[hlcoders] CUtlMap vs. CUtlDict
Correct me if I'm wrong: CUtlDict copies key strings to their own memory block so if I call dict.Insert("blabla", something) I actually have two instances of the string "blabla" (original constant and a temporary copy) while CUtlMap only copies the pointer to a constant string I manage so should it be changed or deleted, the map will work wrong or crash. Is that right? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] any code update?
218, others don't work (different games open instead of my mod) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] any code update?
Editors get updated so I thought it's the right moment to ask. What about the code? Mine still compiles strangely (no dynamic shadows, warnings in console, crashes...). Is it because I don't own an Orange Box game? I sent my dlls to a friend and he says he has dynamic shadows so maybe it's something with files I don't have? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] panel's clientarea
How to get the size of panel's clientarea (the place where added child controls reside, except eg. the title bar in frame or tabs in property sheet)? GetSize() seems to return the size of whole panel with title bar, borders and stuff that my childcontrols, that I add, can't draw over, so I end up making them too big. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] lightmapped_generic registers
there's this part in sdk_lightmappedgeneric_vs20.fxc #if TANGENTSPACE || (LIGHTING_PREVIEW) float3x3 tangentSpaceTranspose : TEXCOORD5;// and 6 and 7 #endif does the "// and 6 and 7" comment mean that TEXCOORD6 and TEXCOORD7 registers are in use? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlcoders Digest, Vol 2, Issue 55
How to enumerate all textures from a certain texture group (eg. TEXTURE_GROUP_RENDER_TARGET)? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI command KeyValues management
So if I just go ahead and replace it... KeyValues* kv1 = new KeyValues( "OnSomething", "do", "something" ); pSth->SetCommand( kv1 ); /*...*/ KeyValues* kv2 = new KeyValues( "OnSomethingElse", "do", "somethingElse" ); pSth->SetCommand( kv2 ); the kv1 produces a memory leak? how to avoid that? (any KeyValues* GetCommand(), or void DeleteCommand()??) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI command KeyValues management
Take a look at the following code: KeyValues* kv = new KeyValues( "myMessage", "p1", 1, "p2", 2 ); m_pInventoryButtons[i]->SetCommand( kv ); Are the KeyValues managed by the panel (deleted when changed or when panel is deleted) or do I have to take care of deleting them? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] dynamic mesh
Hi, I have questions about using the dynamic mesh 1. what should be the order of vertices in a triangle? 2. given three points, how to order them correctly (the fastest way)? 3. how do I calculate texture coordinates? 4. what is the least needed to draw a mesh (vertices are enough, or more is needed)? 5. how do I set the texture (is materials->bind(pMaterial) enough)? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] use another library
I want to include a 3rd party library (1 .h + 1 .lib) so I do this: #pragma comment(lib,"library.lib") and when I compile and run my mod I see some errors about unknown commands and not found .res files, then I want to call my CON_COMMAND that I just wrote but it can't be found (doesn't exist) while other commands, including mine are working * I put the library.lib in src\lib\public\ * The library.dll is in mymod\bin\ * I tried putting the #pragma in other places * the whole header with stuff imported from library.lib is contained in extern "C" { /*stuff here*/ } * I don't get errors (Visual Studio Express 2005) other library that I linked with such pragma works fine, but it uses extern "C" __declspec(dllimport) I tried changing to that, no luck :/ what might be the problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CreateShadowEx
What are the parameters tah CreateShadowEx() takes? What's the difference between pMaterial and pModelMaterial, what sould be in pBindProxy, do I always need pFlashLightDepthTexture (and what is it)? (btw I noticed I'm messing up with the UTF-8 coding, what coding do you use?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] re: Vehicle crashes on Orange Box
It's crashing on event, right? I heard that some guy had problems when the player got in the vehicle. Check out how does the event look like, maybe the reciever wants something thet the sender forgrts to add. Go to resource/GameEvents.txt and resource/ModEvents.txt. See if it's even there. Try swapping the event from GameEvents to ModEvents. Maybe some parameter got forgotten. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders