Re: [hlcoders] Shader Compiling Issues

2010-01-01 Thread Piotr
I recall having problems with the orangebox shadercompile.exe, but the ep1 one works fine for me. Probably because I don't have any orangebox game (only SDK Base for OB). Do you have the same situation? See if EP1 compiler works for you. -- From:

Re: [hlcoders] why UnDuckJump?

2009-12-16 Thread Piotr
Wrong. Notice that when you press jump, the CheckJumpButton() method sets the field "player->m_Local.m_flJumpTime" to the duration of jump in miliseconds (it's then reduced gradually in ReduceTimers() until it reaches 0). When you jump, you hit the first condition: if ( ( mv->m_nButtons & IN_DUC

[hlcoders] why UnDuckJump?

2009-12-15 Thread Piotr
I have noticed that jumping consists of these two "hacks": 1. Duck the player 2. Move the player up to align new eye position with the old one (otherwise there would be a snap to the ducked offset) My question is: why is this necessary (especially the ducking)?

[hlcoders] FGD parser

2009-12-11 Thread Piotr
Does anyone have a spare FGD parser (C++ code)? What i'm trying to do is very time consuming and extending the time with making an FGD parser is a suicidal. It would be perfect if I had Valve's parser. ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] posting

2009-04-27 Thread Piotr Burzykowski
hlcoders folder.. so > therefore, in 2 seconds they will all be marked as read and never touched > again. > > -Tony Best regards, Piotr Burzykowski LocWorks - Play. Adapt. Disseminate. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] posting

2009-04-27 Thread Piotr Burzykowski
Hi, Can we avoid the silliness of another pointless thread? This is spam of the worst kind which the good Valve people will simply skip/delete along with valid threads. Best regards, Piotr Burzykowski LocWorks - Play. Adapt. Disseminate. ___ To

[hlcoders] CUtlMap vs. CUtlDict

2008-08-23 Thread Piotr Siódmak
Correct me if I'm wrong: CUtlDict copies key strings to their own memory block so if I call dict.Insert("blabla", something) I actually have two instances of the string "blabla" (original constant and a temporary copy) while CUtlMap only copies the pointer to a constant string I manage so should

Re: [hlcoders] any code update?

2008-06-10 Thread Piotr Siódmak
218, others don't work (different games open instead of my mod) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] any code update?

2008-06-10 Thread Piotr Siódmak
Editors get updated so I thought it's the right moment to ask. What about the code? Mine still compiles strangely (no dynamic shadows, warnings in console, crashes...). Is it because I don't own an Orange Box game? I sent my dlls to a friend and he says he has dynamic shadows so maybe it's somet

[hlcoders] panel's clientarea

2008-05-23 Thread Piotr Siódmak
How to get the size of panel's clientarea (the place where added child controls reside, except eg. the title bar in frame or tabs in property sheet)? GetSize() seems to return the size of whole panel with title bar, borders and stuff that my childcontrols, that I add, can't draw over, so I end u

[hlcoders] lightmapped_generic registers

2008-05-10 Thread Piotr Siódmak
there's this part in sdk_lightmappedgeneric_vs20.fxc #if TANGENTSPACE || (LIGHTING_PREVIEW) float3x3 tangentSpaceTranspose : TEXCOORD5;// and 6 and 7 #endif does the "// and 6 and 7" comment mean that TEXCOORD6 and TEXCOORD7 registers are in use? ___

Re: [hlcoders] hlcoders Digest, Vol 2, Issue 55

2008-04-29 Thread Piotr Siódmak
How to enumerate all textures from a certain texture group (eg. TEXTURE_GROUP_RENDER_TARGET)? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] VGUI command KeyValues management

2008-04-23 Thread Piotr Siódmak
So if I just go ahead and replace it... KeyValues* kv1 = new KeyValues( "OnSomething", "do", "something" ); pSth->SetCommand( kv1 ); /*...*/ KeyValues* kv2 = new KeyValues( "OnSomethingElse", "do", "somethingElse" ); pSth->SetCommand( kv2 ); the kv1 produces a memory leak? how to avoid that? (any

[hlcoders] VGUI command KeyValues management

2008-04-23 Thread Piotr Siódmak
Take a look at the following code: KeyValues* kv = new KeyValues( "myMessage", "p1", 1, "p2", 2 ); m_pInventoryButtons[i]->SetCommand( kv ); Are the KeyValues managed by the panel (deleted when changed or when panel is deleted) or do I have to take care of deleting them? ___

[hlcoders] dynamic mesh

2008-04-15 Thread Piotr Siódmak
Hi, I have questions about using the dynamic mesh 1. what should be the order of vertices in a triangle? 2. given three points, how to order them correctly (the fastest way)? 3. how do I calculate texture coordinates? 4. what is the least needed to draw a mesh (vertices are enough, or more is nee

[hlcoders] use another library

2008-03-07 Thread Piotr Siódmak
I want to include a 3rd party library (1 .h + 1 .lib) so I do this: #pragma comment(lib,"library.lib") and when I compile and run my mod I see some errors about unknown commands and not found .res files, then I want to call my CON_COMMAND that I just wrote but it can't be found (doesn't exist) w

[hlcoders] CreateShadowEx

2008-03-01 Thread Piotr Siódmak
What are the parameters tah CreateShadowEx() takes? What's the difference between pMaterial and pModelMaterial, what sould be in pBindProxy, do I always need pFlashLightDepthTexture (and what is it)? (btw I noticed I'm messing up with the UTF-8 coding, what coding do you use?) _

[hlcoders] re: Vehicle crashes on Orange Box

2008-02-19 Thread Piotr Siódmak
It's crashing on event, right? I heard that some guy had problems when the player got in the vehicle. Check out how does the event look like, maybe the reciever wants something thet the sender forgrts to add. Go to resource/GameEvents.txt and resource/ModEvents.txt. See if it's even there. Try s

[hlcoders] Localization - _ folder override - bug

2008-01-17 Thread Piotr Burzykowski
Hi, It's now logged as bug 208 in http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=208 Would anyone know where in the code is the _ override managed? Cheers, Piotr ___ To unsubscribe, edit your list preferences, or view the

[hlcoders] Localization - _ folder override - bug

2008-01-13 Thread Piotr Burzykowski
e. - the engine doesn't create automatically episodic_italian folders in Steam\steamapps\\half-life 2 episode one\episodic_italian\ In practice, is there anything that can be done to restore the language specific override for credits.txt or to achieve a similar effect to the HL2 override? Cheers