Re: [hlcoders] Wierd vgui screen on a weapon

2011-10-12 Thread Igoreso
Another workaround, now with "stealing" CViewSetup. That's not a proper fix, but at least it works for now. So if somebody have some fresh ideas - share them please :p Note: don't use this workaround with previous one. -- 1. Add CViewSetup g_View; before "void CViewRender::SetUpView()".

Re: [hlcoders] Wierd vgui screen on a weapon

2011-10-12 Thread Igoreso
Made a workaround. 1. Commented in CViewRender::DrawViewModels: viewModelSetup.zNear = view.zNearViewmodel; Note: this breaks viewmodels that weren't compiled for HL2. 2. In C_VGuiScreen::DrawModel, before g_pMatSystemSurface->DrawPanelIn3DSpace added CMatRenderContextPtr pRenderContext( mater

Re: [hlcoders] Wierd vgui screen on a weapon

2011-10-03 Thread Igoreso
> I remember having that problem, too, and I think the solution was > to draw the vgui screen on a render target and use that render target as a > texture of the model. Well, I was thinking about that too. But I was thinking about resizing screen in-game, so using RT will only be partial solution

[hlcoders] Wierd vgui screen on a weapon

2011-10-01 Thread Igoreso
Hi list! How's weekend going? I've got a wierd problem with vgui screen on a weapon. I first asked on a steam forums, but nobody got an idea. http://goo.gl/gaKqp So, any ideas? I'm using Orange Box sources. ___ To unsubscribe, edit your list preference

Re: [hlcoders] hlcoders Digest, Vol 6, Issue 5

2011-09-12 Thread Igoreso
Are you high? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Switch from third person to third person shoulder

2011-09-08 Thread Igoreso
My guess would be to remove if( m_SFRLocal.m_bAiming ) or replace it with something else. Everything else seem ok. > Hi, I'm trying to have the camera switch from third person to third > person shoulder when the user holds the right mouse button. here are > my methods on the client and server : >

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-02 Thread Igoreso
Meh. Just another conversation about Source SDK *not* being updated. I think I'll write typical "come on, Valve!". Yeah, perfect. Come on, Valve! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valv

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 4

2011-07-13 Thread Igoreso
Go cry to your UE3 daddy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] View model transform @ mouselook

2011-03-03 Thread Igoreso
CBaseViewModel::CalcViewModelLag > Thanks. Bob I know too well, it's sway I was looking for :) > -Original Message- > From: Garry Newman > Sent: donderdag 3 maart 2011 11:06 > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] View model transform @ mouselook > It's called

Re: [hlcoders] CounterStrike application...

2010-12-03 Thread Igoreso
I guess he's trying to write client-side application that'll print the amount of money to chat by key press. Plugins won't help with that until its server-side. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ht

[hlcoders] Gravity Gun vs The "use key" pick-up

2010-11-22 Thread Igoreso
> Yea the MP version of the gravity gun predicts the props location on the > client side which is nice and quick. Is SP version same? If not, how do I make it so? Because IMO props with physcannon or 'use' move a bit jerky when player is turning around. _

Re: [hlcoders] Old-school motion blur on Orange box

2010-11-17 Thread Igoreso
> Have a look at worldspawn.h Do you mean world.cpp and world.h? Only interesting thing there is Spawn(), but I still don't know how to clean a material/texture used in motion blur code. ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] Old-school motion blur on Orange box

2010-11-16 Thread Igoreso
> You can add ff_motionblur 0 to your world spawn, and then trigger > it back on with a short timmer so that you start with a fresh blur. Well I'm not a mapper so I tried to switch mblur off by myself before starting new map and then switch it on - using console of course. Result? It didn't helped

Re: [hlcoders] Old-school motion blur on Orange box

2010-11-16 Thread Igoreso
Ok guys, I figured out alt-tab issue (that's was my mistake lol) and I have last question: How do I clean what was rendered in motion blur? I need to do that because when I load new map I see old transparent image over new one. if ( ( fNextDrawTime - gpGlobals->curtime ) > 1.0f ) { fNextDrawTime

Re: [hlcoders] Old-school motion blur on Orange box

2010-11-14 Thread Igoreso
> when i fixed that for an ep1 mod i was working on, it took an > entire re-write of the code garry posted. > I dont think that would work out of the box for an ep2 mod. I can give it a try. If you don't mind of course. ___ To unsubscribe, edit your

[hlcoders] Old-school motion blur on Orange box

2010-11-13 Thread Igoreso
Hey list. I implemented this article http://developer.valvesoftware.com/wiki/Adding_Motion_Blur on HL2:Ep2 code (ok, I know, but I want non-faked motion blur). But I got problems. Plenty of them. 1) VM is motion-blurred wrong. Or (if I alter code) it's not blurred at all. 2) Blurring somehow works

Re: [hlcoders] Is the list working right, or what.

2010-11-10 Thread Igoreso
> WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ): Be cool instead. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Igoreso
I think main problem is that we have more than one engine branch. As a result we have problems with mods, especially with source code. Sorry if I added nothing new in the discussion. This is my first post here btw. ___ To unsubscribe, edit your list pre