Re: [hlcoders] [hlcoders]Temp entity problem

2001-11-15 Thread Mike Blowers
I had a look through this... like you say there's certainly no obvious reason for it not to work. Just one thing though, you don't show that youv'e precached the sprite... I know you probably have if not it wouldn't compile, but just try changing WRITE_SHORT( m_iSpriteTexture ); to this: WRIT

Re: [hlcoders] NTDLL.dll crash on map change

2001-11-30 Thread Mike Blowers
Hi,   I read the posts at wavelength for some reason my username doesn't exist anymore :-( ... I'll reply here though:   To find whether you've used EXPORT with you functions easily... select the function header in MSVC++, right click then opt for go to reference... that will show where a

Re: [hlcoders] Using different player models

2002-01-16 Thread Mike Blowers
I had a very similar thing happen just last week... Our modeller added a couple of ref_aim_ and ref_shoot_x animations to our player model.. I checked through all the code I'd written to understand why the animations weren't being called, as they weren't being played... I added an ALERT i

Re: [hlcoders] Immersion Touchsence Technology.

2002-01-25 Thread Mike Blowers
Hi, I've just finished incorporating Immersion TouchSence Technology into the HL SDK2.2. For those of you that aren't familiar with this technology, it's basically force feedback effects for supported mouse products like the Logitech iFeel Mouse. Anyway, the reason for this post is I'd like to

Re: [hlcoders] hgrunt code

2002-02-21 Thread Mike Blowers
You'll have to add : #include "talkmonster.h" to be able to use the FollowUse code. - Original Message - From: "Lee Shaw" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, February 21, 2002 4:59 PM Subject: RE: [hlcoders] hgrunt code > right i implemented the slFollow task in

Re: [hlcoders] battery

2002-02-28 Thread Mike Blowers
Edit the skill.cfg file look for sk_battery1 "15" There's 3 of them, 1 for each skill setting. - Original Message - From: "Lee Shaw" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, February 28, 2002 4:14 PM Subject: [hlcoders] battery > right this is prolly the most s

[hlcoders] Rendering in Black and white.

2002-03-28 Thread Mike Blowers
Is their anyway which I can force a black & white render mode from either the client or server side ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Rendering in Black and white.

2002-03-28 Thread Mike Blowers
The model textures aren't really a problem, as client side model swapping is working well It's just the world textures that I really need in B&W... and please, no more mention of dual textures... this has got to work for a single client. :-) - Original Message - From: <[EMAIL PROTEC

Re: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Mike Blowers
I've previously done a similar thing... Here's the 2 lines of code I used: //Turn on UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 5, 200, FFADE_STAYOUT); //Turn off UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 1, 200, FFADE_OUT); I think you'll find the problem is you are using

Re: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Mike Blowers
t :( > Indeed, I wanted to fade really the screen... With your method, the screen > is instantaneous "blacked out" (I've tried to change the duration value, but > in vain :( ). > > Am I the only one to have this problem ?? > > - Cortex : mapper & coder www

Re: [hlcoders] throwable weapons

2004-07-05 Thread Mike Blowers
Wanted! has a throwable knife, I still have the code I wrote for it somewhere, if you are still struggling I'll see if I can find it up and post it. Beamish. www.maverickdev.com - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday,

Re: [hlcoders] throwable weapons

2004-07-22 Thread Mike Blowers
e. I > > wouldn't want you to get in trouble :) > > > > Mike Blowers wrote: > > > >> Wanted! has a throwable knife, I still have the code I wrote for it > >> somewhere, if you are still struggling I'll see if I can find it up and post > >>

Re: [hlcoders] Just a question

2004-11-24 Thread Mike Blowers
Of course HL2 supports DLights ! In fact there is a good example of their use in one of the levels where red flares are used really effective. Mike. - Original Message - From: "Josh Coyne" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, November 24, 2004 3:04 PM Subject: [h

[hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are there any differences between Visual Studio .NET Professional (Academic License) and (normal license) ? except about £700.00 -- ___ To unsubscrib

[hlcoders] Fw: Cutscene rendering effects - Negative / Black & White

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black & White. I've been searching through the SP SDK, but I can't find anything that will

[hlcoders] Cutscene rendering effects - Negative / Black & White

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black & White. I've been searching through the SP SDK, but I can't find anything that will

[hlcoders] Recording Features of HL2

2004-12-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any chance we can get our hands on vcr.cpp ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valve

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Mike Blowers
"It doesn't contain anything more that the current SDK." "The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, ot

Re: [hlcoders] SDK update

2005-01-20 Thread Mike Blowers
Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the co

Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Mike Blowers
It's easy to override these variables... in fact just as Valve did for HL1... checkout one of the various gamerules.cpp files. I think you'll find that in multiplay_gamerules.cpp Valve forced various values after they were read in from the script file. So it really shouldn't be that difficult. If m

Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Mike Blowers
"newline call" It could. just possibly. be... "\n" ? Mike. - Original Message - From: "Chuck Farly" <[EMAIL PROTECTED]> To: Sent: Monday, January 31, 2005 12:41 PM Subject: Re: [hlcoders] Display Messages on Client I do not know exactly what you are talking about. I have check

[hlcoders] Adding & utilizing more hull sizes

2005-03-08 Thread Mike Blowers
Hi All, I need to add another player class who's bounding box will be approx 6" square. This new class of "Player" will not actually be human and will probably not need animations (Oh and it will fly)... I've added 3 new vectors (Min, Max & View) to shareddefs.h and defined them as my new type of

Re: [hlcoders] Adding & utilizing more hull sizes *BUMP*

2005-03-08 Thread Mike Blowers
Fixed it... my bad ! Mike. - Original Message - From: "Mike Blowers" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 08, 2005 1:07 PM Subject: [hlcoders] Adding & utilizing more hull sizes Hi All, I need to add another player class who's bounding box will be a

[hlcoders] removing smoke trail from smg1 secondary attack

2005-04-13 Thread Mike Blowers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] grenade_ar2.cpp checks for the existance of this : g_CV_SmokeTrail before it decides to emit a smoke trail trouble is I no longer have a clue about the directory structure (HL1 was so much simpler

[hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-04 Thread Mike Blowers
Can anyone tell me where const char *options comes from ? It is used to set the weaponType to the required muzzleflash, trouble is I've been getting assert errors, I stuck in a DevMsg and the token is not what I expected it to be... To sort this out I really need to know exactly where the token com

Re: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-05 Thread Mike Blowers
uot; } In this case, "357" refers to the type of muzzleflash to draw, and "muzzle" is a reference to the attachment point name where you want the effect to be created. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Bl