Re: [hlcoders] Dedicated Server Release Essentials

2009-11-24 Thread Skillet
Many thanks. On Mon, Nov 23, 2009 at 2:53 PM, Garry Newman wrote: > If you can find the file named exclude.lst in the game's steam depots, > that's what is excluded from the DS. > > GMod's exclude.lst: > > *.flv > *.vtf > *.sw.vtx > *.jpg > *.dx80.vtx > *.tga > *.ttf > > garry > > On Mon, Nov 23

[hlcoders] Left 4 Dead Header files

2009-11-24 Thread Ronny Schedel
Hello, it seems we don't get the header files for Left 4 Dead or I didn't found them in the gcf files. So I have checked out the orangebox files, compiled the stock empty server plugin (with some changes) fine and get the error: Could not get IServerPluginCallbacks interface from plugin "serve

Re: [hlcoders] Left 4 Dead Header files

2009-11-24 Thread Saul Rennison
http://hg.alliedmods.net/hl2sdks/hl2sdk-l4d2/ Thanks, - Saul. 2009/11/24 Ronny Schedel > Hello, > > it seems we don't get the header files for Left 4 Dead or I didn't found > them in the gcf files. So I have checked out the orangebox files, compiled > the stock empty server plugin (with some c

Re: [hlcoders] Left 4 Dead Header files

2009-11-24 Thread Tony Paloma
http://developer.valvesoftware.com/wiki/Left_4_Dead_Plugins I remember there used to be a page that explained the differences, but I couldn't find it. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ronny Sched

Re: [hlcoders] Left 4 Dead Header files

2009-11-24 Thread Ronny Schedel
You can find it under "Make the code compile". Thanks to Saul and Tony for your help. > http://developer.valvesoftware.com/wiki/Left_4_Dead_Plugins > > I remember there used to be a page that explained the differences, but I > couldn't find it. > > -Original Message- > From: hlcoders-bo

[hlcoders] Looking for some advice and direction

2009-11-24 Thread Shawn Somers
I'm relatively new to Source modding, and I need some help getting off the ground, I'm trying to create a mod that replaces the player with a vehicle, bu am having trouble determining what all I need to do in order to affect these changes. I already have the vehicle model, (static with no anims

[hlcoders] Creating ledge movement for SP/MP?

2009-11-24 Thread Matt Hoffman
I'm trying to go about figuring out what an efficient way of creating 'ledge movement' for Source would be. What I'm trying to accomplish is similar to Mirrors Edge and Assassins Creed where you can jump and hang onto a ledge and move left/right and climb up. Ideally I'd like it to work on both s

[hlcoders] L4D Glow Effects

2009-11-24 Thread Jonathan White
Has anyone figured out how exactly L4D does the entity glow effects? I am talking about the glow that surrounds pickup entities when you look at them and when players are elsewhere in the map. I want to implement this in our Gameplay Token system so that keys/flags get a nice halo effect for bett

Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Matt Hoffman
I believe it's a shader as it actively updates and effects weapons/held objects too. On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White wrote: > Has anyone figured out how exactly L4D does the entity glow effects? > > I am talking about the glow that surrounds pickup entities when you look at > them

Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Jonathan Murphy
I might be incorrect but didn't The Hidden mod have a similar shader effect? Maybe download and check it out? On 25/11/2009, at 9:30 AM, Matt Hoffman wrote: > I believe it's a shader as it actively updates and effects weapons/ > held > objects too. > > On Tue, Nov 24, 2009 at 2:25 PM, Jonathan

Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Garry Newman
People have recreated it in GMod.. http://www.facepunch.com/showpost.php?p=18527654&postcount=1069 You don't really need any new shaders or anything. It's just drawing the players to a texture in one colour, blurring it, then drawin