Re: [hlcoders] Source control solution?

2009-08-24 Thread Kohan Venets

Yeah, some things are a little arcane that way, it's all good.  I use the 
instructions on that page, and it is nice.  Good luck!

-Kohan



> Date: Mon, 24 Aug 2009 17:56:01 +0100
> From: harry101jeff...@googlemail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source control solution?
> 
> Cheers, thought I would have seen it in the Wiki before.
> 
> 
> 2009/8/24 Kohan Venets :
> >
> > http://developer.valvesoftware.com/wiki/Using_Subversion_for_Source_Control_with_the_Source_SDK
> >
> > :)
> >
> > -Kohan
> >
> >
> >
> >> Date: Mon, 24 Aug 2009 17:32:58 +0100
> >> From: harry101jeff...@googlemail.com
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Source control solution?
> >>
> >> Agreed. I think the Wiki should have a tutorial for setting up source
> >> control with tortoise svn and prehaps xp-dev.com as an example host.
> >>
> >> I'm still trying to figure it all out. SVN really isn't something I'm used 
> >> to.
> >>
> >> At the moment I'm thinking of having it like this:
> >>
> >> root
> >> root->trunk
> >> root->branches
> >> root->branches->sdk
> >> root->branches->mod
> >> root->branches->mod->trunk
> >> root->branches->mod->branches
> >>
> >> When there is an SDK update I put it into the sdk branch and merge it
> >> into the main trunk. From there I merge the sdk update into the mod's
> >> trunk and into it's branches.
> >>
> >> Problem is I'm at a bit of a loss as to if this is how I should do it
> >> and how to set it all up.
> >>
> >> 2009/8/24 Jorge Rodriguez :
> >> > For the love of God don't use SourceSafe. It's an abomination that will 
> >> > be
> >> > sent to the hell fires on judgment day. CVS isn't quite that bad but 
> >> > it's a
> >> > real pain to use anyway. Subversion, Perforce, and git are pretty much 
> >> > your
> >> > choices.
> >> >
> >> > --
> >> > Jorge "Vino" Rodriguez
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives, 
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> > _
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> > ___
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> > please visit:
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> >
> >
> 
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Re: [hlcoders] Source control solution?

2009-08-24 Thread Kohan Venets

http://developer.valvesoftware.com/wiki/Using_Subversion_for_Source_Control_with_the_Source_SDK

:)

-Kohan



> Date: Mon, 24 Aug 2009 17:32:58 +0100
> From: harry101jeff...@googlemail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source control solution?
> 
> Agreed. I think the Wiki should have a tutorial for setting up source
> control with tortoise svn and prehaps xp-dev.com as an example host.
> 
> I'm still trying to figure it all out. SVN really isn't something I'm used to.
> 
> At the moment I'm thinking of having it like this:
> 
> root
> root->trunk
> root->branches
> root->branches->sdk
> root->branches->mod
> root->branches->mod->trunk
> root->branches->mod->branches
> 
> When there is an SDK update I put it into the sdk branch and merge it
> into the main trunk. From there I merge the sdk update into the mod's
> trunk and into it's branches.
> 
> Problem is I'm at a bit of a loss as to if this is how I should do it
> and how to set it all up.
> 
> 2009/8/24 Jorge Rodriguez :
> > For the love of God don't use SourceSafe. It's an abomination that will be
> > sent to the hell fires on judgment day. CVS isn't quite that bad but it's a
> > real pain to use anyway. Subversion, Perforce, and git are pretty much your
> > choices.
> >
> > --
> > Jorge "Vino" Rodriguez
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> 
> ___
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> visit:
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Re: [hlcoders] New trigger entity won't work D:

2009-07-29 Thread Kohan Venets

Is there a way I can tell it to ignore the filter?  Would it be easier to just 
subclass CBaseEntity?

-Kohan



> Date: Wed, 29 Jul 2009 00:40:11 -0700
> From: darksk...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] New trigger entity won't work D:
> 
> Debug the hell out of it, it could be many things so its hard to help in
> this case. Just make sure its detecting an entity in its bounds and figure
> out why the filter is failing.
> 
> On Tue, Jul 28, 2009 at 7:20 PM, Kohan Venets  wrote:
> 
> >
> > I made a brush-based entity extending CBaseTrigger that functions as a
> > scoring point (touch it and some items you are carrying are exchanged for
> > points).  I made a little map with the trigger (set up the FGD and whatnot),
> > set flags to make the client trigger it, and loaded it up, but the trigger
> > does not respond to touch at all (not even a message to the dev console that
> > I told it to send).
> >
> > I modeled the trigger after CTriggerHurt's basic structure, and it compiles
> > correctly.  Anyone have any ideas?  Sorry if I'm vague.
> >
> > -Kohan
> >
> >
> > _
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> > please visit:
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> >
> >
> 
> 
> -- 
> ~Ryan ( skidz )
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[hlcoders] New trigger entity won't work D:

2009-07-28 Thread Kohan Venets

I made a brush-based entity extending CBaseTrigger that functions as a scoring 
point (touch it and some items you are carrying are exchanged for points).  I 
made a little map with the trigger (set up the FGD and whatnot), set flags to 
make the client trigger it, and loaded it up, but the trigger does not respond 
to touch at all (not even a message to the dev console that I told it to send).

I modeled the trigger after CTriggerHurt's basic structure, and it compiles 
correctly.  Anyone have any ideas?  Sorry if I'm vague.

-Kohan


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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Kohan Venets

garry said:
> Yeah sometimes it feels stupid and old, but it
> seems like every time you start to count Valve out they come back and
> knock your head off with some awesome shit.

This.

-Kohan



> Date: Fri, 24 Jul 2009 21:11:38 +0100
> From: garrynew...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] whats happening with this engine
> 
> I'd still choose Lua's syntax over Python's though. I just want PHP
> scripting in my game :0
> 
> As for the engine. Yeah sometimes it feels stupid and old, but it
> seems like every time you start to count Valve out they come back and
> knock your head off with some awesome shit.
> 
> garry
> 
> 
> On Fri, Jul 24, 2009 at 8:58 PM, Harry
> Jeffery wrote:
> > Well at least Garry has sanity. I always wondered why he used lua.
> > Python is much easier. Look what some guy did to bf2 using the python
> > modding capabilities: http://sandboxmod.com/
> >
> > 2009/7/24 Saul Rennison :
> >> "Enable a lua added version of sdk"
> >> As soon as Garry uses Lua, which even he now accepts to be absolutely
> >> disgusting, everyone thinks it's absolutely brilliant: it's a terrible
> >> language. You'd be better off with a better C++ API and or Python 
> >> scripting.
> >>
> >> "(release entire sdk, but have only clientside code available)"
> >> What's that supposed to mean?
> >>
> >> Thanks,
> >> - Saul.
> >>
> >>
> >> 2009/7/24 Nick 
> >>
> >>> I basically summed up the entire thread for everyone.
> >>>
> >>>
> >>> Give modders better tools:
> >>> Open source hammer.
> >>> Open source all tools.
> >>> Release specs on proprietary formats
> >>> Enable a lua added version of sdk
> >>> allow some sort of documentation of the non-released parts of sdk
> >>> (release entire sdk, but have only clientside code available)
> >>>
> >>> Make it easier to create content, and modify the engine.
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Kohan Venets

Agreed, though you must keep in mind there are other ways for them to acquire 
excellent developers; Portal was just some kids hired out of DigiPen who made a 
simple game similar to Portal and Valve said "Hey you guys are cool, make us 
millions with it."

-Kohan



> From: saul.renni...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 24 Jul 2009 01:39:47 +0100
> Subject: Re: [hlcoders] whats happening with this engine
> 
> Maybe Valve should then remember they wouldn't have Team Fortress and  
> Counter-Strike without mods.
> 
> Thanks,
> -Saul.
> 
> On 24 Jul 2009, at 01:28, Bob Somers  wrote:
> 
> > With all due respect to you guys, I think you're forgetting that
> > ultimately Valve is not in the mod-support business. They're in the
> > business of making their own games, and the success of their titles
> > shows how well they do it.
> >
> > Their tools are designed for the way the workflow happens at Valve,
> > not at your house. They're providing their tools to you as a courtesy.
> > Now, if they want to take suggestions from the community that's great,
> > but ultimately you're getting all their tools for free so it's really
> > "too bad" if they don't work they way you want them to.
> >
> > I'm not well versed in the model compilation process for Source, but
> > there's one thing a command line interface has over a GUI...
> > scriptability. In a big software company, the rule of thumb is that
> > anything that can be automated should be automated. You can't script a
> > GUI (at least, not very easily at all).
> >
> > --Bob
> >
> >
> >
> >
> > On Thu, Jul 23, 2009 at 5:08 PM, Saul  
> > Rennison wrote:
> >> Hell I'm on Summer Holidays, I'll give this a go, although it does
> >> mean I'd have to do texture support which I'm not so great at. But  
> >> GCF
> >> support is possible via Nemesis' HLlib.
> >>
> >> All replies in this topic bring up good points in the Source Engine,
> >> heres my 2 pence:
> >> I don't agree with the fact Source doesn't have good physics.
> >> Source should move to DAE.
> >> StudioMDL and HLMV should be open-source, leave P4 integration in, we
> >> only need the code / snippets from it.
> >>
> >> There's probably more but I can't be bothered replying.
> >>
> >> Thanks,
> >> -Saul.
> >>
> >> On 24 Jul 2009, at 00:17, Harry Jeffery
> >>  wrote:
> >>
> >>> If it's all made nice and modular and supports either dll or python
> >>> plugins I think it would work great.
> >>>
> >>> Nothing there that should be too hard to re-implement.
> >>>
> >>> 2009/7/24 Matt Hoffman :
>  Because...
> 
>  Hell that's a good point. The VMF document format isn't exactly
>  hard to
>  understand. The compile tools are all plugged-in.
> 
>  Only thing you would have issues with (I'd Imagine): Loading from
>  the GCFS
>  quickly, and efficiently. Though I imagine Jed would have a
>  solution there.
>  Displacements could also be an issue.
> 
>  I'd imagine it's possible.
> 
> 
> 
>  On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery <
>  harry101jeff...@googlemail.com> wrote:
> 
> > 1. Update SDK and make it uber leet as per suggestions.
> > 2. Distribute SDK (not on valvetime please)
> > 3. Studios pay for license
> > 4. More mods become commercially viable (e.g. GMod)
> > 5. ?
> > 6. Profit!
> >
> > But seriously, it can be done.
> >
> > And if hammer is so bad why has the community not started work  
> > on an
> > opensource version with python support for plugins.
> >
> > 2009/7/23 Jorge Rodriguez :
> >> Source engine works just fine for outdoors areas. Did you people
> >> forget
> > that
> >> half of HL2 and the episodes take place outdoors? Obviously it
> >> doesn't
> > scale
> >> up to GTA-size large areas, but it can handle some pretty large
> >> areas.
> >>
> >> --
> >> Jorge "Vino" Rodriguez
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> > please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>  ___
>  To unsubscribe, edit your list preferences, or view the list
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> 
> 
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>
> >> ___
> >> To u

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Kohan Venets

I'm not claiming to agree or disagree, but I'd like to mention that using 
proper spelling and grammar would help people take you seriously.  "Iam" 
"disapointed" "beleive" "displacment" "isnt" "alogothim" "differnt" 
"fundemenal" "woulod" "jsut" "Id" "dont".

It's just difficult to believe that you have a job as a game developer when you 
type that way.

-Kohan



> Date: Thu, 23 Jul 2009 22:51:26 +0200
> From: adamjjdono...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] whats happening with this engine
> 
> After being on this list for years Iam slightly disapointed that it has not
> been taken further..mainly Iam talking about the tools artists get to use to
> create the worlds and actually cant beleive that a modern computer game
> developer still works with it as its rather limited in environment
> design..take for example the displacment system..there isnt even lod
> alogothim for it which makes it so limited..seeing as I work for a game
> developer and know that its not easy to manage differnt projects and
> content..I still think some rethinking of fundemenal aspects of the engine
> woulod be a great idea about now..perhaps even jsut to give people like me
> some hope that the engine will slowly migrate into something more modern..Id
> expect some flaming and spam to follow this post like how their are other
> engines to use and that i dont have to use source engine..that being said..i
> kinda care about seeing progress.
> greetz
> nava
> ___
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Re: [hlcoders] Setting C++ project to take #defines from?

2009-07-17 Thread Kohan Venets

D:  Sad.  Oh well, I'm sure VS2010 will be great.  Thanks anyway.

-Kohan



> From: mastersmit...@msn.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 17 Jul 2009 21:33:11 -0700
> Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> 
> I asked the mailing list the same question 2 or so months ago. There isn't a 
> solution to the problem, you just have to deal with it and wait for 
> microsoft's new version of intellisense that is supposedly going to fix this 
> along with other problems.
> 
> ------
> From: "Kohan Venets" 
> Sent: Friday, July 17, 2009 7:23 PM
> To: "hlcoders" 
> Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> 
> >
> > Well, I set Server to be the 'Startup Project,' but that doesn't seem to 
> > do anything.  How do I set the default build target?
> >
> > -Kohan
> >
> >
> >
> >> From: nuclearfri...@gmail.com
> >> To: hlcoders@list.valvesoftware.com
> >> Date: Sat, 18 Jul 2009 12:19:19 +1000
> >> Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> >>
> >> It may depend on which project you currently have set to be the active
> >> project ie your default build target. So you need to set the context
> >> which it will perform intellisense within.
> >>
> >> On 18/07/2009, at 10:13 AM, Kohan Venets  wrote:
> >>
> >> >
> >> > In Visual C++ 2008, Intellisense works pretty effectively.
> >> > Unfortunately, when files are shared by the client and server, it
> >> > assumes that I am working with the client, which keeps Intellisense
> >> > from working properly with server stuff.  Is there any way that I
> >> > can tell VC++ which project to use project-based 'defines' from?
> >> > Thanks.
> >> >
> >> > -Kohan
> >> >
> >> >
> >> > _
> >> > Windows Live™: Keep your life in sync.
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> >> > ___
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> >> > archives, please visit:
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> >> >
> >>
> >> ___
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> >> please visit:
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> >>
> >
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Re: [hlcoders] Setting C++ project to take #defines from?

2009-07-17 Thread Kohan Venets

Well, I set Server to be the 'Startup Project,' but that doesn't seem to do 
anything.  How do I set the default build target?

-Kohan



> From: nuclearfri...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sat, 18 Jul 2009 12:19:19 +1000
> Subject: Re: [hlcoders] Setting C++ project to take #defines from?
> 
> It may depend on which project you currently have set to be the active  
> project ie your default build target. So you need to set the context  
> which it will perform intellisense within.
> 
> On 18/07/2009, at 10:13 AM, Kohan Venets  wrote:
> 
> >
> > In Visual C++ 2008, Intellisense works pretty effectively.   
> > Unfortunately, when files are shared by the client and server, it  
> > assumes that I am working with the client, which keeps Intellisense  
> > from working properly with server stuff.  Is there any way that I  
> > can tell VC++ which project to use project-based 'defines' from?   
> > Thanks.
> >
> > -Kohan
> >
> >
> > _
> > Windows Live™: Keep your life in sync.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > ___
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> > archives, please visit:
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> >
> 
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[hlcoders] Setting C++ project to take #defines from?

2009-07-17 Thread Kohan Venets

In Visual C++ 2008, Intellisense works pretty effectively.  Unfortunately, when 
files are shared by the client and server, it assumes that I am working with 
the client, which keeps Intellisense from working properly with server stuff.  
Is there any way that I can tell VC++ which project to use project-based 
'defines' from?  Thanks.

-Kohan


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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Kohan Venets

By the sound of it, that CVar would make it so that your processor does the 
lighting instead of your video card (which would be hardware lighting).  Since 
CPUs are a bazillion times less powerful than GPUs, the result has lower 
quality.

I recall from developer commentary that the cave walls in Episode 2 were also 
self-shadowed to exaggerate the effect of the player's flashlight.

-Kohan



> From: lord.matt.hoff...@gmail.com
> Date: Mon, 13 Jul 2009 09:27:47 -0700
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> 
> Search it up on youtube. There's still a res file called "BoxRocket" which
> was Valve's internal name for it in L4D. (\Resource)
> 
> I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
> wrong or what. Will continue to tinker with it.
> 
> However, using dynamic_light, I can get this:
> http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png
> 
> Which looks pretty good. However if you get too close to the light source
> you see it lighting per-vertex (Triangle face?) and becomes really jagged.
> Probably a setting.
> 
> Also anyone know what mat_softwarelighting 1 does? It makes the model not be
> lit by my dynamic light, and makes other lights only effect it to some
> extent.
> 
> On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets  wrote:
> 
> >
> > How exciting!  I would love to tinker with those tools.  Thanks for that
> > image, I had no idea there was any public info on it.
> >
> > -Kohan
> >
> >
> >
> > > From: lord.matt.hoff...@gmail.com
> > > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> > >
> > > Well I wager they need to release it. I know it exists:
> > > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> > >
> > > It was in the TF2 beta I think, there's youtube videos of people claiming
> > to
> > > use it.
> > >
> > > A steampost by Eram (Steam forums Moderator) claims that "...The tools
> > will
> > > be released after the final meet the team video."
> > >
> > > However, this doesn't take Valve time into it's account... And I like my
> > own
> > > ways.
> > >
> > > I'm looking into both the light_dynamic entity (Looks pretty broken) and
> > the
> > > EP2 scene.
> > >
> > > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets 
> > wrote:
> > >
> > > >
> > > > Episode 2 does have self-shadowing, so it's definitely possible.
> > > >  Nevertheless, I'm just about positive that none of the Meet the Team
> > videos
> > > > were done using the conventional Source engine.  I wager that they have
> > > > their own special utility for making such high-quality videos.
> > > >
> > > > -Kohan
> > > >
> > > >
> > > >
> > > > > From: lord.matt.hoff...@gmail.com
> > > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > > >
> > > > > I've noticed that none of the models in the Source engine self
> > shadow.
> > > > (As
> > > > > in cast a shadow on themselves,  caused by themselves)
> > > > >
> > > > > A good example of this would be from Meet the Spy:
> > > > >
> > > >
> > https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > > >
> > > > > As you can see the soldiers arms are shadowing on him, so is his
> > shotgun.
> > > > > Even his collar casts a shadow (And it doesn't suck).
> > > > >
> > > > > Is there anyway we can do something like this? Preferably without any
> > new
> > > > > code or shaders (Eg. So it will work in TF2)
> > > > >
> > > > > I don't want them for anything realtime or player models running
> > around,
> > > > so
> > > > > preformance isn't an issue.
> > > > >
> > > > > Thanks!
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > > http://

Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Kohan Venets

How exciting!  I would love to tinker with those tools.  Thanks for that image, 
I had no idea there was any public info on it.

-Kohan



> From: lord.matt.hoff...@gmail.com
> Date: Sun, 12 Jul 2009 22:09:14 -0700
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> 
> Well I wager they need to release it. I know it exists:
> http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> 
> It was in the TF2 beta I think, there's youtube videos of people claiming to
> use it.
> 
> A steampost by Eram (Steam forums Moderator) claims that "...The tools will
> be released after the final meet the team video."
> 
> However, this doesn't take Valve time into it's account... And I like my own
> ways.
> 
> I'm looking into both the light_dynamic entity (Looks pretty broken) and the
> EP2 scene.
> 
> On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets  wrote:
> 
> >
> > Episode 2 does have self-shadowing, so it's definitely possible.
> >  Nevertheless, I'm just about positive that none of the Meet the Team videos
> > were done using the conventional Source engine.  I wager that they have
> > their own special utility for making such high-quality videos.
> >
> > -Kohan
> >
> >
> >
> > > From: lord.matt.hoff...@gmail.com
> > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > >
> > > I've noticed that none of the models in the Source engine self shadow.
> > (As
> > > in cast a shadow on themselves,  caused by themselves)
> > >
> > > A good example of this would be from Meet the Spy:
> > >
> > https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > >
> > > As you can see the soldiers arms are shadowing on him, so is his shotgun.
> > > Even his collar casts a shadow (And it doesn't suck).
> > >
> > > Is there anyway we can do something like this? Preferably without any new
> > > code or shaders (Eg. So it will work in TF2)
> > >
> > > I don't want them for anything realtime or player models running around,
> > so
> > > preformance isn't an issue.
> > >
> > > Thanks!
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > _
> > Windows Live™: Keep your life in sync.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlcoders] Code executing twice in a row.

2009-07-13 Thread Kohan Venets

Nevermind on this one, too; it turned out I was forgetting to set the variable 
'x' in question to zero at death, so the player proceeded to collect everything 
he dropped without actually losing anything in the first place.  Hurray, 
everything's working!

-Kohan



> From: idr...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 13 Jul 2009 00:37:09 -0700
> Subject: [hlcoders] Code executing twice in a row.
> 
> 
> Hi, in CSDKGameRules::DeathNotice(), I have added a few lines to the effect 
> of "spawn an entity for every point in variable X".  Whenever a player dies, 
> though, twice as many entities are spawned as are supposed to be.  I recall 
> this sort of 'double execution' problem from an earlier mod, but I don't 
> remember how to solve it.  Does anyone else know?  Thanks!
> 
> -Kohan
> 
> 
> _
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Re: [hlcoders] MOVETYPE_VPHYSICS results in no movement?

2009-07-13 Thread Kohan Venets

Nevermind, I got the answer from a friend :).  I wasn't aware of the 
VPhysicsInitWhatever thing.

-Kohan



> From: idr...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 13 Jul 2009 00:39:58 -0700
> Subject: [hlcoders] MOVETYPE_VPHYSICS results in no movement?
> 
> 
> In a new model-based entity, I have set the movement to MOVETYPE_VPHYSICS in 
> the Spawn() function, since I intend for the entity to interact normally with 
> the environment.  However, when said entity is spawned, it simply stays put.  
> Is there something else necessary for a model-based entity to behave like a 
> physics prop?  Thanks.
> 
> -Kohan
> 
> 
> _
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Re: [hlcoders] Variable not being replicated correctly.

2009-07-13 Thread Kohan Venets

O ho, I did not.  That has solved the problem, thanks :D.

-Kohan



> Date: Mon, 13 Jul 2009 09:43:47 +0200
> From: vannoortsan...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Variable not being replicated correctly.
> 
> http://developer.valvesoftware.com/wiki/Networking_Entities
> 
> Did you added m_iHearts to your send/recv table?
> 
> Sander
> 
> On Mon, Jul 13, 2009 at 9:35 AM, Kohan Venets wrote:
> >
> > Hi, I've added a new variable to SDKPlayer, "CNetworkVar( int, m_iHearts 
> > );" on the server and "int m_iHearts;" on the client, both private, with 
> > some read/write functions on the server, and read functions on the client.  
> > I modified the Health display on the HUD to simply get its 'health' value 
> > from this new hearts variable, but it always reads as zero.  Is there 
> > another line somewhere I need to add for networked variables to work 
> > properly?
> >
> > -Kohan
> >
> > _
> > Windows Live™: Keep your life in sync.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> 
> ___
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> visit:
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[hlcoders] MOVETYPE_VPHYSICS results in no movement?

2009-07-13 Thread Kohan Venets

In a new model-based entity, I have set the movement to MOVETYPE_VPHYSICS in 
the Spawn() function, since I intend for the entity to interact normally with 
the environment.  However, when said entity is spawned, it simply stays put.  
Is there something else necessary for a model-based entity to behave like a 
physics prop?  Thanks.

-Kohan


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[hlcoders] Code executing twice in a row.

2009-07-13 Thread Kohan Venets

Hi, in CSDKGameRules::DeathNotice(), I have added a few lines to the effect of 
"spawn an entity for every point in variable X".  Whenever a player dies, 
though, twice as many entities are spawned as are supposed to be.  I recall 
this sort of 'double execution' problem from an earlier mod, but I don't 
remember how to solve it.  Does anyone else know?  Thanks!

-Kohan


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[hlcoders] Variable not being replicated correctly.

2009-07-13 Thread Kohan Venets

Hi, I've added a new variable to SDKPlayer, "CNetworkVar( int, m_iHearts );" on 
the server and "int m_iHearts;" on the client, both private, with some 
read/write functions on the server, and read functions on the client.  I 
modified the Health display on the HUD to simply get its 'health' value from 
this new hearts variable, but it always reads as zero.  Is there another line 
somewhere I need to add for networked variables to work properly?

-Kohan

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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-12 Thread Kohan Venets

Episode 2 does have self-shadowing, so it's definitely possible.  Nevertheless, 
I'm just about positive that none of the Meet the Team videos were done using 
the conventional Source engine.  I wager that they have their own special 
utility for making such high-quality videos.

-Kohan



> From: lord.matt.hoff...@gmail.com
> Date: Sun, 12 Jul 2009 21:40:05 -0700
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Getting self-shadowing models in OB?
> 
> I've noticed that none of the models in the Source engine self shadow. (As
> in cast a shadow on themselves,  caused by themselves)
> 
> A good example of this would be from Meet the Spy:
> https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> 
> As you can see the soldiers arms are shadowing on him, so is his shotgun.
> Even his collar casts a shadow (And it doesn't suck).
> 
> Is there anyway we can do something like this? Preferably without any new
> code or shaders (Eg. So it will work in TF2)
> 
> I don't want them for anything realtime or player models running around, so
> preformance isn't an issue.
> 
> Thanks!
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 

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Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-07 Thread Kohan Venets

Yeah, that does seem to be the problem, because the code used in the Ep1 
iteration of the mod uses the same code and it works fine :X

-Kohan



> Date: Tue, 7 Jul 2009 23:16:32 +0200
> From: fridell.e...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Unintended Rotation of Parented Props
> 
> I have a similar problem. I did this in the episode1 code and it worked
> perfect. It didnt care about the player's pitch. But now when I moved over
> to OB I have the same problem as you do.
> 
> 
> 2009/7/7 Michael Chang 
> 
> > You can find all names of bones and attachments using HLMV, under bones and
> > attachment tabs respectively.
> >
> > ~M
> >
> >
> >
> > > FollowEntity(pPlayer, false) produces no different effect, and using
> > 'true'
> > > puts the flag at the base of the player, and it still rotates with the
> > > player's view, albeit around that point (the player's feet).
> > >
> > > I would try the SetParentAttachment thing, but I have no idea what any of
> > > the skeleton's bones are called :(.  Do you know where I could get info
> > on
> > > the skeleton bone names?
> > >
> > > -Kohan
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-05 Thread Kohan Venets

(Sorry, forgot to rename the reply ^^;)

FollowEntity(pPlayer, false) produces no different effect, and using
'true' puts the flag at the base of the player, and it still rotates
with the player's view, albeit around that point (the player's feet).

I
would try the SetParentAttachment thing, but I have no idea what any of
the skeleton's bones are called :(.  Do you know where I could get info
on the skeleton bone names?

-Kohan

Yaakov Smith  said:
> Try
> pFlag->FollowEntity(pPlayer, false);
> 
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly
> Sent: Sunday, 5 July 2009 4:13 PM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Unintended Rotation of Parented Props
> 
> I'm not looking at the code at the moment but as I recall you can add an
> attachment to the player and use SetParentAttachment() to put it in
> hierarchy with any of the player's skeleton's coordinate systems.  There's
> also an example prop with behavior like you want: prop_dynamic_ornament or
> prop_ornament as I recall.
> 
> Jay
> 
> 
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com 
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 
> > Kohan Venets
> > Sent: Saturday, July 04, 2009 10:57 PM
> > To: hlcoders
> > Subject: Re: [hlcoders] Unintended Rotation of Parented Props
> > 
> > 
> > Uh...  How would I do that?  To clarify, I mean that the flag 
> > rotates *around the player*.  As in, it hovers 100 units 
> > above the player's head when the player is looking forward, 
> > and if the player is looking straight down it hovers 100 
> > units directly in front of the player.  It rotates with the 
> > player as its center.
> > 
> > -Kohan
> > 
> > 
> > Jorge Rodriguez  said:
> > > 
> > > You can override the render angles on the client.
> > > 
> > > --
> > > Jorge "Vino" Rodriguez
> > > 
> > > 
> > > Kohan Venets  said:
> > > > I have a flag prop which, when picked up by the player, 
> > is supposed 
> > > > to
> > hover over their head. Unfortunately, setting the player as 
> > the parent of the flag causes the flag to rotate with the 
> > player's view. Is there any way to attach it to the player's 
> > position without preserving the player's rotation? Thanks.
> > > > 
> > > > -Kohan
> > _
> > Lauren found her dream laptop. Find the PC that's right for you.
> > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
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> > 
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Re: [hlcoders] hlcoders Digest, Vol 17, Issue 7

2009-07-05 Thread Kohan Venets

FollowEntity(pPlayer, false) produces no different effect, and using 'true' 
puts the flag at the base of the player, and it still rotates with the player's 
view, albeit around that point (the player's feet).

I would try the SetParentAttachment thing, but I have no idea what any of the 
skeleton's bones are called :(.  Do you know where I could get info on the 
skeleton bone names?

-Kohan

Yaakov Smith  said:
> Try
> pFlag->FollowEntity(pPlayer, false);
> 
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly
> Sent: Sunday, 5 July 2009 4:13 PM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Unintended Rotation of Parented Props
> 
> I'm not looking at the code at the moment but as I recall you can add an
> attachment to the player and use SetParentAttachment() to put it in
> hierarchy with any of the player's skeleton's coordinate systems.  There's
> also an example prop with behavior like you want: prop_dynamic_ornament or
> prop_ornament as I recall.
> 
> Jay
> 
> 
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com 
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 
> > Kohan Venets
> > Sent: Saturday, July 04, 2009 10:57 PM
> > To: hlcoders
> > Subject: Re: [hlcoders] Unintended Rotation of Parented Props
> > 
> > 
> > Uh...  How would I do that?  To clarify, I mean that the flag 
> > rotates *around the player*.  As in, it hovers 100 units 
> > above the player's head when the player is looking forward, 
> > and if the player is looking straight down it hovers 100 
> > units directly in front of the player.  It rotates with the 
> > player as its center.
> > 
> > -Kohan
> > 
> > 
> > Jorge Rodriguez  said:
> > > 
> > > You can override the render angles on the client.
> > > 
> > > --
> > > Jorge "Vino" Rodriguez
> > > 
> > > 
> > > Kohan Venets  said:
> > > > I have a flag prop which, when picked up by the player, 
> > is supposed 
> > > > to
> > hover over their head. Unfortunately, setting the player as 
> > the parent of the flag causes the flag to rotate with the 
> > player's view. Is there any way to attach it to the player's 
> > position without preserving the player's rotation? Thanks.
> > > > 
> > > > -Kohan
> > _
> > Lauren found her dream laptop. Find the PC that's right for you.
> > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
> > ___
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> > archives, please visit:
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> > 
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Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-04 Thread Kohan Venets

Uh...  How would I do that?  To clarify, I mean that the flag rotates *around 
the player*.  As in, it hovers 100 units above the player's head when the 
player is looking forward, and if the player is looking straight down it hovers 
100 units directly in front of the player.  It rotates with the player as its 
center.

-Kohan


Jorge Rodriguez  said:
> 
> You can override the render angles on the client.
> 
> -- 
> Jorge "Vino" Rodriguez
> 
> 
> Kohan Venets  said:
> > I have a flag prop which, when picked up by the player, is supposed to
hover over their head. Unfortunately, setting the player as the parent
of the flag causes the flag to rotate with the player's view. Is there
any way to attach it to the player's position without preserving the
player's rotation? Thanks.
> > 
> > -Kohan
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[hlcoders] Unintended Rotation of Parented Props

2009-07-04 Thread Kohan Venets

I have a flag prop which, when picked up by the player, is supposed to hover 
over their head.  Unfortunately, setting the player as the parent of the flag 
causes the flag to rotate with the player's view.  Is there any way to attach 
it to the player's position without preserving the player's rotation?  Thanks.

-Kohan

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[hlcoders] No textures for MOTD window in fresh Multiplayer mod.‏ (Nevermind)

2009-06-11 Thread Kohan Venets

Nevermind, I figured it out while browsing HL2DM's texture.  Thanks anyway :D.

-Kohan


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[hlcoders] No textures for MOTD window in fresh Multiplayer mod.

2009-06-11 Thread Kohan Venets

Hello!  I'm messing with my mod and I find that every time I start playing, the 
MOTD pops up in a flurry of purple and black.  Does anyone know how I might set 
these textures appropriately?

Also, a while back I asked a question about gamerules, and wanted to thank you 
all for your wonderful, prompt help.

-Kohan


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