Sorry for my bad english! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating Custom Flex Sliders
Good luck :D You'd probably have to redo the entire modeling system to make it work... the flexing, AFAIK, is done before compiling the models... Better off making like 70 faces and letting people choose one. Or a Morrowind-esque player customize. Different hair, sex, and face types (uses meshes). Joshua A. Jacobo wrote: Tei, Well, the point really is so that the player can choose how he/she looks like in the Sims2 or Mount&Blade. Thanks for the feedback though. El lun, 22-08-2005 a las 02:59 -0700, Joshua A. Jacobo escribió: Our Fellow Developers, On second thought, I'll be more specific in my questioning. We want to author flex sliders (morph targets), that a user can define (through a VGUI app) and upload to any server that he/she connects to. The goal is to allow players in our MOD actually create custom faces for themselves, that other players will see. If you dont need the ability to let the placer customize his face. You can generate procedurally from the player name. That mean different players-name will have a different face. Not a custom, trough. But that save the need for a 3th server. A cheap way to have different faces (maybe) its different head skins? Good luck!. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fade a overlay texture out?
Is the overlay in its own HUD element? Because then all you'd do is use a HudAnimation to fade it out. Adam "amckern" Mckern wrote: I am trying to fade a HUD overlay texture, and don’t know if I should run a think script of engine->ServerCommand's referencing a new overlay each time, or if I can add alpha to the texture over a few seconds, so its completely black, and then call on my complete alpha null texture --- If your confused, I have added a overlay for when your in the rain, if you step out of the rain, at this moment, I am calling engine->ServerCommand("r_screenoverlay hudoverlays/null\n") that shuts the rain over lay off as soon as you exit the rain brush I want the rain to fade away, so it looks more natural Any help please? Adam My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. Start your day with Yahoo! - make it your home page http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Accepting mouse input in the overview map
That's pretty impossible, if you think about it: if your mouse is controlling your view, how can it also control the overview map? There should be a way though if you toggle it fullscreen, which is I think what you're after? Alex Thomson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] So, I've set up my overview map pretty much as described in the Wiki and that all works great. Now I want a mouse cursor visible on that panel (like in the console or options menu). I've tried the functions SetMouseInputEnabled and HasInputElements, along with various other things, but none of these seem to help. The mouse still controls the player movement and no cursor is visible. Any ideas? __ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is strictly prohibited.The views of the author may not necessarily constitute the views of Kuju Entertainment Ltd. Nothing in this email shall bind Kuju Entertainment Ltd in any contract or obligation. The contents of an attachment to this e-mail may contain software viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui and 16:9/10 problem
To do what Alfred is saying, just override the OnThink function. Something like: if(IsVisible()) { // make panel fill screen SetSize(ScreenWidth(), ScreenHeight()); } I can't recall the exact functions OTTOMH (off the top of my head). hp wrote: Hello Alfred, thx but that will not fix my problem i think here is my res: "team" { "ControlName" "CTeamMenu" "fieldName" "team" "xpos" "0" "ypos" "0" "wide" "640" "tall" "480" "autoResize""0" "pinCorner" "0" "visible" "1" "enabled" "1" "tabPosition" "0" "settitlebarvisible""0" "title" "#Frame_Untitled" } when i start my mod in 16:10 (1280x800) it is scalling 640x480 to 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my actual screen format 16:10 it looks like it is scalling just by height and then width is scalled from our new scalled height - resulting bad width on my background(being too small in width). but as i said when i change resolution in game then it looks right even if vgui editor shows width and height as 639x479. im not expert but looks like bug to me - it thinks it is in 4:3 when in fact it is in 16:10 what to do to make it see it is in 16:10 not 4:3 - i dont think setting it in .res to 16:10 resolution is good idea. p.s. this problem is also true for 16:9 format. Wednesday, August 17, 2005, 7:32:21 PM, you wrote: You need to use the "r" and "c" modifiers on the position of the panels to make them layout properly in all aspect ratios. If you set a position to be "r20" it will be 20 pixels in from the right side of the screen (that 20 will be scaled if the panel is proportional), "c20" means 20 pixels to the right from the center of the SCREEN (not the panels parent!), "c-20" mean 20 pixels to the left of the center of the screen. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 5:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui and 16:9/10 problem Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Best regards, hpmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding an overview display via CMapOverview
Omg I love you. I was planning not to have a map overview, but I see it's so simple to use and make I think I will. Tim Holt wrote: Ah never mind, I answered my own question (with some help from "Ginger Lord") and documented it on the wiki at http://developer.valvesoftware.com/wiki/VGUI2:_Overview_Display Quoting Tim Holt <[EMAIL PROTECTED]>: I'd like to add the standard CMapOverview overview to my project. Player holds down key, map pops up. Player lets go of key, map goes away. Would I be correct in basically duplicating the code here and there that manages the scoreboard (except the intermission drawing, etc.) and replace it with calls/initialization to the CMapOverview code? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Give command Syntax
If you want to be clever, create your own ConCommand that spawns entities. It's quite simple, take a look in HL2_Player under CreateJeep. That will teach you how to spawn basically any entities you need. Of course, you would need to have ConVars as well and you'd have to type those in before to set settings. Unless you want to be a bit tricky and have it all read from the ConCommand (i.e. "SpawnEntity prop_physics myName x y z") but you'd have to do some string work with that. This code of course goes in the server-side code, not client. K. Mike Bradley wrote: Does any one know the full syntax of the give command? I need to add entities manually to do some testing. There must be optional parameters to specify the target name (so it can be manipulated) and spawn flags and position in the map x,y,z. Anyone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
Then theoretically, could you then swap models? Say, creating a "Blade" weapon but have interchangeable swords? Ultimately I will need to do that regardless... no one wants to play with 1 type of sword. Your idea is very interesting... Skyler York wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt <[EMAIL PROTECTED]> wrote: Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a "clunk" impact sound at that point, based on what you hit. Could one totally get away from the idea of a "swing animation" and instead directly control the movement of the v model arm via code, and thus fully control it? I could see adding things like "glancing blows" using that kind of thing - or the weapon bouncing off a hard surface, etc. Quoting Kamran <[EMAIL PROTECTED]>: Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey "botman" Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey "botman" Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Weapons -- Model collision-based damage
I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it "hit" when it detects a collision with an object? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Copying KeyValues objects
Alright, I have a question about the MakeCopy function. What I do is iterate through an existing object and I /want/ to copy over existing values. Even better, is if you can tell me how to delete a key. Because I tried RemoveSubKey and it doesn't work; so I am iterating through the object and skipping the key I want to remove and copying over the new data to the old object to be used. KeyValues *Key = SaveData->GetFirstSubKey(); KeyValues *NewData = new KeyValues("Data"); while(Key) { // is this the key we don't want? if(!strcmp(Key->GetName(), RemoveData->GetName())) { // do nothing, skip } else { // It's not, so let's add it. KeyValues *NewKey = NewData->CreateNewKey(); NewKey = ItemKey->MakeCopy(); DevMsg("New key name: %s\n", NewKey->GetName()); } Key = Key->GetNextKey(); } I end up with an empty NewData object, but my devmsg tells me the correct values. If I do "SetString" instead of MakeCopy, it works. But I don't want to do that... since sometimes my object has different values. It seems that once it goes onto a new key, it loses the data assigned by MakeCopy. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updating KeyValues when iterating
I got it working by creating a non-pointer char variable and using Q_snprintf. I needed a copy of the KV object because my list also has columns for other fields. HL2 now has a working inventory system (even removes the item from the map). Any physics object that can be picked up and thrown can also be added to inventory. I also use a naming scheme that can be model-based or ID-based (Hammer targetname). Works nicely. Alfred Reynolds wrote: Try something simpler like this: while(pInventory) { const char *pToken = pInventory->GetString("name"); const char *pName = Items->GetInvItemName(pToken); DevMsg("name: %s\n", pName); KeyValues *pKV = new KeyValues( "entry" ); pKV->SetString( "localized", pName ); m_pInventory->AddItem(pKV, 0, false, false); pKV->deleteThis(); pInventory = pInventory->GetNextKey(); } Can you also send the code snippet for the construction of the listpanel. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Wednesday, August 10, 2005 6:13 PM To: HLCoders Subject: [hlcoders] Updating KeyValues when iterating I'm adding items to a ListPanel and I iterate through a KeyValues object. Works fine, except: while(pInventory) { const char *pToken = pInventory->GetString("name"); const char *pName = Items->GetInvItemName(pToken); DevMsg("name: %s\n", pName); // Set name pInventory->SetString("localized", pName); m_pInventory->AddItem(pInventory, 0, false, false); pInventory = pInventory->GetNextKey(); } When it displays it, it just has a "t" character. But the dev msg displays it fine. I've also tried creating a different KV object and assigning it, but that doesn't work either. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Updating KeyValues when iterating
I'm adding items to a ListPanel and I iterate through a KeyValues object. Works fine, except: while(pInventory) { const char *pToken = pInventory->GetString("name"); const char *pName = Items->GetInvItemName(pToken); DevMsg("name: %s\n", pName); // Set name pInventory->SetString("localized", pName); m_pInventory->AddItem(pInventory, 0, false, false); pInventory = pInventory->GetNextKey(); } When it displays it, it just has a "t" character. But the dev msg displays it fine. I've also tried creating a different KV object and assigning it, but that doesn't work either. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD element problem
Wow thanks, that fixed it. Thanks! And good luck on your mod... :) Chris Adams wrote: I had huge problems with ImagePanel etc... in the end just gave up and did what I have here. I was probably missing something simple but I just stuck with what was vaguely working lol. To fix the obstruction problem, add this to your texture VMTs "$ignorez" 1 Or it could be something else if you already have this I suppose --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: 11 August 2005 00:34 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HUD element problem Ah I see. For my HUD I use BG images (health bar, enemy health, etc.) and I just use an ImagePanel to display an image, lol, only a few lines of code (like, 5). Though, for some reason, if up close to a wall, the image gets obstructed... like a section of it is colliding with the wall. Chris Adams wrote: Hi, These might show a bit more clearly now: http://www.cfadams.co.uk/hud_image.cpp http://www.cfadams.co.uk/hud_image.h http://www.cfadams.co.uk/hud_health_image.cpp http://www.cfadams.co.uk/hud_ammo_image.cpp Basically it's just (as you can probably see in the 2nd two there) a nice quick class to do a straight forward image onto the HUD, with a background for it to blend to also :-) Here's a screenshot: http://www.cfadams.co.uk/ctf_voy20001.jpg Hope that clears things up :-) (PS thanks again Alfred!) --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: 10 August 2005 21:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HUD element problem By your code, are you basically trying to draw one image on the HUD if it's specified? And otherwise draw a specified color if not? In short, what are you doing and what is it for? Just curious. Chris Adams wrote: You're a legend. :-) --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 10 August 2005 21:06 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem Call: surface()->DrawSetColor( Color( 255,255,255,255) ) before the surface()->DrawTexturedRect() call (the DrawTexturedRect() currently assumes the texture will be colored via the fill color and won't draw it if the current draw color is fully transparent). Note that if you do want the draw color to blend with the texture add: "$vertexcolor" 1 "$vertexalpha" 1 To your vmt. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Wednesday, August 10, 2005 12:59 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem "UnlitGeneric" { "$basetexture" "hud/hud_ammo" "$ignorez" 1 "$translucent" "1" "$translucency" "1" "nomip" "1" "nocompress" "1" "nolod" "1" } Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 10 August 2005 20:53 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem What are the VMT settings for the texture you are rendering? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Wednesday, August 10, 2005 12:02 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem BaseClass::OnThink() added, thanks for reminding, but no effect to the bug. The hiddenbits don't seem to be causing it either. One interesting thing - if I set in hud_image.cpp in the constructor: m_FillColor = Color(0, 0, 0, 0); To: m_FillColor = Color(0, 0, 0, 255); Then the element doesn't disappear when the stuck error / drawtree / drawfocus / scoreboard goes. Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 10 August 2005 19:51 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem You should call BaseClass::OnThink() in your think functions (in general always chain back calls when you override a virtual function). Could the problem be that the element is hidden because of the hiddenbits you set? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Wednesday, August 10, 2005 11:39 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem Hi, Thanks for the reply
Re: [hlcoders] HUD element problem
Ah I see. For my HUD I use BG images (health bar, enemy health, etc.) and I just use an ImagePanel to display an image, lol, only a few lines of code (like, 5). Though, for some reason, if up close to a wall, the image gets obstructed... like a section of it is colliding with the wall. Chris Adams wrote: Hi, These might show a bit more clearly now: http://www.cfadams.co.uk/hud_image.cpp http://www.cfadams.co.uk/hud_image.h http://www.cfadams.co.uk/hud_health_image.cpp http://www.cfadams.co.uk/hud_ammo_image.cpp Basically it's just (as you can probably see in the 2nd two there) a nice quick class to do a straight forward image onto the HUD, with a background for it to blend to also :-) Here's a screenshot: http://www.cfadams.co.uk/ctf_voy20001.jpg Hope that clears things up :-) (PS thanks again Alfred!) --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: 10 August 2005 21:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HUD element problem By your code, are you basically trying to draw one image on the HUD if it's specified? And otherwise draw a specified color if not? In short, what are you doing and what is it for? Just curious. Chris Adams wrote: You're a legend. :-) --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 10 August 2005 21:06 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem Call: surface()->DrawSetColor( Color( 255,255,255,255) ) before the surface()->DrawTexturedRect() call (the DrawTexturedRect() currently assumes the texture will be colored via the fill color and won't draw it if the current draw color is fully transparent). Note that if you do want the draw color to blend with the texture add: "$vertexcolor" 1 "$vertexalpha" 1 To your vmt. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Wednesday, August 10, 2005 12:59 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem "UnlitGeneric" { "$basetexture" "hud/hud_ammo" "$ignorez" 1 "$translucent" "1" "$translucency" "1" "nomip" "1" "nocompress" "1" "nolod" "1" } Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 10 August 2005 20:53 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem What are the VMT settings for the texture you are rendering? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Wednesday, August 10, 2005 12:02 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem BaseClass::OnThink() added, thanks for reminding, but no effect to the bug. The hiddenbits don't seem to be causing it either. One interesting thing - if I set in hud_image.cpp in the constructor: m_FillColor = Color(0, 0, 0, 0); To: m_FillColor = Color(0, 0, 0, 255); Then the element doesn't disappear when the stuck error / drawtree / drawfocus / scoreboard goes. Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 10 August 2005 19:51 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem You should call BaseClass::OnThink() in your think functions (in general always chain back calls when you override a virtual function). Could the problem be that the element is hidden because of the hiddenbits you set? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Wednesday, August 10, 2005 11:39 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HUD element problem Hi, Thanks for the reply - parent call appears to be present and correct. Here are links to the various files. I've used ImagePanel as well as random modifications to make HudImagePanel in hud_image.cpp - it's a bit messy at the moment as I have SetVisible(), etc, all over the place in efforts to make things work :-). Just looking at how it all has gone together now it just doesn't look right but I can't really put my finger on it lol :-) http://www.cfadams.co.uk/hud_image.cpp http://www.cfadams.co.uk/hud_image.h http://www.cfadams.co.uk/hud_ammo_image.cpp http://www.cfadams.co.uk/hud_ammo_image.h Thanks --- Chris Adams -Original Message- From: [EMA
[hlcoders] Wrapping text in a label
I know it is possible to wrap text in a label by doing "wrap" "1" in the Res file... but for created controls within the code, for a dynamic label (text changes), is there a way to wrap it then? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD element problem
scoreboard - A 'client stuck' or 'server stuck' notice in the top-right I have also noticed that if I press ` for the console, then press it again to hide the console, the hud elements appear very very briefly before disappearing again. Through the debugging that I've done so far, I do know that they are drawing still and SetEnabled, SetVisible and SetAlpha all are set correctly. Anyone have any suggestions as to what might be going on here? I'll put the relevant source code up on the net if it would help. Thanks, --- Chris Adams ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD element problem
rs@list.valvesoftware.com Subject: [hlcoders] HUD element problem (Apologies if this appears twice) I've made a HUD element class which essentially displays an image and I have declared two child classes as HUD elements. The two elements are showing fine, but for some bizarre reason they only now show when there is one of the following active (there are probably more but I haven't noticed yet) - vgui_drawtree - vgui_drawfocus - The scoreboard - A 'client stuck' or 'server stuck' notice in the top-right I have also noticed that if I press ` for the console, then press it again to hide the console, the hud elements appear very very briefly before disappearing again. Through the debugging that I've done so far, I do know that they are drawing still and SetEnabled, SetVisible and SetAlpha all are set correctly. Anyone have any suggestions as to what might be going on here? I'll put the relevant source code up on the net if it would help. Thanks, --- Chris Adams ___ 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 -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon attachments
Have you looked at the crowbar XSI file? It's in the user_name\sourcesdk_content\hl2\modelsrc\weapons folder. It has little points that seem to reference bones, I haven't looked much at it. Alex Thomson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] So... weapon attachments, the view model stuff is fairly well documented. But, say I had a completely new character model and a completely new weapon model. How do I go about telling the game where the weapon should attach to the character (normally the right hand)? I've tried FollowEntity, SetParent but no luck - is it an option hiding in a qc file somewhere? TIA Alex __ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is strictly prohibited.The views of the author may not necessarily constitute the views of Kuju Entertainment Ltd. Nothing in this email shall bind Kuju Entertainment Ltd in any contract or obligation. The contents of an attachment to this e-mail may contain software viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
Actually, this is a singleplayer mod. :) I've got it all working fine... I even have a working inventory system up and running. :) It only writes to the disk when the user saves the game otherwise it keeps track during the game. Tim Holt wrote: Some kind of persistence framework would be pretty useful for a number of mods I imagine. Was the original poster looking for something that stored persistent data on a server by server basis, or a centralized server for everyone playing the game? If centralized, it seems like a web-services based approach might be good - for one thing it's not tying up the back end to one specific database. That and almost everyone has port 80 open on firewalls so lower risk of clients being blocked. Quoting "Andrew (British_Bomber)" <[EMAIL PROTECTED]>: Are you implying that saving persistant data from Half Life 2 is outside the MySQL license? I was working on a simple feature in one of my mods to throw data out to a MySQL database but if that is not allowed in the license what do all the Stats programs fall under? btw love the 404 :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3d model in a VGUI panel?
Excellent if you could, I'd love you. :-P Maurino Berry wrote: I'll post a tutorial in a week or so. From: "sykes" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] 3d model in a VGUI panel? Date: Wed, 27 Jul 2005 15:36:59 + Totaly looking to do the same thing for our MOD. Want to make a weapon model selection GUI.. (we have replacement models for our weapons).. currently its an external app, but i'd like to incorperate it ingame.. On Wed, 27 Jul 2005 00:39:28 -0700, Skyler York wrote > It's absolutely possible. Just take a look at > IVModelRender::DrawModel() on the client, in addition to > C_BaseAnimating::DrawModel() and C_BaseAnimating::InternalDrawModel() > to see how studio models are rendered and how the function is > called. This works well for regular screen-space panels, however > for world-space panels like CVGuiScreen you'll probably have to > render to a texture, and then render the texture on a panel. Check > out view.cpp and view_scene.cpp around the places where > IMaterialSystem::SetRenderTarget() is called. However the material > system uses ITexture and the VGui system uses texture IDs, and I'm > not sure how to bridge that gap so you can render the texture on the > panel. I'm sure someone who knows more (read: Valve developer) can help. > > Kamran wrote: > > > Is it possible to load a 3d model into a little panel to show on a VGUI > > screen? > > -- > > Kamran A > > Get Firefox! Safer, Faster, Better. > > <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> > > Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ + L A D N E T webmail Unix or DIE! +^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ -= www.ladnet.org =- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 3d model in a VGUI panel?
Is it possible to load a 3d model into a little panel to show on a VGUI screen? -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entity via code
FIGURES. Nothing is ever easy is it... Andrew (British_Bomber) wrote: If it's a server entity then its' removal needs to be handled by the server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entity via code
I found something about removing dead corpses, but again the code only works in the HL project. Adam "amckern" Mckern wrote: Search the list - there was an issue with dystopia a few months ago - i think it was fixed - and posted - good luck Adam --- Kamran <[EMAIL PROTECTED]> wrote: I have a bit of a problem... from the hl project I create a new user message, that works fine. I grab it using my vgui screen and pass the data to my function. I pass the entity index of the sent item. In my case, it's a healthkit. Well, what I'd like to do is if my function finishes successfully, to remove the item from the map. If I put this: pEnt->Remove(); After I send the message in the hl project, it works. It removes the entity from the map. However, if I use that same code in the client project: C_BaseEntity *pEnt = C_BaseEntity::Instance(EntityIndex); if(pEnt) { DevMsg("Item removed: Class: %s, index: %d\n", pEnt->GetClassname(), pEnt->entindex()); // pEnt->Remove(); // This line crashes } It will crash; if I break on it, it doesn't give me any useful information... it just goes to the RemoveAllPanels function in vgui_TeamFortressViewport.cpp file. Funny thing is... using the same line for pEnt in the hl project, the Classname returned is "item_healthkit" however in the client project, it's "class CBaseAnimating" but the entindex is fine and proper. I'll also mention that this is SP only; no MP. I've tried: pEnt->Release(); pEnt->Remove(); pEnt->Clear(); pEnt->Term(); None of them work. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. Start your day with Yahoo! - make it your home page http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Removing entity via code
I have a bit of a problem... from the hl project I create a new user message, that works fine. I grab it using my vgui screen and pass the data to my function. I pass the entity index of the sent item. In my case, it's a healthkit. Well, what I'd like to do is if my function finishes successfully, to remove the item from the map. If I put this: pEnt->Remove(); After I send the message in the hl project, it works. It removes the entity from the map. However, if I use that same code in the client project: C_BaseEntity *pEnt = C_BaseEntity::Instance(EntityIndex); if(pEnt) { DevMsg("Item removed: Class: %s, index: %d\n", pEnt->GetClassname(), pEnt->entindex()); // pEnt->Remove(); // This line crashes } It will crash; if I break on it, it doesn't give me any useful information... it just goes to the RemoveAllPanels function in vgui_TeamFortressViewport.cpp file. Funny thing is... using the same line for pEnt in the hl project, the Classname returned is "item_healthkit" however in the client project, it's "class CBaseAnimating" but the entindex is fine and proper. I'll also mention that this is SP only; no MP. I've tried: pEnt->Release(); pEnt->Remove(); pEnt->Clear(); pEnt->Term(); None of them work. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Localization in hl project
Yah, my client code works fine, I switched to send the information to my VGUI screen (which needs the info anyways) via a user message it all works. John Sheu wrote: -- [ Picked text/plain from multipart/alternative ] I also overlooked that he wanted it done on the server. Now I feel silly! Not entirely. If, as he stated, he used the same code in his client project, our suggestions would still be very relevant. The code would compile fine, but it still would pose problems (trying to print to a nonexistent buffer etc.) -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Localization in hl project
Hmmm, then I will have to make another HUD message with what I want to do. That should work alright. Thanks. John Sheu wrote: I tried that, vgui::localize()->Find() That works in the client project, in the hl project it's a no-go even if I include the file. Oh, from the HL project. I don't see why you're trying to do it from there; the server binary shouldn't have anything to do with localization. I do believe that the VGUI lib is only included in the client project; thus any calls to any VGUI function from the server project will result in your complaints about pure virtual function calls. -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Localization in hl project
Same problem, won't get past Find(). John Sheu wrote: On Saturday 23 July 2005 02:04 pm, Skyler York wrote: You can't just declare a pointer and then try to make a function call from it. It doesn't point to anything! The proper way is to use the localize() function: wchar_t *token_modelName_localized = localize()->Find(token_modelname); In other words: you're declaring *token_modelName as a pointer, not a char array. Thus you're not allocating storage for it at all. Either do what he says, or declare it as: char token_modelName[SIZE] -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Localization in hl project
I tried that, vgui::localize()->Find() That works in the client project, in the hl project it's a no-go even if I include the file. Skyler York wrote: You can't just declare a pointer and then try to make a function call from it. It doesn't point to anything! The proper way is to use the localize() function: wchar_t *token_modelName_localized = localize()->Find(token_modelname); Kamran wrote: I'm having some trouble finding tokens within the HL project... I got it to compile using this code: #include "vgui/ILocalize.h" ... vgui::ILocalize *localize; char *token_modelname; Q_snprintf(token_modelname, sizeof(ModelName) + 1, "#%s", ModelName); wchar_t *token_modelName_localized = localize->Find(token_modelname); It crashes on: wchar_t *token_modelName_localized = localize->Find(token_modelname); I break in the debugger and it says "Access violation" and when I quit it says "pure virtual function call". -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Localization in hl project
I'm having some trouble finding tokens within the HL project... I got it to compile using this code: #include "vgui/ILocalize.h" ... vgui::ILocalize *localize; char *token_modelname; Q_snprintf(token_modelname, sizeof(ModelName) + 1, "#%s", ModelName); wchar_t *token_modelName_localized = localize->Find(token_modelname); It crashes on: wchar_t *token_modelName_localized = localize->Find(token_modelname); I break in the debugger and it says "Access violation" and when I quit it says "pure virtual function call". -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Max Players
Must be a cvar somewhere. I'd search for "maxplayers" in the entire solution (Edit > Find > Find In Files). Jeff Fearn wrote: From the FAQ: # Will mods be able to set maxplayers > 32? Our plan is to allow a mod to go above this on a per-mod basis. No promises yet on that :) Did this ever happen? If so what is the absolute max and how is it set? Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some questions on map size/scale
I would also like to know how to set this, however I doubt I will use it... but I've wondered about this too. Tim Holt wrote: Back to the original quote from the SDK FAQ... Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be adjusted accordingly, but collisions are only guaranteed to be accurate to 1/32nd of a unit. Physics, player view height, player bounding boxes, etc. That's the kind of scaling stuff that needs more than just me saying "Make it so!" Quoting "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]>: Tim Holt wrote: Which leaves the part about setting the unit scale. Any pointers from anyone about where this is set? Scale is arbitrary. YOU decide what you want 1 unit to mean (centimeters, inches, feet, miles, etc.). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Throwing phys objects
I'm doing SP, so that's already there, but thanks... that may come in useful later to mod that part too. Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://articles.thewavelength.net/707/ Could be usefull? On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: Yup, figured it out. Thank you very much! Jay Stelly wrote: There's a different function for throwing objects with the physcannon. The one I mention below is the correct code for the player picking up objects with his hands. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 2:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Throwing phys objects Nevermind my other email, it does work with just hand picking up. Now I need to figure out if it was thrown using the physgun or hands... Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To: HLCoders Subject: [hlcoders] Throwing phys objects If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the object... but nothing more, really. I'll keep looking but if you know, it'd save me time. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Throwing phys objects
Yup, figured it out. Thank you very much! Jay Stelly wrote: There's a different function for throwing objects with the physcannon. The one I mention below is the correct code for the player picking up objects with his hands. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 2:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Throwing phys objects Nevermind my other email, it does work with just hand picking up. Now I need to figure out if it was thrown using the physgun or hands... Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To: HLCoders Subject: [hlcoders] Throwing phys objects If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the object... but nothing more, really. I'll keep looking but if you know, it'd save me time. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Throwing phys objects
Nevermind my other email, it does work with just hand picking up. Now I need to figure out if it was thrown using the physgun or hands... Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To: HLCoders Subject: [hlcoders] Throwing phys objects If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the object... but nothing more, really. I'll keep looking but if you know, it'd save me time. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Throwing phys objects
That's with the cannon... I'm talking about just picking up with your "hands". Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To: HLCoders Subject: [hlcoders] Throwing phys objects If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the object... but nothing more, really. I'll keep looking but if you know, it'd save me time. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Throwing phys objects
If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the object... but nothing more, really. I'll keep looking but if you know, it'd save me time. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam gui : menu/options cusomtisation
If you wanted to extend options... that would require your own panel and code. For example, in my mod I replaced the New Game screen because it didn't fit with my mod, so I customized it, added a cool background and it doesn't even look like a Steam panel anymore... complete with button rollovers and sounds. I added a small extension to a Create a Panel tutorial that should point you in the right direction: http://developer.valvesoftware.com/wiki/VGUI2:_Creating_a_panel For myself I changed the hide/unhide code to my liking and more "efficient" but the way it's written on the tutorial also works. If you want to see my dialog box and menu screen, it's here: http://www.intrepidstudios.com/art/salient/salient%20menu.avi Though I added button rollovers and sounds a few days ago; that's a bit old. sykes wrote: Can anyone point me in the right direction on information on the steam "ingame" menu's and options.. im wondering if there can be any customization.. for example could it be extended to cope with game relative stuff ? thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Calculating a gradient?
Works beautifully. :) John Sheu wrote: inline Color CClass::ColorLerp( Color color1, Color color2, float percentage ) { Color returnval; returnval[0] = Lerp( percentage, color1[0], color2[0] ); returnval[1] = Lerp( percentage, color1[1], color2[1] ); returnval[2] = Lerp( percentage, color1[2], color2[2] ); returnval[3] = Lerp( percentage, color1[3], color2[3] ); return returnval; } -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
It will almost be a database. I'm creating an RPG mod. So I need to store the inventory with Item IDs to reference from the Master Item List, keep track of Active, Complete, and Abandoned Quests, etc, keep track of the user's stats and stuff like that. So far the first method I use works very well. It's only called when the user wants to view his quest journal, so it isn't called every frame. I use a HUD message to send a request to UpdateQuestInfo passing the requested ID to update... It only writes a temporary file when I need to save the game (I haven't implemented this yet, but the temporary file works along with encrypting it to keep the user from modifying it). Jeff Fearn wrote: Probably, but why use KeyValues to store game data? Jeff On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: But would it allow me to save a KeyValues object? Jeff Fearn wrote: There is save/restore functionality in the SDK, you could just add a couple of extra fields for when and how the player got the item to the base item entity, add a new item list for non-current items to the player, add that list to the player data description and then use the existing save/restore functionality. i.e. most of what you want is already coded so its a lot less work to modify it to your purpose than to recode it from scratch. Jeff On 7/18/05, Kamran <[EMAIL PROTECTED]> wrote: This isn't really a support question because I'm not having trouble... more of a concept question. If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? Of course, I'll be tracking a bit more than that but KeyValues seem like the best way. I'm only at a loss at what is more efficient... if HL2 can save large KeyValue objects, then my problem is solved... but if it can't save large KeyValues than I will have to either use memory (in-code tracking) or hard drive space (but... the file will only be, at max, like 2MB, probably smaller). Then when the game loads I can load the needed KeyValues file into an object that can be accessed in the code. My initial plan is this, if no one has a suggestion: When the game loads -- 1. Check to see if there is a save data file. If not, we create a new KeyValues object in the code. If we do, load the KeyValues object. 2. During the game, update the KeyValues as necessary. 3. If the user saves the game, save the data. If not, clear it. My only problem is figuring out how to build a KeyValues object that looks like this: "Data" { "data1" { "value" "1" } } Using code. Ultimately no matter what I will have to figure out how to append data or update data. I suppose I could code it like a database with lookup functions, update functions, and delete functions. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Calculating a gradient?
It goes from Yellow to Blue. :-/ Jeff Fearn wrote: green 0, 255, 0 red 255, 0 ,0 % = 50 ((max(x,y) - min(x,y)) * %) + min(x,y); for(int i = 0; i < 3; i++) { new_color[i] = ((max(g[i], r[i]) - min(g[i], r[i])) * 0.5) + min(g[i], r[i]); } Jeff On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: There's no way to calculate the color between two others, given a percentage, is there? I'm not looking to make a rectangle with a gradient in it; but making a rectangle with a single color that is the given percentage between two colors (i.e. 50% between Green and Red). -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
But would it allow me to save a KeyValues object? Jeff Fearn wrote: There is save/restore functionality in the SDK, you could just add a couple of extra fields for when and how the player got the item to the base item entity, add a new item list for non-current items to the player, add that list to the player data description and then use the existing save/restore functionality. i.e. most of what you want is already coded so its a lot less work to modify it to your purpose than to recode it from scratch. Jeff On 7/18/05, Kamran <[EMAIL PROTECTED]> wrote: This isn't really a support question because I'm not having trouble... more of a concept question. If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? Of course, I'll be tracking a bit more than that but KeyValues seem like the best way. I'm only at a loss at what is more efficient... if HL2 can save large KeyValue objects, then my problem is solved... but if it can't save large KeyValues than I will have to either use memory (in-code tracking) or hard drive space (but... the file will only be, at max, like 2MB, probably smaller). Then when the game loads I can load the needed KeyValues file into an object that can be accessed in the code. My initial plan is this, if no one has a suggestion: When the game loads -- 1. Check to see if there is a save data file. If not, we create a new KeyValues object in the code. If we do, load the KeyValues object. 2. During the game, update the KeyValues as necessary. 3. If the user saves the game, save the data. If not, clear it. My only problem is figuring out how to build a KeyValues object that looks like this: "Data" { "data1" { "value" "1" } } Using code. Ultimately no matter what I will have to figure out how to append data or update data. I suppose I could code it like a database with lookup functions, update functions, and delete functions. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Calculating a gradient?
There's no way to calculate the color between two others, given a percentage, is there? I'm not looking to make a rectangle with a gradient in it; but making a rectangle with a single color that is the given percentage between two colors (i.e. 50% between Green and Red). -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GetMaxHealth
Yup, it worked. Since I set the health and max health in the Spawn function using functions from my own code, I "shared" the cpp and header files for both projects, so they are accessible from either one and are updated anytime I edit the files. :) I don't know if that's "efficient" but it relieves me of messing with the base files. Everything works fine. Kamran wrote: I have an idea that may fix my problems. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GetMaxHealth
I have an idea that may fix my problems. :) Daniel Menard wrote: Kamran: I wouldnt be surprised if this is a limitation set in the send tables. Either your SendProp for the health doesn't have enough bits to go up to 200, or the SendProp has a maximum value set to it, which would make it default to 1. That's why client side it's not returning the right value, it doesn't get sent properly. On 7/19/05, Kamran <[EMAIL PROTECTED]> wrote: Alright, it works fine... health kits work, chargers, etc... I only have one problem. For testing, I set MaxHealth to 200 in my HL2_Player::Spawn function. If I send a DevMsg like this: DevMsg("Player's max health is: %d", GetMaxHealth); It returns 200, like it's supposed to. However, in hud_health.cpp which is under the client project: DevMsg("Player's max health is: %d", C_BasePlayer::GetLocalPlayer()->GetMaxHealth()); It returns 1, which is the default value if an entity has no max health. Why is it doing this? GetHealth works fine... but GetMaxHealth doesn't. Kamran wrote: I'll see if that works :) If it does... thank you. If not, that's alright. LDuke wrote: SetMaxHealth? On 7/17/05, Kamran <[EMAIL PROTECTED]> wrote: For SP, I've successfully been able to change the player's health level to 200 using my own function... however, this isn't very good because most items that give health use the GetMaxHealth function which seems to be able to be used for NPCs, not just the player. Is there a way to override the player's max health to be a different number other than by manually setting it in the HL2Player::Spawn function? Otherwise I will have to create some new health items that restore the user's health. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GetMaxHealth
Alright, it works fine... health kits work, chargers, etc... I only have one problem. For testing, I set MaxHealth to 200 in my HL2_Player::Spawn function. If I send a DevMsg like this: DevMsg("Player's max health is: %d", GetMaxHealth); It returns 200, like it's supposed to. However, in hud_health.cpp which is under the client project: DevMsg("Player's max health is: %d", C_BasePlayer::GetLocalPlayer()->GetMaxHealth()); It returns 1, which is the default value if an entity has no max health. Why is it doing this? GetHealth works fine... but GetMaxHealth doesn't. Kamran wrote: I'll see if that works :) If it does... thank you. If not, that's alright. LDuke wrote: SetMaxHealth? On 7/17/05, Kamran <[EMAIL PROTECTED]> wrote: For SP, I've successfully been able to change the player's health level to 200 using my own function... however, this isn't very good because most items that give health use the GetMaxHealth function which seems to be able to be used for NPCs, not just the player. Is there a way to override the player's max health to be a different number other than by manually setting it in the HL2Player::Spawn function? Otherwise I will have to create some new health items that restore the user's health. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GetMaxHealth
I'll see if that works :) If it does... thank you. If not, that's alright. LDuke wrote: SetMaxHealth? On 7/17/05, Kamran <[EMAIL PROTECTED]> wrote: For SP, I've successfully been able to change the player's health level to 200 using my own function... however, this isn't very good because most items that give health use the GetMaxHealth function which seems to be able to be used for NPCs, not just the player. Is there a way to override the player's max health to be a different number other than by manually setting it in the HL2Player::Spawn function? Otherwise I will have to create some new health items that restore the user's health. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Drawing panels outside of a game
Sure is, read my little addition to the Create a Panel tutorial: http://developer.valvesoftware.com/wiki/VGUI2:_Creating_a_panel#Main_Menu This is how I create my New Game panel. Tim Jones wrote: Hi all, I'm trying to display a configuration menu of sorts in my mod without requiring the user to start/join a server. My setup right now involves a ConCommand that tells gViewportInterface to ShowPanel. Sure enough the ShowPanel method of my panel is called however it doesn't seem like the Paint method is ever called. I'm not particularly surprised since my stuff is probably sitting under a different PaintTraverse than the main menu or something like that. At any rate, does anyone know of a way to get a panel to paint itself without starting a game/server (eg. in the main menu)? Is this even possible? Thanks, -Tim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
Thanks I'll look into it :) That might solve my problems. Ian Warwick wrote: You could always ICE encrypt it :) check out the ICE project in the SDK, or search for ICE to see how it's used. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: 17 July 2005 16:45 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keeping track of information inside the game I would rather not have it hand edited, which is another dilemma... John Sheu wrote: On Sunday 17 July 2005 10:07 am, Kamran wrote: If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? A question to ask: what kind of data is this? Something that you won't mind the player hand-editing, or what? -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] GetMaxHealth
For SP, I've successfully been able to change the player's health level to 200 using my own function... however, this isn't very good because most items that give health use the GetMaxHealth function which seems to be able to be used for NPCs, not just the player. Is there a way to override the player's max health to be a different number other than by manually setting it in the HL2Player::Spawn function? Otherwise I will have to create some new health items that restore the user's health. -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
I would rather not have it hand edited, which is another dilemma... John Sheu wrote: On Sunday 17 July 2005 10:07 am, Kamran wrote: If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? A question to ask: what kind of data is this? Something that you won't mind the player hand-editing, or what? -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders