Re: [hlcoders] Manipulating Game Menu Items

2006-03-28 Thread Kamran

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



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Re: [hlcoders] Manipulating Game Menu Items

2006-03-27 Thread Kamran

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.


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Re: [hlcoders] Manipulating Game Menu Items

2006-03-27 Thread Kamran

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.


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Re: [hlcoders] VGUI help

2006-03-20 Thread Kamran

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
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Re: [hlcoders] VGUI help

2006-03-20 Thread Kamran

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
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Re: [hlcoders] VGUI help

2006-03-20 Thread Kamran

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
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Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Kamran

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?

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Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread Kamran

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.

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Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread Kamran

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.

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Re: [hlcoders] Overlay Text

2006-02-28 Thread Kamran

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?
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Re: [hlcoders] Latest update: No music

2006-02-28 Thread Kamran

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.



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[hlcoders] [Valve] Beta Bug: Music

2006-02-28 Thread Kamran

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.
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Re: [hlcoders] Latest update: No music

2006-02-28 Thread Kamran

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.


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

2006-02-27 Thread Kamran

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.



--
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= = = = = = = = = = = = = = = = = = = =


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



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Re: [hlcoders] Latest update: No music

2006-02-27 Thread Kamran

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.


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

2006-02-27 Thread Kamran

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

2006-02-27 Thread Kamran

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

2006-02-27 Thread Kamran

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.
--
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Re: [hlcoders] Tiling maps

2006-02-27 Thread Kamran

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?
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[hlcoders] Latest update: No music

2006-02-27 Thread Kamran

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.
--
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Re: [hlcoders] Tiling maps

2006-02-27 Thread Kamran

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?
--
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Re: [hlcoders] Tiling maps

2006-02-27 Thread Kamran

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?
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[hlcoders] Tiling maps

2006-02-27 Thread Kamran

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?
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Re: [hlcoders] vgui2.dll

2006-02-19 Thread Kamran

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!

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Re: [hlcoders] vgui2.dll

2006-02-19 Thread Kamran

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!

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

2006-02-19 Thread Kamran

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
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Re: [hlcoders] MainMenu commands -- Wiki?

2006-02-19 Thread Kamran

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 ... ?





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Re: [hlcoders] MainMenu commands -- Wiki?

2006-02-19 Thread Kamran

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 ... ?





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Re: [hlcoders] MainMenu commands

2006-02-18 Thread Kamran

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.

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Re: [hlcoders] MainMenu commands

2006-02-18 Thread Kamran

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.

--
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Re: [hlcoders] MainMenu commands

2006-02-18 Thread Kamran

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.
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Re: [hlcoders] MainMenu commands

2006-02-18 Thread Kamran

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.
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Re: [hlcoders] MainMenu commands

2006-02-18 Thread Kamran

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.
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[hlcoders] MainMenu commands

2006-02-18 Thread Kamran

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.
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[hlcoders] Some bugs?

2005-12-11 Thread Kamran

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)


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Re: [hlcoders] Loading screen

2005-10-26 Thread Kamran

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.
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[hlcoders] Loading screen

2005-10-26 Thread Kamran

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.
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Re: [hlcoders] Steam exception

2005-10-16 Thread Kamran

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...
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[hlcoders] Steam exception

2005-10-15 Thread Kamran

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...
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Re: [hlcoders] Menu question

2005-10-10 Thread Kamran

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?
--

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Re: [hlcoders] Steam UI Update

2005-10-06 Thread Kamran

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


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Re: [hlcoders] Steam UI Update

2005-10-06 Thread Kamran

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


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Re: [hlcoders] Third Person View

2005-09-11 Thread Kamran

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

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--
Thanks,
Lachlan

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Re: [hlcoders] Third Person View

2005-09-11 Thread Kamran

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

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--
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Lachlan

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Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Kamran

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

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Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Kamran

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

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Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Kamran

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

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Re: [hlcoders] Another Newbie modding question!

2005-08-28 Thread Kamran

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:






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mike (at) crusader (dash) services (dot) com


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Re: [hlcoders] Another Newbie modding question!

2005-08-27 Thread Kamran

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/ .



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Re: [hlcoders] MOD question!

2005-08-26 Thread Kamran

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!

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Re: [hlcoders] Creating Custom Flex Sliders

2005-08-23 Thread Kamran

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!.


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Re: [hlcoders] Fade a overlay texture out?

2005-08-19 Thread Kamran

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


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Re: [hlcoders] Accepting mouse input in the overview map

2005-08-18 Thread Kamran

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?


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Re: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread Kamran

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?









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Re: [hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Kamran

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?

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Re: [hlcoders] Give command Syntax

2005-08-16 Thread Kamran

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?


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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran

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.

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran

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.

--
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[hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran

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?
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[hlcoders] Copying KeyValues objects

2005-08-11 Thread Kamran

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.
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Re: [hlcoders] Updating KeyValues when iterating

2005-08-10 Thread Kamran

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.




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[hlcoders] Updating KeyValues when iterating

2005-08-10 Thread Kamran

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.
--
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Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran

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

2005-08-10 Thread Kamran

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

2005-08-10 Thread Kamran

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?
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Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran
 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




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Re: [hlcoders] HUD element problem

2005-08-10 Thread Kamran
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




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Re: [hlcoders] Weapon attachments

2005-08-09 Thread Kamran

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


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Re: [hlcoders] Keeping track of information inside the game

2005-08-01 Thread Kamran

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

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Re: [hlcoders] 3d model in a VGUI panel?

2005-07-27 Thread Kamran

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.
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[hlcoders] 3d model in a VGUI panel?

2005-07-26 Thread Kamran

Is it possible to load a 3d model into a little panel to show on a VGUI
screen?
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Re: [hlcoders] Removing entity via code

2005-07-24 Thread Kamran

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.

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Re: [hlcoders] Removing entity via code

2005-07-23 Thread Kamran

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.
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[hlcoders] Removing entity via code

2005-07-23 Thread Kamran

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.
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Re: [hlcoders] Localization in hl project

2005-07-23 Thread Kamran

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.)

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Re: [hlcoders] Localization in hl project

2005-07-23 Thread Kamran

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.
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Re: [hlcoders] Localization in hl project

2005-07-23 Thread Kamran

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]
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Re: [hlcoders] Localization in hl project

2005-07-23 Thread Kamran

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".

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[hlcoders] Localization in hl project

2005-07-23 Thread Kamran

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".

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Re: [hlcoders] Max Players

2005-07-23 Thread Kamran

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

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Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Kamran

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.).

--
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Re: [hlcoders] Throwing phys objects

2005-07-22 Thread Kamran

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.
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Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Kamran

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.
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Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Kamran

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.
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Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Kamran

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.
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[hlcoders] Throwing phys objects

2005-07-21 Thread Kamran

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.
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Re: [hlcoders] Steam gui : menu/options cusomtisation

2005-07-21 Thread Kamran

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


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Re: [hlcoders] Calculating a gradient?

2005-07-20 Thread Kamran

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;
}

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Re: [hlcoders] Keeping track of information inside the game

2005-07-20 Thread Kamran

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.
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Re: [hlcoders] Calculating a gradient?

2005-07-20 Thread Kamran

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).
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Re: [hlcoders] Keeping track of information inside the game

2005-07-20 Thread Kamran

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.
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[hlcoders] Calculating a gradient?

2005-07-20 Thread Kamran

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).
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Re: [hlcoders] GetMaxHealth

2005-07-19 Thread Kamran

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. :)



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Re: [hlcoders] GetMaxHealth

2005-07-19 Thread Kamran

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.
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Re: [hlcoders] GetMaxHealth

2005-07-19 Thread Kamran

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.
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Re: [hlcoders] GetMaxHealth

2005-07-19 Thread Kamran

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.
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Re: [hlcoders] Drawing panels outside of a game

2005-07-18 Thread Kamran

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


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Re: [hlcoders] Keeping track of information inside the game

2005-07-18 Thread Kamran

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?
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[hlcoders] GetMaxHealth

2005-07-17 Thread Kamran

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.
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Re: [hlcoders] Keeping track of information inside the game

2005-07-17 Thread Kamran

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?
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