RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
Having a frame open will get mouse control, yes. However I want it like the main menu, buttons that open different frames (without having any frames visible) and the only way I can think of to achieve this would be to have a frame the size of the screen then containing the buttons and the sub

Re: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-07 Thread tei
Gregg Reno wrote: OK - got it to work. For the benefit of anyone else trying to use VC++6.0: - Installed SP5 (http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx ) - Tried to install processor pack but if failed because it won't install on If for some reason the installer

[hlcoders] SERVERCLASS vs NETWORKCLASS

2005-01-07 Thread Markus Martin
Hello, I have been porting some HL2 weapons to the multiplayer mod I am working on, and I am curious to know the difference between the SERVERCLASS and NETWORKCLASS entities. There seems to be a significant difference. The SDK weapons use the DECLARE_NETWORKCLASS() and DECLARE_PREDICTABLE()

[hlcoders] desktop shortcuts and steam update

2005-01-07 Thread Draco
after the steam update my desktop sortcuts don't work properly. I have one set up for my HL1 MOD with the -dev param on it, but now it just launches normal Half-Life. I then made a new shortcut through steam, didn't work either. Has anyone noticed this bug? I know it's no big deal but it could get

Re: [hlcoders] quick menu question

2005-01-07 Thread SB Childe Roland
Why not just put your buttons on the main menu? On Fri, 07 Jan 2005 04:26:47 -0500, Maurino Berry [EMAIL PROTECTED] wrote: Having a frame open will get mouse control, yes. However I want it like the main menu, buttons that open different frames (without having any frames visible) and the only

Re: [hlcoders] desktop shortcuts and steam update

2005-01-07 Thread Jeffrey \botman\ Broome
Draco wrote: after the steam update my desktop sortcuts don't work properly. I have one set up for my HL1 MOD with the -dev param on it, but now it just launches normal Half-Life. I then made a new shortcut through steam, didn't work either. Has anyone noticed this bug? I know it's no big deal but

Re: [hlcoders] desktop shortcuts and steam update

2005-01-07 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: From the hlds email list... The Steam launcher now quotes each parameter (i.e +connect +ip:port ) which the HL1 engine does not correctly parse (this fixes game launching problems when you have spaces in the path name). Adding those extra quotes is a good work around

Re: [hlcoders] VMPI executables, source code?

2005-01-07 Thread karlthepagan
I just noticed src/lib/vmpi.lib It seems to implement the provided vmpi header files, but it may take a while to figure out how to use the existing code effectively. ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
I meant simmilar to the main menu, but completely unrelated... this is going to be a menu you can toggle and open different frames like inventory, skills, etc _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen

RE: [hlcoders] quick menu question

2005-01-07 Thread Alfred Reynolds
Each frame is an independent entity with respect to mouse and keyboard input. You can have one frame create another frame that could accept user input. A frame is a popup, a root level container, when painting it isn't clipped by its parent (its visibility is controlled by the parent however).

RE: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-07 Thread Gregg Reno
I ran into the same issue. I think you just need to have Steam running before launching the .bat file. -Gregg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, January 06, 2005 7:57 PM To:

RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
Thanks, I know what I have to do now. I'm just used to having a full canvas to work on, instead I'll have to create frames for the different bits, instead of making it the size of the screen _ Don't just Search. Find!

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-07 Thread Jeffrey \botman\ Broome
Gregg Reno wrote: I ran into the same issue. I think you just need to have Steam running before launching the .bat file. Yes, you have to have Steam running for everything, but you will still get an error if you create a brand new MOD and attempt to start it the first time using run_mod.bat (and

Re: [hlcoders] Steam Team

2005-01-07 Thread Elektordi
A automatic system (bot) running under Windows Me !!! By the way, which OS the server is running ? Elektordi - Original Message - From: Vyacheslav Djura [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 12:29 AM Subject: [hlcoders] Steam Team Just

[hlcoders] Bone manipulation via code

2005-01-07 Thread Beppo
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, where can I find examples on how to manipulate bones (rotate, move) within a player model from within the codes? Can these manipulations be done using the bones own coordinate system and/or the

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
It would be better to use an animation in the player model and change the rotation of a specific joint with a pose parameter. What effect are you trying to accomplish? Its also easier to get position and angles of a particular bone if you put an attachment point on it and get that. -Original

Re: [hlcoders] Bone manipulation via code

2005-01-07 Thread Beppo
It would be better to use an animation in the player model and change the rotation of a specific joint with a pose parameter. And how to do that? Any examples available within the codes? Its also easier to get position and angles of a particular bone if you put an attachment point on it and get

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
An example in the sdk code would be the yaw and pitch pose parameters for making the player model look up/down and to the side. The pose parameters are body_pitch and body_yaw. In base_playeranimstate.cpp: void CBasePlayerAnimState::ComputePoseParam_BodyPitch() { // Get pitch from

Re: [hlcoders] Bone manipulation via code

2005-01-07 Thread Beppo
Thanks a lot Matt ! highly appreciated! thanks, Beppo -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net

[hlcoders] Keybind / prone

2005-01-07 Thread r00t 3:16
I created I keybind which sets the player prone +prone -prone However I want to make this a toggle. eg: The push +prone and they stay prone until the key is pressed again. Wasn't sure how to do this... I have the prone working, needs tweaked a bit but for the most part it works... r00t 3:16

Re: [hlcoders] Keybind / prone

2005-01-07 Thread r00t 3:16
Hmm, I added the following, to add the key. static ConCommand startprone(+prone, IN_ProneDown); static ConCommand endprone(-prone, IN_ProneUp); r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com

[hlcoders] Movetypes and CollisionTypes

2005-01-07 Thread SuicideCommando
I'm trying to model bullets as projectiles. I based my bullet class off of CBaseEntity. I can get them to move correctly, but I'm having trouble with the collisions. I set the bullets as SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); SetCollisionGroup(COLLISION_GROUP_NONE); thinking

Re: [hlcoders] Keybind / prone

2005-01-07 Thread jeff broome
On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Hmm, I added the following, to add the key. static ConCommand startprone(+prone, IN_ProneDown); static ConCommand endprone(-prone, IN_ProneUp); Well, take that out and add... static ConCommand toggleprone(prone,

Re: [hlcoders] Keybind / prone

2005-01-07 Thread r00t 3:16
Thanks I was looking for something like that ... Thanks again.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: jeff broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 9:14 PM Subject: Re: [hlcoders] Keybind / prone On Fri, 7 Jan

Re: [hlcoders] Movetypes and CollisionTypes

2005-01-07 Thread Hasan Aljudy
I don't know what's the deal with collision groups, but it seems when you put COLLISION_GROUP_NONE in a traceline it hits everything :/ On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando [EMAIL PROTECTED] wrote: I'm trying to model bullets as projectiles. I based my bullet class off of

RE: [hlcoders] Movetypes and CollisionTypes

2005-01-07 Thread Jay Stelly
COLLISION_GROUP_NONE is the default collision group. These collide with everything. Other collision groups have special rules. E.g. COLLISION_GROUP_DEBRIS doesn't collide with other COLLISION_GROUP_DEBRIS. In the end, collision group is simply an id. The behavior of it is controlled by the