Re: [hlcoders] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Bah, its alright, false alarm. I didn't realize my shortcut was still set to -applaunch 220, not 215. Changed it, works fine On 8/5/06, Rob Lach <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Well, i'm going manually thru and diffing all the files one by one... so I > still got quite a ways to go before I can compile. > > On 8/5/06, Wraiyth <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Has anyone successfully compiled and used the new SDK code? I've merged > > all > > the code into NightFall, except for a few files that I have different, > and > > the new DLLs do not load when I try to run the mod. Anyone experienced > > similar problems? > > Matt > > > > On 8/5/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > That was on the to-do lost. > > > > > > On 8/5/06, THE STORM <[EMAIL PROTECTED]> wrote: > > > > > > > > Hi Mike, > > > > > > > > It seems that there is no any update for the plugin support and the > > > > shared weapon information that we need by the mods to code 3rd party > > > bots. > > > > > > > > Regards, > > > > The Storm > > > > > > > > Mike Durand wrote: > > > > > This is a multi-part message in MIME format. > > > > > -- > > > > > [ Picked text/plain from multipart/alternative ] > > > > > Hi Everyone- > > > > > > > > > > The new SDK is released and should be available now for update via > > > > > Steam. I'll be monitoring the list this weekend and will be glad > to > > > > > answer any questions and provide any help that I can. > > > > > > > > > > Make sure to check out the release notes. > > > > > http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes > > > > > > > > > > Enjoy! > > > > > > > > > > -Mike > > > > > > > > > > > > > > > > > > > > > > > > > -- > > > > > > > > > > ___ > > > > > 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 > > > > > > > > > > > > > > > > > -- > > > - Benjamin Davison > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > Matt Stafford (Wraiyth) > > http://wraiyth.freesuperhost.com > > NightFall HL2 Mod - http://nightfall.nigredostudios.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 > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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
-- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > That was on the to-do lost. > > On 8/5/06, THE STORM <[EMAIL PROTECTED]> wrote: > > > > Hi Mike, > > > > It seems that there is no any update for the plugin support and the > > shared weapon information that we need by the mods to code 3rd party > bots. > > > > Regards, > > The Storm > > > > Mike Durand wrote: > > > This is a multi-part message in MIME format. > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Hi Everyone- > > > > > > The new SDK is released and should be available now for update via > > > Steam. I'll be monitoring the list this weekend and will be glad to > > > answer any questions and provide any help that I can. > > > > > > Make sure to check out the release notes. > > > http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes > > > > > > Enjoy! > > > > > > -Mike > > > > > > > > > > > > > > > -- > > > > > > ___ > > > 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 > > > > > > > -- > - Benjamin Davison > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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
-- [ Picked text/plain from multipart/alternative ] Mike, >From what I can see, there is no update to any of the shaders. Will there be one provided in the near future so we can fix up existing shaders so we're not using hacky methods to get them working (for instance, having to use normal lightmappedgeneric to build a lightmap when maps are compiled before switching to our own shader)? On 8/5/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > Also, information on the video cards. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand > Sent: Friday, August 04, 2006 4:18 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Source SDK Update Is Released > > Could you let me know the memory size and CPU speed of the machines. > I'll try to duplicate this on a comparable machine here. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain > Rochette > Sent: Friday, August 04, 2006 4:06 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source SDK Update Is Released > > Ah my mapper deform the word! > > here his word : > > it just eats up all the comps resources and hardly responds. it happens > when ive loaded up a map also, the camera view doesnt work > > Hope this help, so he cannot really use it his computer memory etc.. are > all used by hammer > > - Original Message - > From: "Mike Durand" <[EMAIL PROTECTED]> > To: > Sent: Friday, August 04, 2006 6:57 PM > Subject: RE: [hlcoders] Source SDK Update Is Released > > > > At what point does Hammer crash? Does the splash screen for Hammer > > come up? Does it crash when the SDK Launcher is starting up? > > > > -Thanks, > > Mike > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain > > Rochette > > Sent: Friday, August 04, 2006 3:40 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Source SDK Update Is Released > > > > My mapper cannot open HAMMER keep crashing on our mod. > > > > Is they are something todo with the FDG file or something else? > > > > For the code change, valve wild prodide more info about it? > > > > Thanks > > > > - Original Message - > > From: "Mike Durand" <[EMAIL PROTECTED]> > > To: > > Sent: Friday, August 04, 2006 6:15 PM > > Subject: [hlcoders] Source SDK Update Is Released > > > > > >> This is a multi-part message in MIME format. > >> -- > >> [ Picked text/plain from multipart/alternative ] Hi Everyone- > >> > >> The new SDK is released and should be available now for update via > >> Steam. I'll be monitoring the list this weekend and will be glad to > >> answer any questions and provide any help that I can. > >> > >> Make sure to check out the release notes. > >> http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes > >> > >> Enjoy! > >> > >> -Mike > >> > >> > >> > >> > >> -- > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, > > > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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
-- [ Picked text/plain from multipart/alternative ] Yay, I was hoping that I would wake up this morning to see this :) Good to see that it came, its made my weekend now. Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [SPAM:: score=5.6] Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] Smart arse ;) On 8/2/06, Andrew Forsberg <[EMAIL PROTECTED]> wrote: > > Ooooh, oooh, oooh! Can I say it please? please? Fucken' A! Ta! > > It'll be ready when it's ready. > > :) > > On Wed, 2006-08-02 at 17:04 +1000, Wraiyth wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > I know its only Tuesday, but do we have an updated ETA for the release > Mike? > > > > Matt > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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
-- [ Picked text/plain from multipart/alternative ] I know its only Tuesday, but do we have an updated ETA for the release Mike? Matt On 8/1/06, Rob Lach <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > take your time, if you guys are having problems, sort em out before you > guys > release it. > > Oi, > Rober "Pierog" Lach > > On 7/31/06, Steve Rabouin <[EMAIL PROTECTED]> wrote: > > > > -- > > [ 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 > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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
-- [ Picked text/plain from multipart/alternative ] Its been problem enough waiting this long for an update On 7/29/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > Hi All- > > Just an update on the SDK Release: > > We are having an issue with getting the new SDK to work as a beta > alongside the shipping SDK. Since we don't want to cause any problems > for MOD makers we are going to delay the release until next week in > order to work out this issue. > > I'll keep you posted. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand > Sent: Tuesday, July 25, 2006 7:13 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Upcoming SDK Release > > Given the recent traffic on the list, it seems like a good time to > introduce myself to everyone here, and talk about what I do at Valve. > > I started work here in June and have been given the task of working > directly with the MOD community. This means that my primary > responsibilities are to package and release the SDK, make it easier to > use, and work with MOD makers on problems that they can't solve with the > help of other members of the community. > > My full time job is to make sure that you have everything they need to > build your games. I'll be hanging out on this list, as well as the VDC, > but you can also feel free to contact me directly with any questions you > have at [EMAIL PROTECTED] > > So now that the introduction is out of the way here's the part that you > really care about: an SDK update is coming out very soon. Right now we > are testing it in-house and getting ready for its beta release. It will > be available later this week unless we encounter serious problems during > testing. I'll let people know either way, whether it is going to be this > week or next. Once I get all of the details together, I'll send the info > on what is coming in this SDK release to this list. > > -Mike > > ___ > 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 > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Copy file from GCF to moddir
-- [ Picked text/plain from multipart/alternative ] Just right click > extract using GCFScape On 7/28/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Is there a way to copy files from a GCF to the moddir? > I want to copy the HL2's soundcaches, because it's a bit nonsense to > rebuild > them when HL2's soundcache is good. > > Robbie > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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 (wishlist)
-- [ Picked text/plain from multipart/alternative ] Yep, but HL2SP mods don't use engine 2 On 7/27/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Phong shading is already a part of Base Source Engine 2 > > > -- > ts2do > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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 (wishlist)
-- [ Picked text/plain from multipart/alternative ] Apart from the widely expected stuff, I'm mainly hoping that the shader source for alot of the shaders will be updates (having to hack around for lightmappedgeneric is a pain in the arse). Vertex lighting, the Phong lighting, and if possible, even the post-process effects showcased in the DODS video a while ago (DOF and Motion Blur, simply for 'playing around with' purposes). Finally, what are the chances that we will see code for some of the stuff planned in Ep2 (shadowing, enhanced outdoor rendering, soft particle system)? I'm guessing that they're extremely unlikely, but it would be cool if we got features now that are coming soon :) On 7/26/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hello and welcome Mike! > It's great to hear that VALVe now introduces some sort of "Community > Manager". Alfred always provides kind help here about update news, but > someone who exclusively takes care of the comparably large modder > community > is a very good decision in my opinion. I've met community managers already > at Wings Simulations and Ubisoft and they were a great benefit for the > community. > > I am also glad that the update is finally on its way. May we expect any of > the following features? Consider this as a wishlist from a few modders - > the > others are of course welcome to add to this list. Best would be to include > the list in your posts ;) > > Bugfixes > - Hammer crashes and black viewports using the SDK workaround > - StudioMDL broken since engine update > - GameConfig.txt being occasionally overwritten, removing custom mods > - "buildcubemaps" returning "unknown lump" errors and not replacing the > default cubemap since engine update > > Features > - VS 2005 support > - Add HDR and phong shading from episode one (to be run in HL² SP and DM > modes) > - DoD:S and CS:S SDK (posted by Charles Solar) > > > Whatever else you consider to be important, please add :) > Greetings to all, > > Sebastian 'Darth.Hunter' Kreutz > http://thenewera.invisiongamez.com > -- > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ 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
-- [ Picked text/plain from multipart/alternative ] Mike, Thanks for the reply, and ditto Michael, its good to hear theres someone hired specifically to maintain the SDK. Grats on your new job, but good luck putting up with all of us ;) Matt On 7/26/06, Charles Solar <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > My sdk wishlist: > > 1. CSS style bots > 2. More server plugin control over game > 3. DOD:S and CSS sdk :) > 4. VS 05 support > > Thats in order of importance :D > -- > > ___ > 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
-- [ Picked text/plain from multipart/alternative ] > > > [ Picked text/plain from multipart/alternative ] > 001. John Sheu - Eternal Silence > 002. Michael Kramer - Elements > 003. James Hair ( l3fty ) - Warcry > 004. Benjamin "^Ben" Davison - BrainBread Source > 005. Charles "Red Comet" Solar - Prodod > 006. Matt "Wraiyth" Stafford - NightFall -- ___ 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 Released
-- [ Picked text/plain from multipart/alternative ] I'm not one to kick a convo back up, but is there any word at all about an SDK update Valve? Its been 419 days since our last major codebase update, and 190 days since the last SDK update full stop. I know I'm not speaking just for myself when I say that I'm kinda fed up with the lack of an update. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] I don't think it can be done for a HUD element... I'll just edit HudLayout.res from my laptop and use hud_reloadscheme, because closing and opening HL2 gets annoying :) On 7/22/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Not that I know of. But if you find one let me know :) > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] Thanks heaps, got it all working nicely now :) One final question, is there a way to activate build mode for the HUD? SHIFT+ALT+CTRL+B doesn't work (all I do is crouch, prone, sprint :P) On 7/22/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Alright here is what I have: > > This is how I have the background for my Health Bar > > First off, my health bar has rounded edges, so I have three different > images: > > vgui::ImagePanel *healthLeft; > vgui::ImagePanel *healthBg; > vgui::ImagePanel *healthRight; > > Each image is 5px X 5px (8X8 In vtf) > > I set it up like so: > vgui::Panel *pParent = g_pClientMode->GetViewport(); > SetParent( pParent ); > > healthLeft = vgui::SETUP_PANEL(new vgui::ImagePanel(parent, > "HealthLeft")); > healthLeft->SetImage("health_left"); > healthBg = vgui::SETUP_PANEL(new vgui::ImagePanel(parent, "HealthBg")); > healthBg->SetImage("health_bg"); > healthRight = vgui::SETUP_PANEL(new vgui::ImagePanel(parent, > "HealthRight")); > healthRight->SetImage("health_right"); > > Then Under a seperate Function ( Init() ) > I have > > C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); > int health = max( local->GetHealth(), 0 ); > > healthLeft->SetSize(XRES(5),YRES(5)); > healthLeft->GetImage()->SetSize(XRES(5),YRES(5)); > healthLeft->SetPos(XRES(8),YRES(35)); > healthLeft->SetZPos(1); > > healthBg->SetSize(XRES((health - 5) * 2),YRES(5)); > healthBg->GetImage()->SetSize(XRES(health),YRES(5)); //Streches the bg to > match health > healthBg->SetPos(XRES(13),YRES(35)); > healthBg->SetZPos(1); > > healthRight->SetSize(XRES(5),YRES(5)); > healthRight->GetImage()->SetSize(XRES(5),YRES(5)); > healthRight->SetPos(healthBg->GetWide()+ XRES(10),YRES(35)); //Places the > right image after the bg. > healthRight->SetZPos(2); > > I call the Init() Function in Paint( void ), I do this so that if the > player > changes the Resolution in game, everything will get aligned and scaled > properly. > > > > Remember that you need to position and scale everything in 640x480, and > using the XRES and YRES functions it will scale accurately for the other > resolutions. > > Hopefully this will help. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] My images seem to be drawing excessively small when I do that. I'm still playing around with it, but did you have it as a separate entry in HudLayout.res or just that code tacked on to hud_health (or any other Hud element)? On 7/21/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > The way I have been drawing my images on the hud is with: > >vgui::ImagePanel *hudBg; > >hudBg = vgui::SETUP_PANEL(new vgui::ImagePanel(this, "HealthBg")); >hudBg->SetImage("hud_health_bg"); >hudBg->SetSize(this->GetWide(),this->GetTall()); >hudBg->GetImage()->SetSize(this->GetWide() , this->GetTall()); >hudBg->SetPos(52,22); >hudBg->SetZPos(1); >hudBg->SetVisible(true); > > > I don't know if that is the proper way to do it, but it works fine for me. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] Hey all, I've been puzzling over this for about a week now. I want to draw a background image for the health for the HUD I'm working on. I can get the image drawing alright using vgui::surface()->DrawTexturedRect( 0, 0, this->GetWide(), this->GetTall() ); However, as soon as I obtain a weapon, the image disappears. When I drop the weapon, it reappears. I've got SetHiddenBits to HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT, which is what everything else is set to (and everything else works). Any ideas on whats going wrong, or alternately, a better way to draw an image to sit right behind the health & scale for different res's? Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] Theres no way you'd be lookin at a million for Source. UE3 would probably be around 650k-ish for a 'next-gen' engine (probably a little less now that we've seen engines like CryEngine 2), so ~250-350k would be a reasonable estimate for Source IMO On 7/20/06, Charles Solar <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > In my 100% honest opinion, no engine is worth close to 1 mil, and > definently > not the source engine. Why big mags are always saying 'tremendous source > engine' is beyond me. I played Prey at wsvg and that game has the coolest > gravity system I have ever seen. Then you have Fear, doom, quake. > In my opinion the source engine is just havok, then the rest is hard coded > to leave modders a lot of greef. > What does havok go for these days anyway. I heard that source code that > was > 'hacked' from valve actually had a lot of those professional 3rd party > application in there. I looked for an copy when I first heard about it, > unfortunetly after hl2 was released I deleted the rar I got. The cd is > lieing around here somewhere, wonder is the havok engine is worth cleaning > my room... nah. > > On 7/20/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote: > > > > Thanks for all your estimates, which are certainly helpful. The > higher-ups > > are > > going to inquire with Valve directly to find out for sure. But if it's > > even > > anywhere near that number I don't think they'll want to shell that > out... > > > > Thomas > > > > --- Teddy <[EMAIL PROTECTED]> wrote: > > > I hear it's about five times that much. Better start saving! > > > > > > On 7/20/06, Skillet <[EMAIL PROTECTED]> wrote: > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > It probably depends on what kind of project you're doing, but > $200,000 > > > would > > > > be a reasonable estimate. > > > > > > Regards, > > Thomas > > > > ___ > > 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 > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Attachment vector problems
-- [ Picked text/plain from multipart/alternative ] Hey all, I've been trying to set up a tracer to fire from a second muzzle (working on dual pistols). I've tried for ages today to try and get the vector of the muzzle and had no success using every method I've tried. The closest I've gotten is using this code int RMuzzleAttachment = LookupAttachment( "muzzler" ); Vector vecMuzzlePoint; QAngle vecMuzzleAngles; GetAttachment( RMuzzleAttachment, vecMuzzlePoint, vecMuzzleAngles ); vecSrc = vecMuzzlePoint; } vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); Returning vecSrc Vs Weapon_ShootPosition gives me something along the lines of vecSrc - Z Y X -760.305359 -262.641357 -413.379333 Weapon_ShootPos - Z Y X -703.968750 -256.00 -448.00 So for some reason the vectors that end up being returned are slightly off by a fair bit. Using Weapon_ShootPosition works fine for the right pistol Any suggestions or ideas? My vector maths in 3d is pretty shoddy, I've only really covered it in 2d at school. Thanks, Matt Stafford -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FW: Source Beta Engine Released
-- [ Picked text/plain from multipart/alternative ] Speak for yourself... On 5/22/06, Nick <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > If the SDK update gave options for vs2005, gcc 4.0, worked with /Wall, and > fixes for all of the current sdk bugs. I would happily spend a month to > merge the codebase. > > On 5/21/06, [EMAIL PROTECTED] <[EMAIL PROTECTED] > > > wrote: > > > > I'm worried that with such a tremendous delay between SDK updates, it's > > going to take days to merge the codebase. Maybe I'm imagining more code > > thrash than there's actually been though. > > > > At 2006/05/11 11:26 PM, Aaron Schiff wrote: > > >-- > > >[ Picked text/plain from multipart/alternative ] > > >He's lying! The SDK is sufficient at the moment. > > > > > >-- > > >ts2do > > >-- > > > > > >___ > > >To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > 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] SDK_VertexLitGeneric_DX9 + Flashlight = BUG
-- [ Picked text/plain from multipart/alternative ] Open up BaseVSShader.cpp Find the function DrawFlashlight_dx9 (or something to that extent) Go through all the shaders (Should be about three) - they're set to use the normal flashlight, not the SDK one. I know that fix works for LightmappedGeneric, but not sure about VertexlitGeneric. Take a look, but thats where you'll likely need to look for it. On 4/13/06, ere wer <[EMAIL PROTECTED]> wrote: > > Ok, here it is: > If you compile the SDK_VertexLitGeneric_DX9 Shader > from the SDK and assign it to a model, than when you > point the model with the flashlight *all* UI and the > viewmodel turn black :/ > > Any workarounds? > > 10x > MihailNajdenov > > Sorry for my Eng. > > P.S Im runing this on gF6800 > > __ > 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 > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - www.nightfallmod.net -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (no subject)
-- [ Picked text/plain from multipart/alternative ] I'm working on a multipass shader, but I can't figure out how to correctly bind textures. Currently, I have my params: SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "base texture" ) SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "base texture" ) and I'm binding them using pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE1 ); I'm using render targets for this, so my VMT looks like: "$frametexture" "_rt_FullFrameFB" " "$blurtexture" "_rt_SmallHDR1" The question is, what is the correct way to bind those textures to my samplers in the shader? I don't think pShaderAPI->BindFBTexture is correct, but using BindTexture is telling me that 'texture $frametexture is not a valid texture' or whatever the error is, unless I'm just doing it wrong. Thanks all, Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: The Advanced Shaders
-- [ Picked text/plain from multipart/alternative ] Yeah, I'm guessing its a problem with the new lighting due to HDR. RAD dosen't generate lightmaps for the textures using the build advanced shaders. If you change it to LightmappedGeneric, compile the map, and change it back, it works fine. -- Matt Stafford (Wraiyth) http://www.wraiyth.freesuperhost.com NightFall HL2 Mod - www.nightfallmod.net -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] strcat?
-- [ Picked text/plain from multipart/alternative ] Hey all, I'm looking to have the players footstep sounds change at various points in the game. I've figured (with help from others) the best way to do this is to make the new footstep sounds with the same name and _combine added onto the end. However I cannot for the life of me get this working in my code. I've attempted to use strcatin the PlayStepSound function ( strcat((char*) pSoundName, "_combine") ), and this works for the first two footsteps. After that, every subsequent sound has another few _combine added onto the end (I ended up getting concrete_stepleft_combine_combine_combine times about 100 after walking around for a while) Q_strcat produces the same problem (although I'm unaware of the difference) and I've also tried using Q_snprintf but to no avail. Could someone possibly point me in the right direction as to how to fix this? It would be greatly appreciated Thanks all -- Matt Stafford (Wraiyth) NightFall HL2 Mod - www.nightfallmod.net -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Animation Events
-- [ Picked text/plain from multipart/alternative ] I'm attempting to add a new animation event to test view punches with reloading (COD2-esque). However, I honestly have no idea where to start for this. I'm actually feeling rather stupid with my current problems, as I've figured out much more difficult ones. As a test I tried adding a viewpunch in the AE_CL_PLAYSOUND event (case statements in c_baseviewmodel and c_baseanimating) however I couldn't get the view punch to work (casting C_BasePlayer::GetLocalPlayer() to pPlayer and using pPlayer->ViewPunch) but the view punch doesn't even work here. Can anyone point me in the right direction as to what I'm doing wrong with my viewpunch code, and how to add an entirely new event I can specify in the model events (CL_VIEWPUNCH and params of X and Y values to punch by) Thanks all, Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] View Punch on reload
-- [ Picked text/plain from multipart/alternative ] Hey all, I'm looking to add a view punch when the player reloads the weapon, basically COD2-esque just to test some stuff out. I'm trying to figure out the best way to go about this. I've tried adding an anim event and compiling the model using that (added entries in eventlist.cpp and eventlist.h) but I am getting a crash when checking the event in both C_BaseViewModel::FireEvent and C_BaseAnimating::FireEvent when using this code: C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); pPlayer->ViewPunch( QAngle( -2, 0, 0 ) ); What I'm needing to know is wether that code is crashing it, or wether there is something else that may be doing it (something to do with the event declaration, two events running on the same frame etc), and wether there is another way to go about this (ie checking the current animation and frame number in the ItemBusyFrame/ItemPostFrame function for example) Thanks all, Matt -- Matt Stafford (Wraiyth) http://www.wraiyth.freesuperhost.com NightFall HL2 Mod - www.nightfallmod.net -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders