[hlcoders] matrix Bullet tracers

2004-12-13 Thread r00t 3:16
On attempting to get the tracers working. I am not sure of the cause of this but I thought it was kind of funny... http://www.totalretribution.com/screenshots/r00t316/badtracer.jpg When you fire the bullets fire as expected however the tracers have about a 2 second delay before you even see them,

Re: [hlcoders] manipulating hull / bbox

2004-12-13 Thread Hasan Aljudy
> Or if your mod has no vphysics at all, you can just skip the shadow > objects and set the size directly in the entity. > Well the problem is, using CBaseEntity::SetCollisionBounds appears to change the bounding box, (as "ent_bbox player" shows) but this box has nothing to do with collision. it c

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread so.Suddenly
How did you fix the problem of getting stuck in prop_physics when pushing against them and then try to walk backwards again? (Like e.g. the jeep in the demo-map) thanks, so.Suddenly Tony "omega" Sergi wrote: Indeed, I've already got team and class system implemented, scoreboard works with teams, go

RE: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Tony \"omega\" Sergi
I haven't yet actually, it's not a major priority yet for me, getting the underlying game play stuff implemented has been as it's going to take the most work. I've noticed that stuff happens in cs:s though, so I'm not sure what the difference between cs:s and hl2dm are. Also, I've noticed you don'

RE: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Tony \"omega\" Sergi
Yeah it's an hl mod too, not ready to announce it yet though ;) I still have to write some tuts for wavelength though, I keep putting it off. Hehe -omega -Original Message- From: Travis White [mailto:[EMAIL PROTECTED] Sent: December 12, 2004 11:30 PM To: [EMAIL PROTECTED] Subject: Re: [h

[hlcoders] Fw: Cutscene rendering effects - Negative / Black & White

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black & White. I've been searching through the SP SDK, but I can't find anything that will

[hlcoders] Cutscene rendering effects - Negative / Black & White

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black & White. I've been searching through the SP SDK, but I can't find anything that will

Re: [hlcoders] Fw: Cutscene rendering effects - Negative / Black & White

2004-12-13 Thread tei
Mike Blowers wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black & White. I've been searching through the SP SDK, but I can't find

RE: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Chris Adams
"Too many people bitch about not having hl2dm source and how hard it is to do this stuff, but it's really not, all the framework is there, all the examples you need are there, modders nowadays are just too damned lazy!" I agree entirely... Now that I've worked out how the code is structured and or

RE: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread i199
Or maybe we want to see how people who developed the game would write multiplayer code? No, that can't be it. It must be because we're lazy bastards. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: Monday, December 13, 2004 4:47 PM To: [

[hlcoders] GameFrame

2004-12-13 Thread Ray
(In serverplugin) GameFrame states its called about 60 times a second. If I do a Msg("%f",Engine->Time()); from it ..it looks like its firing about 30 times a second. Why would that be? Is there any way to get it to fire when there isnt any players in the server? _

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Jeffrey \"botman\" Broome
[EMAIL PROTECTED] wrote: Or maybe we want to see how people who developed the game would write multiplayer code? No, that can't be it. It must be because we're lazy bastards. Sarcasm? Not having an example means you learn more (you learn more from failures than you do by copying what someone else h

Re: [hlcoders] GameFrame

2004-12-13 Thread Ronny Schedel
Just use a thread. Greets Ronny (In serverplugin) GameFrame states its called about 60 times a second. If I do a Msg("%f",Engine->Time()); from it ..it looks like its firing about 30 times a second. Why would that be? Is there any way to get it to fire when there isnt any players in the server?

RE: [hlcoders] GameFrame

2004-12-13 Thread Jay Stelly
Sv_alternateticks 1 cuts the server framerate in half for performance. You'll either get 15ms ticks or 30ms ticks depending on this variable's setting. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ray > Sent: Monday, December 13, 2004 4:24 PM > To

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Phil Bowens
Most of coding *is* modifying other people's code. Not that I totally agree with waiting for HL2MP source myself, but the way I look at it.. I'd rather use a solid foundation from a team of 15 engineers who have worked with the same codebase for 6 years than invent some shakey system in what little

Re: [hlcoders] GameFrame

2004-12-13 Thread Jeffrey \"botman\" Broome
Ronny Schedel wrote: Just use a thread. Eek! Are the engine functions in the listen server and dedicated server thread safe? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://l

RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Adrian Finol
Did you add the ammo type? Search for CAmmoDef *GetAmmoDef() and you'll see how HL2 adds ammo types. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Tuesday, December 14, 2004 12:17 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] M_iPrimaryAmmo

RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Xas
I have already made this changes. I added a new line in the GetAmmoDef method with : def.AddAmmoType("Fusil", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_fusil", "sk_npc_dmg_fusil", "sk_max_fusil", BULLET_IMPULSE(800, 5000), 0 );=20 "Fusil" is the name of my ammo, as declared in the weapon file script =

Re: Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Slash
I agree. I rather have a "walkthrough" of the code with small peices of code, rather than a bunch of stuff to copy and paste. Maybe someone with a good grasp of the code already can give an overview of where stuff is, how stuff works together, and when you should modify what's there or build off of

[hlcoders] (server-plugin) Displaying a message like the UTIL_HudMessage in HL1

2004-12-13 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I do this? I have seen many people talk about using UserMessageBeing. I have a working version of the ReceipientFilter class (from hl2coding.com) which I think I need to use. So lets say I h

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread tei
"HLCoders HUD FoNtS aNd eVerYThinG" Thread Mini FAQ: What its need? newbie modders *requiered* to provide 100.00 % what its need to make mods, follow tutorials, etc.. Why? newbie coders hardly know how to code, and have no experience with compiler errors/warnings. To follow tutorials need full src,

[hlcoders] Recording Features of HL2

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any chance we can get our hands on vcr.cpp ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valve

RE: [hlcoders] Fw: Cutscene rendering effects - Negative / Black & White

2004-12-13 Thread Tony \"omega\" Sergi
I believe it was done with a screen shader. Look at the intro script entities. There was a discussion about this in wavelength, and I think that’s what whoever figured it out, said it was. -omega -Original Message- From: Mike Blowers [mailto:[EMAIL PROTECTED] Sent: December 13, 2004 8:46

Re: [hlcoders] GameFrame

2004-12-13 Thread Ronny Schedel
Depends on what he wants to do. I had never any problems with threads in my past hl1 programms :o) Greets Ronny Ronny Schedel wrote: Just use a thread. Eek! Are the engine functions in the listen server and dedicated server thread safe? -- Jeffrey "botman" Broome _

RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Mike Dussault
m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the "primary_ammo" field of the weapon's script file (in scripts\weapon_.txt). m_iAmmo tells how much of each type of ammo a character has on them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Beha

Re: [hlcoders] GameFrame

2004-12-13 Thread David Anderson
I don't feel safe doing some HL stuff in a thread, especially since what I'm doing in GameFrame is _definitely_ not thread safe. My problem is that GameFrame won't fire unless a player is in the server - this makes it difficult for me to beta test things quickly. -David Anderson On Tue, 14

RE: [hlcoders] manipulating hull / bbox

2004-12-13 Thread Jay Stelly
That's because the player logic has to run on the client as well (for multiplayer prediction) so it's a special case. You'll need to modify the functions in gamemovement.cpp: const Vector& CGameMovement::GetPlayerMins( bool ducked ) const { return ducked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN

Re: Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I do agree that people are to lazy... and after being around for the 1st SDK I really understand what you mean and remember the people who just copied and pasted the tutorials. I think maybe making some tutorials that explain a feature and discus

RE: [hlcoders] True-Type Font Resources

2004-12-13 Thread Yahn Bernier
I asked Greg Coomer what he used, here's what he said: The best tool by far is called Fontlab. That's what we use. It's expensive, though. [~US $500] The makers of Fontlab have a low-priced version called TypeTool. It costs $100. I'd strongly recommend this option for MOD teams. It's not free, bu