Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Spektre
Yes, the player spawn points, if you place them in line with the ground in counter-strike source, will cause the player to spawn outside the map. Mappers can fix this by placing the spawn point above the ground. I wouldn't suggest changing the code, just because, if it ain't broke, don't fix it, an

[hlcoders] gameinfo.txt

2006-05-12 Thread Spektre
For a mod I'm working on, I'd like to be able to use Counter-Strike:Source and Half-Life 2 content in it. Do I need to reference both steamAppIds, or just CS:S (cause it gets HL2 content automagically)? And if so, what's the syntax? Talia ___ To unsubs

[hlcoders] npc_citizen entity issue

2005-06-03 Thread Spektre
I'm having a problem trying to figure out the npc_citizen entity. I'd like it to be assigned the resistance body model from later in HL2, but I can't find any difference in the SDK's example maps between the npc_citizen entitys from d1 to d3. It's defaulting to the refugee body model for me. I'm r

Re: [hlcoders] increasing the vertex buffer size

2005-08-01 Thread Spektre
Realistically, you should never need more than that many verts in a map. If you have that many vertices in a map, it's time to consider changing some of your brush geometry into model geometry. That's a good place to start optimizing. Ben Davison wrote: -- [ Picked text/plain from multipart/alt

Re: [hlcoders] New Game (What .res holds the chapters?)

2005-08-03 Thread Spektre
Oddly, it's not in a rez. What you have is a set of files in the config directory, named "chapter1.cfg", "chapter2.cfg" and so on. Those contain the name of the map file to run to begin that chapter. You've also got some VTFs in the \materials\VGUI\Chapters\ folder, named "chapter1.vtf" and so for

Re: [hlcoders] Can you add "glow shells" to a model in hl2?

2005-08-06 Thread Spektre
You could also do it the cool way, and do it with a full screen shader, where it puts a guassian blur and then a multiply blend, so it glows. They did a little something like this for Tron 2.0. There's a good article on it over at gamasutra, search for Tron 2.0 and glow. Draco wrote: so far it

[hlcoders] Steam Update Broke Mod

2005-09-23 Thread Spektre
So that Steam update just broke my mod, and I know I'm not the only one, several others concurred. It's giving a "Can't find [modname]/gameinfo.txt" error when the mod is run. Talia ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] Steam Update Broke Mod

2005-09-23 Thread Spektre
o: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam Update Broke Mod Date: Fri, 23 Sep 2005 21:33:58 +0100 Are you sure the specified file does actually exist, and is readable? Spektre wrote: So that Steam update just broke my mod, and I know I

[hlcoders] Valve's Community Policies

2005-09-27 Thread Spektre
I've decided this has changed a bit from the subject of the original thread, so I thought a rename was in order. I'm going to quote other more eloquent sources of information than myself, and let them do the speaking. http://lostgarden.com/2005/08/why-you-should-share-your-game-designs.html I cou

[hlcoders] Cubemaps Bug

2005-09-30 Thread Spektre
This is the third instance someone has complained of errors with the cubemaps in Source on #valveerc, so I'm of a mind to believe that something's been changed in the most recent update. If Valve could have a look at this, I'd be much obliged. http://game-advance.net/ss/ast_silo0003.jpg The bug ap

Re: [hlcoders] Cubemaps Bug

2005-09-30 Thread Spektre
;s no splits in the face there. Adam "amckern" Mckern wrote: Is that an after shot? Becuase it looks like a bsp error (normaly caused by doing a wacky texture apply to a face and bsp cuting and missmatching it) Adam --- Spektre <[EMAIL PROTECTED]> wrote: This is the third

Re: [hlcoders] SDK Update for DOD:S Plugins

2005-09-30 Thread Spektre
Well, problem with that is that it'd filter level sounds too, I'd guess Which you want those. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Spektre
I have to ask... are you taking into account the fact that bullets go through walls, and through your cover? The AWP can shoot 44 units through a solid wall. There's a good article in the wiki that lists all the weapons' penetration capabilities. Tom Edwards wrote: Sounds like traditional lag t

Re: [hlcoders] Menu question

2005-10-10 Thread Spektre
This would be slightly hackish, but you could set a logic_auto in the map, and onBackgroundMap change r_drawviewmodel to 0 and cl_drawhud to 0 using point_clientcommand. This would hide the player. You could also teleport the player model and just load up a viewcontrol to look from a camera. Greg

Re: [hlcoders] Steam update broken HL2 mods?

2005-10-11 Thread Spektre
A friend who is having the problem just tried changing the applauch change, and it bombed with this error. "Engine Error: Could not load library client" Teddy wrote: One of our players found a fix for it, here's his instructions (hopefully the same willl work for ya'll): Create a Desktop shor

[hlcoders] Func_details and face splits

2005-10-19 Thread Spektre
http://developer.valvesoftware.com/w/index.php?title=Image:Func_detail_face_splits.jpg&rcid=16412 That's an image of several func_detail pillars that are up against a world brush wall. It splits the triangles on the wall a whole lot more than necessary. Ok, I've tested this both under CST and Valv

Re: [hlcoders] Func_details and face splits

2005-10-20 Thread Spektre
ll code that was in the v tool is in cst, how ever, its just faster, and some times looks better. I use the de_coble map for my control, so not everything is used in that map, but its a good map to use, becuase it has a wide use of many entities, and such. Adam --- Spektre <

Re: [hlcoders] Source SDK Beta Approaches

2005-11-11 Thread Spektre
Oh, they aren't placed any differently. The issue is that the cubemaps currently have their faces corrupted, they're rotated wrong or something. The cubemaps have to be in 16-bit lightmaps now, in order for them to display correctly. The engine's been updated to fix this, but the compile tools hav

[hlcoders] Steam Service Closing Unexpectedly

2005-11-20 Thread Spektre
Any of you find folks notice Steam closing without warning? I've noticed it two or three times since last update, and several of my fellows have too. It closed and I didn't notice it until Hammer started returning white textures (cause it didn't have file system hooks anymore). The system tray

[hlcoders] extra app Id set to 211, but no steamAppID

2005-12-02 Thread Spektre
extra app Id set to 211, but no steamAppID This is the error occuring on several steam tool programs, including Hammer and it's compilers, VRAD and VVIS. I have reports of this affecting two other users. For me, it only occurs while the compile tools are executed from the command line. This happen

Re: [hlcoders] Latest HL1 SDK

2005-12-13 Thread Spektre
That's exactly why. It'd be a *huge* security hole if they opened the source, while the game is still in major use. And they don't need to open the source, that's what we have the SDK for ;) fjulll wrote: -- [ Picked text/plain from multipart/alternative ] I think they wouldnt do that because t

Re: [hlcoders] Re: "Extra App ID set to 211, but no SteamAppId"

2005-12-27 Thread Spektre
VRAD is likely crashing because of a malformed light patch resolution; like, texture select all the faces in the map, and reassign the lightmap scale to something like 16 or 32. This seems to fix it in all cases I've encountered. Talia Teddy wrote: >I was using the beta SDK, but vrad crashes whe

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Spektre
Find out where the mod community hangs out. There's a number of methods of communication, and the best thing you can do is to make youself known on all of them. To be honest, that can be a fulltime position, just watching all the traffic. I mean, there's forums (http://www.chatbear.com/board.plm

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Spektre
First of all; take this to the mappers list next time, please. Second. It's done with a couple of func_doors parented to each other, and set not to render. The prop_dynamic is parented to the func doors, to make it appear as if it's moving, when in actuality the entitys are doing all the mechanical

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Spektre
last question was a level design related question, so you'll be more likely to find the help you are looking for on the hlmappers list. :) Talia Matthew wrote: > What the mappers list? > - Original Message - > From: "Spektre" <[EMAIL PROTECTED]> > To: >

Re: [hlcoders] Mod Version filter on ServerBrowser?

2006-01-15 Thread Spektre
I have to be honest; I really don't like this approach. I ran into it in internal alpha versioning, and the problem is that it breaks all the text tokens, because they all append the modname on the front of the token. This is a pain cause you have to do a find/replace on the modname in all the file

Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread Spektre
I think we need a "General Problems" list that we can discuss things that don't fit under the specific headings, and yes, I could use a "Artist/Modeller list" too. Talia fjulll wrote: >-- >[ Picked text/plain from multipart/alternative ] >I totally agree to everything l3fty said, seriously. >Stea

Re: [hlcoders] Help with figuring out NPC movement...

2006-01-26 Thread Spektre
Matt wrote: >If anyone could help with a brief walk through of the code or some sample >code on how to changes things in that general area or even a good place to >go to find out more info, that would be incredibly helpful. > > I'm not a coder, but from a level designer's standpoint and a gameplay