Re: [hlcoders] Material Override on Model with 2 materials

2007-01-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The models' skins reference the vmt files, not the vtf files; if you need to use multiple vmt files with different vtf files, that would work fine. On 1/1/07, Adam amckern Mckern [EMAIL PROTECTED] wrote: You might have to double the textures,

Re: [hlcoders] Problem with VGUI2 Builder..

2006-12-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] SetKeyBoardInputEnabled( false ) makes the panel ignore any keyboard presses...you need to have focus on the panel and be able to send a key combination to it to open the vgui builder... since you can't send it the keys because it's not listening

Re: [hlcoders] SOLID_OBB or similar?

2006-12-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I don't think that would work because your model would be spinning then, wouldn't it On 12/22/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] How bout a SOLID_SPHERE , that would be so much cooler,

Re: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

2006-09-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] while we're on the topic of crossbows, there's also an assert that pops up because the crossbow entity doesn't have a valid activity or something to that extent. On 9/17/06, Hyperjag 3 [EMAIL PROTECTED] wrote: This error happens because Valve

Re: Re[2]: [hlcoders] hl1 question - switching between players

2006-09-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Then figure out how to change the view direction? On 9/8/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello Aaron, Yes, I also figured out that :) the weird thing is that after switch being done you still look at the same direction :| I

Re: [hlcoders] hl1 question - switching between players

2006-09-07 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Rather than a system rewrite, you should just use teleportation and hide/show disable/enable functions for the fake client (or NPC) On 9/5/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello Everyone! I am trying to figure out how to do

Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2006-09-03 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought

Re: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-08-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] More like a problem with the calls we make to them. It seems to only show up when initially showing a model... On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Im also wondering what this

Re: [hlcoders] Topview

2006-08-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Rather than using orthographic view, you should actually position the player's view above the world (still in the sky tho). On 8/27/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey, I

Re: [hlcoders] ai_activity.cpp (41) Assert

2006-08-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Shouldn't we just rather remove the defines from the code all together? On 8/26/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Thanks, I appreciate the sentiment. One thing I learned long ago doing software development is that doing

Re: [hlcoders] multiple spawn points

2006-08-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The fgd is completely separate from game code. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Decompile Models

2006-08-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/Mdldecompiler On 8/17/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: [EMAIL PROTECTED] wrote: Any one know how to decompile HL2 model files? I want to make a few changes to one of the guns.

Re: [hlcoders] SetThink

2006-08-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The function for C_BaseEntity is ClientThink() -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Decompile Models

2006-08-17 Thread Aaron Schiff
that could easily be created if valve actually cared enough would be a GUI model compiler. I love valve, and only play their games, but sometimes valve really disappoints me. On 8/17/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] http

Re: [hlcoders] multiple spawn points

2006-08-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You need to open up your code...look for spawnpoint On 8/17/06, Greg Lindquist [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've followed the team creation tutorials, and everything works fine. They do all

Re: [hlcoders] Reloading while running/walking?

2006-08-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] They use animation layers...see the player model example in sourcesdk_content for help on them. On 8/14/06, Gustavo Restrepo [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was just wondering if this is

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] A real driving/racing mod would need to implement vehicle prediction. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] HL2DM bots

2006-08-13 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Just post at VDC? http://developer.valvesoftware.com/ -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

2006-08-13 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Check out how ClientThink works... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Couple of questions about general SDK 'stuff'

2006-08-13 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You don't have much visual control with schemes and res files. You need to either add ImagePanels or add code to draw them on the parent panel. The advanced options are available only if you have the Advanced button visible in the multiplayer

Re: [hlcoders] modifying vgui2

2006-08-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Try using V_snprintf? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Traces

2006-08-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It's not a matter of speed that's the question...it's a matter of functionality... If you need to see when a volume hits a solid, use tracehull. If you care about the corners and not the middle, use traces. -- ts2do --

Re: [hlcoders] Crash on map load when trying to use ISQLWrapperFactory in server dll.

2006-08-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] This wrapper is included in vmpi, and vmpi is included as a library (src\lib\vmpi\vmpi.lib). -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] virtual function

2006-08-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If this is singleplayer, you'll need to extend the class rather than have a stub. Otherwise, it should work fine. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Just call MountSteamContent and if it returns the failure value, it's not owned/not installed. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] No Linux specific data?

2006-08-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I saw that virtual mesh interface in the code. Can you explain more of what it does and when it's used? Pertaining to displacements: will dispcoll (or its equivalent) ever be fixed so it will update when terrain is morphed? -- ts2do --

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 380 On 8/8/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] You need to mount the GCF first.. filesystem-MountSteamContent( 220 ); (I don't know what the real appid is) On 8/8/06, Robbie

[hlcoders] Broadening the Tools SDK

2006-08-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If you haven't seen this, Mike: http://developer.valvesoftware.com/wiki/Open_Source_Tools -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] no...the file is called *episode 1 shared.gcf* On 8/8/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well Wouldn't Episode One Shared mean that it is sharing with other episodes, so to

Re: [hlcoders] Compiling SDK in VC++ 2002

2006-08-08 Thread Aaron Schiff
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff Sent: Monday, August 07, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Compiling SDK in VC++ 2002 -- [ Picked text/plain from multipart/alternative ] It seems

Re: [hlcoders] Painting on Sub-panels

2006-08-07 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] pnlGraph-SetPos(XRES(10), YRES(45)); pnlGraph-SetSize(XRES(600), YRES(405)); The pos and size should be relative to the parent Also try adding a Msg/DevMsg to the Paint -- ts2do -- ___ To

Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I think it's the fact that you're using 215 that screws it up...you need to extract the changed materials from HL2MP's gcf or use appid 320 -- ts2do -- ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] half-life 2 deathmatch.gcf -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Compiling SDK in VC++ 2002

2006-08-07 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It seems that the update broke compilation within 2002 now? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Painting on Sub-panels

2006-08-06 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Is the panel visible? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Client vs Server

2006-08-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Clientside = Visual/audio effects/simulation Server = Physical/gameplay simulation -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Text formatting

2006-08-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You should use a temporary html page. As for RichText, all it provides is color changes [ http://hl2sdk.gigcities.com/classvgui_1_1_rich_text.html] -- ts2do -- ___ To unsubscribe, edit your list

Re: [hlcoders] VGUI/Map communication

2006-08-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] This is all theory, but see this: http://developer.valvesoftware.com/wiki/Client_to_Server_Messages -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Studiomdl error

2006-08-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] There's probably too many indices? (vertices?) -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] TF2 Missing Files in SDK update

2006-08-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Yep, they didn't plan on releasing that code anyways -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You could zero out the roll when SetHearingOrigin is called -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Third-person Player Model

2006-08-02 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Renaming a model like that doesn't work; you need to recompile it under the new name. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Entity Creation (client)

2006-08-02 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It remains on the client with a dormant flag set. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Another problem we haven't thought of is the PVS...they obviously have to add much more to the PVS code to make sure all of the entities on other side of the portal are rendered too -- ts2do -- ___ To

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Steam is very funny how it handles offline launches. One time I tried to launch Half-Life 2 and it gave me an error; Half-Life 2: Lost Coast worked fine though. -- ts2do -- ___ To unsubscribe, edit

Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Yep: engine-AddOriginToPVS On 8/1/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: Aaron Schiff wrote: Another problem we haven't thought of is the PVS...they obviously have to add much more to the PVS code to make sure all of the entities

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It's not initialized by HL2DM because it's not used..but it can easily be added to a mod -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] See http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop, http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer, and

Re: [hlcoders] Global game state

2006-07-31 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You can change state using I/O: - *TurnOn* Set state of global to ON. - *TurnOff* Set state of global to OFF. - *Toggle* Toggles state of global between ON and OFF. - *Remove* Set state of global to DEAD. -- ts2do --

Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Engine Error!!! That would never happen! Source is perfect in all ways. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Not at all...they're simply 2 materials with rendertargets on the other side... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Rather than just rendering the target view to a texture, it looks as tho they also modify the z component...which would make sense for waht is seen ingame...with the z buffer modified, rendering a model would make it show on both sides Then all

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I'm not sure on the idea of having mirror copies...having a dynamic z buffer sounds like an ideal solution -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You have to code the panel that the corresponding res file uses Doing everything with code will allow you to be sure that you'll have consistency Of course if you made a prefab of the 2 ents, this wouldn't be a problem -- ts2do --

Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You'll have to go into a little more detail... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-28 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You either need to add vgui screen functionality into the prop's code or add a vgui_screen to the map using hammer (still need to code the vgui screen's functionality) -- ts2do -- ___ To unsubscribe,

Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could just mount 212. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Getting VALVe Symbols files.

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Aren't crash dumps related to engine binaries automatically uploaded? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Verify the integrity of your caches. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Try going thru and deleting all dlls... other than the third-party ones of course -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Phong shading is already a part of Base Source Engine 2 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] modelinfo == NULL crashes

2006-07-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] All you gotta do is associate the mdmp with visual studio (if it isn't already) and press the run button. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Complex HUD Question.

2006-07-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] That's what the viewport is...a transparent panel covering the whole screen.. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Presenting in-game dialogue and user options

2006-07-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] See http://developer.valvesoftware.com/wiki/VGUI:_Making_GameUI_Panels Other than that, you're on your own on catching commands and setting cvars with it -- ts2do -- ___ To unsubscribe, edit your list

Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The physcannon asserts are screwy at times. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] dah... Plastic Warfare* -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK

2006-07-25 Thread Aaron Schiff
'amckern' McKern - Prime / NightFall 008. Adam Donovan – Caustic Resonance 009. Aaron Schiff (ts2do) - Plastic Warfare 010. Sylvain Rochette - Insects Infestation -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] DOD:S and CSS sdk will never happen...of course Mike probably could hook you up with code samples -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Brush Function, Get Location name?

2006-07-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Since networking these entities don't put any stress on the server while it's running (only sent on connection), it'd be the best idea to network the triggers to the client and have it all client managed. Of course you can add functionality to

Re: [hlcoders] Client-side touch prediction

2006-07-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The major reason for the jitters is that the client knows that an object is solid, but it doesn't have it added to the clientside physenv (which would simulate it). Since the client doesn't know simulation, player movement is predicted based on

Re: [hlcoders] Crash on Startup

2006-07-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If an override gameui interface was exposed in the SDK, it would be way easier to do. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Crash on Startup

2006-07-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] By the way Alfred, kb_def.lst is an obsolete file in Source. Now config_default.cfg is used. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Rendering Model over VGUI

2006-07-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Tried setting it to true...no change -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Localization File

2006-07-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Changing it to unicode fixed it -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I've been working on this and it all works right, except I end up with a black background. How do I make it transparent? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] That's good to know...so it should work in release? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Localization File

2006-07-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The mod's folder is called blackoutMOD and I have resource/blackoutMOD_english.txt but when I use an entry from it on a label, it shows up the string name (i.e. #...) -- ts2do -- ___ To unsubscribe,

Re: [hlcoders] Rendering Model over VGUI

2006-07-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] When I started working on it, transparency seemed to work fine. But once I tweaked it and positioned it over the panel, it made itself have a black background. No known correlation -- ts2do -- ___ To

Re: [hlcoders] Localization File

2006-07-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I shouldn't have to call it...as far as I can tell, it's added it by default before -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Unable to Launch Game

2006-07-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Why are we making a mod from scratch now? Use the HL2 singleplayer code! -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Unable to Launch Game

2006-07-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] From scratch has so much more that you need to change tho. it really doesn't matter if you don't use hl2's stuff, it's still ready for singleplayer the skeletal sdk really isn't for anything -- ts2do --

Re: [hlcoders] Incorrect Game.dll

2006-07-16 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Did you override the gamerules description as well as the default one? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Client-side touch prediction

2006-07-16 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Well...I only heard this once...but it may be possible that the player movement is processed before physics simulation and that causes the player to be moved out of the way -- ts2do -- ___ To

Re: [hlcoders] Removing Voice, and Multiplayer Dialogs

2006-07-16 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You need to add this to your GameInfo.txt: type singleplayer_only -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] sin -- valve? ritual?

2006-07-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Ritual isn't really who to contact about using contact.. Valve is. It's all part of an agreement... I asked Ritual about using CZDS content and they said to ask Valve. Making appid mods shouldn't really be a problem and nobody should whine

[hlcoders] Sound

2006-07-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If I use mp3s for generic sounds, will they get added to the soundcache if I rebuild it? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Sound

2006-07-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If I use mp3s for generic sounds, will they get added to the soundcache if I rebuild it? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] jerky platforms

2006-07-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] But the platform entities are not shared -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] jerky platforms

2006-07-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The client shouldn't even know the entity's name anyways... it should only know the nearest defined network class relative to the networked entity's class. What function do you use to retrieve the entity's name on the client? -- ts2do --

Re: [hlcoders] SteamAppId Update

2006-07-03 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Take your time...we don't want unruly updates -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] GetNetworkIDString on fakeclient crashes since last update

2006-07-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You could just check if the steamid string length is 3. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] GetNetworkIDString on fakeclient crashes since last update

2006-07-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] And while we're at optimizing...let's just simplify it to this inline bool IsFakeClient(edict_t *player) { return engine-GetPlayerNetworkIDString(player)[3]; } But I really don't see why GetNetworkIDString wouldn't be working, CPlayerInfo

Re: [hlcoders] GetNetworkIDString on fakeclient crashes since last update

2006-07-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The ID is never smaller than BOT -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Their issue didn't consist of entity movement. The issue there was about the client moving too far into geometry. This issue has to do with the server changing the environment and the server moving entities around so they don't get stuck. --

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-28 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I think that mod just uses nice transparent selfillum textures -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] RE: Blood not spawning for attacker?

2006-06-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] With lag compensation, predicting blood spawning shouldn't really be an issue (unless cl_predict is 0 [which it shouldn't be]). -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Tracing through multiple walls

2006-06-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You make a trace then start where you last ended...if you come up with a fraction of 0 (sometimes happens with collision models) you have to advance 1 unit along the normal and retrace for the same wall...unless you want to ignore physics props.

Re: [hlcoders] Tracing through multiple walls

2006-06-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Rather than doing it that way, you could have it use tracing to trace from the original impact point out of the solid it hit and use fractionleftsolid and build an impact that way, then continue tracing to the next solid...you could also do debug

Re: [hlcoders] OnGameRulesCreationStringChanged

2006-06-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] With the help of Yahn Alfred, it was determined that it was a global object's constructor using an uninitialized interface that made the crash. It was fixed by making it into a CAutoGameSystem -- ts2do --

Re: [hlcoders] About UTIL_TraceModel?

2006-06-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] That's not the way you should do it. Try this: in triggers.cpp, find out how the vphysics trigger works. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

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