RE: [hlcoders] Using odd compilers

2005-10-13 Thread Ian Warwick
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

RE: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Ian Warwick
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

RE: [hlcoders] Accessing WndProc in HL2 SDK?

2005-09-23 Thread Ian Warwick
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:

RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
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

RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
: 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: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED

RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Ian Warwick
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,

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
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 simple

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
alpha, not the vertex alpha). And UnlitGeneric will have to become the name of your new shader. _ HTH, Alex -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 08:14 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
- 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 take the colour channel from your base (original) map

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
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 PROTECTED] Sent: 31 August 2005

RE: [hlcoders] VUIG2 ingame editor problems

2005-08-26 Thread Ian Warwick
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] Changing the shape of the overview map

2005-08-25 Thread Ian Warwick
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

RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Ian Warwick
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;

[hlcoders] Valve: Any chance of hosting a Doxygen of the SDK to go with the VDC site?

2005-08-04 Thread Ian Warwick
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

[hlcoders] Various AI Timers in Core AI functions

2005-08-02 Thread Ian Warwick
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.

RE: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ian Warwick
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

RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Ian Warwick
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 as SCHED_FORCED_GO. The only problem is when

[hlcoders] masking a texture

2005-07-22 Thread Ian Warwick
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.fusionpeople.com

RE: [hlcoders] Keeping track of information inside the game

2005-07-18 Thread Ian Warwick
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]

[hlcoders] Creating a sprite on the client

2005-07-14 Thread Ian Warwick
. 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 individual

RE: [hlcoders] Modifying run speed

2005-07-13 Thread Ian Warwick
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:

RE: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ian Warwick
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

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
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

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
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

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
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

RE: [hlcoders] Networking char ?

2005-07-04 Thread Ian Warwick
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

[hlcoders] ideas on making an expanding orb

2005-07-04 Thread Ian Warwick
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

RE: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Ian Warwick
with a sprite). Ian Warwick wrote: I need to code an orb that expands over time, but not quite sure how to approach it. I am after some ideas on how I could achieve this, I was thinking of using a model, but there seems to be no way to dynamically resize a model, sprites are an option but I don't feel

RE: [hlcoders] HLCoders

2005-06-28 Thread Ian Warwick
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

RE: [hlcoders] Fakelag

2005-06-28 Thread Ian Warwick
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. Regards Ian -Original

RE: [hlcoders] Attachment points and projectiles

2005-06-23 Thread Ian Warwick
a CPredictableId to match it up with the server side entity and mabey even interpolates the projectiles position between server and client. On 6/21/05, Ian Warwick [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have a weapon

RE: [hlcoders] beam fade notes @ handy vandal's almanac

2005-06-22 Thread Ian Warwick
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] Selected a frame to show in an animated material

2005-06-22 Thread Ian Warwick
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] IMaterial has a method to get the total number of frames, however, I can not see any methods to select a particular frame to show. I am trying to find a good solution for more funky HUD bars, this is

RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
- 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

RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
] 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 using

[hlcoders] Attachment points and projectiles

2005-06-21 Thread Ian Warwick
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have a weapon that fires a projectile, much like the rpg or the crossbow. I want the projectile to appear as if its firing from an attachment point on the viewmodel and also if its 3rd person from

RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
??? 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 :) -Original Message- From: [EMAIL PROTECTED] [mailto

[hlcoders] How to make a beam fade out?

2005-06-20 Thread Ian Warwick
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 using BeamCreate() method of CBeam, once I have an instance of CBeam I am unsure where to specify the renderfx that the sprite will use. Any help on this would

[hlcoders] Valve - Thank you for the CMapOverview update!!

2005-06-09 Thread Ian Warwick
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

[hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
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 end point. Does anyone know if something like this already exists in the SDK before I start making

RE: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
- 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 end point. Does anyone know

RE: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
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] On Behalf Of Oskar Lindgren Sent: 06 June 2005 14:31

RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
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

RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
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.

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
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

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
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 can't

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
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

RE: Re[4]: [hlcoders] shareware?

2005-05-09 Thread Ian Warwick
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

RE: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread Ian Warwick
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)

RE: [hlcoders] HitBoxes ?

2005-04-28 Thread Ian Warwick
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