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Check out BaseAnimatingOverlay, thats where the layers are actually done.
Reloading is accomplished by calling CBaseAnimatingOverlay::RestartGesture.
BaseAnimatingOverlay stores and maintains an array of animation layers which
are used to accumula
Baseanimating. Client, DLL, and game_shared.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo
Sent: Wednesday, August 16, 2006 11:43 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Reloading while running/walking?
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[ Picke
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Anybody knows where exactly in the code the animation layers are handled?
(what classes or what files). I ran a test map yesterday and i saw a combine
soldier reload his smg1 while he was running, so i just wanted to know where
exactly in the code
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PANEL_ROOT did the trick, thanks!
On 8/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
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> PANEL_ROOT
>
> On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text
Thanks for the offer Michael... I uninstalled steam and backed up the HL2
GCFs. After re-installing steam and re-downloading the SDK and creating a
from-scratch mod, everything works now. The interesting thing is that there
are over 5,000 different comparisons on what I was trying to compile with
b
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PANEL_ROOT
On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote:
>
> --
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> Hi all,
>
> In our mod we want to have the same frame reachable from both the main
> menu
> (i.e. the menu you see when the
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Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp
as well as an old version of glow_overlay,h .
Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Valida
Off the top of my head this is what I think:
Multiple inheritance and a reference to the parent for in-game and menu
(possibly done when you create the panel?)
Some logic for determining when you are in-game and at the main-menu and
updating the parent accordingly
There will most likely be some m
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Hi all,
In our mod we want to have the same frame reachable from both the main menu
(i.e. the menu you see when the game starts) and from inside the game when
the game is running. I know it seems odd to do this, but it is necessary.
In vgui_int
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Well, that's helpfull.
Anyway, I found the problem. It seems that CPASFilter doesn't work very well
in multiplayer. The solution is to use an other filter.
On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I send an effect to the client
On the client:
d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746)
: error C2039: 'GetMode' : is not a member of 'C_HLTVCamera'
d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see
declaration of 'C_HLTVCamera'
d:\Projects\Forsaken\Base_Mod\src\cl_dll\
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Can you post some of the errors you are getting please?
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VS2003. I'm not new to the SDK ;) Everything was working fine until the
latest SDK rollout.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 4:55 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcode
did we even get an eta on the vs2005 update?
On 8/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
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Which version of Visual Studio are you using? Only VS2003 is officially
supported. For VS2002, there's a working unofficial patch and compili
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Which version of Visual Studio are you using? Only VS2003 is officially
supported. For VS2002, there's a working unofficial patch and compiling with
VS2005 only works with lots of work and warnings.
On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wro
Already done that, even deleted the SDK GCF files and had them
re-downloaded. Same issue.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders
I send an effect to the client and then call the appropriate functions with
parameters.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 4:24 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Muzz
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I'm working on a coop-mod, which means that you have NPCs in multiplayer.
Only in the new SDK-code, I don't see muzzleflashes in multiplayer.
In the old code, the problem was with the prediction. With cl_predict 0, the
muzzleflashes worked again.
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I really doubt you are using the clean plain SDK code.
Try to refresh your SDK contents, create a new mod and use the new
solution/project files.
On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Specifically dealing w/ HDR, the HLTVCamera,
On Wednesday 16 August 2006 3:52 pm, Robbie Groenewoudt wrote:
> It seems that CSoundEnvelopeController, which is used to play looping
> sounds, doesn't work in multiplayer.
> It works with maxplayers 1 but not with maxplayers 2. I can't find much in
> the code.
CSoundEnvelopeController isn't just
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How will it work, I mean just a fast compile and then load the map into the
editor, or some other fancy pancy way, humans like us wouldn't understand
:)?
On 16/08/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> I actually just type in whatever my
Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the
errors that are most repeated most often.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 3:51 PM
To: hlcoders@list.valvesoftware
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What errors?
On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Has anyone had issues getting the from-scratch SDK to compile with no
> modifications? I am getting chronic errors that have no easy work-around.
>
>
> __
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It seems that CSoundEnvelopeController, which is used to play looping
sounds, doesn't work in multiplayer.
It works with maxplayers 1 but not with maxplayers 2. I can't find much in
the code.
The class is used for things like helicopter & gravity
Has anyone had issues getting the from-scratch SDK to compile with no
modifications? I am getting chronic errors that have no easy work-around.
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I just noticed that the animations of func_tank are kinda weird. ( = server
animated)
if ( !IsSelfAnimating() && !IsNPC() && !IsPlayer() )
m_flAnimTime = engine->GetLastTimeStamp();
}
This seems to work.
On 8/12/06, Paul Peloski <[EMAIL PROT
I actually just type in whatever my "Magic 8 Ball" says whenever you
guys ask me a question. I'm thinking of writing an Outlook plugin to
automate the process. :)
Seriously though: Lighting preview is going to make it into the SDK as
soon as it is ready. I'm still not comfortable giving an estimat
Tobias Kammersgaard wrote:
I removed the reference to datamodel/idatamodel.h and added my own
defination of
VDATAMODEL_INTERFACE_VERSION and VDMELEMENTFRAMEWORK_VERSION.
That fixed it for me, but I'm not sure how good a fix it is since, you don't
know the exact version of vdatamodel and vdmeleme
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I removed the reference to datamodel/idatamodel.h and added my own
defination of
VDATAMODEL_INTERFACE_VERSION and VDMELEMENTFRAMEWORK_VERSION.
That fixed it for me, but I'm not sure how good a fix it is since, you don't
know the exact version of
Did you actually understand what he meant, or are you just faking it? :P
From: "Mike Durand" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To:
Subject: RE: [hlcoders] [WhE] Lighting preview ?
Date: Wed, 16 Aug 2006 09:49:28 -0700
Later. :)
-Original Message-
From: [EMA
Jorge Rodriguez wrote:
Trying to build tier1, I find that tier1.cpp has a header file
dependency, datamodel/idatamodel.h that does not exist in the SDK. Does
anybody know where this header is, where I could get it, or if it was
perhaps forgotten from the SDK?
Bump. Valve? :D
--
Jorge "Vino" Ro
The only ways I can think this might occur would be 1) you still in fact
have the Alyx EMP tool code files in either your server or client .dll
and are somehow using them, or 2), there's a problem with your client
.dll where the LoadLibrary call from the engine is failing and it's
falling back to t
I was hoping somebody could point me in the right direction for resolving an
issue we've been having.
We need to record and playback demos, an ability easily used and implemented
in Halflife 2. It seems when we try it in our own mod, the recording
reports back as fine, but the playback of the de
Later. :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ?
Sent: Wednesday, August 16, 2006 4:28 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] [WhE] Lighting preview ?
All know its not work, and in today update this option was c
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The same way it things work now. Clients extrapolate positions and
velocities and stuff based on network updates from the authoritative system
for the vehicles, which doesn't necessarily have to be the server, though it
typically is for security a
All know its not work, and in today update this option was cutted, so we
see that later or never ?
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Those addresses are probably based in the CLIENT.DLL so you will have to get
the base
address of the client DLL for them to work for all users; even then next time
steam updates
the client.dll the locations of the addresses would have changed.
And that's assuming that they arent dynamic.
On 15
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How is full client-side vehicles possible with multiple players? How would
you make have the vehicle the same position on all clients?
Also, about your problem: Can't you just set velocity/impulse to zero when
the network-info is received? (RecvP
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