If anybody has seen HLFX / Spirit of HL (HL1 based mods) they added some crazy
effects.
Bump mapping / stencil shadows / water shaders.
I’ve messed with this tech/rendering methods in small opengl applications, but
adding them to the HL1 engine is way over my head.
There’s bits and pieces I’ve m
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Like some source mods, they have external files that are valve tree’s, (not
sure of the correct name off the top of my head).
That allow you to edit/remove/add entities to a specific map durning load time.
I created a function to phrase these files, and output what’s happening.
But when should I
os.com
--- On Thu, 9/12/10, Trevor 'Drak' wrote:
From: Trevor 'Drak'
Subject: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the
renderer
To: "HLCoders List"
Received: Thursday, 9 December, 2010, 2:46 PM
I’m still stuck in the past with HL1.
But I’m sure most
I’m still stuck in the past with HL1.
But I’m sure most of you seen videos of people that managed to get a physics
engine running inside goldsrc. I wanted to give this a go.
I’m messed around with Newton / Bullet / PhysX and I can whip up a small
D3D/OpenGL app that throw’s boxes around.
But t
Using a OB MP mod, and copying the code from the single player “
CHL2MP_Player::PickupObject() “ allowing me todo the “use” pickup work’s just
fine.
But (I don’t think so) are the props you pick up with the gravity gun handled
the same as the ones with the “use” key?
Because the code leads to th
ach the person managing the list at
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When replying, please edit your Subject line so it is more specific
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Today's Topics:
1. Duplicate Keys with KeyValues (Trevor 'Drak')
2. Re: Duplicat
File structure:
"mount_list.txt"
{
"gamelist"
{
"AdditionalID""120"
}
}
If I wanted to add another “AdditionalID” with a different value, how can I do
this?
This, just replaces the key.
KeyValues *pNew = pMainFile->FindKey( "GameList" );
pNew->SetInt( "AdditionalID"
---Original Message-
From: Trevor 'Drak'
Sent: Sunday, November 14, 2010 7:59 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Creating VGUI Menus with tabs?
How can I set up a resource file for each page on the PropertyDialog?
I tried hooking the events that the &
ou're own, it's what all the cool kids do.
On Sat, Nov 13, 2010 at 12:09 PM, Tony "omega" Sergi
wrote:
PropertyDialog.
you create inherit PropertyPage for your panel, and add them to a
PropertyDialog.
-Tony
On Sat, Nov 13, 2010 at 7:45 AM, Trevor 'Drak'
wrote:
>
control called PropertySheet I think :D
Thanks,
- Saul.
On 12 November 2010 22:20, Trevor 'Drak' wrote:
Simple question. I want to create a VGUI Panel with a list of tabs at the
top.
Example: http://img2.imageshack.us/img2/8057/sfasd.jpg
Thanks
___
Simple question. I want to create a VGUI Panel with a list of tabs at the top.
Example: http://img2.imageshack.us/img2/8057/sfasd.jpg
Thanks
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In a vanilla MP mod, you have “hl2mp/multiplayer/teamplay/hl2_gamerules.cpp”.
Obviously, all are being compiled. Wouldn’t it be ideal to just have a single
one? Assuming your mod has a straight-forward gameplay?
It’s getting confusing where to place what I need, when the same functions are
in two
Finally the message sent!
-Original Message-
From: Trevor 'Drak'
Sent: Wednesday, November 10, 2010 5:02 PM
To: HLCoders List
Subject: [hlcoders] Where to place / Editing Entity's Client-Side (Let's
trythis again)
Like some HL2 Mods (Synergy / Obsidian Confli
Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any
entity for that matter, because it’s left within the client’s .bsp wi
I'm glad the message I sent was, well sent, but all the messages regarding
actual questions don't seem to go through.
-Original Message-
From: Igoreso
Sent: Wednesday, November 10, 2010 4:55 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Is the list working right, o
WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ):
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I'm sure most of you have seen the DNF game play videos. If not, you're crazy
and need to watch this: http://www.youtube.com/watch?v=SDjJRRbOvzU
Skip to about 4 minutes for the gameplay. As you can see there is a whiteboard
that you can draw/erase (change colors?) and it's pretty darn realistic.
Okay, so I'm getting myself deeper into the SDK. And we have these two files.
The CHL2MP_Player class which is derived from "CHL2_Player". Now both of these
files contains a "PreThink" which I need to work in.
Now on the client side there's also a "PreThink" located in
"c_hl2mp_player.cpp"
I'
Hello,
If I wanted to port the entire "half-life.wad" to source's material/texture
format. (Not using HL: Source) Would this violate any legal things?
I assume it does - but dating back to 1998, maybe I might just be able too?
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I think he was kidding, because you added (America)
--
From: "WRNM"
Sent: Monday, August 30, 2010 10:53 PM
To:
Subject: Re: [hlcoders] Does Valve (America) offers internships?
U. Is there a branch/studio in Siberia?
Date: Mon, 30 Aug
Is the code for the .bz2 download/compression stuff inside the SDK? I can't
find it.
I have to send the client a lot of files, and I was going to use my own method
of compression/sending (With RakNet). But I know Source has the BZip2
compression built in. But I don't think I can take advantage o
I'm trying to figure out how attachment's work, my goal is to attach a
sprite to model's attachment point.
I'm not even sure if this is passable, but looking at the egon weapon,
the sprite is attached to a bone in the model.
My first problem is actually making the attachment (model wise). I trie
The way he/she is accomplishing that is exactly how I am. They use the CG
toolkit - but because of the date of the article it may have been for WON
HL. So I'm not sure if VAC was taken into account. (The OpenGL libraries are
not being edited - just included from the CG toolkit.)
I'm trying to add bump mapping in the goldsrc engine. And I just about got
it.
I use the CG toolkit and standard OpenGL libraries and place them in the
root of the half-life folder. Will this piss off VAC? What exactly do I have
todo to trigger VAC - I'm doing a lot with the renderer.
___
very nice
--
From: "Doeke Wartena"
Sent: Saturday, October 03, 2009 7:09 AM
To: "Discussion of Half-Life Programming"
Subject: Re: [hlcoders] terrains...finally its here:)
> Really nice, awsome work!
> _
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