RE: [hlcoders] New update.

2008-01-15 Thread Brandon Dunham
-- [ Picked text/plain from multipart/alternative ] I agree with this, even something like this: -EP1 Engine =HL2 =HL2: DM =HL2: EP1 -Orange Box Engine =Portal =Team Fortress 2 But then again, I guess it might have something to do with the game config. > From: [EMAIL PROTECTED] > To: hlcoders@li

Re: [hlcoders] New update.

2008-01-15 Thread Adam Maras (memzero)
I apologize if I'm overstepping my bounds, but may I make a suggestion to change your change slightly? I know everyone on this list will understand the purpose of the engine selector list box and why the games are separated, but if you're already integrating the Orange Box and Episode 1 SDK Launch

Re: [hlcoders] Creating a Sphere Trace

2008-01-15 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] I just noticed that HL1 has a TraceSphere function available. Did this function become flawed once the Physics system was entered in the the scene equation? Just wondering why it was removed from HL2. On Sep 29, 2007 4:50 PM, Daniel Menard <[EM

Re: [hlcoders] HL2DM Frags Questions...

2008-01-15 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] For #1 you could try just tracing out in front of the ball in the direction of movement by a few units every frame to look for breakable glass. For #2 you might want to check the collision group settings on the object. I'm not sure what the beha

RE: [hlcoders] New update.

2008-01-15 Thread Mike Durand
That change comment shouldn't have gone out when it did so there is no change in the SDK Launcher yet. When it does get updated then you will have a drop-list of engine versions that removed the need to add the "-engine" start option. -Mike -Original Message- From: [EMAIL PROTECTED] [mail

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-15 Thread David Adams
-- [ Picked text/plain from multipart/alternative ] wow great, snapeyeangles really makes my life a lot easier. apparently intellisense in visual studio is not working correctly, because that function doesnt show up anywhere when i list out whats available in hl2mpplayer. On Jan 15, 2008 12:07 PM

Re: [hlcoders] Vanilla HL2MP SDK Crash w/ NPCs

2008-01-15 Thread Maurino Berry
All the calls to HL2Gamerules() do an unsafe cast of the gamerules singleton which is not a hl2gamerules class in hl2mp so it'll crash it when something accesses the result. You basically have to find those calls and fix them (or comment them out for now, as they're mostly stuff for alyx's flashlig

[hlcoders] Vanilla HL2MP SDK Crash w/ NPCs

2008-01-15 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] I was developing some NPCs for use in multiplayer environment that make use of Player Companion, etc classes as base classes. The problem is that in release mode NPCs who use flex animation crash on load. I could not believe anything in my code w

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-15 Thread Jamie Femia
-- [ Picked text/plain from multipart/alternative ] p.s. Just noticed that you seem to be wanting to do something compeltely different *do'h* On Jan 15, 2008 5:07 PM, Jamie Femia <[EMAIL PROTECTED]> wrote: > Simply putting this in the player class spawn function works without > having to modify

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-15 Thread Jamie Femia
-- [ Picked text/plain from multipart/alternative ] Simply putting this in the player class spawn function works without having to modify any client code. QAngle a = EyeAngles(); a[YAW] += 90; // degrees to rotate SnapEyeAngles(a); On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote:

Re: [hlcoders] Head Bobbing

2008-01-15 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] There is a function called something like calcviewmodelbob, and addviewmodelbob, check them then create a calc and addviewbob. Now where to plug it I forgot but there's a function that gets called after all view calculations are done and asks for

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-15 Thread David Adams
-- [ Picked text/plain from multipart/alternative ] This is exactly what i was looking for, thanks! On Jan 14, 2008 3:47 PM, Minh <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > The reason SetAbsAngles isn't "working" is because the viewangles is > constantly

Re: [hlcoders] Any Source 2007 code update?

2008-01-15 Thread Tom Leighton
www.novalogic.com The only trhing you can do is add new models and weapons (not until recently) by editing definition files. No code in sight at all. Good games though (Joint Ops - 250 people in a server) :P Nick wrote: I've never tried modding for anything other than source engine. So you tell

Re: [hlcoders] Any Source 2007 code update?

2008-01-15 Thread Nick
I've never tried modding for anything other than source engine. So you tell me... On Jan 14, 2008 11:39 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > hmm, and how many other companies give you not only a managed SDK but; > full /game/ sou

Re: [hlcoders] Any Source 2007 code update?

2008-01-15 Thread Jake Breen
Yeah it's only about 160 something people Adam Buckland wrote: -- [ Picked text/plain from multipart/alternative ] Guys Give Mike a break. He's already pointed out that they're waiting for a Steam update to be able to release it. Perhaps there's been a delay on that or something. Valve's a lot

Re: [hlcoders] Any Source 2007 code update?

2008-01-15 Thread Adam Buckland
-- [ Picked text/plain from multipart/alternative ] Guys Give Mike a break. He's already pointed out that they're waiting for a Steam update to be able to release it. Perhaps there's been a delay on that or something. Valve's a lot smaller than people think. -- ___

Re: [hlcoders] New update.

2008-01-15 Thread Neale Roberts
Same here, even after an SDK refresh. Tom Leighton wrote: Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. Jake Breen wrote: Anyone know what this changes? " * SDK Launcher now has a drop list of engine versi

[hlcoders] Head Bobbing

2008-01-15 Thread Kushan Gunasekera
-- [ Picked text/plain from multipart/alternative ] Hello, I was wondering how you could get head bobbing into a mod. I've seen it in a couple of other mods (Dark Messiah). Does anyone know how to get it while running ? Its realistic and the weapon will be down while sprinting so you can't shoot o

Re: [hlcoders] Asserted in Release DLLs... Spooky

2008-01-15 Thread Tom Leighton
d:\dev\rel\ Im guessin thats a valve guys drive. Maybe there are some asserts in the engine, or the engine is compiled debug :P Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] This is the bizzarest thing but I kid you not, we are getting an assert on release dlls. Seems

[hlcoders] Asserted in Release DLLs... Spooky

2008-01-15 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] This is the bizzarest thing but I kid you not, we are getting an assert on release dlls. Seems to happen no matter what. http://www.obsidianconflict.com/skidzimages/assert.jpg It only happens on one of the ravenholm maps when you jump in the car

Re: [hlcoders] New update.

2008-01-15 Thread Tom Leighton
Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. Jake Breen wrote: Anyone know what this changes? " * SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This elim