Re: [hlcoders] Port HL1 Tutorial to HL2 - stuck

2006-02-03 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Oh nevermind...I didn't read it...I thought that was code for hl2... just use CBaseCombatWeapon or its subclasses On 2/3/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > that's most likely for the skeletal sdk...which i

Re: [hlcoders] Port HL1 Tutorial to HL2 - stuck

2006-02-03 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] that's most likely for the skeletal sdk...which is most likely what not what you want to use just use CBaseHLCombatWeapon I think.. On 2/3/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > I am trying to install the COD Weapons, from the hl

Re: [hlcoders] parallax map

2006-02-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] you don't need to write the shaderjust enable it in the srcsdk sample shaders...which I heard are broken at the moment someone had done it without much difficulty > Oh and parallax mapping is pretty easy to enable from the SDK shaders > suppl

Re: [hlcoders] parallax map

2006-02-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] it was not I who made it work... it was Greg Chadwick <[EMAIL PROTECTED]> who refuses to post information about it because he feels it's so simple and he doesn't believe in copy and paste tutorials -- ts2do -- ___

Re: [hlcoders] Questions about event_kill(or lack of it)

2006-02-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] they do have an output for ondeath for npcs...don't they? On 2/5/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I have full source control, but it just seemed very weird to me that ther

Re: [hlcoders] bug when sprite is missing?

2006-02-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It doesn't have to be a mod_studio to trigger that assert...that assert happens if the model isn't a sprite...which it isn't...instead it should be returning mod_bad, triggering this inequality: //Must be a sprite *if* ( modelinfo->GetMode

Re: [hlcoders] reading/restricting binds HL1

2006-02-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I don't believe so On 2/10/06, Jason Houston <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > "reading/restricting binds HL1" > > Aren't we a little off-topic :O > > -- > Draco > -- > > __

[hlcoders] Overviews

2006-02-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I'm trying to take an overview picture of a map, but VIS is being problematic...is there a way to tell the engine to render all leaves & entities? -- ts2do -- ___ To unsubscribe, edit your list prefere

[hlcoders] Re: Overviews

2006-02-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I did some searching and found that setting the ConVar r_portalsopenall to 1 helps...not sure if r_novis 1 does though On 2/11/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > I'm trying to take an overview picture of a map,

Re: [hlcoders] Selective Shading

2006-02-12 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] what you may want to do is add a proxy to every material that you want gray to make them gray On 2/12/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I've got a working grayscale shader (based of

Re: [hlcoders] Simulated Animations

2006-02-13 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Is this a multiplayer mod? When moving a part of the hand, you'll want to do traces, and see if that action is actually possible ...if you want all movement to be possible, you should research how the viewmodel is rendered and render it that way (

Re: [hlcoders] Round Restarting & Players

2006-02-17 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Does this happen even when the player is alive on restart? This sounds like a buttons issue/respawn issue. On 2/17/06, Andrew Orner <[EMAIL PROTECTED]> wrote: > > Hi, I know that the topic of Rounds has been brought up before on this > mailing l

Re: [hlcoders] MainMenu commands

2006-02-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] you have to use your own engine commands...those commands are VGUI commands and are handled by gameui.dll On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: > > I'm replacing the built-in menu of my mod with my own custom menu. > Everything's working

Re: [hlcoders] MainMenu commands

2006-02-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] None...you'll need to open your "own custom menu" with a command you register...there are no engine commands to control it On 2/18/06, Kamran <[EMAIL PROTECTED]> wrote: > > Yes, but what engine commands can I use to s

Re: [hlcoders] MainMenu commands

2006-02-18 Thread Aaron Schiff
hange the options? Would I have to > make a whole new options panel? And if so, how in the heck could I do > all of that? > > Any Valve devs want to lend some advice? The normal menu is so bland and > is hard to work in. If only there were a magic way to simply display the > Op

Re: [hlcoders] MainMenu commands

2006-02-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] well it's very possible to take time and clone it...*VERY POSSIBLE!!!* On 2/18/06, Jason Houston <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > "those commands are VGUI commands > and are handled by gameui.

Re: [hlcoders] MainMenu commands

2006-02-18 Thread Aaron Schiff
ontrol settings from the Source Engine .res files? Then what > about commands? > > Aaron Schiff wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > well it's very possible to take time and clone it...*VERY POSSIBLE!!!* > > &g

[hlcoders] vgui2.dll

2006-02-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Do you think Valve will ever release an interface for Steam's version of vgui2.dll? It would be very useful to the modding community! -- ts2do -- ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] vgui2.dll

2006-02-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] No...I was talking about the *Steam* VGUI2 interface...so you can have access to those neato draw functions and such! On 2/20/06, Jason Houston <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Thanks Alfred,

Re: [hlcoders] Lasergun

2006-02-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] check out the tau cannon tracer On 2/21/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I have coded in a working lasergun, everything is working exactly how I > want > it. The only proble

Re: [hlcoders] Client - Server Ragdoll Control

2006-02-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Well...since you said this was a singleplayer mod(correct?) you can have the client just send commands for each bone movement instead of making the hand a clientside prop...the client never sees commands that the client dll sends to the server, th

Re: [hlcoders] TextMessageGet returns NULL

2006-02-23 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The 23 messages have to do with networked messages from server to client like the Battery msg for instance... On 2/23/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > In CHudMessage::MessageAdd() in message.cpp, there are two calls to > TextMes

Re: [hlcoders] Get Material Type..

2006-02-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] ya...you can do trace.surface.surfaceprop or soemthing like that...if you follow that, you can use the system to extract the material type On 2/25/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternat

Re: [hlcoders] RE: hlcoders digest, Vol 1 #2380 - 2 msgs

2006-02-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Every time you send a message it says on the bottom: To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ T

Re: [hlcoders] PrecacheMaterial() vs PrecacheModel()?

2006-02-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] PrecacheMaterial is handled in the gameinterface to handle server to client precaching...this method will not send materials to the client if they don't have it, but it will register them for use on the server/client map entities use this for FIEL

Re: [hlcoders] Tiling maps

2006-02-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I think it is possible to go into the fgd file and make the map size max larger...that way you can fit it all in...only problem would be how hammer acts weird with large maps you may still have to split it up depending on what you want...if you n

Re: [hlcoders] sprites path bad in SDK?

2006-02-28 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] They're talking about sprites/laser.vmt or sprites/redglow1.vmt On 2/28/06, Archy <[EMAIL PROTECTED]> wrote: > > It always does. > You dont need the "models/". Eather he searchs "mdl"'s automatically in > the models folder and "vmt"'s in the mate

Re: [hlcoders] Voice qualuty in source

2006-02-28 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] They should port the speex codec to Source On 2/28/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Wrong list. > > What needs to be fixed? I haven't heard of any problems. > > > On 2/28/06, [EMAIL

Re: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-03 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] That's it, and you call it a beta?? =P On 3/3/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > > Oh, and I should add that the only vphysics change in the srcds beta is > a save game fix for springs (initializing a member variable properly on > c

Re: [hlcoders] Why VectorNormalize?

2006-03-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] VectorNormalize actually alters the input vector and returns the length of the original as a float, Normalize just handles the vector On 3/4/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Valve, why did you do VectorNormalize() instead of Vec

Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] because they wanted to return the length of the original vector...anyways, VectorNormalize achieves the same thing... On 3/5/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > [EMAIL PROTECTED] wrote: > > >You can add member functions to Vect

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] it is possible to change entity origins without modifying their versions or anything...just be sure to open it in a hex editor or something that can save the rest exactly how it was On 3/9/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Well

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] There is an OnScreenSizeChanged function that gets called...it may be doing something funky On 3/10/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > There's a long-standing issue with the HL2 core, or perhaps the SDK, that > if you change you

Re: [hlcoders] players falling out of DM maps

2006-03-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The dead don't think! On 3/11/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Yeah, my problem was related to bots. Basically when a bot was dead his > thinkfunctions would move him arou

Re: [hlcoders] AI for DODS

2006-03-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] what do you want...just bots? On 3/15/06, Matthew <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I am thinking about a mod for dods. It really only requires me

Re: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] IMO extraction should be handled by the engine & sent to the parent mod (HL2, HL2MP) bin folder -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.v

Re: [hlcoders] GetClientConVarValue

2006-03-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I think it has changed...someone was complaining at the VDC about a var not calling GetClientConVarValue -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] GetClientConVarValue

2006-03-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Sorry...didn't think that over...what it doesn't call is ClientSettingsChanged: > To elaborate, changes to cvars flagged with 'FCVAR_USERINFO' are not > consistently triggering ClientSettingsChanged, nor are the changes being > shown in engine->G

Re: [hlcoders] GetClientConVarValue

2006-03-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I found it sorta funny that Valve mentioned that it was a fix for *Garry's Mod* On 3/21/06, NuclearFriend <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Fixed now. ^_^ > > On

Re: [hlcoders] how do you set cvars for bots?

2006-03-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] use *SetFakeClientConVarValue *& *GetClientConVarValue *which are available in the engine -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://li

Re: [hlcoders] TraceRay not hitting player's head

2006-03-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Are you using CS:S? coz CS:S models are weird... On 3/24/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > For debugging purposes, in a MP game, I'm drawing a line to the endpoint > of > the trace. I

Re: [hlcoders] Client-side touch prediction

2006-03-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] IMO The only solution for bad physics interactions is to install a clientside physics simulation for serverside objects...this would require the player to know about all constraints to be able to simulate the physics objects predicted to be touche

Re: [hlcoders] Manipulating Game Menu Items

2006-03-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You cannotunless you purchase a Source engine licence & get the source code On 3/26/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > How would I position the Game Menu Items? (e.g. New

Re: [hlcoders] Manipulating Game Menu Items

2006-03-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Yes...but your buttons are still vertical and it's an overall hack...btw Garry, I already looked into repositioning the menu items...gameui automatically refreshes the buttons every frame, so it cannot be done On 3/27/06, Kamran <[EMAIL PROTECTED

[hlcoders] Thirdperson

2006-03-28 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I was looking over CHL2MP_Player & I saw that there was a function * SetAnimation* defined... This function is serverside only and CBasePlayer defines it but doesn't do anything inside. Would this possibly be the cure for the thirdperson issue eve

Re: [hlcoders] Client-side touch prediction

2006-03-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] nightfall is a mod that Amckern is working on physics boxes are func_physbox entities physics death is when they crush you On 3/29/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Adam "amckern" Mckern wrote: > > >Yeah sorry - thats one word i

Re: [hlcoders] Client-side touch prediction

2006-03-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] No...he's not saying that at all. On 3/29/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Aaron Schiff wrote: > > >-- > >[ Picked text/plain from multipart/alternative ] > >nightfall is a mod that Amck

Re: [hlcoders] Writing VTFs

2006-04-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] you should be able to use vtex and the vtex.dll interface like GameUI does for spraypaint images (I think...as well as one to convert JPEG or something...) On 4/1/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > Oh yeah, reading the info on their

Re: [hlcoders] KeyValues Writing Help

2006-04-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] This is not the best way at approaching this...you don't want to make each keyname just "User" when you make it...you should do it like this: "Users" { "STEAM_ID_LAN" { "stats""50" } "STEAM_ID_RAWR" { "stats"

Re: [hlcoders] KeyValues Writing Help

2006-04-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] that's for reading of course.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] does the engine API allow new edict_t m_fStateFlags?

2006-04-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Try this: call UTIL_GetPlayerConnectionInfo on the player...if both ping and packetloss are 0, then the user isn't connected...(this *may *not be the case for localhost users) On 4/1/06, Physical Mayhem Bug <[EMAIL PROTECTED]> wrote: > > Incident

Re: [hlcoders] KeyValues Writing Help

2006-04-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I just posted the answer... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] KeyValues Writing Help

2006-04-01 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Go ahead On 4/2/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Aaron Schiff wrote: > > >I just posted the answer... > > > > > I'll just go back to s

Re: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-02 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Isn't it true that Metamod: Source doesn't work on listenservers? since you have to modify gameinfo and all that stuff... On 4/2/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/p

Re: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.

2006-04-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] if you're using HL2MP sdk, you can define the player limits in src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: htt

Re: [hlcoders] Running Hammer Without Steam?

2006-04-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] This isn't possible and shouldn't be possible because it has major inter-implemented with Steam -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.v

Re: [hlcoders] different bounding box sizes for different teams

2006-04-15 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] What you should do is trace what accesses the bounds in hl2mp_gamerules.cpp, then override what sets it. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please v

Re: [hlcoders] Defining a Touch Function

2006-04-18 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] ObjectCaps( void ) { return (BaseClass::ObjectCaps() & FCAP_IMPULSE_USE); } your use should be called then.. use DEFINE_ENTITYFUNC( OnTouch ) or just override Touch( CBaseEntity *pOther ) On 4/18/06, Michael Kramer <[EMAIL PROTECTED]> wrote: >

Re: [hlcoders] Source SDK Update Released

2006-04-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Just wait for Episode one...then the friends beta, then they'll get to it On 4/19/06, Teddy <[EMAIL PROTECTED]> wrote: > > I don't want to seem impatient, but has there been much progress in > the past few months David? > > I'm really keen to see

Re: [hlcoders] Source SDK Update Released

2006-04-19 Thread Aaron Schiff
going on to get Episode one polished up. > > Still, the thing that puzzles me is, I didn't think updating the SDK > code would be so hard. I thought it'd just be a matter of taking a > snapshot of the codebase then testing the crap out of it then release > it? > > On 4/20/06,

Re: [hlcoders] Source SDK Update Released

2006-04-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] By the way...forgive me for forgetting to delete quoted text -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/h

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] OBB is just the bounding box around the model USE_OBB_COLLISION_BOUNDS is probably there for other support that was never implemented/never needed to be -- ___ To unsubscribe, edit your list preference

Re: [hlcoders] Source SDK Update Released

2006-04-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] well at least get done with friends first...!! the VDC beta page has been dead for too long -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valve

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] USE_OBB_COLLISION_BOUNDS just says to search within the bounding box constructed around a physical model to detect other objects. It's not the matter you should be worried about. -- ___ To unsubscribe,

[hlcoders] Weapon Models

2006-04-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Does anyone know what command/s to use to make a weapon viewmodel that doesn't blend when you unholster it (i.e. appears, tries to go off screen before going back on)? -- ts2do -- ___ To unsubscribe, e

[hlcoders] Re: Weapon Models

2006-04-21 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Nevermind, I found it in the sourcesdk_content. the keyword is "snap" -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.co

Re: [hlcoders] Sending a string_t to a client from the server

2006-04-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] dlls\env_screenoverlay.cpp - CNetworkArray( string_t, m_iszOverlayNames, MAX_SCREEN_OVERLAYS ); - SendPropArray( SendPropString( SENDINFO_ARRAY( m_iszOverlayNames ), 0, SendProxy_String_tToString ), m_iszOverlayNames ), cl_dll\c_env_scr

Re: [hlcoders] Sending a string_t to a client from the server

2006-04-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] SendProp_String_tToString is defined in dlls\env_screenoverlay.cpp: void SendProxy_String_tToString( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { string_t *pString = (string

Re: [hlcoders] Sending a string_t to a client from the server

2006-04-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It isn't possible with the currently available proxy: void RecvProxy_StringToString( const CRecvProxyData *pData, void *pStruct, void *pOut ) { char *pStrOut = (char*)pOut; if ( pData->m_pRecvProp->m_StringBufferSize <= 0 )

Re: [hlcoders] ent_setname bug - Can Valve fix?

2006-04-23 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If you're a coder, it's a simple fix...anyway, it's a modside fix: if ( (ent->GetEntityName() != NULL_STRING && FStrEq(engine->Cmd_Argv(1), STRING(ent->GetEntityName( || (ent->m_iClassname != NULL_STRING && FStrEq(engine->Cmd_Argv(

Re: [hlcoders] Getting Information from a CBasePlayer with a Panel

2006-04-23 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] search for CNetworkVar in player.h, find what the name of that var is, search for that var in the whole SDK and see how it's done...implement similarly -- ts2do -- ___ To unsubscribe, edit your list pr

Re: [hlcoders] Getting Information from a CBasePlayer with a Panel

2006-04-23 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] GetHealth() isn't a networkvar though -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Getting Information from a CBasePlayer with a Panel

2006-04-23 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] GetHealth is a function defined both on the server and the client which access the shared m_iHealth -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] vgui_controls.lib -- size

2006-04-24 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] If this is a standard modification to the library, it should be posted here (http://developer.valvesoftware.com/wiki/Compiling_vgui_controls.lib). -- ts2do --

Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] you can just move the poseparameter the same amount the same amount as the server...that way the player can hold off lag for the next server update (synced parameters) -- ts2do -- ___ To unsubscribe, e

Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Sorry...check out weapon_ar2...I think it has poseparameter prediction -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.co

Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It was in no way a flame attempt...he just wanted to get out what he thought You can leave this topic alone now -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, pl

Re: [hlcoders] Say "broken" suddenly

2006-04-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Did you try binding say to y? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Say "broken" suddenly

2006-04-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Get BeyComp evaluation copy and compare your code to the original copy... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware

Re: [hlcoders] Say "broken" suddenly

2006-04-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] try cutting all your files (put em somewhere else) out of the moddir but leave necesarry ones intact -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Say "broken" suddenly

2006-04-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] That's what beycomp is... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Say "broken" suddenly

2006-04-28 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You shouldn't need to do all of these changes to it because say essentially works. You should add in a debug message or something to the say callback... -- ts2do -- ___ To unsubscribe, edit your list

Re: [hlcoders] Scrollbar Missing Texture

2006-04-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It certainly is an SDK bug and a fix *has been posted* on VERC forums. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.c

[hlcoders] Model Blend Sequence

2006-05-02 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I'm working on a blend sequence for a model that requires the use of all of the sequence's frames. I've tried for a while and the result was inconclusive; does anyone know how to make a blend sequence that acts as an overlay animation? -- ts2do

Re: [hlcoders] My Media Update broke the UI

2006-05-06 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I already posted it on the VDC -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] My Media Update broke the UI

2006-05-06 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/User_Interface_Bugs -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/l

Re: [hlcoders] Scrollbar Missing Texture

2006-05-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] http://www.chatbear.com/?P948559 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Scrollbar Missing Texture

2006-05-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] if you're really that anxious, just drop a message to Yahn...he always gives you reassuring words when you send him a problem. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the li

Re: [hlcoders] FW: Source Beta Engine Released

2006-05-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] He's lying! The SDK is sufficient at the moment. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hl

Re: [hlcoders] gameinfo.txt

2006-05-12 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Though you can get away with mounting just 240 and not 220 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/l

Re: [hlcoders] Free Sound List Is Full

2006-05-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It seems that the "sounds" the message is referring to soundent sounds, rather than audio sounds. The Source engine only supports 64 soundent sounds at once. A simple fix (which may break the game) is to remove the soundent. Once this is done,

Re: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Not a log...it's an entity -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Happens to every Source game -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] It's not because of a plugin...they were talking about a plugin to fix the problem...they just want the message removed from multiplayer games -- ts2do -- ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] No it doesn't...that's the whole point -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Homepage / Developer / Manual

2006-05-31 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] A fix was released today -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Problem with gamerules

2006-06-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I've implemented multiple gamerules classes...with 1 deriving from the other http://www.plastic-warfare.com/code/hl2mp_gamerules.cpp http://www.plastic-warfare.com/code/hl2mp_gamerules.h http://www.plastic-warfare.com/code/pwteam_gamerules.cpp ht

[hlcoders] Re: Problem with gamerules

2006-06-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Here's a Call Stack: client.dll!CBaseViewport::RemoveAllPanels() Line 336 + 0xe C++ client.dll!CBaseViewport::~CBaseViewport() Line 355 C++ client.dll!CHudViewport::~CHudViewport() + 0x14 C++ client.dll!CHudViewport::`scalar deleting d

[hlcoders] Re: Problem with gamerules

2006-06-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I discovered the cause of the crash... When I overrided CreateStandardEntities, I forgot to call CGameRules::CreateStandardEntities, so player_manager was never being created! -- ts2do -- ___ To unsubs

Re: [hlcoders] Dog model problem in HL2DM SDK.

2006-06-07 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I think it's because dog's hull cuts short... I've seen in Garry's Mod if you shoot a crossbow at the top part of Dog, it goes through to the wall behind -- ts2do -- ___ To unsubscribe, edit your list

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