Re: [hlcoders] Error: setuparrayprops_r array prop '(null)' is at index

2013-10-09 Thread Richard O'Brien
ur mod. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Richard O'Brien Gesendet: Dienstag, 8. Oktober 2013 18:32 An: hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Error: setuparra

Re: [hlcoders] Error: setuparrayprops_r array prop '(null)' is at index

2013-10-08 Thread Richard O'Brien
Having this same issue with our mod too. Opting into the Steam beta doesn't seem to fix it. Like yourself, this only started today. ___ To unsubscribe, edit your list preferences, or view the list archives, pleas

Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Richard Hough
I am running into exactly the same issue. Re-added back in December, unsubscribed around January, and now I'm receiving email again. Hell, I had just unsubscribed *again* a few days ago. On Thu, Apr 14, 2011 at 4:20 PM, Rodrigo 'r2d2rigo' Diaz wrote: > I'ts GLADoS' fault. Blame her. > > 2011/4

Re: [hlcoders] Soccer Source mod

2011-02-25 Thread Richard O'Brien
er to fix early mistakes. In any case, good luck. On Thu, Feb 24, 2011 at 3:35 PM, Richard O'Brien wrote: Thanks for the input. > Date: Thu, 24 Feb 2011 12:36:50 -0600 > From: xnicho...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Soccer Sou

Re: [hlcoders] Soccer Source mod

2011-02-24 Thread Richard O'Brien
Thanks for the input. > Date: Thu, 24 Feb 2011 12:36:50 -0600 > From: xnicho...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Soccer Source mod > > i like playing soccer outside > > On Sun, Feb 20, 2011 at 6:29 AM, Richard O'Brien

[hlcoders] Soccer Source mod

2011-02-20 Thread Richard O'Brien
This is a complete newbie question, so try to bite your lips! I eventually want to make a mod for Source where you can play soccer/football. The original coder/creator of International Online Soccer: Source has been awol for a long time now, and doesn't want to share the source code with the te

[hlcoders] Learning how to program for the development of a Source mod

2011-02-12 Thread Richard O'Brien
I'm looking to try and learn how to program for a Source mod, but struggling to find resources. I'm a Computer Science graduate and the language I've mostly used is Java, but I just don't know really where to start when it comes to games programming. I've never touched it before and I don't kno

Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Richard Hough
Same here, except my unsubscription was from about 3 years ago. If they restored it from a backup that's an old backup. On Sun, Dec 26, 2010 at 4:27 PM, Jorge Rodriguez wrote: > Valve probably just restored their single old mailing list server from a > backup or some other shenanigans. Just

Re: [hlcoders] CounterStrike application...

2010-12-03 Thread Richard Patsch
of doing it externally if you want to just team_say it, assuming this isnt some attempt at a hack. it would be a simple plugin though On Fri, Dec 3, 2010 at 3:04 PM, Richard Patschwrote: On 03.12.2010 22:06, Marc DiMillo wrote: This is something you would need a plugin for. That might

Re: [hlcoders] CounterStrike application...

2010-12-03 Thread Richard Patsch
unter Strike 1.6 in C# or C++ that writes the current money into the team_chat at the beginning of every round. Would VAC recognize it as cheat if it would work? Best Wishes Richard ___ To unsubscribe, edit your list preferences, or view the list arc

[hlcoders] CounterStrike application...

2010-12-03 Thread Richard Patsch
ation for Counter Strike 1.6 in C# or C++ that writes the current money into the team_chat at the beginning of every round. Would VAC recognize it as cheat if it would work? Best Wishes Richard ___ To unsubscribe, edit your list preferences, or vie

[hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Richard Paterson
Sorry about that, not entirely certain what went wrong there. The distance is perceived from the perspective of the target only, irrespective of whoever has the worse latency And James I have considered that option, but as you say I'd prefer a more direct solution

[hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Richard Paterson
> On whose end are hits achieved at a distance? The attacker or the target? >From the perspective of the target only, irrespective of whoever has the worse latency And James I have considered that option, but as you say I'd prefer a more direct solution ___

[hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Richard Paterson
r people have at least noticed this problem, otherwise I'll have to assume I introduced the problem myself via prior modifications. I would greatly appreciate any help or advice. Richard. ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-20 Thread Richard Slaughter
I'm not convinced touting a common Java UI is a good thing. Java apps, as a rule, look awful and have terrible interfaces. I'd go with .Net over Java, Mono ftw! - Rich Jorge Rodriguez wrote: > If you avoid windows.h I find it easier to port C/C++ to other platforms > than Java. If you don't avo

[hlcoders] DispatchParticleEffect works in one place but not another

2009-12-31 Thread Richard Slaughter
Hi List, I'm trying to get the player to emit a particle effect when they sprint but just can't get the damn thing to work. I've tried putting the following in CHL2MP_Player::StartSprint but no particles get emitted: Vector final = GetAbsOrigin(); final.z += 30; final.x +=

[hlcoders] Collisions

2009-12-29 Thread Richard Slaughter
Hi List, I need to alter the standard rocket so that it doesn't explode on contact with weapon models that are found in the world, any pointers on how to go about doing this? The rocket needs to just pass straight through the weapon as if it wasn't there. I've tried fiddling with SetCollision

[hlcoders] Duplicated Tracers

2009-12-17 Thread Richard Slaughter
Hi List, I haven't looked in to this in depth yet, but wanted to see if anyone else has come across this issue. I'm working on an Orange Box mod and haven't changed any of the fire bullets / tracer code, but when I hit another entity, the tracers get shown twice. Ordinarily they're fine, but

Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-04 Thread Richard Slaughter
Finally found the problem, turns out I needed to add new_gamerules to the list of preserved entities too. Bleh, oh well, works now. Thanks, Rich Andrew Ritchie wrote: > it's a bit messy looking but assert in release mode usually replaces with > nothing or in Source's case ((void)0) instead of t

[hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Richard Slaughter
Hi List, I'm stumped again so once more I turn to you... I've implemented a new set of gamerules that derive from hl2mprules which I think I may have based on this at the VDC: http://developer.valvesoftware.com/wiki/New_Gamerules If not, I've implemented all the same things. Problem is when add

Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Richard Slaughter
rstanding that the gamerules networks its variables > through a proxy class rather than through itself. Have you implemented > an inherited proxy class as well as the gamerules class? Check the SDK > game rules class to see what I'm talking about. > > --Bob > > > > &

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Richard Slaughter
Don't be silly, they're off in the bahamas relaxing in hammocks and sipping mojitos... Rich Jonathan Murphy wrote: > Hahaha.. > > I'm pretty sure most of Valve is busy finishing up what they can on L4D2. > > On Friday, October 9, 2009, botman wrote: > >> I called 911. The wambulance is on t

Re: [hlcoders] Source control solution?

2009-08-25 Thread Richard Slaughter
Merging really isn't all that scary once you've done it a few times, and as long as you keep you change sets small and to the point, it shouldn't pose you any problems. Of course that only really matters if you're working with someone else at the same time. Rich DAV wrote: > ...VSS 'Get lates

Re: [hlcoders] Trying to Create a Zipline

2009-08-20 Thread Richard Slaughter
A generous sole posted some grappling hook code a couple of days ago on this very list, may make for a good starting point: http://developer.valvesoftware.com/wiki/Grapple_Hook - Rich Ben Mears wrote: > Have you heard about the mod "Smashball" ? You can download it from the Mods > section of St

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

2009-08-19 Thread Richard Slaughter
own to whatever works for your team, and for me, being part of a small group is great. Rich Harry Jeffery wrote: > @ Richard > > I learn by reading through the code and experimenting. Sometimes there > are previous implementations I can use for reference. If someone wants > to help

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

2009-08-19 Thread Richard Slaughter
It can make sense on anything larger than a small mod, after all the SDK is a large codebase, and we don't all have the time to be expert in every single area of it. Although hlcoders does help with that :) Also you have to start somewhere, and having a mentor that knows the code better than y

Re: [hlcoders] Velocity Clamp

2009-07-30 Thread Richard Slaughter
Beyond Compare (http://www.scootersoftware.com/) is your friend. Wonderful bit of software when you need to port to an updated sdk, or just see what's changed. Can compare directories so you can see which files have changed at a glance, as well as doing individual file comparisons. Rich -

Re: [hlcoders] TF2 style player collisions (again)

2009-07-23 Thread Richard Slaughter
for this was in the latest SDK release, wasn't it? >> /ScarT >> >> >> 2009/7/23 Richard Slaughter >> >> >>> Hi List, >>> >>> This has been discussed before but I can't find any concrete advice to >>> get TF2 style playe

[hlcoders] TF2 style player collisions (again)

2009-07-22 Thread Richard Slaughter
Hi List, This has been discussed before but I can't find any concrete advice to get TF2 style player collisions working fully (team mates can pass through each other, enemies are solid). I've gotten as far as modifying PlayerSolidMask to: unsigned int CGameMovement::PlayerSolidMask( bool brush

[hlcoders] Finding the bound key for a specific command

2009-05-15 Thread Richard Slaughter
Hi List, I'd like to be able to display the key for a current command, e.g. "phys_swap", on the HUD. Is it possible to find out what key is currently bound to a command on the client? Thanks! Rich ___ To unsubscribe, edit your list preferences, or v

Re: [hlcoders] Unreliable hud animations

2009-05-09 Thread Richard Slaughter
Nevermind, 2 seconds later found that g_pClientMode->GetViewportAnimationController()->CancelAllAnimations(); is called in ResetHud which is called on respawn. Guess I'll need to find a way to work around it :/ Cheers, Rich > On further inspection it seems as though HUD animations stop when the

Re: [hlcoders] Unreliable hud animations

2009-05-09 Thread Richard Slaughter
On further inspection it seems as though HUD animations stop when the player respawns. Anyone know if something happens to the HUD on respawn that might affect the animations? Thanks, Rich > Hi List, > > I've been trying to make use of hud animations by adding the following > to HudAnimations.

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Richard Slaughter
> > On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter > wrote: > > >> That's essentially what I was asking how to do, any pointers on where to >> look for drawing to a texture instead of the hud? >> >> For now I've created an array of 40 font

[hlcoders] Unreliable hud animations

2009-05-05 Thread Richard Slaughter
Hi List, I've been trying to make use of hud animations by adding the following to HudAnimations.txt: event ShowMessage { Animate JBMessage CurrAlpha"50"Linear 0.0 0.2 Animate JBMessage CurrAlpha"200"Linear 0.2 0.3 Animate JBMessage Cur

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Richard Slaughter
>>> you get the material showing the point camera, you can dolly the camera >>> >> in >> >>> and out for your effect. >>> >>> There is a pretty good point camera tutorial on the wiki. >>> I can send you the link later >

[hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Richard Slaughter
Hi List, I'm looking to make a hud element where the text being displayed shrinks down in size smoothly over time. So far I've discovered that DrawSetTextScale only works for Bitmap fonts, which would be nice to avoid so that it will work with the existing ttf fonts that we're using. I'm assu

[hlcoders] Health packs don't work in OB SDK mod

2009-04-01 Thread Richard Slaughter
Hi List, So this is a fun one, does anyone know why health pickups (big and small) don't work in a stock OB Multiplayer mod? Weirdly this only affects stand alone servers, running as either a listen server or from the dedicated server that's part of Steam, they seem to work fine. This is lite

Re: [hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Richard Slaughter
t; [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard > Slaughter > Sent: March-03-09 4:12 PM > To: Discussion of Half-Life Programming > Subject: [hlcoders] Changing mod folder causes Lost Coast background to be > loaded > > Ok, this is just irritating me now.

[hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Richard Slaughter
Ok, this is just irritating me now. I created my mod in a directory OBTestMod whilst I was messing around, and now am moving it to the actual named mod. However, when I copy the directory to say OBTestMod2, and update gameinfo.txt to have the gamename = OBTestMod2 on starting the mod the Lost

[hlcoders] Known OB SDK issues

2009-02-20 Thread Richard Slaughter
Hi List, I'm just starting to get in to doing an OB SDK mod and was wondering if there's a known list of issues floating around anywhere? For example I've already come accross an issue with jittery player movement which I'm sure I've seen addressed before, don't suppose they've been collected

Re: [hlcoders] several questions

2009-02-18 Thread Richard Slaughter
To play announcement messages to players I've made use of the SendAudio HUD message, although there are a few tweaks needed to enable it: In hud.cpp find #ifdef CSTRIKE_DLL DECLARE_MESSAGE(gHUD, SendAudio); #endif and comment out the #ifdef and #endif, do the same for #ifdef CSTRIKE_DLL HO

Re: [hlcoders] Runtime error when running debug build through VS2005

2009-02-03 Thread Richard Slaughter
Hi, How do you have your debug settings setup, did you follow: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code Rich Phil wrote: > Hi all, > > I'm sorry if this is a silly question as I'm sure I must be missing > something obvious but I've scoured the forums and

Re: [hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-20 Thread Richard Eid
Just forwarding... http://forums.steampowered.com/forums/showpost.php?p=8937732&postcount=9 -Richard Eid On Tue, Jan 20, 2009 at 9:10 AM, botman wrote: > Nick wrote: > > you people complain too much i think > &g

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
I figured as much, thanks. Rich Jorge Rodriguez wrote: > Nothing an Orange Box particle system does can be queried or have any effect > on the gameplay. In other words, you can't see what individual particles > doing or have any callbacks into the game when they collide with one thing > or anothe

[hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
Hi List, I haven't looked in to this in too much detail yet, so am just looking for some general advice. I want to implement a weapon that will use a particle effect when it fires (think flamethrower), ideally damaging people who are touching the effect. The question is, how to deal with coll

Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
> -Tony > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard > Slaughter > Sent: January-17-09 10:56 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoder

Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
ther ideas? Thanks, Rich Tony Sergi wrote: > When you go to change it, SetModel(GetWorldModel()); > > > -Tony > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard > Slaughter

[hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
Hi List, I'm having a problem changing a weapon's world model dynamically during play. I've altered CWeaponHL2MPBase::GetWorld model so that it does the following: if(GetHL2MPPlayerOwner() && GetHL2MPPlayerOwner->ShouldShowOtherWeapon()) return GetWpnData().szAltWorldModel else return G

[hlcoders] Difficulty diagnosing crash

2008-12-18 Thread Richard Slaughter
Hi List, We've been having a crash issue for a while which I have no idea how to diagnose. As far as I know I haven't touched any of the code in any of the functions in the call stack, so I've no idea what's crashing it, however it only seems to occur on one map where we have a physics object

[hlcoders] Changing the player model skin

2008-10-04 Thread Richard Slaughter
Hi List, Hopefully I'm just missing something obvious, but I'm having trouble changing the player model's skin. Our player model has been setup with multiple skins, as have our weapons. For the weapons I can simply set the m_nSkin value in the weapon itself and the ViewModel and that works fin

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Richard Eid
That's what they're working on. Currently, demos are tied directly to the Source engine's networking protocol. I'd imagine they'd be moving to a more "portable" format, but all we can do is speculate at this point. -Richard Eid On Thu, Sep 18, 2008 at 2:13

Re: [hlcoders] Old recorded demos

2008-09-17 Thread Richard Eid
Old demo files are a lost cause. All I can say is that they are actively working on a new demo format that won't have this problem. -Richard Eid On Wed, Sep 17, 2008 at 1:10 PM, Tom Leighton <[EMAIL PROTECTED]>wrote: > Isn't voice saved as .wav files rather than inside th

Re: [hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-24 Thread Richard Slaughter
ion on >>>> a NV Quadro 4500FX2 and a pretty fast desktop. >>>> >>>> Perhaps a recent Source engine modification, or the Win XP SP3 push >>>> >>>> >>> isn't >>> >>> >>>> playing well with my GPU dr

[hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Richard Slaughter
Hi again List, I'm having a weird issue with a trigger entity which is derived from CBaseTrigger, which I'm using the StartTouch and EndTouch methods from to flag the player as in a certain state. This generally works fine, however if a player mounts or dismounts a ladder that is within the tr

[hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-20 Thread Richard Slaughter
Hi List, I'm having a couple of issues with my HL2MP mod: Firstly, some players have been reporting the following error on starting the game: "Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer" This doesn't happen to all players, and I've never experienced it personally so I was wond

[hlcoders] Weapons stuck firing when mouse input captured by VGUI

2008-04-14 Thread Richard Slaughter
Hi List, Another issue I'm having a problem solving is that if a player is firing their weapon when they bring up a VGUI screen that captures the mouse input with SetMouseInputEnabled then the weapon stays firing. This is very annoying as the gameplay is round based, with a VGUI screen being

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-14 Thread Richard Slaughter
You need a file named steam.inf in your mod directory with a single line: appID=215 We had the exact same problem you describe, and adding this file solved it. Cheers, Rich Tom Leighton wrote: > Maybe a server issue then? Possibly steam.inf ? > > Tom Edwards wrote: > >> I don't think this ha

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-07 Thread Richard Hough
Perhaps we were all just afraid to try. <.< -Brackhar On Mon, Apr 7, 2008 at 12:17 PM, Tony Paloma <[EMAIL PROTECTED]> wrote: > Whoa -- attachments work now? Is it limited to .txt files? Am I crazy and > it > has always been like that? > > -Original Message- > From: [EMAIL PROTECTED] >

Re: [hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-23 Thread Richard Slaughter
So the engine version isn't different at all? Any ideas why launching the game says "Starting HL2DM" as opposed to "Starting "? Thanks Nick wrote: > sdk base = hl2mp without hl2dm gcf > > On Fri, Mar 21, 2008 at 9:26 AM, Richard Slaughter > <[EMAIL PROTEC

[hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-21 Thread Richard Slaughter
Hi List, I'm not sure if this is the correct list for the question (may be better suited to HLDS list), so apologies before hand if it's not... My mod is based on the Source SDK Base and has APPID=215 in Gameinfo.txt We've had a dedicated server up and running for a while and it's been runnin

[hlcoders] Medic-Beam effect

2008-03-11 Thread Richard Slaughter
Hi List, I'd like to create an effect similar to the medic beam in TF2, but have no idea where to start. Is the beam some sort of particle effect or shader effect? If someone could point me in the right direction I'd appreciate it, I have no clue where to get started on this. Thanks! __

Re: [hlcoders] Widescreen issues

2008-03-04 Thread Richard Slaughter
size of your screen? Because it looks like the panel is only the size of 3/5's the screen size Richard Slaughter wrote: Hi, Doesn't seem to work for me. I've followed the tutorial, and call SetBounds with the results from GetHudSize (which provide the correct values, e.g. 1280 x

Re: [hlcoders] Widescreen issues

2008-03-04 Thread Richard Slaughter
scope tutorial should have the wide screen fix as i added this my self. On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent: -- [ Picked text/plain from multipart/alternative ] MOTD just centers on the screen. On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter <[EMAIL PROTECTED]>

Re: [hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter
so at your own risk, It's just a thought ;) On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: oh wait, that's orange box. heh sorry. ;-) Lemme poke around and I'll get back to you. On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter <[EMAIL PROTEC

Re: [hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter
Sorry I must be missing something. If I set wide to "f0" in the HudLayout.res the element doesn't show up at all? Thanks. Tony "omega" Sergi wrote: -- [ Picked text/plain from multipart/alternative ] use f0 for with instead of 640. -Tony On Sat, Mar 1, 2008 at 2

[hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter
Hi List. I'm having some issues with VGUI in when in a widescreen aspect ratio. The issue is basically that the width of the VGUI elements doesn't appear to be being reflected properly based on the aspect ratio, leading to elements that are on the left of the screen rather than centred properly.

Re: [hlcoders] New IRC Channel!

2008-02-25 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Yeah, the steam community chatroom may be a bit of a more logical chatting place... -Brackhar On Mon, Feb 25, 2008 at 8:26 AM, Adam Maras (memzero) < [EMAIL PROTECTED]> wrote: > We already have one of those ;-) > > // Adam > > Tom Edwards wrot

Re: [hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter
e function. You'll see by default it assigns a gender of none then tries to deduct the gender based on file name. Theres probably a much simpler way but I cant think what it was right now but searching the SDK for "gender" code should yeild the answer. - Jed On 19/02/2008,

[hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter
Hi List, My mod is based on HL2DM and I want to get rid of the combine player sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return PLAYER_SOUNDS_CITIZEN. This works fine, but now my combine players seem to be having gender issues as they use female sounds. Does anyone know how to

Re: [hlcoders] Hiding the player's active weapon

2008-02-10 Thread Richard Slaughter
Thanks, that works great. The problem I now have is that the weapon has a beam like tracer effect (which I implemented as a new tracer in fx_hl2_tracers.cpp) which works the same way as the other tracers, namely that it gets created starting at the muzzle attachement of the weapon model. This is

[hlcoders] Hiding the player's active weapon

2008-02-05 Thread Richard Slaughter
Hi List, I have implemented a weapon that zooms in the same way as the crossbow, but there seems to be some weird effect happening with the weapon model ending up at the top left of the screen when zoomed in (presumably an effect caused by warping the FOV). Can anyone point me in the right direc

Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-29 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Ben, Does your game crash when you try to run in release mode as well? -Brackhar On Jan 29, 2008 1:49 PM, Maarten De Meyer <[EMAIL PROTECTED]> wrote: > Something maybe related: ep1 tools still ignore the game setting in the > SourceSDK menu an

Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-26 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] The linking bug was actually a result of me not including enough the of HL2MP weapon hierarchy. Please ignore. -Brackhar On Jan 27, 2008 1:31 AM, Nick <[EMAIL PROTECTED]> wrote: > yes, wait one month after valve stops updating the sdk, then de

Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-26 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Here's another one to add to the pile: Should you attempt to include weapon_hl2mpbasehlmpcombatweapon.cpp into your code you'll receive a linking error with sk_auto_reload_time. This is an externally linked convar that, for some reason, currentl

[hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-25 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] As I don't know the common process for reporting issues with a beta SDK release, I thought I'd go ahead and start a new thread so that we can consolidate this. We all know of the issues regarding the iviewrender and the gameid at this point, so I

Re: [hlcoders] New update.

2008-01-25 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] So after applying the fix I'm running into a problem as well. While I'm now able to compile the mod and launch the game to get to the menu, whenever I attempt to create a server I'm disconnected immediately with the following error: DataTable wa

Re: [hlcoders] New update.

2008-01-24 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Followup question: Any recommendations for this engine release if we should use scratch or HL2MP for multiplayer mods? -Brackhar On Jan 24, 2008 7:00 PM, Richard Hough <[EMAIL PROTECTED]> wrote: > The new code documentation and org

Re: [hlcoders] New update.

2008-01-24 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] The new code documentation and organization is awesome. I'm really looking forward to working with this new code base as compared to the old one. \o/ -Brackhar On Jan 24, 2008 6:39 PM, Christopher Harris <[EMAIL PROTECTED]> wrote: > I am noti

Re: [hlcoders] A request please

2008-01-24 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Hmm, odd. I know I've had problems with some HLCoders messages from people whose clients mangle the quoted text, but generally GMail should auto-hide quoted text for you. Do you have this problem on all messages or from just a few select people?

Re: [hlcoders] A request please

2008-01-24 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] The answer, as Garry mentioned, is a better Email program. GMail keeps everything nice and clean. :D -Brackhar On Jan 24, 2008 12:49 PM, Garry Newman <[EMAIL PROTECTED]> wrote: > What are you using to read the messages? > > My gmail hides the

Re: [hlcoders] hlcoders Steam Group

2008-01-08 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Good idea. If enough people join perhaps the chat channel can actually become useful for collaborative work. :O -Richard On Jan 8, 2008 5:43 PM, Adam Maras (memzero) <[EMAIL PROTECTED]> wrote: > http://steamcommunity.com/groups

[hlcoders] Re: Simple stealth effect

2007-11-12 Thread Richard Slaughter
of it elsewhere (and such things are > generally driver related). > > > On 11/10/07, Richard Slaughter <[EMAIL PROTECTED]> wrote: > > Hi List, > > > > I'm trying to create a simple stealth effect on the player by setting > > the render mode t

[hlcoders] Simple stealth effect

2007-11-10 Thread Richard Slaughter
Hi List, I'm trying to create a simple stealth effect on the player by setting the render mode to kRenderTransTexture and then setting the render colour with a low alpha value: m_nRenderMode = kRenderTransTexture; SetRenderColor( 255, 255, 255, m_flCurrentAlpha ); This is called in void CHL2MP_

Re: [hlcoders] Advice: Laser Beam Sight in Multiplayer

2007-10-17 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] Thanks for all the advice so far guys, it's quite helpful! Keep it coming! :D Quick question about the RPG though - I thought the RPG implementation was a painted dot ala the sniper rifle in TF2, not a full on beam everyone could see? -Ri

[hlcoders] Advice: Laser Beam Sight in Multiplayer

2007-10-17 Thread Richard Hough
dge through the code ourselves and hack something in, learning how to write efficient code in this SDK is of high value to us and for that we thought your insight might be helpful. :) -Richard "Brackhar" Hough -- ___ To unsubscribe, edit

[hlcoders] New weapon effects not aligned to weapon world model

2007-08-25 Thread Richard Slaughter
Hi list, I'm in the process of adding some new weapons to our mod which have new firing effects. I'm currently getting the muzzle position of the first person model by using the named muzzle attachement, and the effect is created in the right location at the end of the gun in first person. Howe

Re: [hlcoders] Loading screen art

2007-08-16 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] What about attempting to utilize the advertising space in the loading % bar dialog? I may remember incorrectly, but I believe Dystopia does this. On 8/16/07, Tom Leighton <[EMAIL PROTECTED]> wrote: > > You could, except the loading dialog code i

[hlcoders] MapOverview and Player Updates

2007-08-15 Thread Richard Slaughter
Hi List, I've just been looking at the MapOverview and have noticed that players info is only updated when they are in the client's PVS. This obviously means that the full screen overview doesn't work too well when your team mates are on the other side of the map. My question is: would it be be

[hlcoders] Map entities on the client

2007-07-27 Thread Richard Slaughter
Hi, I'm currently working on the radar for our mod and I'm just wondering if it's possible to access entities specified in the map on the client. I want to do this so that I can show the nearest of a certain type of entity on the radar without having to send that information from the server to th

Re: [hlcoders] Limit on Dynamic Lights spawned as Temporary Entities?

2007-07-26 Thread Richard Hough
entity and do the effects->CL_AllocDlight in Simulate or Think. > > There's a perfect example of this in dynamiclight.cpp and > c_dynamiclight.cpp. > > phew > > > garry > > On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote: > > -

Re: [hlcoders] How to find out the viewable players?

2007-07-26 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] That seems like a little bit of a tricky problem. My question to you is why only make the players that you can see glow? From the player's perspective all of the other players could be glowing and he wouldn't know, as from his perspective only t

Re: [hlcoders] Limit on Dynamic Lights spawned as Temporary Entities?

2007-07-26 Thread Richard Hough
some variety, and the flare should last for 20 seconds with a 4 second fadeout. Thanks for your help. On 7/26/07, Garry Newman <[EMAIL PROTECTED]> wrote: > > How are you making the lights? Can you paste the code? > > On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote:

Re: [hlcoders] Limit on Dynamic Lights spawned as Temporary Entities?

2007-07-26 Thread Richard Hough
t sure what the tempents are > reporting as their entindex but it sounds like they're reporting the > same thing so each tempent is editing the same light.. > > > garry > > > On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked

[hlcoders] Limit on Dynamic Lights spawned as Temporary Entities?

2007-07-25 Thread Richard Hough
-- [ Picked text/plain from multipart/alternative ] I have a quick question for the list. I'm currently trying to create a flare that begins emitting light for twenty seconds after coming to rest. I've been successful in creating the flare, firing it, and turning on the first light, having borrowe

Re: [hlcoders] entities in sphere

2007-07-23 Thread Richard Hough
" way than either of these two methods, but remember that you can put in a flagmask when issuing the calls. With the correct mask you can limit what is touched by the call and reduce its resource utilization. Botman is right though, moving to a timer interval would probably be the best option.

RE: [hlcoders] npc_turret_floor Spwaning Problems

2007-05-01 Thread Richard
Isn't it "npc_turret_floor", rather than "npc_floor_turret"? R. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: 01 May 2007 10:07 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] npc_turret_floor Spwaning Problems It's usual

Re: [hlcoders] disappearing turret_floor

2007-04-23 Thread Richard
> > Dest Romano wrote:> > Try checking if any nodraw flags are set on the turret.> >> > Original Message Follows> > From: Richard <[EMAIL PROTECTED]>> > Reply-To: hlcoders@list.valvesoftware.com> > To: hlcoders@list.valvesoftware.com> > S

Re: [hlcoders] disappearing turret_floor

2007-04-22 Thread Richard
That's what I was looking for, but I've yet to find any EF_NODRAW flags being set or similar. Rich Dest Romano wrote: Try checking if any nodraw flags are set on the turret. Original Message Follows---- From: Richard <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valv

[hlcoders] disappearing turret_floor

2007-04-22 Thread Richard
Hi, I've been working on getting the turret_floor working in multiplayer, and on the whole it is working well. One final issue I keep on encountering is the turret's model disappearing in game. You can still see the turret is there as it's 'eye' is still glowing, and it will still shoot at you,

Re: [hlcoders] TraceLine that ignores players

2007-02-11 Thread Richard
!StandardFilterRules( pServerEntity, contentsMask ) ) return false; CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity ); return !pEntity->IsPlayer(); } On 2/11/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: make a new filter that ignores CLASS_PLAYER ;) On 2/11/

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