Re: [hlcoders] L4D Glow Effects

2009-11-25 Thread Chris Janes
We used a particle effect to create something similar, it's not quite as clean as the L4D outlines and it has some issues with regards to vis leafs. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Jonathan

Re: [hlcoders] New Content Authoring Tools In Tonight's Update

2008-06-10 Thread Chris Janes
Quick question about the material editor - is there a way of changing the preview model? A sphere isn't much use in a lot of cases! I may have missed it, I only gave it a quick look but nothing jumped out at me as doing the job. -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] Scale down mouse input?

2008-05-03 Thread Chris Janes
Yeah, the crossbow does just this when you zoom in (as does any zoom afaik) Take a look at the zoom_sensitivity_ratio cvar in c_baseplayer.cpp (ep1) or view.cpp (ob), it's doing (pretty much) exactly what you want (obviously, just use your own value in place of the cvar) Jed. -Original

Re: [hlcoders] Getting OB scratch SDK running with no errors / bugs?

2008-04-28 Thread Chris Janes
Ran the game, tried to load map. Black screen... seems like its taking forever to load. Went to console to see some network problem. The map never loads... just get a black screen with the main menu on top of it. Anyone have luck running the OB scratch SDK? Any of this sound familiar?

RE: [hlcoders] Loading screen art

2008-02-09 Thread Chris Janes
I used a custom proxy to load a suitable image on my loading panels, rather than changing anything in the UI code itself - you could probably use something like this, or a procedural material to display dynamic text too. The meat of the proxy is as follows: #define DEFAULT_NAME

RE: [hlcoders] OrangeBox SDK Port Problem

2008-01-27 Thread Chris Janes
Are your dlls being copied to your bin folder correctly? The first release had a broken solution in that respect. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: 27 January 2008 12:15 To: hlcoders@list.valvesoftware.com Subject:

[hlcoders] datacache crash

2008-01-26 Thread Chris Janes
This issue has just recently sprung up - whenever I make a change to the mods code base the mod refuses to load a map, it just crashes out with the datacache.dll error, if I revert the change and try again, the mod works fine again. I thought it might be the specific change I was making when the

RE: [hlcoders] datacache crash

2008-01-26 Thread Chris Janes
? On Jan 26, 2008 5:49 AM, Chris Janes [EMAIL PROTECTED] wrote: This issue has just recently sprung up - whenever I make a change to the mods code base the mod refuses to load a map, it just crashes out with the datacache.dll error, if I revert the change and try again, the mod works fine again

RE: [hlcoders] Animated Decals on Models

2008-01-12 Thread Chris Janes
I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info

RE: [hlcoders] Enemy AI to attack you...

2007-10-22 Thread Chris Janes
If the weapon is setup with an acttable, you won't need NPC_TranslateActivity (well, in the majority of cases anyhow). But glad it got you on the right track - I spent a couple of days confused as to why my NPC wouldn't walk when others would! -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] hudlayout.res

2007-10-22 Thread Chris Janes
hud_reloadscheme will do it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Hiott Sent: 22 October 2007 20:40 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] hudlayout.res -- [ Picked text/plain from multipart/alternative ] Hey, Is there a

RE: [hlcoders] hudlayout.res

2007-10-22 Thread Chris Janes
My sending the reply triggered the send / receive that brought in Tonys reply - I saw it said the same thing as I'd said but it was a tad late by then! At least, that's my excuse! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: 22

RE: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Chris Janes
You might also want to double check that the animation activities are correct (not just the events) - developer 2 will give you a lot more NPC debug info, if a schedule is failing you should be able to figure out why. I had an issue with an NPC recently not moving and it was due to a problem with

RE: [hlcoders] Advice: Laser Beam Sight in Multiplayer

2007-10-17 Thread Chris Janes
Take a look at the RPG - the beam on that is visible to other players and uses attachment points on the weapon to provide an accurate position, it's also really easy to make purely client side (I haven't looked at the code since I pulled it out and made a separate class out of it) - in fact, it

RE: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Chris Janes
Want to write up how you got it going? What was the issue that was causing the crash? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: 18 October 2007 03:16 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Compiling under

RE: [hlcoders] Advice: Laser Beam Sight in Multiplayer

2007-10-17 Thread Chris Janes
It has a small beam that pokes out from the weapon - it's also visible on the world model (as seen on the following: http://www.chrisjanes.com/wp-content/uploads/2006/01/fn2000.jpg). I'd have thought all you'd need would be some tweaking of that (extending the range, stopping the fade out etc) and

RE: [hlcoders] Map Backgrounds

2007-10-07 Thread Chris Janes
I wouldn't recommend using map backgrounds for a multiplayer mod - the startup time it incurs is excessive, players just don't want to wait that long to get into an mp game! However, look at InstallGameRules in sdk_client.cpp - if you give your background map a specific prefix or name, you can

RE: [hlcoders] Linux Class table problem

2007-08-20 Thread Chris Janes
Indeed - just this last week, I had an issue with SVN conflicts on the .so file from a remote test server. After a couple of full rebuilds, I finally thought to take a look at the bin directory, cleared out all the files and got them all down again via SVN, fixed it up nicely. Otherwise, make

RE: [hlcoders] SteamId

2007-05-31 Thread Chris Janes
string_t steamId = pPlayer-GetNetworkIDString(); should do the job. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: 31 May 2007 15:34 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamId Is there any easy way to get

RE: [hlcoders] Linux oddness

2007-04-21 Thread Chris Janes
.) ~~ Ondra Chris Janes wrote: I'm always quite careful setting the LD_LIBRARY_PATH since my first attempts at compiling in linux. As I said, the Makefile hasn't changed (and I've double checked the locations to be sure), so CPP_LIB is pointing to the right place. I'll have to dig further through

RE: [hlcoders] Linux oddness

2007-04-21 Thread Chris Janes
These are separate from running it under VMWare, all of these issues stem from my FC3 box. I decided to resolve the issues with my normal box rather than go through setting up a temporary solution with VMWare (though it was an interesting learning experience running FC6 through VMWare).

RE: [hlcoders] Linux oddness

2007-04-20 Thread Chris Janes
multipart/alternative ] I think you need to update your system. http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox checkout this guide, it's very handy. On 4/19/07, Chris Janes [EMAIL PROTECTED] wrote: I've got a head scratcher with my linux compile process - I've not made any changes

RE: [hlcoders] Linux oddness

2007-04-20 Thread Chris Janes
/07, Chris Janes [EMAIL PROTECTED] wrote: I'm not convinced I need to upgrade the system - I'm running a suitable version of gcc, my only issue is that it claims to not find files that I know for a fact are present on the system in the locations specified in the makefile. But I need to sort

[hlcoders] Linux oddness

2007-04-19 Thread Chris Janes
I've got a head scratcher with my linux compile process - I've not made any changes to the linux box I build on, nor to the Makefile since I last compiled with it, but it's spitting out the following after vcpm has run: gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libstdc++.a: No such file or

RE: [hlcoders] My mod disapeared.

2006-12-06 Thread Chris Janes
You could just hand craft the entry in the GameConfig.txt - found in \Steam\SteamApps\Username\sourcesdk\bin - copy an existing entry (for say, HL2) and enter the information for your mod (the majority is either the same or really easy to figure out). That's part of what Vconfig does - you'll

RE: [hlcoders] Problems with latest hl2dm sdk update:

2006-10-29 Thread Chris Janes
The quick and easy way to resolve this is to change the SteamAppId from 215 to 320 in your mods GameInfo.txt - while it will enforce the requirement of having HL2DM, I can't think of many ways of owning an HL2 game that doesn't include DM, it's also a bit easier than shipping a bunch of redundant

RE: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Chris Janes
Who's to say which VDC users are 'more experienced'? What if a person isn't a member of the VDC, is a member of the list and wishes to submit a bug? Basically, you can't limit membership to the bug tracker in that sort of way! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] virtual function

2006-08-10 Thread Chris Janes
C_WeaponFrag is the client side implementation of the class - you'll want to either put your new function in the shared baseweapon code or in C_BaseWeapon. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wursteisen David Sent: 10 August 2006 20:51

RE: [hlcoders] Re: Portal

2006-08-01 Thread Chris Janes
Given a 'true' implementation of a portal system (as described at flipcode (http://www.flipcode.com/articles/portals_issue09.shtml) and wikipedia (http://en.wikipedia.org/wiki/Portal_rendering) ) the portals themselves resolve the PVS issue by extending the view frustrum for clipping / rendering

RE: [hlcoders] Fundamental Source engine question (OT)

2006-07-20 Thread Chris Janes
You'll have to keep us updated on how things are going Adam, well, until NDA's and the like kick in and you vanish into a web of obscurity. My team and I recently won a years worth of free office space from a local business incubator to help us get up and running, so hopefully we'll be in a

RE: [hlcoders] Rendering Model over VGUI

2006-07-18 Thread Chris Janes
Are you running in debug or release mode? I get a black background in debug, but not in release (I have no idea why though) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff Sent: 18 July 2006 22:27 To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] Vac

2006-07-11 Thread Chris Janes
A number of admins on the hidden forums found that rolling back their srcds files allowed them to run secured servers - though I'm not sure if VAC is running in a complete sense or if it's just indicating a false secure status in the server browser, I can provide a link to 'rolled back' linux

RE: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Chris Janes
We had a similar issue but with projectile weapons, the DispatchTraceAttack call in FireBullet was only being made on the server - we only figured it out by looking at how our melee and projectile weapons differed (the melee showed blood sprays correctly to everyone). Assuming that you're using

RE: [hlcoders] How to Create a Model Attached to the Player using only code.

2006-06-08 Thread Chris Janes
Unless I'm grossly mistaken, this will spawn the box, but won't attach it to the player - I may be misreading the original request, but I thought it was more about spawning the box, attaching it to the player then detaching it when the player died. So Michaels code is a good start, but a bit more

RE: [hlcoders] Writing VTFs

2006-04-01 Thread Chris Janes
It's not quite the same as writing TGAs - VTFs are more like DDS files than TGAs in how they store image data. You could look at VTFlib (http://developer.valvesoftware.com/wiki/VTFLib) which should be able to point you in the right direction for writing VTFs. -Original Message- From:

RE: [hlcoders] filesystem_steam.dll cant load

2006-03-14 Thread Chris Janes
Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the

RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Chris Janes
I'll be there for the IGF finals, should be interesting. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 10 March 2006 18:55 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Meetup at GDC? How many listers will be at GDC this year?

RE: [hlcoders] Animation issues

2006-02-24 Thread Chris Janes
Yeah, that's why I was fairly sure it wasn't the model - I've seen people discuss it before. I'm just curious as to why it's happening on the melee weapon, which has a good 1/2 second delay before it can fire again... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

[hlcoders] Animation issues

2006-02-23 Thread Chris Janes
I'm experiencing some weird blending issues - from what I've read in the past I'm not the only one that has odd blending when the shotgun reloads (it's does a couple fine, but then skips several sets of the animation, the gun remains motionless, the sound plays but the hand doesn't move). I've

RE: [hlcoders] Animation issues

2006-02-23 Thread Chris Janes
Yup, the qc file references all smds correctly - even then, it's not an on / off thing, sometimes it'll do the right animation 5 times in a row, then randomly refuse to play it. It starts to play, you can see the hands twitch but it doesn't continue on with the animation. -Original

[hlcoders] Aura effect

2006-02-11 Thread Chris Janes
I'm trying to create an effect similar to the Auspex vision in Bloodlines (see image links) I've figured out that the basic effect is create by attaching particle emitters to the bone hierachy of the character models, this isn't an issue. The problem I'm having is figuring out how to make it

RE: [hlcoders] Round Timer/Map Reset

2006-02-02 Thread Chris Janes
Where are you storing the scores? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: 02 February 2006 19:28 To: hlcoders Subject: [hlcoders] Round Timer/Map Reset Hey y'all, am having trouble with my round timer/map reset..was working

RE: [hlcoders] First Person Spectator

2006-01-31 Thread Chris Janes
Cheers for that - it's how I figured it'd go... But it does however mean going through and making any calls to pl.v_angles safe by using .Get() with them. A minor niggle but there's nothing else to be done (well, apart from running the risk of a crash on linux servers). Looking at it, you might

RE: [hlcoders] First Person Spectator

2006-01-29 Thread Chris Janes
I spent a week or so trading emails with Martin Otten about this - nothing came of it, it's something about pl.v_angle not being sent across to the client (which stops you from getting the correct player eye angles). Quite why this is true, yet all the spectator stuff is done client side is beyond

RE: [hlcoders] Weapons research

2005-12-16 Thread Chris Janes
Not sure where the cs information came from, but http://world.guns.ru/main-e.htm is a good resource for weapons, http://www.securityarms.com is useful for images. It's also worth visiting the sites of the manufacturers of the weapons, they tend to list a fair amount of information. Ging

RE: [hlcoders] Is there such a thing as a NULL model?

2005-11-26 Thread Chris Janes
For early versions of hidden we just commented out the world model from the weapon script - it threw an error in the console, but didn't crash and the model was invisible (no error model either). Might be a good place to start looking. If that doesn't work for you, could you not maybe set the

[hlcoders] Problems with observer targets

2005-10-08 Thread Chris Janes
I've setup a custom entity to create security camera style spectator positions; at initialspawn, I create a vector of ehandles to store them. Then in FindNextObserverTarget, I loop through this vector and compare against the existing observer target, if I find it, I return the next item in the

RE: [hlcoders] Just a few questions!

2005-05-06 Thread Chris Janes
A google search won't reveal the best way of using the already present crc code in the sdk, I'd rather not reinvent the wheel as it were! I'm not sure what you mean by not got any real entities there... The entities are present in the map and in the global entity list, it just seems that it

[hlcoders] Just a few questions!

2005-05-05 Thread Chris Janes
Just a couple of things that have me thrown at the moment! I need to secure some material files against modification, obviously, we can do things like mark them as read only and set them as hidden files, however, we'd like to put in crc checks against the clients versions - I know there's a

[hlcoders] Shader fallbacks

2005-03-11 Thread Chris Janes
My mod team has managed to create fallback shaders for our refraction effect for every level *except* for dx8 at low shader settings - I'd have thought that at the least, dx8 low would fall back to dx 7 / 6, but that doesn't happen! Any ideas how we should go about setting this up? Cheers, Ging

RE: [hlcoders] Player Rendering effects

2005-02-21 Thread Chris Janes
I've got a similar system going in my mod, except we use a material with the refract shader - a possibility would be to use the playerspeed material proxy to affect the refraction level, though that wouldn't allow a way of getting the model back into full visibility again (something I want to look