[hlcoders] Refraction/frame buffer distortion textures on the hud?

2005-02-18 Thread Maurino Berry
Is it possible to properly use refraction or frame buffer distruction textures on the hud/in vgui2? so far i've been able to render them but they only do their animations with a normal map - from what I can tell, the area they should be refracting is simply black, as if nothing was in the frame buf

[hlcoders] RE: CreateServerRagdoll, please i need help with this. To Jay

2005-02-18 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Fine!. I solve it!. Now i have a vehicle_Strider derived from Iservervehicle and Works fine!!. Also CreateServerRagdoll works too. This solve some minor bugs too I finded when other vehicles pass thr

Re: [hlcoders] Debug builds causing engine error?

2005-02-18 Thread Pavol Marko
Run with -allowdebug or in a debugger. Ben Davison schrieb: When I build the new HL2MP source on debug mode and try to run the game in steam it gives me an engine error. Anyone else? -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edi

Re: [hlcoders] Send user message

2005-02-18 Thread Frank Frieswijk
You rule, thanx ;-) - Frank -- Citeren Lance Vorgin <[EMAIL PROTECTED]>: ] Assuming you're starting from the empty server plugin, first include ] /src/tier1/bitbuf.cpp into your project, then add this somewhere ] ] #include "IRecipientFilter.h" ] #include "bitbuf.h" ] #include "shake.h" ] ] cla

Re: [hlcoders] Failed to Load the launcher DLL:

2005-02-18 Thread Mark Ettinger
I'm able to run my recently compiled HL2DM mod but if I try to create a server the game crashes and if I try to load a map from the console it hangs up. Any suggestions? ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] SDK Code update.

2005-02-18 Thread Imperio59
Ok, I'm not done merging the 150+ files i need to yet, but i want a few explanations: Why change the entire game events listener/sender system? Why was that needed? (about 20-30 files that need change). Why add those functions that allow you to "DeleteIfdesired" or some similar name? Why Post a ste

RE: [hlcoders] SDK Code update.

2005-02-18 Thread Mike Dussault
It's recommended that you merge the latest code from Valve into your mod, but it's certainly not required. We keep our interfaces backwards compatible. When we release new code, we figure people will merge it at an appropriate time for them. Merging our changes can be made much easier by using a s

RE: [hlcoders] SDK Code update.

2005-02-18 Thread Yahn Bernier
Would it be helpful for us to write a detailed how-to on how to set this up like Mike is describing using Perforce or CVS or VSS? Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Dussault Sent: Friday, February 18, 2005 10:00 AM To: hlcoders@list

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Justin Harvey
You only have to merge if you want to, your mod will work fine with out merging. So, again, it's up to you, do it or don't, from what Valve has said your mod will not break. -- www.neotokyohq.com Quoting Imperio59 <[EMAIL PROTECTED]>: > Ok, > I'm not done merging the 150+ files i need to yet, bu

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Ben Davison
CVS http://www.anandtech.com/IT/showdoc.aspx?i=2310 SVN http://tortoisesvn.tigris.org/docs/TortoiseSVN_en/ch03s02.html The SVN tutorial is a bit harder to follow. On Fri, 18 Feb 2005 12:08:02 -0600, Justin Harvey <[EMAIL PROTECTED]> wrote: > You only have to merge if you want to, your mod will

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Ben Davison
Would it be helpful for us to write a detailed how-to on how to set this up like Mike is describing using Perforce or CVS or VSS? I don't think it would Yahn. Perforce is an extremly expensive program and VSS can only be used over a lan envorioment(IIRC) CVS and subversion is where it's at for us

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Ben Davison
Most mods are not. But thanks for the heads up on the opensource freeness. On Fri, 18 Feb 2005 14:26:14 -0500, Bob Aman <[EMAIL PROTECTED]> wrote: > > I don't think it would Yahn. Perforce is an extremly expensive program > > and VSS can only be used over a lan envorioment(IIRC) CVS and > > subv

RE: [hlcoders] SDK Code update.

2005-02-18 Thread Jay Stelly
> > I don't think it would Yahn. Perforce is an extremly > expensive program > > and VSS can only be used over a lan envorioment(IIRC) CVS and > > subversion is where it's at for us modders. > > Not if you happen to be working on something open source. > Perforce is free for open source projects.

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Bob Aman
> I don't think it would Yahn. Perforce is an extremly expensive program > and VSS can only be used over a lan envorioment(IIRC) CVS and > subversion is where it's at for us modders. Not if you happen to be working on something open source. Perforce is free for open source projects. -- Bob Aman

Re: [hlcoders] SDK Code update.

2005-02-18 Thread tei
Yet another: http://www.superversion.org/ Its ugly, bad, and beta-ish, but easy to run. Its also code on java and use is own graphic toolkit. Note to Imperio59 : REleaSE!! as posiblEE!!! Actually only exist a few good or bad mods for HL2!.. I can only play Garrysmod!, I want more HL2 mods!!! 111 :D

RE: [hlcoders] SDK Code update.

2005-02-18 Thread Don Alvarez
There are definitely mods out there (ours included) that are using VSS. This sort of writeup sounds like it would be very helpful, not least because it might incourage folks who are trying to get by without some type of SCM to see the error in their ways. -Don -Original Message- From: [EM

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Ben Davison
Aha Jay, I should of really looked deeper into the licensing before opening my big gob :P I'm having a look at it now, would be good if you guys did some kind of tutorial on perforce. On Fri, 18 Feb 2005 20:39:03 +0100, tei <[EMAIL PROTECTED]> wrote: > Yet another: > http://www.superversion.org/

[hlcoders] RE: SDK Code update.

2005-02-18 Thread Imperio59
I already use a CVs but i am far from being an expert at doing it, i will try to do the branch thing after i back up my code just in case. I was pissed earlier and i'm better now, sorry if I sounded harsh. I would love that tutorial, because right now i have no idea how to start on doing this, i us

Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread British_Bomber
Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes and their effects on the in house games? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valves

Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Sylvain Rochette
They probably use Source Safe! - Original Message - From: "British_Bomber" <[EMAIL PROTECTED]> To: Sent: Friday, February 18, 2005 6:39 PM Subject: Re: [hlcoders] RE: SDK Code update. Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes

RE: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Mike Dussault
We use Perforce for all of our assets (code, contents, docs, libraries, etc). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber Sent: Friday, February 18, 2005 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] RE: SDK Code up

RE: [hlcoders] SDK Code update.

2005-02-18 Thread Xas
Am I the only one to be shocked to get an SDK updated often ? I mean... The HL1 SDK didn't have so many update. I'm a little disapointed of this, as I'm having an unfinished product... Will we have a continous updated SDK, forever ? I dislike this method, and prefer to know now, in place to work

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Jeffrey \"botman\" Broome
Xas wrote: Will we have a continous updated SDK, forever ? I dislike this method, and prefer to know now, in place to work on this solution. Why would it matter if Valve released an SDK update every week? The only thing that you have to worry about is... 1) Does the SDK update provide a bug fix to

[hlcoders] Because forks are fun!

2005-02-18 Thread tei
I am mapping in a family tree the brothers, childrens, cousins, parents and grandparents of Half-Life. As engines continue a legacy of fileformats, console comands and netcode, can be a reference for the future: http://www.quakesrc.org/forums/viewtopic.php?p=34404 Feel free to contribute by privat

[hlcoders] RE: Adding a Label as Part of a HUD element.

2005-02-18 Thread Imperio59
Ok that apparently was the problem, I re-arranged my calls to SizeToContents and it works fine. For that SetWrap, I moved it to unprotected in the vgui_controls lib, just 'cause i felt like doing it, and it doesn't seem to be causing problems, there didn't seem to be any other way to set the wrap,

[hlcoders] RE: Because forks are fun!

2005-02-18 Thread Imperio59
In theory, Source isn't even related to Quake, since it is a new engine built from the ground up by Valve. It is not even related to HL1, besides the actual look and feel and class design that mimics HL1's, but is totally different under the hood ;) I'll take this opportunity while we're discussing

Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Bob Aman
On Fri, 18 Feb 2005 16:08:04 -0800, Mike Dussault <[EMAIL PROTECTED]> wrote: > We use Perforce for all of our assets (code, contents, docs, libraries, > etc). Doesn't surprise me in the slightest. Personally, the only two source control systems I would ever use (assuming I get to choose) would be

RE: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Jay Stelly
> Is Source DX7 compatible only so it can someday be ported to X-BOX? > (Question from one of my mod members) Source supports DX7 because lots of people had dx7 cards in the various steam hardware surveys we did (GF2, GF2MX, GF4MX, the original Radeon). Also, XBOX is dx8. Jay ___

Re: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Michael Hobson
At 09:28 PM 2/18/2005, Imperio59 wrote: In theory, Source isn't even related to Quake, since it is a new engine built from the ground up by Valve. It is not even related to HL1, besides the actual look and feel and class design that mimics HL1's, but is totally different under the hood ;) Z