[hlcoders] [GoldSrc/HL1] Tapping into the renderer (OpenGL)

2011-06-21 Thread Trevor 'Drak'
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

[hlcoders] Alive?

2011-05-09 Thread Trevor 'Drak'
Is the coders mailing forum still active?___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Modifing Entities in Realtime / Loading

2011-04-24 Thread Trevor 'Drak'
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

Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with therenderer

2010-12-09 Thread Trevor 'Drak'
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

[hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer

2010-12-08 Thread Trevor 'Drak'
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

[hlcoders] Gravity Gun vs The "use key" pick-up

2010-11-17 Thread Trevor 'Drak'
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

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Trevor 'Drak'
ach the person managing the list at hlcoders-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than "Re: Contents of hlcoders digest..." Today's Topics: 1. Duplicate Keys with KeyValues (Trevor 'Drak') 2. Re: Duplicat

[hlcoders] Duplicate Keys with KeyValues

2010-11-15 Thread Trevor 'Drak'
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"

Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-14 Thread Trevor 'Drak'
---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 &

Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-14 Thread Trevor 'Drak'
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: >

Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-12 Thread Trevor 'Drak'
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 ___

[hlcoders] Creating VGUI Menus with tabs?

2010-11-12 Thread Trevor 'Drak'
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftwa

[hlcoders] gamerules?

2010-11-11 Thread Trevor 'Drak'
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

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's trythis again)

2010-11-10 Thread Trevor 'Drak'
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

[hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Trevor 'Drak'
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

Re: [hlcoders] Is the list working right, or what.

2010-11-10 Thread Trevor 'Drak'
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

[hlcoders] Is the list working right, or what.

2010-11-10 Thread Trevor 'Drak'
WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ): ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Duke Nukem Forever Whiteboard in Source?

2010-10-03 Thread Trevor 'Drak'
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.

[hlcoders] HL2_Player.cpp & HL2MP_Player.cpp - Prethink

2010-09-17 Thread Trevor 'Drak'
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'

[hlcoders] HL1 Wad Ported to Source

2010-09-13 Thread Trevor 'Drak'
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? ___ To unsubscribe, edit yo

Re: [hlcoders] Does Valve (America) offers internships?

2010-08-30 Thread Trevor 'Drak'
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

[hlcoders] BZip Compression

2010-08-26 Thread Trevor 'Drak'
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

[hlcoders] GoldSrc - Attachments

2010-01-27 Thread Trevor 'Drak' J
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

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Trevor 'Drak'
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.)

[hlcoders] Bump mapping in HL1

2009-10-05 Thread Trevor 'Drak'
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. ___

Re: [hlcoders] terrains...finally its here:)

2009-10-04 Thread Trevor 'Drak'
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! > _