Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Matt Hoffman
You should be safe if you in general launch with -insecure or stay through VS launched builds which are also in Vac Insecure mode. On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap wrote: > Agreed, but we just acquired a Scaleform GFx evaluation license for a > project I'm working on. I was just curio

Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
time i > needed to use it so forgot its real name) > > > Owner Nigredo Studios http://www.nigredostudios.com > > --- On *Wed, 6/4/11, Matt Hoffman * wrote: > > > From: Matt Hoffman > Subject: [hlcoders] EmitSound being cut off, and forcing the player to > spectat

[hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case

Re: [hlcoders] Anyone know of an animation pack for social actions?

2010-12-03 Thread Matt Hoffman
And can convert it to Source rigs. On Fri, Dec 3, 2010 at 4:30 PM, Minh wrote: > I remember seeing such a pack on www.turbosquid.com > It wasn't free though so I hope you have some mad cheddah to spend. > > > On 12/4/2010 9:18 AM, Phlox wrote: > >> I haven't had any luck finding a pack with anim

Re: [hlcoders] Tony's Rain Splash tutorial on VDC

2010-11-30 Thread Matt Hoffman
I think he's trying to precache the particle system in his code via: CClient_Precipitation::ClientThink() { Simulate( gpGlobals->frametime ); PrecacheParticleSystem("Rain_01_impact"); } Which seems odd to me, shouldn't there be a initialize/precache section that he could do it in there? I also d

Re: [hlcoders] AppID 217?

2010-11-27 Thread Matt Hoffman
Sigh, that's what I get for not reading/looking myself. :( On Sat, Nov 27, 2010 at 4:19 PM, Andy Nemer wrote: > It's not in that list, that's the first place I looked. Either that or I'm > completely blind. > > > Andy > > > On 27 November 2

Re: [hlcoders] AppID 217?

2010-11-27 Thread Matt Hoffman
http://developer.valvesoftware.com/wiki/SteamAppId On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer wrote: > I see. Not sure where you found that, but thanks! > > > Andy > > > On 27 November 2010 17:38, Didrole wrote: > > > [217] Multiplayer OB Binaries > > > > 2010/11/27 Andy Nemer > > > > > Hello

Re: [hlcoders] Remember June 2006?

2010-10-30 Thread Matt Hoffman
Actual proper non-commander first person? We'll take it. On Sat, Oct 30, 2010 at 9:43 PM, Tony "omega" Sergi wrote: > Yeah, I'm in Korea. > > Anyway, I was messing around with the Alien Swarm stuff today and I've > gotten most of the template ported over and working. Before it's easily > useable

Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Matt Hoffman
It's also totally gimped for anything that's not a top-down player-controls-an-npc shooter. Atleast that's my understanding after poking through the code a bit. On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard wrote: > > Actually it's already available. The one Alien Swarm using is a version in

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Matt Hoffman
But you were at the time that you wrote in our beautiful sdk and that's how we all know it. :P On Tue, Jul 27, 2010 at 12:32 AM, Tony "omega" Sergi wrote: > Correction: I'm not contracting right now. > -Tony > > > On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre >wrote: > > > Even Toni Sergi r

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread Matt Hoffman
I like how you point out the fact that english may not be his primary language, and then proceed to use a higher level lexicon that would require a lot of word lookups to fully understand. On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne wrote: > In the very unlikely occurrence that the OP is not

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Matt Hoffman
Large amounts of fragmentation... Nem wrote an article on it on his site somewhere. On Wed, Jul 21, 2010 at 12:34 PM, Ryan Sheffer wrote: > They should drop the GCF in all source games, but it doesn't seem like this > is going to happen. Why the GCF hate all of the sudden? Too slow to read > fro

Re: [hlcoders] Alien Swarm

2010-07-17 Thread Matt Hoffman
That's fine by me, no need to shove old 2004 content down everyone's throats again and having it show up in every bloody thing you try to make. On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards wrote: > It's a brand new SDK. < > http://forums.steampowered.com/forums/showthread.php?p=16106943#post1610

Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
Excited to see Alien Swarm. Not only does it not look like source (And yet still be source), it looks like good fun. And it's free. Is there reasoning behind it being free? (Other than allowing anyone to become a Source developer for free) On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds wrote:

Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
My guess is it might come later. I'm sure they started before the mac ported code was ready to be integrated into more projects. However, I wonder if the tile-based map editor is a bunch of prefab-type things that snap to a large grid. I wait for monday when it releases to go poke in the files and

Re: [hlcoders] Source Particle Editor

2010-07-15 Thread Matt Hoffman
Mostly related, has anyone tried this with the now updated HL2 or Ep1? However I suppose it doesn't matter as EP2 particles should work for them. On Thu, Jul 15, 2010 at 9:30 AM, Casey Doran wrote: > The Particle Editor is an in game tool that comes with the orangebox > engine. > Can be launched

Re: [hlcoders] "x currently playing Source SDK Base 200x"

2010-06-23 Thread Matt Hoffman
I believe it's been like this for a while. In the past it would display "X is now playing " in the Steam toast in the corner, but as soon as that went away it would revert to playing SDK Base (on friends list and in group chats) On Wed, Jun 23, 2010 at 1:07 PM, jetscope wrote: > Me and a bunch o

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Matt Hoffman
Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD crashed. However if you use LAA on the vrad process, it worked again. Fix by The Pro here: http://www.facepunch.com/showpost.php?p=16482883&postcount=23 I recall this working, but I do not know if Valve has fixed/broken it sinc

Re: [hlcoders] Receiving messages out of order

2010-05-15 Thread Matt Hoffman
All's fine on this front. (Using GMail) Sometimes however, I see a reply being split from the original 'thread' per say. That however, is more of a user error than a mailing list error I think. On Sat, May 15, 2010 at 6:54 AM, Tony "omega" Sergi wrote: > Sounds like an issue with your mail provi

Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
oper version of the tools. > > > > On May 11, 2010, at 18:17, "Matt Hoffman" > wrote: > >> Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine >> for TF2 still... >> >> Would appreciate my 2d lines back. :) >> >> On

Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine for TF2 still... Would appreciate my 2d lines back. :) On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer wrote: > Interesting portal being part of the 2009. I guess because of the new > achievements and such, the binaries were upda

Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Matt Hoffman
I've gotten OnUse working with: virtual intObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }; virtual voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); Can't get OnTakeDamage working though, I have: virtual int

[hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Matt Hoffman
Simple question, I'm making an entity (Let's call it a building) which has health and it's health can go up when the player uses it or down when it's hit. How often would this entity need to think for this? Maybe I'm just confused as to what Thinking entities do on their own. Cheers, Matt ___

Re: [hlcoders] Fwd: Retrieve List of entities in a level

2010-03-23 Thread Matt Hoffman
That sounds like a pretty good one. There's also the ability to look in a sphere (Which is actually a box(?)), etc. I used this to create a 3d radar that found entities in a 512 sphere and put a debug box over them. However, looping through the entities (in my case) is expensive to my knowledge.

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Matt Hoffman
Says the guy on their Coder's mailing list... Who's probably got a significant investment... Probably doesn't know much about account security. I can make it work perfectly if you give me your credit card details, pin number, steam account/password, email password, etc. Trust me, look! I have pen

Re: [hlcoders] Spawning the Jalopy in OB MP SDK?

2010-02-25 Thread Matt Hoffman
7;s 'jeep' as it's setup to work in > multiplayer. It's been a while, and I don't remember everything I had to do > to make it work again. > -Tony > > > On Thu, Feb 25, 2010 at 4:22 PM, Matt Hoffman > wrote: > > > I'm probably just being a

[hlcoders] Spawning the Jalopy in OB MP SDK?

2010-02-24 Thread Matt Hoffman
I'm probably just being a retard but after sitting infront of code for the last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and I believe that they took the HL2 jeep and made it into the _hl2buggy, and replace th

Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Matt Hoffman
overlooking (as this has to have been > a > very easy concept.) > Anyway, all is working perfectly fine now. > > Sorry for my stupidity :p > > On Sun, Feb 21, 2010 at 4:45 PM, Matt Hoffman > wrote: > > > Is the trace hitting the hitgroups? Could it be colliding w

Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Matt Hoffman
Is the trace hitting the hitgroups? Could it be colliding with a player bounding box or some other thing? Check the parameters of your trace? On Sun, Feb 21, 2010 at 1:43 PM, James Martin wrote: > I'm just using the player models (dod) that came with the sdk. I've not > messed with modeling at a

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
Yeah I've seen that, it's way out of date and not was pre-OB MP. On Sun, Jan 24, 2010 at 12:26 PM, Chief Whosm < chiefwhosmoralsareelas...@googlemail.com> wrote: > > http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold > > Might be worth taking a look a

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
a matter of having a > hitbox, and attachments per role and then modifying some of the vehicle > logic to work with more roles. > > Chris > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behal

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
So now that we have a plausible fix for movement, has anyone looked at multiple passengers? My understanding of it is the vehicles are set up with a passenger system. Just Passenger 0 (1?) is considered the driver. My guess on implementing multiple-passengers in the vehicle would require checking

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
object's position is > >> getting sent to each client at about 10 updates/sec (in a best case > >> scenario). There is no interpolation going on between each update, so > >> the object would exhibit a slight jerkiness. Maybe we broke something in > >> our c

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris wrote: > Here is a page which has needed fixes: > http://developer.valvesoftware.com/wiki/Multiplayer_V

Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?

2010-01-19 Thread Matt Hoffman
DX6? What is this, 1998? On Tue, Jan 19, 2010 at 5:24 PM, ZuM wrote: > As far as i know, DX6 is not fully supported and result in quite some > graphic issues, so it's best if you don't use it. > > For the other problems, unfortunately i don't have

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Matt Hoffman
I agree, especially seeing as we're dealing with some real dollars here. Perhaps it should be a combined voting, with public's votes counting towards 60% and the Staff vote counting for 40%. You could even go as far as make people rate X out of Y gamemodes, and rate them based on: Re playability,

Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Matt Hoffman
> > The blur shader - you can just take the shader dll from GMod if you want - > I > don't mind at all. If you want to implement it yourself it's just a shader > that blurs the texture. > More of modders need to be like this. :) On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman wrote: > LL_Function(

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
. Fun to drive and fun to play. > >> I would suggest you visit http://www.empiresmod.com/ for all those who > >> haven't played it. > >> > >> On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman > >> wrote: > >> > I always was impressed wit

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
Life Programming > > Subject: Re: [hlcoders] Looking for some advice and direction > > > > Vehicles have a couple of specific physics rules, I'd suggest creating > > a CVehiclePlayer which extends some vehicle class or interface and > > implements the needed methods.

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less "effin source physics grr"? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards wrote: > I was going to

Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Matt Hoffman
I believe it's a shader as it actively updates and effects weapons/held objects too. On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White wrote: > Has anyone figured out how exactly L4D does the entity glow effects? > > I am talking about the glow that surrounds pickup entities when you look at > them

[hlcoders] Creating ledge movement for SP/MP?

2009-11-24 Thread Matt Hoffman
I'm trying to go about figuring out what an efficient way of creating 'ledge movement' for Source would be. What I'm trying to accomplish is similar to Mirrors Edge and Assassins Creed where you can jump and hang onto a ledge and move left/right and climb up. Ideally I'd like it to work on both s

Re: [hlcoders] Dedicated Server Release Essentials

2009-11-23 Thread Matt Hoffman
Wouldn't that be the VMT for surfaceproperties, etc? On Mon, Nov 23, 2009 at 6:14 AM, Jed wrote: > Well you'd need the models so the server can do collision and hitbox > detection and possibly "purity" tests for pure servers. Materials are > used by some games for player movement checks (slide/d

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Matt Hoffman
particle > systems. > > I'm not sure if Valve even plans on updating the old systems for Tf2 or > for > > the SDK. > > > > On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman > > wrote: > > > >> Tom: Wouldn't particle systems overflow the ed

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Matt Hoffman
Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez wrote: > I haven't seen how they actually do it but I doubt they would use anything > but particles. Either way it would be very easy for you to do it with > particles. > > -- > Jorg

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Matt Hoffman
Except L4D uses func_precipitation for their ran which is a brush entity (obviously). That's just slapping down info_particle_systems. ;) On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez wrote: > L4D2 made all their weather effects with particles. Rain is a pretty easy > particle to make. Open

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Matt Hoffman
Remove friction. On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery < harry101jeff...@googlemail.com> wrote: > Has anyone here got any experience with the quake 3 movement physics? > I'm trying to swap out the bhopping in source engine with strafe > jumping from the quake series but the two codebase

Re: [hlcoders] BSP V21

2009-10-29 Thread Matt Hoffman
gt; > Thanks, > > - Saul. > > > > > > 2009/10/28 Matt Hoffman > > > > > Wonderful that means they broke VMex again... Hope we get all of the > > map's > > > vmfs as part of the SDK update... > > > > > > On Wed, Oct 28, 2009 at 8:4

Re: [hlcoders] BSP V21

2009-10-28 Thread Matt Hoffman
Wonderful that means they broke VMex again... Hope we get all of the map's vmfs as part of the SDK update... On Wed, Oct 28, 2009 at 8:46 AM, 1nsane <1nsane...@gmail.com> wrote: > I attempted to load LFD2 maps in LFD. But didn't really get far. > > map c5m1_waterfront > Host_NewGame > C

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Matt Hoffman
I'm sure most of us would Harry. :P On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery < harry101jeff...@googlemail.com> wrote: > What I would give for a sneak peek at Ep3. > > Hell, I'd even sign an NDA. > > 2009/10/8 Adam Buckland : > > Only the chosen few who believe will be able to play it... > >

Re: [hlcoders] terrains...finally its here:)

2009-10-06 Thread Matt Hoffman
Now add some export to Max options... On Tue, Oct 6, 2009 at 11:59 AM, Saul Rennison wrote: > Yeah I noticed the LOD-popping too. > > Otherwise I think that this is absolutely immense :D > > Thanks, > - Saul. > > > 2009/10/3 Nathan Voge > > > > > I've seen you around here for years and I'm happy

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Matt Hoffman
gt; > could arrise. > > Im pretty sure valve are one of the only companies still using v models. > > Might be wrong, but doom 3 even seemed to be using only world models. > > > > On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman > wrote: > > > > > >> I&

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
ly companies still using v models. > Might be wrong, but doom 3 even seemed to be using only world models. > > On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman >wrote: > > > I'd imagine it looks bad, would be harder to rig/setup things, you'd have > > to > >

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer wrote: > Consider totally ridding the game of the view models and just positioning > the camera where you can see the world model. Its

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Can you modify the weapons? Why not add a bodygroup for the scope? On Mon, Oct 5, 2009 at 2:11 PM, Saul Rennison wrote: > Hey hlcoders, > > I'm wondering how I'd go about adding normal static props (i.e. a small > scope) to an existing weapon. I've tried bone merging the viewmodel to a > static p

Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Matt Hoffman
I think Source does it by Material property, but that may be a fallback? On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison wrote: > I'm pretty sure mass and density calculates buoyancy :) > > Thanks, > - Saul. > > > 2009/9/26 Ryan Horton > > > I'm trying to make certain props float when they otherw

Re: [hlcoders] In game map editing

2009-09-22 Thread Matt Hoffman
tion to dynamic lighting. > >>>>>>> > >>>>>>> On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook > >>>>>>> wrote: > >>>>>>> > >>>>>>> > >>>>>>> > >>&

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
besides entertainment ? If > you need ideas, msg me. > > On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman > wrote: > > And some of us who strive for quality work and animation are continuously > > locked out. Even now that we FINALLY (Months late) have a model source, > we &g

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
n those files, chiefly wrinklemaps and tongues, that > (AFAIK) can't be achieved with SMD. > > Matt Hoffman wrote: > > Well... One specific difference that it has: Pop open the Heavy's DMX > file > > for his Morphs. Instead of a quasi-binary file format, there's act

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then export

Re: [hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-20 Thread Matt Hoffman
y set in > code. > > On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman > wrote: > > > Silly title is silly. > > > > Anyways. I'm attempting to use dxsupport.cfg > (sourcesdk/bin/orangebox/bin) > > to force Hammer to anti-alias, picmips, antistropic, etc. I

Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-19 Thread Matt Hoffman
Erm. Can you explain to me... WHY you want to go into the void? And how do you have "a semi-sealable" leak? The door won't stop the leak as it's a brush entity... So it's a leak On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook wrote: > Hi > > Using Garrysmod and Entiry Infomation Outputs

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Matt Hoffman
Remember when they broke them all? It wasn't even that long ago... On Tue, Sep 15, 2009 at 3:38 PM, Nick wrote: > Remember when valve gave modders good tools and fixed bugs? > > no, neither do i.. > > On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma > wrote: > > You guys remember when they broke "

[hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-13 Thread Matt Hoffman
Silly title is silly. Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin) to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around a bit and made some changes. However, nothing seems to be taking effect. The DXSupport file looks like this: "0" {

Re: [hlcoders] In game map editing

2009-09-12 Thread Matt Hoffman
Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook wrote: > Hi > > I was wondering if it is possable to make a version of hammer that works > ingame and renders the vmf as somesort of mesh and then allows you to > edit it using inga

Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-12 Thread Matt Hoffman
I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine. On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards wrote: > You're running a pre-release 64bit operating system. Hmm... > > The Hammer problems happen to everyone who launches Hammer directly. I > really wish they'd fix it! > > Alex Kan

Re: [hlcoders] Backface Culling

2009-09-03 Thread Matt Hoffman
I don't know if $nocull works on brushes but try adding $nocull 1 to the VMT. On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers wrote: > Is there a way to turn off backface culling for a particular entity? > I'd like to draw the texture on the inside of a brush entity when a > player walks inside it. >

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
It worked fine on my Intel/Geforce XP build, but does the problem you describe on my AMD/ATI Win7 build. On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez wrote: > This is only slightly off topic, but: > > Every version of Hammer (even back to Worldcraft and before) I've ever > worked with, the b

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
>>We'll see how pretty Episode 3 is when it's released. It will blow UE3 out >>of the fucking water. (I still dunno how to do a quote :p) Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at most UT mods you can recognize them in a snap as a Ut mod for one reason. Their bu

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
I don't think that's quite true Saul. Our copy seems to differer from theirs because they keep breaking ours and not theirs. :p On Sat, Aug 29, 2009 at 2:54 PM, Saul Rennison wrote: > You also have to take into account VALVe's priorities are: > > 1. VALVe > 2. Everyone else > > The Source SD

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Matt Hoffman
More popularity. If you see on the novient site it says "GAMES SUPPORTED: ". I'd assume it was a fairly easy implementation into Source, and Valve thought "Cool another way to get more customers and please existing ones", so they went ahead and did it. On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodrig

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Matt Hoffman
ource > Engine > > > (exploit; arbitary memory access) > > > To: "Discussion of Half-Life Programming" < > > hlcoders@list.valvesoftware.com > > > > > > > Received: Friday, 21 August, 2009, 12:55 PM > > > > > > And there'

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Matt Hoffman
Is it really a good idea to post the link? Not everyone on this list has the best intentions, nor do I think anyone can do anything about it? (Correct me if I'm wrong) Wouldn't it work better directly mailed to Valve? On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison wrote: > Luigi has found yet an

Re: [hlcoders] Trouble Implementing Ironsights

2009-08-20 Thread Matt Hoffman
Because most of the tutorials say "Here's C++" and not 'Here's how to effectively use and work Visual Studios". Course, you could find it on MSDN/M$/Google I'd imagine. On Thu, Aug 20, 2009 at 11:42 AM, Tom Edwards wrote: > I prefer to use Class View. Not many people seem to know about it, which

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Matt Hoffman
Not having anything worth keeping = No stress. :D :( On Wed, Aug 19, 2009 at 6:49 AM, ZuM wrote: > Well, one coder to develop a total conversion mod for a game in my opinion > is a small number. There are a lot of ground to cover and also most of the > people work full-time and develop the m

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
uot; >{ > "font""WeaponIcons" >"character""w" >} >"crosshair" >{ >"font""Crosshairs" >&quo

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Doesn't appear to work for OB SP. Compiles fine, added it to the c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a weapon_crossbow weapon script and renamed to weapon_grapple to no dice. Just get: ] giv

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Ahaha I love you. Not that I needed it for barnacles, but I love grappling hooks. Will defintly implement this into my mod, thanks! On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer wrote: > I have posted the Obsidian Conflict Grapple Hook code on the Source SDK > wiki > for all to view. > > http://

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Matt Hoffman
ake regarding this subject. > > On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison > wrote: > > Seconded! > > > > Thanks, > > - Saul. > > > > > > 2009/7/26 Matt Hoffman > > > >> I for one would also like a fix for the ATI Hammer t

Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
Thanks Tom! On Wed, Aug 5, 2009 at 10:15 AM, Tom Edwards wrote: > There's also hammer.vdf, in the same folder as the executable. In fact > it looks like the sole purpose of that file is to store the information > you want to delete. :-P > > Matt Hoffman wrote: > > It

Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
It appears only the position and size of the entire model browser window is stored there, and not the actual layout. On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards wrote: > It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer. > > Matt Hoffman wrote: >

[hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-04 Thread Matt Hoffman
First off is a personal issue: When I noticed that the Model viewer inside of hammer had a "Screen Cap" button or something, I was fooling with the window size trying to make it bigger and make the font readable. In the process I dragged the bar down and now it looks like this: http://img34.image

Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Matt Hoffman
You wanna post how you fixed it, as it seems to affect the base template too? On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards wrote: > Fixed: it was somehow related to the base viewport not being created > properly! :-S > > Tom Edwards wrote: > > I'm trying to make a "skeleton" game that provides a f

Re: [hlcoders] Disable Warning

2009-08-01 Thread Matt Hoffman
I don't see why people mix that up. 95% of the time I see trigger_push mentioned, they type func_push. :s On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards wrote: > BTW, it's trigger_push not func_push. > > Harry Jeffery wrote: > > Is it possible to disable this warning from within the SDK or would I >

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
cubemap budget as I > have about 20 of these curved glass pieces.. > 20 x 5 = 100 cubemap entities, each using 256x256. > That's a lot of memory :( > > Matt Hoffman wrote: > > The whole upside-down-reflection isn't helping the screen imo. Maybe it > > look

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
gt; http://www3.telus.net/public/a6a91102/1.jpg > > I think I'm gonna try splitting the glass up and using more cubemaps... > > Matt Hoffman wrote: > > Interesting idea but it sounds like you could better accomplish this with > > multiple cubemaps on smaller surfaces t

Re: [hlcoders] Increasing cubemap max size

2009-07-31 Thread Matt Hoffman
Interesting idea but it sounds like you could better accomplish this with multiple cubemaps on smaller surfaces than single cubemaps on large glass surfaces. There's also the concern of large BSP's from these. Each cubemap taking a 1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to ad

Re: [hlcoders] Advanced Video Options for Mod Multi-core combo is empty.

2009-07-26 Thread Matt Hoffman
Ep2 is like this too. (Actually EP2) I think Valve added it to the default res for all OB? I dunno. On Sun, Jul 26, 2009 at 3:55 PM, Christopher Harris wrote: > Does anyone know if there is some file needing to be extracted to get this > combo to have choices in it. Would be excellent to have the

Re: [hlcoders] ATI Hammer 2d View Text Errors (Jaggies)

2009-07-26 Thread Matt Hoffman
crashes if I have the ATI Tray Tools open. (Yet enabling the setting and closing works) On Sun, Jul 26, 2009 at 2:00 PM, Saul Rennison wrote: > I have this issue too, ATI 4870X2, latest drivers. > > Thanks, > - Saul. > > > 2009/7/26 Matt Hoffman > > > I'm su

[hlcoders] ATI Hammer 2d View Text Errors (Jaggies)

2009-07-26 Thread Matt Hoffman
I'm sure at one time or another, we've all seen the thread "HALP HAMMAR TEXT IS BROKED". This is usually in response to the 2d view's text jaggies caused by Radeon 4xxx series cards. (And more?) This can be seen here: http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png While all hope

Re: [hlcoders] whats happening with this engine

2009-07-26 Thread Matt Hoffman
I for one would also like a fix for the ATI Hammer text... jaggies. Or should I make a separate hlcoders email about that instead of including all my hard-earned research in this one? On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris wrote: > My only wish for updates to the tools is to updat

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
They seem to break stuff fixing other things. On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy wrote: > I certainly couldn't complain, where I work we make our level environments > entirely in 3DSMAX... :( > > I imagine that if Valve is like most developers then they are quite adept > enough at

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
Because... Hell that's a good point. The VMF document format isn't exactly hard to understand. The compile tools are all plugged-in. Only thing you would have issues with (I'd Imagine): Loading from the GCFS quickly, and efficiently. Though I imagine Jed would have a solution there. Displacements

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
>> If I can write a bloody GUI to StudioMDL, why can't Valve? Because you already wrote it. Why would they need to duplicate your work? Why pay paid developers to do something the modding community does for free? ;) I do wish Hammer was open-source, or atleast had a plugin-system (Maybe written i

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Matt Hoffman
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 wrote: > If you have a quad core and you're having problems with the particle > effects

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
com/en-us/library/k0k771bt%28VS.71%29.aspx > > > > From your questions, it sounds like you really don't know C++. Is that > > the case? > > > > On 7/19/2009 1:50 PM, Matt Hoffman wrote: > > > I mean, I know which line the code is breaking on. How do I fi

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
help me here? On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijs wrote: > Ehm the pointer itself would be the null pointer? > So m_pVehicle is a NULL pointer, not enough to know when or how the > pointer should get something to point to though. > > Matt Hoffman wrote: > > How do

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
").I have too > little information to find out how to fix that. > > That CXX0030-error could just be because of insufficient debug-information > and code-optimazations. > > On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman > wrote: > > > It crashes at > > > > m

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
rash, just ones with my Jetski in them... So now I'm throughly confused. :D On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch <1ze...@googlemail.com>wrote: > Yes, just wait for the crash and analyze it in the debugger. > > On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman > wrote:

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
> Not having it client-side produces an error, not a crash though.What's > wrong > with crashing while it loads? Debugging should work regardless of the > game-state :S > > On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman > wrote: > > > I'm trying to resur

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