[hlcoders] Changing the VGUI panel shape

2005-10-09 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Hello everyone,

How can one modify the shape of a panel? It seems we're limited to a 4
points panel. Is there anyway to apply a mask or a different shape to a
panel? I looked back in the list archives and someone suggested to code a
new shader to perform this function (masking). That doesn't seem like the
best option to me for something on the GUI, as someone may not have shader
functionality on their video card etc.

Any other ideas? Any help appreciated.

Thanks.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Changing the VGUI panel shape

2005-10-09 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Right, I realize I can draw anything I want in the panel in any shape I
want. But what I am drawing is bigger than the visible panel area (depending
on how big the user decides to have his panel on the screen). So the panel
is basically acting as a mask for what I'm doing, which is why I asked if it
was possible the change the panel shape..
 On 10/9/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> Hit detection is constrained to rectangular regions, but within that
> region you can render any shape you want (see the beta SteamUI for
> visual examples).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> Rabouin Sent: Sunday, October 09, 2005 8:45 AM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing the VGUI
> panel shape
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hello everyone,
> >
> > How can one modify the shape of a panel? It seems we're limited to a 4
> > points panel. Is there anyway to apply a mask or a different shape to
> > a
> > panel? I looked back in the list archives and someone suggested to
> > code a
> > new shader to perform this function (masking). That doesn't seem like
> > the
> > best option to me for something on the GUI, as someone may not have
> > shader
> > functionality on their video card etc.
> >
> > Any other ideas? Any help appreciated.
> >
> > Thanks.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Changing the VGUI panel shape

2005-10-10 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Thanks for trying to help Alfred. Could you point me on an example in the
sdk where something like this is done? I've tried multiple searches with
SetBorder and other various functions of the panels without any luck, and I
can't seem to figure it out. All I could get is an outline just like the
ones on buttons. :o
 I've looked at the resource files for the beta gui, and I see that you have
some tga's for the borders etc. something like this could potentially work
for me. When are we going to be able to use this method in our mods?
 Then again, I still think the best would be to be able to provide a mask
for our panel. :P I may actually end up making a pixel shader for this,
shouldn't be more than 4 lines of code... I just thought it wasn't the best
way to do it.
 Thanks!
 On 10/9/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Can't you use a larger panel with transparency around the edges (so it
> looks like a small panel)?
>
> - Alfred
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Max amount of Teams on a MP Team game?

2005-10-10 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
There is no limit on the amount of teams, your code will define that limit.
The RandomInt is a function that takes a range. So, if you'd put
RandomInt(0, 4) it would return a number between 0 and 4.

On 10/10/05, Paul Kirby <[EMAIL PROTECTED]> wrote:
>
> Hello All
>
> I am just wondering on the amount of teams you can have on a multi player
> mod?
>
> Because I have noticed the following from
> CHL2MP_Player::PickDefaultSpawnTeam():
>
> ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );
>
> And RandomInt() only accepts 2 arguments :(
>
> I was hoping for the following type of teams:
> Vampire, Werewolf (Bad team).
> Slayer, Preacher (Good Team).
>
> Basically 4 or more teams.
>
> Or would it be easier and better to still have 2 teams but use different
> classes?
> That way we could have more different type of players :)
>
> It also must be possible to have more than 2 teams, because how did they
> do
> it in those VIP maps on CS.
>
> I know having more teams will require more code than if I had used
> different
> classes.
>
> Any ideas or help would be great.
>
> Thanks in advance.
>
> Paul
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Smoke grenade

2005-11-01 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
smokegrenade.cpp defines the message sent by the server, then
c_particle_smokegrenade receives it.

IMPLEMENT_CLIENTCLASS_DT on the client (c_particle_smokegrenade.cpp)
IMPLEMENT_SERVERCLASS_ST on the server (particle_smokegrenade.cpp)

That is how they talk to eachother.

Hope this helps

On 11/1/05, Giedrius T. <[EMAIL PROTECTED]> wrote:
>
> I can't understand how does smoke grenade create its smoke puffs. I
> have made another grenade, almost identical to frag grenade, but
> instead of exploding, it releases smoke. The code I use to create the
> smoke is:
>
>
> ParticleSmokeGrenade *pSmoke = dynamic_cast(
> CreateEntityByName( PARTICLESMOKEGRENADE_ENTITYNAME ) );
>
> Vector vForward;
> AngleVectors( GetLocalAngles(), &vForward );
> vForward.z = 0;
> VectorNormalize( vForward );
>
> pSmoke->SetLocalOrigin( GetLocalOrigin() + vForward*75 );
> pSmoke->SetFadeTime( 25, 30 );
> pSmoke->Activate();
> pSmoke->SetLifetime( 30 );
> pSmoke->FillVolume();
>
> And after looking into particle_smokegrenade.cpp and
> particle_smokegrenade.h I can't see any relationship with
> c_particle_smokegrenade.cpp, where smoke puffs are actually drawn. Can
> anybody explain me how does the engine know that it needs to execute
> code in c_particle_smokegrenade.cpp?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Finding local player on the scoreboard?

2005-11-11 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I beleive the index from the server starts at 0, while the index from the
client starts at 1. Just add 1 to the index coming from the server and
compare with GetLocalPlayer()->index or something similar (just going from
memory...)

On 11/11/05, Draco <[EMAIL PROTECTED]> wrote:
>
> --
> How can I find when GetPlayerScoreInfo(int playerIndex, KeyValues *kv) is
> updateing the local player?
>
> --
> Draco
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Re: Server Browser? Alfred?

2006-01-16 Thread Steve Rabouin
http://www.aboutmyip.com/AboutMyXApp/IP2Integer.jsp will convert for you

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Hud positioning/scaling help

2006-07-19 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Try using the XRES() and YRES() functions, and base your code off that, this
way you will get correct placement for any resolution, even if it is changed
while in game.

On 7/19/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Im having trouble positioning and scaling some of the images I have for my
> hud. I know that im supposed to position them in 640x480, but when I do
> that, if I then take it up to say 1024x768 then some of the images now
> intersect with the text, because the text is now bigger.
>
> And, since in the hud I have a health bar, in 640x480 it is really big,
> and
> in higher resolutions it is just fine, how would I scale it down only if
> the
> resolution is 640x480?
>
> This is my hud:
> http://img529.imageshack.us/img529/6661/newhudpi2.jpg
>
> And I have it all worked out in the code, it is just the images are not
> scaling down or up, which is really frustrating me :(
>
> I tried doing something like:
> #define RES640 113
>
> engine->GetScreenSize(m_iScreenWidth,m_iScreenHeight);
>
> if(m_iScreenWidth == 640){
>healthBar->SetSize(m_iHealth * (RES640 / 100),8); //Update the size
> of the Health Bar
> }
>
> The size of the healthbar is not 100 pixel's across, so I have to multiply
> the current health by a certain fraction. So I take the width it should be
> (RES640) and divide it by 100, which should give me a fraction and set it
> to
> the write width, which it doesn't it is alway's to big for it, though it
> should be just right.
>
>
> Thanks to anyone that can help me :D
>
>
> -Michael Kramer
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm still learning through the SDK and I have this simple issue blocking me
into progress..

I'm simply trying to rotate the angles of an entity in relation to its
position. Changing its angles.y alone for example is not what I need. If the
entity is facing down, i need to change the angles based on its current
angles. If it was facing down, i'd probably need to change x, but if it was
in between, some of y and some of x would need to be changed, etc.. So I'm
thinking a function similar (if not) AngleVectors must be used, but I'm
unsure how..

Please help if you can

Thanks
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
No, I know I'm not making much sense, I can't really explain this properly..

Let's say I have a spray can, and i wanted it to rotate on its own. When
it's on a table, it would rotate with the y angles only. But if it fell on
the floor, it would now be facing the floor, and the x angles would need to
be changed to keep the same rotation going. What I am looking for, is how to
find the angles that I need to add to the current angles so that it will
rotate in that direction properly, whichever position it is facing. Does
that make more sense?

Thanks for trying to help :o

On 7/27/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> Do you mean you want your entity to face the way it's travelling?
>
>
> On 7/27/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi,
> >
> > I'm still learning through the SDK and I have this simple issue blocking
> me
> > into progress..
> >
> > I'm simply trying to rotate the angles of an entity in relation to its
> > position. Changing its angles.y alone for example is not what I need. If
> the
> > entity is facing down, i need to change the angles based on its current
> > angles. If it was facing down, i'd probably need to change x, but if it
> was
> > in between, some of y and some of x would need to be changed, etc.. So
> I'm
> > thinking a function similar (if not) AngleVectors must be used, but I'm
> > unsure how..
> >
> > Please help if you can
> >
> > Thanks
> > --
> >
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I am totally with you. I am also lost on this one hehe.. I recently figured
out how to do tracelines properly so that should say a lot ;)

I'll take a different approach to my problem, maybe other people can
understand :o The physics will not work for my problem, as I'm not really
changing the physical angles of the entity, but it's eye angles.

So for example, I would like to rotate a player's view to the left, without
moving their model at all. If the player is facing straight ahead, this is
farily easy. But if the player is looking up/down, then I have no idea what
to do, as the angles are relative to the world..

There must be some transpose functions or something I'm missing.. Any help
would be greatly appreciated ;)

Thanks again.


On 7/27/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> Yeah I know what you mean I think.. If you want to rotate it using
> physics it's easier.. Kinda. Well probably harder if you haven't
> looked into motion controllers.
>
> When you apply a motion controller to the physics object you can
> decide whether the forces are local or global. If you choose local and
> apply torque to it it'll rotate around its own angles (not the
> world)..
>
> I'll be interested in hearing the real solution to this when you're
> not using physics - I'm dumb when it comes to angles and matrices and
> stuff.
>
>
> On 7/27/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > No, I know I'm not making much sense, I can't really explain this
> properly..
> >
> > Let's say I have a spray can, and i wanted it to rotate on its own. When
> > it's on a table, it would rotate with the y angles only. But if it fell
> on
> > the floor, it would now be facing the floor, and the x angles would need
> to
> > be changed to keep the same rotation going. What I am looking for, is
> how to
> > find the angles that I need to add to the current angles so that it will
> > rotate in that direction properly, whichever position it is facing. Does
> > that make more sense?
> >
> > Thanks for trying to help :o
> >
> > On 7/27/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > Do you mean you want your entity to face the way it's travelling?
> > >
> > >
> > > On 7/27/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Hi,
> > > >
> > > > I'm still learning through the SDK and I have this simple issue
> blocking
> > > me
> > > > into progress..
> > > >
> > > > I'm simply trying to rotate the angles of an entity in relation to
> its
> > > > position. Changing its angles.y alone for example is not what I
> need. If
> > > the
> > > > entity is facing down, i need to change the angles based on its
> current
> > > > angles. If it was facing down, i'd probably need to change x, but if
> it
> > > was
> > > > in between, some of y and some of x would need to be changed, etc..
> So
> > > I'm
> > > > thinking a function similar (if not) AngleVectors must be used, but
> I'm
> > > > unsure how..
> > > >
> > > > Please help if you can
> > > >
> > > > Thanks
> > > > --
> > > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Thank you Jay, I appreciate this, as this is exactly what I was looking for!
Now I just got to make sense out of this :)

On 7/27/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> Since this is a common question, I decided to write up something which
> will hopefully help:
> http://developer.valvesoftware.com/wiki/Rotation_Tutorial
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Maybe this will help you, tho if you haven't done this already, I'd wait for
the SDK update, maybe they've done all the work for you..

http://articles.thewavelength.net/702/

On 7/31/06, Nick <[EMAIL PROTECTED]> wrote:
>
> How do you enable spectators?
>
> On 7/31/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, the code already has all code. You just need to enable spectators,
> > what they did.
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Event triggering

2006-07-31 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
You may want to read this page, should give you the information you're
looking for.

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

On 7/24/06, Shing-Cheung Chan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
>   How does HL2 trigger events?
>
>   Thanks,
>   Adrian
>
> __
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
First, my ai_activity.cpp seemed to be missing the portal's activities, so
it caused a bunch of asserts. This being fixed..

I am unable to load my mod from the steam menu. When I open it from the
steam menu, I am seeing the game menu, and then a "ding" and it vanishes. No
error, just vanishes. If I load it from command line, it will load and work
fine. Since it's not giving me any kind of hint as to what the issue is... I
got no clues.

One thing I did notice, is if I launch from the steam menu, it will say it's
loading my mod. From the batch file it will say loading SDK base.
GameInfo.txt has been updated to SteamAppId 215. and from the command line I
also issue -applaunch 215.

Any hints? Please? :o

Thanks.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I figured out the dumps are now created in the "source sdk base" folder.
Even tho it quit without anything, some dump files are in the folder. I'm
unsure how to debug this properly tho. It seems to crash in engine.dll..

After click "break", this is what is highlighted in the call stack window:
> engine.dll!0dc8d57a()
Unhandled exception at 0x0dc8d57a in
Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
reading location 0x.

I have no clue what to do from here. I'm currently compiling the new base
HL2MP SDK to see if I get the same thing.. :o

On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
>  First, my ai_activity.cpp seemed to be missing the portal's activities,
> so it caused a bunch of asserts. This being fixed..
>
> I am unable to load my mod from the steam menu. When I open it from the
> steam menu, I am seeing the game menu, and then a "ding" and it vanishes. No
> error, just vanishes. If I load it from command line, it will load and work
> fine. Since it's not giving me any kind of hint as to what the issue is... I
> got no clues.
>
> One thing I did notice, is if I launch from the steam menu, it will say
> it's loading my mod. From the batch file it will say loading SDK base.
> GameInfo.txt has been updated to SteamAppId 215. and from the command line
> I also issue -applaunch 215.
>
> Any hints? Please? :o
>
> Thanks.
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Alright... so I compiled the HL2MP base code, and started it from the steam
menu with no modification, and I get the same thing. Guess I'll stop looking
for issues in my code..

On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
>  I figured out the dumps are now created in the "source sdk base" folder.
> Even tho it quit without anything, some dump files are in the folder. I'm
> unsure how to debug this properly tho. It seems to crash in engine.dll..
>
> After click "break", this is what is highlighted in the call stack window:
> > engine.dll!0dc8d57a()
> Unhandled exception at 0x0dc8d57a in
> Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
> reading location 0x.
>
> I have no clue what to do from here. I'm currently compiling the new base
> HL2MP SDK to see if I get the same thing.. :o
>
>  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  First, my ai_activity.cpp seemed to be missing the portal's activities,
> > so it caused a bunch of asserts. This being fixed..
> >
> > I am unable to load my mod from the steam menu. When I open it from the
> > steam menu, I am seeing the game menu, and then a "ding" and it vanishes. No
> > error, just vanishes. If I load it from command line, it will load and work
> > fine. Since it's not giving me any kind of hint as to what the issue is... I
> > got no clues.
> >
> > One thing I did notice, is if I launch from the steam menu, it will say
> > it's loading my mod. From the batch file it will say loading SDK base.
> > GameInfo.txt has been updated to SteamAppId 215. and from the command
> > line I also issue -applaunch 215.
> >
> > Any hints? Please? :o
> >
> > Thanks.
> >
> >
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I compiled in debug mode.

On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> Did you compile in debug or release mode?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
> Sent: Sunday, August 06, 2006 4:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Re: SDK Issues
>
> --
> [ Picked text/plain from multipart/alternative ] Alright... so I compiled
> the HL2MP base code, and started it from the steam menu with no
> modification, and I get the same thing. Guess I'll stop looking for issues
> in my code..
>
> On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> >  I figured out the dumps are now created in the "source sdk base"
> folder.
> > Even tho it quit without anything, some dump files are in the folder.
> > I'm unsure how to debug this properly tho. It seems to crash in
> engine.dll..
> >
> > After click "break", this is what is highlighted in the call stack
> window:
> > > engine.dll!0dc8d57a()
> > Unhandled exception at 0x0dc8d57a in
> > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access violation
> > reading location 0x0000.
> >
> > I have no clue what to do from here. I'm currently compiling the new
> > base HL2MP SDK to see if I get the same thing.. :o
> >
> >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > activities, so it caused a bunch of asserts. This being fixed..
> > >
> > > I am unable to load my mod from the steam menu. When I open it from
> > > the steam menu, I am seeing the game menu, and then a "ding" and it
> > > vanishes. No error, just vanishes. If I load it from command line,
> > > it will load and work fine. Since it's not giving me any kind of
> > > hint as to what the issue is... I got no clues.
> > >
> > > One thing I did notice, is if I launch from the steam menu, it will
> > > say it's loading my mod. From the batch file it will say loading SDK
> base.
> > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > command line I also issue -applaunch 215.
> > >
> > > Any hints? Please? :o
> > >
> > > Thanks.
> > >
> > >
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Thanks. Release seems to 'work' so far.

On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> Try release. I was having some similar problems with debug that cleared up
> as soon as I changed it to release.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin
> Sent: Sunday, August 06, 2006 5:06 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Re: SDK Issues
>
> --
> [ Picked text/plain from multipart/alternative ] I compiled in debug mode.
>
> On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> >
> > Did you compile in debug or release mode?
> >
> > -Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > Rabouin
> > Sent: Sunday, August 06, 2006 4:29 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Re: SDK Issues
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Alright... so I
> > compiled the HL2MP base code, and started it from the steam menu with
> > no modification, and I get the same thing. Guess I'll stop looking for
> > issues in my code..
> >
> > On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > >  I figured out the dumps are now created in the "source sdk base"
> > folder.
> > > Even tho it quit without anything, some dump files are in the folder.
> > > I'm unsure how to debug this properly tho. It seems to crash in
> > engine.dll..
> > >
> > > After click "break", this is what is highlighted in the call stack
> > window:
> > > > engine.dll!0dc8d57a()
> > > Unhandled exception at 0x0dc8d57a in
> > > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access
> > > violation reading location 0x.
> > >
> > > I have no clue what to do from here. I'm currently compiling the new
> > > base HL2MP SDK to see if I get the same thing.. :o
> > >
> > >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > >
> > > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > > activities, so it caused a bunch of asserts. This being fixed..
> > > >
> > > > I am unable to load my mod from the steam menu. When I open it
> > > > from the steam menu, I am seeing the game menu, and then a "ding"
> > > > and it vanishes. No error, just vanishes. If I load it from
> > > > command line, it will load and work fine. Since it's not giving me
> > > > any kind of hint as to what the issue is... I got no clues.
> > > >
> > > > One thing I did notice, is if I launch from the steam menu, it
> > > > will say it's loading my mod. From the batch file it will say
> > > > loading SDK
> > base.
> > > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > > command line I also issue -applaunch 215.
> > > >
> > > > Any hints? Please? :o
> > > >
> > > > Thanks.
> > > >
> > > >
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Yeah, the run_mod.bat does work for debuging, that was my issue.. It works
from the batch file, but not from steam menu when using debug binaries,
while it used to work before this SDK release.

On 8/6/06, Chris Harris <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> did you use run_mod.bat for debug mode?
>
> It wont work using the steam menu for debug mode it seems.
>
>
> On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thanks. Release seems to 'work' so far.
> >
> > On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> > >
> > > Try release. I was having some similar problems with debug that
> cleared
> > up
> > > as soon as I changed it to release.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > Rabouin
> > > Sent: Sunday, August 06, 2006 5:06 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Re: SDK Issues
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] I compiled in debug
> > mode.
> > >
> > > On 8/6/06, Snakez <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Did you compile in debug or release mode?
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve
> > > > Rabouin
> > > > Sent: Sunday, August 06, 2006 4:29 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Re: SDK Issues
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] Alright... so I
> > > > compiled the HL2MP base code, and started it from the steam menu
> with
> > > > no modification, and I get the same thing. Guess I'll stop looking
> for
> > > > issues in my code..
> > > >
> > > > On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > >  I figured out the dumps are now created in the "source sdk base"
> > > > folder.
> > > > > Even tho it quit without anything, some dump files are in the
> > folder.
> > > > > I'm unsure how to debug this properly tho. It seems to crash in
> > > > engine.dll..
> > > > >
> > > > > After click "break", this is what is highlighted in the call stack
> > > > window:
> > > > > > engine.dll!0dc8d57a()
> > > > > Unhandled exception at 0x0dc8d57a in
> > > > > Steam__2803__2006_8_6T19_44_31C3645.mdmp: 0xC005: Access
> > > > > violation reading location 0x.
> > > > >
> > > > > I have no clue what to do from here. I'm currently compiling the
> new
> > > > > base HL2MP SDK to see if I get the same thing.. :o
> > > > >
> > > > >  On 8/6/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > >  First, my ai_activity.cpp seemed to be missing the portal's
> > > > > > activities, so it caused a bunch of asserts. This being fixed..
> > > > > >
> > > > > > I am unable to load my mod from the steam menu. When I open it
> > > > > > from the steam menu, I am seeing the game menu, and then a
> "ding"
> > > > > > and it vanishes. No error, just vanishes. If I load it from
> > > > > > command line, it will load and work fine. Since it's not giving
> me
> > > > > > any kind of hint as to what the issue is... I got no clues.
> > > > > >
> > > > > > One thing I did notice, is if I launch from the steam menu, it
> > > > > > will say it's loading my mod. From the batch file it will say
> > > > > > loading SDK
> > > > base.
> > > > > > GameInfo.txt has been updated to SteamAppId 215. and from the
> > > > > > command line I also issue -applaunch 215.
> > > > > >
> > > > > > Any hints? Please? :o
> > > > > >
> > > > > > Thanks.
> > > > > >
> > > > > >
> >

Re: [hlcoders] Launching Mod from Steam doesn't work

2006-08-06 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I added -allowdebug the the launch options and it doesn't make a difference.
I am also running in a window, and not seeing any error messages. Just does
a ding and vanishes. (That's for the debug release only.. release works fine
from steam menu)

On 8/6/06, Eric Van Huss <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
>
> -allowdebug doesn't seem to work for me in steam.
>
> Make sure you run your source game in a window to see any error message.
> Won't
> see it in fullscreen.
>
> Running debug mode through the debugger does work though as said before.
>
> Eric
>
>
>
> --
> From:  "Jay Stelly" <[EMAIL PROTECTED]>
> Reply-To:  hlcoders@list.valvesoftware.com
> To:  
> Subject:  RE: [hlcoders] Launching Mod from Steam doesn't work
> Date:  Sun, 6 Aug 2006 18:13:06 -0700
> >For a debug build you either need to be in a debugger or running with
> >the -allowdebug commandline argument.  Otherwise the engine is supposed
> >to validate that none of the binaries are debug builds.  It's not
> >supposed to crash, however; you should get a message box with an error.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Paul Peloski
> > > Sent: Sunday, August 06, 2006 4:25 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Launching Mod from Steam doesn't work
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] I've got the
> > > same problem as Steve, hl2.exe crashes (with no error)
> > > immediately after playing the Valve intro video (about the
> > > time it would load my mod DLLs). Here's some more
> > > information, hopefully it will help solve our problem..
> > >
> > > The mod will launch and not crash from Steam OR Visual Studio
> > > ONLY if I attach a debugger (ie, windbg or manually attaching
> > > VS.net while the game is loading). It seems hl2.exe doesn't
> > > want to load the mod DLLs unless a debugger is attached.
> > >
> > > This crash dump was made in my half-life 2 deathmatch folder:
> > > http://hl2ctf.net/~sinbad/Steam__2803__2006_8_6T23_11_47C14656.mdmp
> > >
> > > I'm using appid 320, not 215, because HL2CTF shares a lot with HL2DM.
> > >
> > > I'm using the latest (Aug 04) SDK code as a base for the mod.
> > >
> > > Thank you,
> > >
> > > Paul.
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> please
> visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Speaking of sever problems, I noticed func_rotating_door seems to be broken
in the new SDK code. I haven't done *much* testing, but on a map that worked
perfectly fine with the other sdk, in the new SDK when you touch the door,
you get either stuck on it, or it will spin forever going through walls.

On 8/7/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> I don't have anything more to add on shaders yet. I'm trying to get some
> of the severe problems with this drop fixed and after that I'll be able
> to investigate the shader issue more.
>
> Thanks for you patience.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
> Stafford
> Sent: Monday, August 07, 2006 5:29 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
>
> --
> [ Picked text/plain from multipart/alternative ] Any word on shaders yet
> Mike?
>
> Matt
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Are you using the appid 215? If so, you will have to mount the hl2mp content
for it to work. The AppID 215 doesn't include HL2MP content, only HL2.

On 8/7/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The alpha doesn't work on the sprites on the gravity gun since updating to
> the latest SDK release.
>
> I've tried both debug and release compiles of the stock HL2MP sdk with no
> changes to the code:
> http://x5.freeshare.us/117fs341820.jpg
>
> Grant
> (L. Duke)
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] VGUI togglebuttons / checkboxes missing in new SDK?

2006-08-08 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Am I missing something, or those functionalities have been removed in the
new SDK? When creating a vgui panel those options are not available anymore.
am I the only one who used those? :o

I haven't had time to verify the vgui code much, so excuse me if this is
something simple, but it seems they are missing.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SetThink

2006-08-17 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I am using this for weapons


#ifdef GAME_DLL

BEGIN_DATADESC( CWeaponStuff )

DEFINE_FUNCTION( BingBangWeoo )

END_DATADESC()

#endif
On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> What headers are required for SetThink and SetNextThink?
>
> Thanks
> Yanii
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I think the problem you are refering to is the same I posted about earlier
on this list. This is a maping problem and not a code problem. Your map is
using a feature that had been left for compatibility, but has been removed
in the last SDK release. At least this is what the person maping for the mod
I'm working on told me, I can't get in touch with him right now, but he said
something along the lines that compiling his map as an hl2mp map gave him
some errors and told him exactly what wasn't available anymore...

Hope this helps. I'll try to get the exact details from him.

On 8/23/06, TheDisturbedOne TheDisturbedOne < [EMAIL PROTECTED]>
wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> When I parent the breakable surf to the door in a map. It works fine in
> HL2,
> but in my single player mod it gets quite jittery. I haven't touched any
> door or glass files. Can anyone else reproduce this?
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
This is what he told me:

I removed the "origin brush" i put in the doors for hinge and placed the
hinge point properly (new way)

Hope this helps! let me know if you need more help I can get more info from
him ;)

On 8/23/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
> I think the problem you are refering to is the same I posted about earlier
> on this list. This is a maping problem and not a code problem. Your map is
> using a feature that had been left for compatibility, but has been removed
> in the last SDK release. At least this is what the person maping for the mod
> I'm working on told me, I can't get in touch with him right now, but he said
> something along the lines that compiling his map as an hl2mp map gave him
> some errors and told him exactly what wasn't available anymore...
>
> Hope this helps. I'll try to get the exact details from him.
>
>
> On 8/23/06, TheDisturbedOne TheDisturbedOne < [EMAIL PROTECTED]>
> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > When I parent the breakable surf to the door in a map. It works fine in
> > HL2,
> > but in my single player mod it gets quite jittery. I haven't touched any
> > door or glass files. Can anyone else reproduce this?
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] CBuildFactoryHelper Not Working For Some Controls

2006-08-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I had a similar problem with ImagePanel not being available anymore before,
in the meantime I used CBitmapImagePanel and it worked for me.

On 8/27/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I've noticed that CBuildFactoryHelper doesn't have a constructor called
> for
> all control names. The controls that do have the constructor called are as
> followes:
>
> EditablePanel
>
> Panel
>
> RichText
>
> Button
>
> Label
>
> TextEntry
>
> Menu
>
> ComboBox
>
> MenuButton
>
> ScrollBar_Vertical
>
> ScrollBar_Horizontal
>
> ScrollBar
>
> MenuItem
>
> MessageBox
>
> Divider
>
>
>
> I am curious as to why ImagePanel is not on this list, as it has the
> necessary macro call to DECLARE_BUILD_FACTORY. It is not excluded from the
> build of vgui_controls.lib, and all code from the recent SDK update has
> been
> merged.
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] FileSystem_Steam.dll Crash

2006-08-29 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
If this is the same issue as was discussed before on the list, the new SDK
won't allow you to run a debug build from the steam menu. You need to build
it as release and then it will work from the steam menu.

On 8/29/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> We are having the same issue on three computers. It was working fine
> before.
> Now we cant launch the mod from steam menu, not from VS 2003 (using right
> command lines of course..) THe only way to get it working is through
> run_mod.bat . I've launched SDK Source Base and it's still not working.
> That's real strange.
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders