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
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
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:
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
--
[ 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
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,
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
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
-
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
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
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:
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
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;
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
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.
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
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
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
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]
.
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
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:
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
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
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
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
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
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
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
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
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.
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[ Picked text/plain from multipart/alternative ] I have a weapon
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:
This is a multi-part message in MIME format.
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[ 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
-
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
] 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
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
???
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
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
This is a multi-part message in MIME format.
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[ 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
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[ 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
- 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
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
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
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.
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
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
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
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
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)
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
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