Re: [hlcoders] Alien Swarm

2010-07-21 Thread Kyle Gospodnetich
It's possible, and it's been done before. Check out iFileSystem_PassThru for more info. On Wed, Jul 21, 2010 at 10:17 AM, Ryan Sheffer darksk...@gmail.com wrote: If GCF support is gone, you won't be able to just load resourses using a third party GCF handler. The engine and filesystems deal

Re: [hlcoders] L4D Glow Effects

2009-11-30 Thread Kyle Gospodnetich
Jonathan White wrote: OK Folks, I have entirely implemented the L4D Glow Effect in C++. Check it out along with my very lengthy description of the code on the Developer Wiki: http://developer.valvesoftware.com/wiki/L4D_Glow_Effect The only hanging issue is that of shaders. I couldn't get

Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-17 Thread Kyle Gospodnetich
Jonas 'Sortie' Termansen wrote: Kyle Gospodnetich skrev: Hey everyone. I'm having a little trouble getting a unique identifier for players playing our singleplayer game. What I'm basically trying to do is identify the player's SteamID/CommunityID/Other static unique identifier

[hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-16 Thread Kyle Gospodnetich
Hey everyone. I'm having a little trouble getting a unique identifier for players playing our singleplayer game. What I'm basically trying to do is identify the player's SteamID/CommunityID/Other static unique identifier and compare it to a list of developers (From there, running code if

Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-16 Thread Kyle Gospodnetich
Christopher Harris wrote: Are you using the OB SDK? Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Gospodnetich Sent: Wednesday, September 16, 2009 10:02 PM To: hlcoders

[hlcoders] Checking to see if an object/world vector is in a visible leaf?

2009-08-08 Thread Kyle Gospodnetich
Is it possible to check if an object or vector is within a visible (currently being rendered) visleaf? I need to occlude an entity that isn't normally occluded, and this is the best way I can think of doing it. Any help is much appreciated. I can't find any examples of this in the code. -Kyle

Re: [hlcoders] Checking to see if an object/world vector is in a visible leaf?

2009-08-08 Thread Kyle Gospodnetich
HLCoders wrote: After a very quick search in some header files, I think these two functions might interest you. bool IVRenderView::AreAnyLeavesVisible( int *leafList, int nLeaves ); int IEngineTrace::GetLeafContainingPoint( const Vector ptTest ) = 0; I haven't tested them, but if they work

Re: [hlcoders] Checking to see if an object/world vector is in a visible leaf?

2009-08-08 Thread Kyle Gospodnetich
HLCoders wrote: After a very quick search in some header files, I think these two functions might interest you. bool IVRenderView::AreAnyLeavesVisible( int *leafList, int nLeaves ); int IEngineTrace::GetLeafContainingPoint( const Vector ptTest ) = 0; I haven't tested them, but if they work

[hlcoders] Two quick questions.

2009-07-19 Thread Kyle Gospodnetich
Hey everyone. I'm having some performance issues with my mod, and I've traced it back to the particle effects that populate many of our maps. So, I have a quad core CPU. Naturally, core 3 and 4 are unused. Now, here's the issue. Core 1 is sitting at 100%, while Core 2 is only sitting at ~30%. It

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Kyle Gospodnetich
Jorge Rodriguez wrote: If you have a quad core and you're having problems with the particle effects being too expensive, probably you need to lighten up on those particle effects. Not everybody has a quad core. Open up the showbudget panel to see how long your particles are taking to render.

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Kyle Gospodnetich
Matt Hoffman wrote: I was going to say that until I remembered It's 1/4th Life. I don't think he's ever released anything, just does all these cool looking things everyone wants. On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote: If you have a quad core and

[hlcoders] Hopwire Vortex issues - Need a little help

2009-07-04 Thread Kyle Gospodnetich
Hello everyone. I'm working on a new weapon for a little project of mine, and I decided that the hopwire's vortex effect would be perfect for it's secondary attack. The problem is, when the hopwire goes off, it crashes if a player is too close to it. This problem is only present on the orange

Re: [hlcoders] Implementing head tracking

2009-06-15 Thread Kyle Gospodnetich
Harry Jeffery wrote: Yeah, I just tried to implement it to discover there are no eyetoy drivers for any windows x64 so I cant use my eyetoy as a webcam any more. 2009/6/14 Sykes sy...@ladnet.org: nice stuff :D not sure about all the additional gesture recognition but the head movement

Re: [hlcoders] Implementing head tracking

2009-06-15 Thread Kyle Gospodnetich
Harry Jeffery wrote: Yeah, I just tried to implement it to discover there are no eyetoy drivers for any windows x64 so I cant use my eyetoy as a webcam any more. 2009/6/14 Sykes sy...@ladnet.org: nice stuff :D not sure about all the additional gesture recognition but the head movement

Re: [hlcoders] MountFilesystem(312) failed

2008-06-15 Thread Kyle Gospodnetich
Tony omega Sergi wrote: are you trying to mount 312? because hl2mp's appid is 320 On Sun, Jun 15, 2008 at 2:01 AM, Jason Manson [EMAIL PROTECTED] wrote: Hi guys, I have a slight problem. Whenever I try to run my mod (based on HL2MP, used

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Kyle Gospodnetich
Tim Baker wrote: After doing a full code merge the particles are working fine. I got some undefined references when I used only the new particles.lib. -- Tim Baker Mike Durand wrote: You definitely will need to rebuild against the particles.lib included in the beta for the new