Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Adam \"amckern\" Mckern
Bloodlines reboots the engine when this is called from what i can think of, when i was playing it - if only we could reboot the engine, maybe the ammo counters wont overlap :) --- Aaron Schiff <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > There is an OnScree

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread bloodykenny
Yes I'm running my mod, but it doesn't affect spawn points. Note, the player never notices they're outside the map. I think it's only ragdolls, though I'm not positive. Let's put it this way, I don't have players yelling "help I've fallen out of the map". I just see in the server log pages a

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread bloodykenny
Man I wish my vphysics bug thread got this many responses. So, I'm not completely certain it's when the player is dead, but the log messages usually occur right after a death. Also, I don't understand the case that Garry is trying to fix. Garry, I tried spectating a player on the ground when

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] There is an OnScreenSizeChanged function that gets called...it may be doing something funky On 3/10/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > There's a long-standing issue with the HL2 core, or perhaps the SDK, that > if you change you

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread bloodykenny
There's a long-standing issue with the HL2 core, or perhaps the SDK, that if you change your screen res of window size, VGUIs get messed up until you restart. I've never tried to investigate a fix though. At 2006/03/10 08:49 AM, Benjamin Davison wrote: >-- >[ Picked text/plain from multipart/al

Re: RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Adam \"amckern\" Mckern
Yes Draco, the Australia IGDC (Freeplay) is in Melbourne - i normaly catch the train down from Sydney --- Jason Houston <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I wish I could go to that, but I'm in Queensland :( > It's in Melbourne, > right? > > -- > D

Re: RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I wish I could go to that, but I'm in Queensland :( It's in Melbourne, right? -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoft

Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Teddy
It looks just like a torrent, with the DownloadRate, UploadRate, PeersConnected & SharingRatio elements. Cool bannanas! On 3/11/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > C:\Steam\Public > > It's in the new friends beta. > > On 3/11/06

Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] C:\Steam\Public It's in the new friends beta. On 3/11/06, Teddy <[EMAIL PROTECTED]> wrote: > > Where do I find this file? > > On 3/11/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > Thats prob 'part' of Brams code work from late 2003. > >

Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Teddy
Where do I find this file? On 3/11/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > Thats prob 'part' of Brams code work from late 2003. > > --- Benjamin Davison <[EMAIL PROTECTED]> > wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Or maybe that's what they are plannin

Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Adam \"amckern\" Mckern
Thats prob 'part' of Brams code work from late 2003. --- Benjamin Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Or maybe that's what they are planning for it. > > You wanna be checking in P2PDownload.res > > -- > - Benjamin Davison > -- > > _

Re: RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Adam \"amckern\" Mckern
I wont be going to the US GDC - but i will be going to the Aussie IGDC again - its going to be around August this year, due to the commonwelth games. If any one is interested... --- Gus <[EMAIL PROTECTED]> wrote: > Hello, vangelis, > > How to get in free? Or do you waste your hard earned > dollar

[hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Or maybe that's what they are planning for it. You wanna be checking in P2PDownload.res -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visi

Re: [hlcoders] Source SDK Update Released

2006-03-10 Thread Charles Solar
-- [ Picked text/plain from multipart/alternative ] I want to see an update also, I use vs 05 for all my programming, and switching back to 03 has been a pain. Unfortunetly, unless this update contains full support for DOD:S mods, I won't be that interested. --

Re: [hlcoders] Source SDK Update Released

2006-03-10 Thread John Sheu
I sleep better at night, knowing that Teddy is on the case! -John Sheu On Sat, 2006-03-11 at 08:23 +1000, Teddy wrote: > Any news on the update David? Must be getting close now! :-) > > On 2/18/06, David Speyrer <[EMAIL PROTECTED]> wrote: > > Yep, we're still working on it. Thanks for being patie

Re: [hlcoders] Source SDK Update Released

2006-03-10 Thread Teddy
Any news on the update David? Must be getting close now! :-) On 2/18/06, David Speyrer <[EMAIL PROTECTED]> wrote: > Yep, we're still working on it. Thanks for being patient. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy > Sent: Wednesday, F

Re: RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Gus
Hello, vangelis, How to get in free? Or do you waste your hard earned dollars just to walk the demo floors?..haha Maybe Modders should have free passes === At 2006-03-10, 13:44:00 you wrote: === >-- >[ Picked text/plain from multipart/alternative ] >I'm always at GDC, since it'

Re: [hlcoders] These pesky hud elements...

2006-03-10 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] If anyone runs into it in the future, the 2 elements missing res files most likely in that picture are: sdk_hud_message - top left highlight. hud_voicestatus - big highlighting. On 3/10/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > > Use the

RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] I'm always at GDC, since it's local to me.  We should pick a time and place to hook up for co-miseration. B-) -V >--- Original Message --- >From : Chris Janes[mailto:[EMAIL PROTECTED] >Sent : 3/10/2006 12:44:57 PM >To : hlcoders@list.va

RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Chris Janes
I'll be there for the IGF finals, should be interesting. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 10 March 2006 18:55 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Meetup at GDC? How many listers will be at GDC this year?

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] I only get this problem when spawning alot of bots in and killing them. Also Garry's fix did nothing for me :'( On 3/10/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > It's probably a bit hacky.. I'll have to move it over since I added it > in d

[hlcoders] Meetup at GDC?

2006-03-10 Thread Tim Holt
How many listers will be at GDC this year? I'm attending to go to the Serious Games Summit (and the conference as a whole). Anyone else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware

RE: [hlcoders] RecvProp callback

2006-03-10 Thread Yahn Bernier
You should look at RecvProxy_AnimTime in c_baseentity Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Friday, March 10, 2006 10:10 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RecvProp callback Valve, please consi

RE: [hlcoders] These pesky hud elements...

2006-03-10 Thread Alfred Reynolds
Use the vgui_drawtree* set of engine commands to view the list of visible VGUI panels. - Alfred Scott Loyd wrote: > -- > [ Picked text/plain from multipart/alternative ] > http://3dwire.net/bin/what_elements.jpg > > Anyways, I have been digging through the code and my res files trying > to > figu

Re: [hlcoders] RecvProp callback

2006-03-10 Thread Jorge Rodriguez
Yahn Bernier wrote: You should look at RecvProxy_AnimTime in c_baseentity Yahn Hey, what do you know! When I saw the proxy functions, I confused them for having a different purpose. Thanks. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit yo

[hlcoders] RecvProp callback

2006-03-10 Thread Jorge Rodriguez
Valve, please consider this for your next SDK release: It would be great if you could pass into RecvProp a callback function, perhaps as a parameter to RecvPropFloat and the like, such that whenever the engine updates a RecvProp, it would call that callback function with the old and new values. I

[hlcoders] These pesky hud elements...

2006-03-10 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] http://3dwire.net/bin/what_elements.jpg Anyways, I have been digging through the code and my res files trying to figure out what HUD elements I have left that are causing these 2 highlights to show up... Any ideas as to what elements those are,

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Yeah, it's the correct .res file. On 3/10/06, Kamran <[EMAIL PROTECTED]> wrote: > > No, the .res file for it. > > Benjamin Davison wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > The correct res? > > > > I'm gonna take the

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Kamran
No, the .res file for it. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] The correct res? I'm gonna take the correct res is 640*480, and no I didn't :| On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: Have you been editing it in the correct res? --- Be

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Garry Newman
It's probably a bit hacky.. I'll have to move it over since I added it in derived Lua stuff. The problem I found was in the function bool CBasePlayer::SetObserverMode(int mode ) the block case OBS_MODE_CHASE : case OBS_MODE_IN_EYE : // udp

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] The correct res? I'm gonna take the correct res is 640*480, and no I didn't :| On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > Have you been editing it in the correct res? > > --- Benjamin Davison <[EMAIL PROTECTED]> > wrote: > >

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Adam \"amckern\" Mckern
Have you been editing it in the correct res? --- Benjamin Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg > > Very weird, it has been working fine for a while in > proper sizes, but just > start

[hlcoders] VGUI proportion problems.

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] http://img202.imageshack.us/img202/277/vguiproblem1kx.jpg Very weird, it has been working fine for a while in proper sizes, but just started it up today and it has decided todo that. Any ideas? -- - Benjamin Davison Davis on Davis-on Davidson De

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Jorge Rodriguez
Garry Newman wrote: I just fixed this problem in GMod. When a player is a spectator his body is non solid so keeps falling through the enviroment. In my mod I just made it set the player's movetype to MOVETYPE_NONE if he's spectating an entity. It seems to fix the problem (You can verify by en

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Adam \"amckern\" Mckern
Also, i forgot to say that in hl1 (i know) - the clip type fix that cagey made causes you to fall out of the world if you duck where there is no assinged hull (normaly near complex brush work) - i have worked with the source tools, and can say that this is not the case - other then what i said abou

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Spektre
Yes, the player spawn points, if you place them in line with the ground in counter-strike source, will cause the player to spawn outside the map. Mappers can fix this by placing the spawn point above the ground. I wouldn't suggest changing the code, just because, if it ain't broke, don't fix it, an

Re: Re[2]: [hlcoders] players falling out of DM maps

2006-03-10 Thread Garry Newman
I just fixed this problem in GMod. When a player is a spectator his body is non solid so keeps falling through the enviroment. In my mod I just made it set the player's movetype to MOVETYPE_NONE if he's spectating an entity. It seems to fix the problem (You can verify by ent_text 2 or whatever th

Re: [hlcoders] Network Optimization

2006-03-10 Thread Teddy
FL_EDICT_DONTSEND should stop the prop sending any info to clients, but wouldn't you need to transmit the position of the weld point anyways? I suppose you could send the weld position relative to the object just once, and you could calculate the position via that. In theory it should work, you mi