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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,
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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
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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:
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How bout a SOLID_SPHERE , that would be so much cooler,
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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
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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
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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
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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
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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:
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Im also wondering what this
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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:
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Hey,
I
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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
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The fgd is completely separate from game code.
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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.
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The function for C_BaseEntity is ClientThink()
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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:
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http
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You need to open up your code...look for spawnpoint
On 8/17/06, Greg Lindquist [EMAIL PROTECTED] wrote:
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I've followed the team creation tutorials, and everything works fine. They
do all
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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:
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I was just wondering if this is
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A real driving/racing mod would need to implement vehicle prediction.
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Just post at VDC? http://developer.valvesoftware.com/
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Check out how ClientThink works...
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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
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Try using V_snprintf?
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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.
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This wrapper is included in vmpi, and vmpi is included as a library
(src\lib\vmpi\vmpi.lib).
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If this is singleplayer, you'll need to extend the class rather than have a
stub. Otherwise, it should work fine.
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Just call MountSteamContent and if it returns the failure value, it's not
owned/not installed.
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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?
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380
On 8/8/06, Garry Newman [EMAIL PROTECTED] wrote:
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You need to mount the GCF first..
filesystem-MountSteamContent( 220 );
(I don't know what the real appid is)
On 8/8/06, Robbie
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If you haven't seen this, Mike:
http://developer.valvesoftware.com/wiki/Open_Source_Tools
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no...the file is called *episode 1 shared.gcf*
On 8/8/06, Michael Kramer [EMAIL PROTECTED] wrote:
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Well Wouldn't Episode One Shared mean that it is sharing with other
episodes, so to
-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
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[ Picked text/plain from multipart/alternative ] It seems
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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
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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
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half-life 2 deathmatch.gcf
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It seems that the update broke compilation within 2002 now?
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Is the panel visible?
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Clientside = Visual/audio effects/simulation
Server = Physical/gameplay simulation
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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]
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This is all theory, but see this:
http://developer.valvesoftware.com/wiki/Client_to_Server_Messages
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There's probably too many indices? (vertices?)
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Yep, they didn't plan on releasing that code anyways
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You could zero out the roll when SetHearingOrigin is called
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Renaming a model like that doesn't work; you need to recompile it under the
new name.
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It remains on the client with a dormant flag set.
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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
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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.
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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
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It's not initialized by HL2DM because it's not used..but it can easily be
added to a mod
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See
http://developer.valvesoftware.com/wiki/Transforming_the_Multiplayer_SDK_into_Coop,
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
and
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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.
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Engine Error!!! That would never happen! Source is perfect in all ways.
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Not at all...they're simply 2 materials with rendertargets on the other
side...
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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
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I'm not sure on the idea of having mirror copies...having a dynamic z buffer
sounds like an ideal solution
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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
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You'll have to go into a little more detail...
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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)
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Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could
just mount 212.
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Aren't crash dumps related to engine binaries automatically uploaded?
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Verify the integrity of your caches.
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Try going thru and deleting all dlls... other than the third-party ones of
course
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Phong shading is already a part of Base Source Engine 2
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All you gotta do is associate the mdmp with visual studio (if it isn't
already) and press the run button.
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That's what the viewport is...a transparent panel covering the whole
screen..
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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
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The physcannon asserts are screwy at times.
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dah... Plastic Warfare*
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'amckern' McKern - Prime / NightFall
008. Adam Donovan – Caustic Resonance
009. Aaron Schiff (ts2do) - Plastic Warfare
010. Sylvain Rochette - Insects Infestation
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DOD:S and CSS sdk will never happen...of course Mike probably could hook you
up with code samples
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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
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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
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If an override gameui interface was exposed in the SDK, it would be way
easier to do.
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By the way Alfred, kb_def.lst is an obsolete file in Source. Now
config_default.cfg is used.
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Tried setting it to true...no change
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Changing it to unicode fixed it
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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?
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That's good to know...so it should work in release?
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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. #...)
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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
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I shouldn't have to call it...as far as I can tell, it's added it by default
before
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Why are we making a mod from scratch now? Use the HL2 singleplayer code!
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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
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Did you override the gamerules description as well as the default one?
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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
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You need to add this to your GameInfo.txt:
type singleplayer_only
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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
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If I use mp3s for generic sounds, will they get added to the soundcache if I
rebuild it?
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If I use mp3s for generic sounds, will they get added to the soundcache if I
rebuild it?
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But the platform entities are not shared
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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?
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Take your time...we don't want unruly updates
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You could just check if the steamid string length is 3.
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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
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The ID is never smaller than BOT
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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.
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I think that mod just uses nice transparent selfillum textures
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With lag compensation, predicting blood spawning shouldn't really be an
issue (unless cl_predict is 0 [which it shouldn't be]).
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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.
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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
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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
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That's not the way you should do it. Try this: in triggers.cpp, find out how
the vphysics trigger works.
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