[hlcoders] TextMessageGet returns NULL

2006-02-22 Thread Jorge Rodriguez
In CHudMessage::MessageAdd() in message.cpp, there are two calls to TextMessageGet() which is an engine function. I have not yet been able to get this function to return anything but NULL. In my gamedir, I have a file called resource/gamedir_english.txt (substituting gamedir for the game I'm maki

Re: [hlcoders] Motion Blur..hmm..

2006-02-22 Thread Adam \"amckern\" Mckern
Nope, they are not even giving the code to HDR (lost coast)! --- Michael Kramer <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Thanks, > Do you think valve will release the source for > motion blur, that they are > adding to DoD? > > On 2/22/06, Archy <[EMAIL

Re: [hlcoders] Motion Blur..hmm..

2006-02-22 Thread Adam \"amckern\" Mckern
Talk to wrayith at nightfall, he is doing this for us, and might be able to help you out... --- Archy <[EMAIL PROTECTED]> wrote: > No chance if you mean the method descriped here: > http://developer.valvesoftware.com/wiki/Adding_Motion_Blur > Pretty simple and good results but you cann't do fod >

Re: [hlcoders] Motion Blur..hmm..

2006-02-22 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Thanks, Do you think valve will release the source for motion blur, that they are adding to DoD? On 2/22/06, Archy <[EMAIL PROTECTED]> wrote: > > No chance if you mean the method descriped here: > http://developer.valvesoftware.com/wiki/Adding_Mo

Re: [hlcoders] HL1 Source Multiplayer

2006-02-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] You are right though, it won't bring any advantage, you'll have to code it through the existing sdk's. I just want to play it, that gauss gun was the best gun any game had :D -- Draco -- ___ To unsubs

Re: [hlcoders] HL1 Source Multiplayer

2006-02-22 Thread Alexander Galerakis
HLDM Source was confirmed ages ago alongside the April 24th release date and while the expansion was still called Aftermath and not Episode One. Anyway, I seriously doubt the support will carry over. I mean, HL SP and MP shared the same code base to my knowledge, they weren't completely independe

Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I'm sure that system info thing (caps lock isn't it?) shows a metre for bots and one for AI. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http:

Re: [hlcoders] Motion Blur..hmm..

2006-02-22 Thread Archy
No chance if you mean the method descriped here: http://developer.valvesoftware.com/wiki/Adding_Motion_Blur Pretty simple and good results but you cann't do fod with it. 1. fod requires blurring things in the back/front without movement, the method descriped only workes with movement. 2. It always

Re: [hlcoders] HL1 Source Multiplayer

2006-02-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] It would be exactly the same leap we have been taking with HL2DM. If you want something close to HL1 in source, the blank SDK is excellent, boasting the old skool ladders, quakeish movement and a shitload of intentional bugs :) The bugs are all ea

[hlcoders] HL1 Source Multiplayer

2006-02-22 Thread munra
As stated in an interview with Robin Walker. HALF-LIFE 2: EPISODE ONE will ship with HL2 Deathmatch and A source Version of if the hl1 multiplayer. http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/interviews/interviews_story.php?id=134751 My Question is will the

[hlcoders] Motion Blur..hmm..

2006-02-22 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Garry, I did your tutorial over at the Valve Developer Forum, and I got motion blur to work, and I love it, thanks for this. But i was wondering, if by the same concept of doing this, it could be tweaked into creating depth blur. Do you know of

Re: [hlcoders] Client - Server Ragdoll Control

2006-02-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Well...since you said this was a singleplayer mod(correct?) you can have the client just send commands for each bone movement instead of making the hand a clientside prop...the client never sees commands that the client dll sends to the server, th

Re: [hlcoders] Pipes.cpp assertion?

2006-02-22 Thread Tom Parker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Sure: File: .\pipes.cpp Line: 237 Assert: Assertion Failed: bufRet.GetUint8() == k_EClientCommandCallback And then when exiting: File: .\steamclient.cpp Line: 400 Assert: Assertion Failed: bufRet.Get

Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-22 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Good idea about the system load, is there anyway to check it from the Source engine? But saying that, I added "simple" Ai like Mossman and it was able to hold a couple more NPC's before becoming laggy again. I was also thinking about the bot idea

[hlcoders] Client - Server Ragdoll Control

2006-02-22 Thread Meow Mew
As previous E-mails have shown, I'm having lots of difficulty working with a data glove hardware driven model. The goal is to have the data glove completely move an articulated arm model, colliding with other entities, and constrained realistically (so finger bones don't break too often). I have