team should be able to handle large numbers of files and
folders within a mod folder so this current limitation cannot be
right.
Regards
Ian
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I don't know if it crashes simply because the folders are hidden or
not. I was assuming that it might be because each .svn folder contains
a load of other folders and the amount of extra files/folders is
blowing a fixed buffer or something. From what i can tell Steam is
scanning each folder in the
gameinfo.txt)
I can send you a directory listing of the mod folder off-list if it
would help. Its 96K therefore i haven't included it here. If you need
any further info just ask.
Thanks
Ian
On Fri, 17 Dec 2004 12:33:59 -0800, Taylor Sherman
<[EMAIL PROTECTED]> wrote:
> Hi Ian,
>
&
Hi Taylor
I that 6 deep from the mod folder level or from the root of the drive?
Also because the .svn folder contains a further 2 levels of folder
nesting, does that limit us to only 4 real levels?
On Fri, 17 Dec 2004 13:50:59 -0800, Taylor Sherman
<[EMAIL PROTECTED]> wrote:
> OK, I think we've
king.
Thanks
Ian
On Mon, 20 Dec 2004 15:31:18 -0800, Taylor Sherman
<[EMAIL PROTECTED]> wrote:
> An update on this -- you can actually delete the Steam.dll and
> SteamApp.cfg from your game directory. Neither one is required anymore
> to do debug launches. Launching hl2.exe w/ -steam
e working on the release notes
> right now.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
> Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Today's Steam DLL u
--
[ Picked text/plain from multipart/alternative ]
I would like to start coding plugins such as mani's bettles, matties,
etc But i dont know where to start from.
Any tips?
--
Sincerely,
Ian
--
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I'm trying to compile a server plugin i wrote modifying serverplugin_empty,
the one that came with valve, but when i compile and i try to run it, it
says its a Debug DLL and it crashes CSS.
Any ideas?
--
Sincerely
> binary.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
> Thursday, July 21, 2005 11:16 AM To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Gettin Plugin to work
>
> > --
> > [ Picked tex
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>
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Ian
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Do those bits exist in a 32-bit integer? (I'm assuming the flags are an
integer)
I'm assuming that shifting 32 bits in a 32 bit integer won't leave many
bits to represent your values...
r00t 3:16 wrote:
...
#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't
send network messa
Hehehe, "Bortman!"
(sorry)
jeff broome wrote:
Jeffrey "bortman" Broome
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> Vector( 0, 0, 14 ) <-- no idea?
Dead view height I think.
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: 28 April 2005 04:44
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
Bounding boxes are defined in Gamerules.cpp
line 34 - 48
static CVie
You could use an array of buttons on a panel, you could possibly use one
of those cool handy vector collection type thingies for the array so you
can easily add new tabs to the strip, all you would need to do is handle
a click event to change the background of a button (to make it look
selected) an
Can't you just ask for donations?
-Original Message-
From: Vyacheslav Dzhura [mailto:[EMAIL PROTECTED]
Sent: 08 May 2005 13:39
To: [EMAIL PROTECTED]
Subject: Re[4]: [hlcoders] shareware?
Hello john-sheu,
Sunday, May 8, 2005, 2:37:57 PM, you wrote:
jsarc> A good idea in any case. I don't
I heard CS:S NVG is a shader, but if it is, then I can't find the files
for it in any of the GCF files. The main problem is if the players PC's
hardware supports shaders, but personally I would'nt let that be a
problem.
Shaders are a bit to deep for me at the moment, to do anything original
and de
Appologies, I meant ATI's rendermonkey
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: 23 May 2005 14:27
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Nightvision
I heard CS:S NVG is a shader, but if it is, then I
Sorry to keep spamming this thread! I keep remembering more useful
stuff.
Check out the post-processing shader Valve have provided, if you insert
the code mentioned in the comments of the shader source to where it
specifies, you get a crazy looking shader when you compile and run. It's
very easy f
I think the countdown timer might be using VGUI, it looks like it to me.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
(British_Bomber)
Sent: 24 May 2005 11:25
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Use functions on an Entity
I g
Regarding my last email, this is what I was refering to
http://articles.thewavelength.net/675/
Quite a cool article explaining how to do it, in hammer editor there is
also an entity that allows you to attach a VGUI screen to a brush
entity, complete with mouseover cursor, doom III style, rocks.
my own?
regards
Ian
This email and any files transmitted with it are confidential and intended
solely for the use of the individual or entity to whom they are addressed. If
you have received this email in error you are on
Nodes - Shortest Route Algorithm
Google -> A* (A star)
Ian Warwick wrote:
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ] I am trying to figure
>out the shortest route between following AI nodes leading from start
>point to e
CAI_Path)
assuming you are using SDK for HL2
Ian Warwick wrote:
> >Does anyone know if something like this already exists in the SDK
>
>
>>before I start making my own?
>>
>>
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] O
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just want to commend the person at Valve who fixed it up :) cheers!
This email and any files transmitted with it are confidential an
be much appreciated.
Kind Regards
Ian
This email and any files transmitted with it are confidential and intended
solely for the use of the individual or entity to whom they are addressed. If
you have received this email in
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Monday, June 20, 2005 7:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] How to make a beam fade out?
I am trying to make a beam fade away, I was thinking kRenderFxFadeFast
would do the trick, but where
ECTED] On Behalf Of Ian Warwick
Sent: Monday, June 20, 2005 7:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] How to make a beam fade out?
I am trying to make a beam fade away, I was thinking kRenderFxFadeFast
would do the trick, but where to specify this when creating a beam
hat I may need
to do, it would be much appreciated, maybe its a matter of creating the
rocket on the client and then formatting the attachment for the
viewmodel, like the physcannon handles the gauss beam.
regards
Ian
This emai
Dissolve???
Run a grep over the sdk and see if Dissolve is what you after
--- Ian Warwick <[EMAIL PROTECTED]> wrote:
> Cheers, this is the only way I can think of is to keep a pointer to
> the current beam and adjust it's alpha over time.
>
> Cheers :)
>
> --
Cheers Karl,
Great to see the hl2 version! Your site has proved to be a most useful
resource over the years :)
Ian
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Karl Jones
Sent: 22 June 2005 00:19
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders
possibly one of them, does anyone know of a way to select a particular
frame
in a animated material?
best regards
Ian
This email and any files transmitted with it are confidential and intended
solely for the use of the
Ah, thanks for the reply Teddy, I think I am going to fudge projectiles
the best I can like the RPG does :)
Best Regards
Ian
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: 23 June 2005 16:16
To: hlcoders@list.valvesoftware.com
Subject: Re
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Well they seem cool judging by the valve docs for them, but how do I
utilise them in code?
The docs show how to write new ones, but not how to actually use them in
code.
is it just a matter of looking
Great! Thanks :) well needed.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: 28 June 2005 00:02
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] HLCoders
Today we're going to open up something we've been working on for the MOD
Try the new and funky valve developer wiki :)
http://developer.valvesoftware.com
Regards
Ian
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Tissot-Dupont
Sent: 28 June 2005 10:18
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Level
I can't recall what it is however you can do a search on the console
using the find command, ie:- 'find fake' or 'find lag' and see if it
comes up in the result list.
Oppoligies if you already know this, this is what I use when I can't
remember the exact command.
Surely the killer would have an index, which is available in the
scoreboard anyway, why not just look up the player using that?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: 03 July 2005 17:46
To: hlcoders@list.valvesoftware.com
Subject:
that
great in the context I need it to be in.
If anyone can give me some ideas, I appreciate it greatly.
regards
Ian Warwick
This email and any files transmitted with it are confidential and intended
solely for the use o
maybe cross them so they look more convincing.
Not sure if anyone has seen the sprite trails in the game eve-online but
all beams and sprite like looking things are actually composed of more
than one flat face, more like an X.
cheers
Ian
-Original Message-
From: [EMAIL PROTECTED]
[m
Cool, I have never tried using meshbuilder yet, always time to learn :)
I guess I can perform Matrix transformations once I have a built mesh?
> take a look at the meshbuilder class.. those are just polygons in
world space, not sprites billboarded to face the camera
==
Cool, just checked that out on a doxygen site, not home at the moment to
try it, anyone confirm that this really works? I was under the
impression it was'nt a simple thing to do (even though it should be!).
Thanks, can't wait to check that out.
> Try adding a function similar to the SetModelWidth
Very cool, I chased that into C_BasePlayer
01215 float scale = GetModelWidthScale();
01216 if ( scale != 1.0f )
01217 {
01218 VectorScale( transform[0], scale, transform[0] );
01219 VectorScale( transform[1], scale, transform[1] );
01220
, transform[2] );
so it scales on z axis, and it should work
On 7/6/05, Ian Warwick <[EMAIL PROTECTED]> wrote:
> Very cool, I chased that into C_BasePlayer
>
> 01215 float scale = GetModelWidthScale();
> 01216 if ( scale != 1.0f )
> 01
I can imagine Valve would too... in court :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: 06 July 2005 15:46
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Valve: need a clear statement
--
[ Picked text/plain from multipa
I think even if you do change these defines, there is still a limit on
top speed, can't remember what that limit is but I think its way above
350 anyway.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: 13 July 2005 09:38
To: hlcoders@list.val
plasma.cpp.
cheers!
Ian Warwick
Software Engineer
Tel: 023 8062 6555
Fax: 023 8062 6556
Web: http://www.fusionpeople.com
This email and any files transmitted with it are confidential and intended
solely for the use of the ind
You could always ICE encrypt it :) check out the ICE project in the SDK,
or search for ICE to see how it's used.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 17 July 2005 16:45
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Kee
I am adapting the overview map so it's not square but a shape of my
choice, so a mask would be ideal.
Any ideas on how this can be done?
Ian Warwick
Software Engineer
Tel: 023 8062 6555
Fax: 023 8062 6556
Web: http://www.fusionpeopl
bit over the top to me, but I had to do
this in order for the NPC to actually find a path in the first place.
http://www.thewakening.com/pathfinding.jpg
Any idea where I can look to make NPC's connect nodes that are further
apart than this?
Ian Warwick
Software Engineer
Tel: 023 8062 655
i_show_connect to see the node graph. If it isn't joined up
the nodes are the problem, while if the links are there it's the
NPCs
* Are you sure you shouldn't be using ground nodes?
Ian Warwick wrote:
>Hi, I have implemented a custom schedule with exactly the same tasks a
Hi,
Just learning the AI right now, very fun stuff, I was wondering what the
timers are for in most of the core AI functions.
in RunAI() there are 2 timers, one for the entire RunAI() function and
one for just the PrescheduleThink(), g_AIRunTimer and
g_AIPrescheduleThinkTimer respectively.
Anyo
Hi Thanks man, I got it going last night with nodes at about 1024 units
apart, group selected in 4's and copied them all over, using much less
nodes now, ai_show_connect and others proved very useful in building and
debugging the node network.
Cheers about the portal, the guy who designed and text
I am providing content for the Valve Developer Community site and I
think it would be good if we could link methods and classes mentioned in
the programming articles to the actual source code, I find this is quite
valuable when trying to understand the structure of the SDK.
regards
Ian Warwick
/index.html
On 8/4/05, Ian Warwick <[EMAIL PROTECTED]> wrote:
>
> I am providing content for the Valve Developer Community site and I
> think it would be good if we could link methods and classes mentioned
> in the programming articles to the actual source code, I find this is
>
It's possible you just need to subclass from vgui::Frame rather than
vgui::Panel, and mouse input will work, this is what I did.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: 18 August 2005 18:51
To: hlcoders@list.valvesoftware.com; Kamran
How can I change the shape of the overview map so it's a circle instead
of a rectangle (or any other shape)
I was hoping for a simple solution, like maybe laying over a texture
that will act as a clipping area, I know this
might not be the case.
ie:- Battlefield 2 style also Plan of Attack has t
Only work around it to bring up the console and then select the vgui
builder panel, then when you come out of the console the panel should
be focused again.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spk Spk
Sent: 26 August 2005 13:38
To: hlcoders@
PROTECTED] On Behalf Of Ian Warwick
Sent: 25 August 2005 12:15
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Changing the shape of the overview map
How can I change the shape of the overview map so it's a circle instead
of a rectangle (or any other shape)
I was hoping for a s
"$ignorez" "1"
}
I guess you'd want to keep that $translucent tag, but possibly set
"$vertexalpha" to "0" (depending on your shader, but basically you'll
want the texture alpha, not the vertex alpha). And "UnlitGeneric" will
have to become th
ing all seems a bit new to you :-)
-Original Message-
From: Ian Warwick [mailto:[EMAIL PROTECTED]
Sent: 31 August 2005 09:36
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Changing the shape of the overview map
Cheers for the reply Alex
>If you can edit the material there to
if there wasn't a ready-made
shader in there for blending 2 textures together (it is a pretty generic
operation). Unfortunately I'm not yet Source-savvy enough to know if the
one you need is already in the SDK or not...
-Original Message-
From: Ian Warwick [mailto:[EMAIL PROTEC
I wrote the AI section there hoping that someone would eventually add
more to it, it's supposed to be an overview of how the AI works
regarding states, conditions, tasks and schedules, so it's only useful
if you want to create custom npc's with custom behaviours.
You can spawn AI with npc_create,
@list.valvesoftware.com
Subject: RE: [hlcoders] New to Source and AI questions...
Ian,
That section was a really helpful start for understanding things, and
laid out very nicely. Thanks for that. I was just looking for more
coding examples as I learn best by looking at code. :)
I'm wo
Not sure what your problem is, just make a new NPC.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Greg
Lindquist
Sent: 16 September 2005 05:49
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Building an AI
--
[ Picked text/plain from multipa
are.com
Subject: Re: [hlcoders] Building an AI
--
[ Picked text/plain from multipart/alternative ] new NPC? how do you
mean?
On 9/16/05, Ian Warwick <[EMAIL PROTECTED]> wrote:
>
> Not sure what your problem is, just make a new NPC.
>
> -Original Message-
> From
I doubt you would be able to handle WndProc messages, this would all be
done by the engine but I could be wrong.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya
Gaddam
Sent: 23 September 2005 02:03
To: hlcoders@list.valvesoftware.com
Subject: [hlcod
I do believe if your mod is good enough Valve would make it available
through steam, there is an option in steam to view 3rd party mods and
download them, only the good ones get listed.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of stalker333
Sent: 29 S
The Source SDK does not use any .NET libraries, it just makes use of the
.NET IDE, that's all.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman
Standing
Sent: 13 October 2005 16:17
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Using od
Maybe you should move to valve siberia.
On Tue, Aug 31, 2010 at 7:17 PM, Minh Le wrote:
>
>
> "now in FixKorea?"
>
> Unfortunately, yes.
>
>
> On 8/31/2010 6:23 AM, WRNM wrote:
>
>> Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh
>> Le' now in FixKorea?
>>
>> Richard
>>
>
Not done any modding for source in a while and done literally none for Alien
Swarm but if I remember correctly there was a function called ApplyMouse()
in in_mouse.cpp (or in_main.cpp) that should help you. I haven't looked at
the alien swarm code so it might be in a different file that extends on
while my friend
is modeling I´m stuck at not knowing where to start coding, so please
help :)
--Ian
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Well I´ve got VS 2005 and I have got it all compile alright ran into
some problems at first because of user32.lib ;)
And i have read almost all the Valve Developer site (it helped me alot)
But thanks for replying and trying ;)
And Jeffrey, your advice made me start!!(at least) thanks!!
Again thank
When I try to compile my mod, there come over 100 errors!! When I was
using VS 2005 express it compiled fine, but now that I've got VS 2008
express there are lots of errors. I also discarded the old mod and made
a new one, don't know if there is something new with "Create a mod"
button. I'm not g
Because I can't use VC 2005 now that I have opened the file in VC 2008 :( says
that it was created by new version or something
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Hello
I want to be removed from HLCoders since I'm now getting spammed with
more important stuff...
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I was on here back then... I've been on here for atleast a year, but now
I've started my own orginization/team, so the spam from here is too much
too :S
Matt Hoffman wrote:
> I vaugly remember you being at the center of it after all...
>
> On Mon, Apr 27, 2009 at 11:02 AM, Tobias Kammersgaard
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