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
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]
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
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?
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
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:
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
?
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
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
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]
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
--
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Hey,
Is there a
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
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
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
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
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
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
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
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
.)
~~ 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
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).
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
/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
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
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
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
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
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
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
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
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:
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
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
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
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:
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
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?
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]
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
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
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
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
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
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
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
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
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
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
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
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
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
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