[hlcoders] Conversions and wchar_t

2011-10-19 Thread Face book

I'm relatively new to Source SDK (only been playing around with it for a couple 
of months) but have been using C++ for 2 years (mainly DirectX) through Windows 
of course (though temporary problem with the Boot/BCD folder being deleted, I'm 
running from a Linux disk on my laptop)


Why is there still a few problems with char * to wchar_t problems still around, 
everyone always uses multibyte.

And is it possible to either paste or create some more code in relation to 
model rendering and loading?

Just in case anyones heard of it, NEVER go there, its a complete waste of time: 

http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
Acrethaen

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Re: [hlcoders] Conversions and wchar_t

2011-10-19 Thread Adam amckern McKern
Tricky Dicky :) Better to go to jay car, or Turks - they have what your after - 
but now i am taking this topic off topic.

 

Owner Nigredo Studios http://www.nigredostudios.com



From: Face book timothy123...@hotmail.com
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, 19 October 2011 8:42 PM
Subject: [hlcoders] Conversions and  wchar_t


 
I'm relatively new to Source SDK (only been playing around with it for a 
couple of months) but have been using C++ for 2 years (mainly DirectX) through 
Windows of course (though temporary problem with the Boot/BCD folder being 
deleted, I'm running from a Linux disk on my laptop)


Why is there still a few problems with char * to wchar_t problems still 
around, everyone always uses multibyte.

And is it possible to either paste or create some more code in relation to 
model rendering and loading?

Just in case anyones heard of it, NEVER go there, its a complete waste of 
time: 
http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
Acrethaen


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visit:
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Re: [hlcoders] Conversions and wchar_t

2011-10-19 Thread Saul Rennison
It would be possible to create your own model loading code by simply making
a new entity (i.e. prop_custom) and then in your client Render code, fill a
mesh with the vertices, and Draw.

As for custom rendering, try your own shader.


Kind regards,
*Saul Rennison*


On 19 October 2011 10:42, Face book timothy123...@hotmail.com wrote:

  I'm relatively new to Source SDK (only been playing around with it for a
 couple of months) but have been using C++ for 2 years (mainly DirectX)
 through Windows of course (though temporary problem with the Boot/BCD folder
 being deleted, I'm running from a Linux disk on my laptop)


 Why is there still a few problems with char * to wchar_t problems still
 around, everyone always uses multibyte.

 And is it possible to either paste or create some more code in relation to
 model rendering and loading?

 Just in case anyones heard of it, NEVER go there, its a complete waste of
 time:
 http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/http://www.productreview.com.au/p/dick-smith-electronics/
 Acrethaen


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlcoders] Conversions and wchar_t

2011-10-19 Thread Jacob Salas
Source uses primarily char, const char, and string_t (typedef const char) in 
the bulk of its code, but wchar_t is used primarily for strings that 
potentially use Unicode, such as VGUI's localization.

I haven't been in the code for a while, but I think the conversions are 
accomplished by STRING( char ).

On Oct 19, 2011, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote:

 
 
 --
 
 Message: 2
 Date: Wed, 19 Oct 2011 22:42:20 +1300
 From: Face book timothy123...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Conversions and  wchar_t
 Message-ID: bay147-w603ded3931de5ea4499055b5...@phx.gbl
 Content-Type: text/plain; charset=iso-8859-1
 
 
 I'm relatively new to Source SDK (only been playing around with it for a 
 couple of months) but have been using C++ for 2 years (mainly DirectX) 
 through Windows of course (though temporary problem with the Boot/BCD folder 
 being deleted, I'm running from a Linux disk on my laptop)
 
 
 Why is there still a few problems with char * to wchar_t problems still 
 around, everyone always uses multibyte.
 
 And is it possible to either paste or create some more code in relation to 
 model rendering and loading?
 
 Just in case anyones heard of it, NEVER go there, its a complete waste of 
 time: 
 
 http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
 Acrethaen
 
 
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 Message: 3
 Date: Wed, 19 Oct 2011 05:24:40 -0700 (PDT)
 From: Adam \amckern\ McKern amck...@yahoo.com
 To: Discussion of Half-Life Programming
   hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Conversions and  wchar_t
 Message-ID:
   1319027080.9190.yahoomail...@web160709.mail.bf1.yahoo.com
 Content-Type: text/plain; charset=iso-8859-1
 
 Tricky Dicky :) Better to go to jay car, or Turks - they have what your after 
 - but now i am taking this topic off topic.
 
 ?
 
 Owner Nigredo Studios http://www.nigredostudios.com
 
 
 
 From: Face book timothy123...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, 19 October 2011 8:42 PM
 Subject: [hlcoders] Conversions and  wchar_t
 
 
 
 I'm relatively new to Source SDK (only been playing around with it for a 
 couple of months) but have been using C++ for 2 years (mainly DirectX) 
 through Windows of course (though temporary problem with the Boot/BCD folder 
 being deleted, I'm running from a Linux disk on my laptop)
 
 
 Why is there still a few problems with char * to wchar_t problems still 
 around, everyone always uses multibyte.
 
 And is it possible to either paste or create some more code in relation to 
 model rendering and loading?
 
 Just in case anyones heard of it, NEVER go there, its a complete waste of 
 time: 
 http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
 Acrethaen
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
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 Message: 4
 Date: Wed, 19 Oct 2011 14:02:37 +0100
 From: Saul Rennison saul.renni...@gmail.com
 To: Discussion of Half-Life Programming
   hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Conversions and wchar_t
 Message-ID:
   cad6yl_xbtl2mb586sw+apbxvy84m0xveur4zc3zs4efu8ih...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1
 
 It would be possible to create your own model loading code by simply making
 a new entity (i.e. prop_custom) and then in your client Render code, fill a
 mesh with the vertices, and Draw.
 
 As for custom rendering, try your own shader.
 
 
 Kind regards,
 *Saul Rennison*
 
 
 On 19 October 2011 10:42, Face book timothy123...@hotmail.com wrote:
 
 I'm relatively new to Source SDK (only been playing around with it for a
 couple of months) but have been using C++ for 2 years (mainly DirectX)
 through Windows of course (though temporary problem with the Boot/BCD folder
 being deleted, I'm running from a Linux disk on my laptop)
 
 
 Why is there still a few problems with char * to wchar_t problems still
 around, everyone always uses multibyte.
 
 And is it possible to either paste or create some more code in relation to
 model rendering and loading?
 
 Just in case anyones heard of it, NEVER go there, its a complete waste of
 time:
 http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/http://www.productreview.com.au/p/dick-smith-electronics/
 Acrethaen

Re: [hlcoders] Conversions and wchar_t

2011-10-19 Thread Acrethaen Audias

O.k. then, well thanks, but i meant more by making a new model type, instead of 
using the normal types, and yes, STRING( char ) seems to do the trick.

 From: czfj...@gmail.com
 Date: Wed, 19 Oct 2011 15:02:29 -0500
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Conversions and  wchar_t
 
 Source uses primarily char, const char, and string_t (typedef const char) in 
 the bulk of its code, but wchar_t is used primarily for strings that 
 potentially use Unicode, such as VGUI's localization.
 
 I haven't been in the code for a while, but I think the conversions are 
 accomplished by STRING( char ).
 
 On Oct 19, 2011, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote:
 
  
  
  --
  
  Message: 2
  Date: Wed, 19 Oct 2011 22:42:20 +1300
  From: Face book timothy123...@hotmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Conversions and  wchar_t
  Message-ID: bay147-w603ded3931de5ea4499055b5...@phx.gbl
  Content-Type: text/plain; charset=iso-8859-1
  
  
  I'm relatively new to Source SDK (only been playing around with it for a 
  couple of months) but have been using C++ for 2 years (mainly DirectX) 
  through Windows of course (though temporary problem with the Boot/BCD 
  folder being deleted, I'm running from a Linux disk on my laptop)
  
  
  Why is there still a few problems with char * to wchar_t problems still 
  around, everyone always uses multibyte.
  
  And is it possible to either paste or create some more code in relation to 
  model rendering and loading?
  
  Just in case anyones heard of it, NEVER go there, its a complete waste of 
  time: 
  
  http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
  Acrethaen
  

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  Message: 3
  Date: Wed, 19 Oct 2011 05:24:40 -0700 (PDT)
  From: Adam \amckern\ McKern amck...@yahoo.com
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Conversions and  wchar_t
  Message-ID:
  1319027080.9190.yahoomail...@web160709.mail.bf1.yahoo.com
  Content-Type: text/plain; charset=iso-8859-1
  
  Tricky Dicky :) Better to go to jay car, or Turks - they have what your 
  after - but now i am taking this topic off topic.
  
  ?
  
  Owner Nigredo Studios http://www.nigredostudios.com
  
  
  
  From: Face book timothy123...@hotmail.com
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, 19 October 2011 8:42 PM
  Subject: [hlcoders] Conversions and  wchar_t
  
  
  
  I'm relatively new to Source SDK (only been playing around with it for a 
  couple of months) but have been using C++ for 2 years (mainly DirectX) 
  through Windows of course (though temporary problem with the Boot/BCD 
  folder being deleted, I'm running from a Linux disk on my laptop)
  
  
  Why is there still a few problems with char * to wchar_t problems still 
  around, everyone always uses multibyte.
  
  And is it possible to either paste or create some more code in relation to 
  model rendering and loading?
  
  Just in case anyones heard of it, NEVER go there, its a complete waste of 
  time: 
  http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
  Acrethaen
  
  
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  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
  
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  Message: 4
  Date: Wed, 19 Oct 2011 14:02:37 +0100
  From: Saul Rennison saul.renni...@gmail.com
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Conversions and wchar_t
  Message-ID:
  cad6yl_xbtl2mb586sw+apbxvy84m0xveur4zc3zs4efu8ih...@mail.gmail.com
  Content-Type: text/plain; charset=iso-8859-1
  
  It would be possible to create your own model loading code by simply making
  a new entity (i.e. prop_custom) and then in your client Render code, fill a
  mesh with the vertices, and Draw.
  
  As for custom rendering, try your own shader.
  
  
  Kind regards,
  *Saul Rennison*
  
  
  On 19 October 2011 10:42, Face book timothy123...@hotmail.com wrote:
  
  I'm relatively new to Source SDK (only been playing around with it for a
  couple of months) but have been using C++ for 2 years (mainly DirectX)
  through Windows of course (though temporary problem with the Boot/BCD 
  folder
  being deleted, I'm running from a Linux disk on my laptop)
  
  
  Why is there still