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
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
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
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
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
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
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
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
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
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
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
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
> > 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.
> 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
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
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
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/
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
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
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
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
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
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
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
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,
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
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
> 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
___
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
29 matches
Mail list logo