Re: [hlcoders] Just finished my mod. Thanks for all the help hlcoders!

2015-04-11 Thread eric brown
Linux/Mac support should be really easy to add if you used VPC From: kyle.l...@gmail.com Date: Fri, 10 Apr 2015 15:41:40 -0700 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Just finished my mod. Thanks for all the help hlcoders! While Episode 3 was short, it was nice to play

Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )

2014-07-14 Thread eric brown
So, my mod's server shows up in the server browser for me. (just checked today 7/14) I do have the same behavior where when I'm playing the game, the player status in Steam says SDK Base 2013 MultiplayerNobody actually plays the SDK, so it makes more sense for the mod's name to be there..

Re: [hlcoders] Add a text property to certain game objects

2014-05-12 Thread eric brown
You can extend a class like CBaseAnimating, add a member variable, and then expose it with the DATADESC macros and your FGD file. From: wave@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 11 May 2014 22:40:46 + Subject: Re: [hlcoders] Add a text property to certain game

Re: [hlcoders] Letter Q Crosshair problem for SDK 2013/MP on Mac OS

2014-05-10 Thread eric brown
FYI--I pulled a fresh SDK 2013 Multiplayer, and the unmodified SDK does this as well... Looks like this bug is upstream. Here's the build system:Mac OS X Mavericks 10.9.2- the only mods needed to compile were: 1) change SDK to 10.8 2) change the ptr/int comparison from == false to == NULL 3)

Re: [hlcoders] Letter Q Crosshair problem for SDK 2013/MP on Mac OS

2014-05-10 Thread eric brown
Subject: Re: [hlcoders] Letter Q Crosshair problem for SDK 2013/MP on Mac OS You just need to perform cl_hudredraw - this is a very old bug Sent from Windows Mail From: eric brown Sent: ‎Sunday‎, ‎May‎ ‎11‎, ‎2014 ‎1‎:‎17‎ ‎AM To: hlcoders@list.valvesoftware.com FYI--I pulled a fresh SDK 2013

[hlcoders] Letter Q Crosshair problem for SDK 2013/MP on Mac OS

2014-05-09 Thread eric brown
I'm having this issue when running my mod on OS X (on Windows it's fine):https://github.com/ValveSoftware/Source-1-Games/issues/671 The issue was closed in 2013, and I've got a more recent version of the SDK in my mod--Anyone know how to troubleshoot these kinds of problems? I ran into

Re: [hlcoders] Getting active weapon in a certain bucket- Source SDK 2013

2014-05-02 Thread eric brown
I do something similar in my mod: - added CBaseCombatWeapon *primary/seconary_weapon... to HL2MP_Player- then GiveDefaultItems() has: GiveNamedItem(...); primary_weapon = Weapon_OwnsThisType(...)- added commands like use_primary/secondary so that I could switch to them You could have the player

Re: [hlcoders] Letting items through a player clip

2014-04-18 Thread eric brown
use SetCollisionGroup() and pick something that won't collide with the player From: wave@hotmail.com To: hlcoders@list.valvesoftware.com Date: Fri, 18 Apr 2014 20:58:48 + Subject: Re: [hlcoders] Letting items through a player clip Well, from what I’ve seen in the code so far, there

Re: [hlcoders] Working on multiple devices

2014-04-15 Thread eric brown
Hey Joel, Could you guys post some examples of how to use VPC to add files to projects so that they work across Windows/Mac/Linux? Also, why are the Linux Makefiles so big? Why not just use a simple Makefile for Linux/Mac that uses more implicit rules, perhaps something like this: LIBS :=

Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread eric brown
When the 2007 SDK stopped working for my mod, I ported it to 2013. It only took a few days, and I think it was worth while. I'm not sure how extensive your changes are to the SDK, but WinMerge did wonders for me. I also had issues with VPK and Steampipe, despite the fact that I'm using

Re: [hlcoders] Debugging crashes when mod runs in SRCDS?

2013-12-26 Thread eric . brown
I'm running it on Windows right now. I looked for dump files or log files in the SRCDS folder and in the mod folder (and the bin/ folders), but I didn't see anything. Is breakpad part of SRCDS by default, or do I have to integrate it with my mod myself? Thanks, Eric On Wed, Dec 25, 2013 at

[hlcoders] Debugging crashes when mod runs in SRCDS?

2013-12-25 Thread eric . brown
Hello, I've recently started running a dedicated server for my mod, and I noticed that srcds crashes randomly sometimes. Is there a debug version of SRCDS, or perhaps some way to get a stack trace at the point of crash? Best, Eric ___ To

Re: [hlcoders] distorted/stretched player ragdolls...Blender bug?

2013-12-11 Thread eric . brown
For anyone else who has this issue, here's what the problem was (thanks to Red): Some of my models had root bones that were associated with vertices. In the SMD files, it looked like this: 0 blender_implicit -1 1 root_bone -1 After re-rigging and re-animating one of my models so that the

[hlcoders] distorted/stretched player ragdolls...Blender bug?

2013-11-29 Thread eric . brown
I made some player models in blender, and many of them have problems as ragdolls: It looks like some of the joints become disconnected, which produces a stretching effect that's a little disturbing. If I $jointmerge bones together, they will no longer stretch, but I can't do this for the

[hlcoders] Player models from SDK 2007 don't work in SDK 2013 (vanilla)

2013-10-29 Thread eric . brown
A few days ago I converted my mod to SDK 2013 from 2007, and I noticed that none of my custom player models had walk/aim animations in-game when viewed in thirdperson mode, but in HLMV, they still looked fine. So I built a a vanilla SDK 2013, added my player model to the list of random

Re: [hlcoders] Source SDK Launch Issues

2013-10-25 Thread eric . brown
I think I'm having a similar problem, but I'm not sure what you mean by launching tools from the common/game directories. If I'm making an SDK 2007 mod, which hammer.exe do I run now? the common/Source SDK Base 2007/bin directory doesn't contain any exe's... On top of this: studiomdl.exe

[hlcoders] Hybrid client/server ragdolls, setting/locking a model/s skeletal position.

2013-10-19 Thread eric . brown
I'm making an HL2MP mod where I'd like to have the ability to infest the dead bodies of other players. From what I understand, HL2MP ragdolls are updated on Event_Killed, and the client uses the updated position/velocity/etc to create a ragdoll that can be interacted with on the client. That

[hlcoders] Using SetMoveTimeDone to achieve smooth rotation or movement? (turret barrel movement)

2013-10-04 Thread eric . brown
Hello, I've been working on a simple auto turret based on code in server/hl2/func_tank.cpp, and I've got a few questions about making something like a turret barrel rotate smoothly when tracking a target: - func_tank uses SetMoveDoneTime() in a few places, but it never sets the callback with

Re: [hlcoders] Using SetMoveTimeDone to achieve smooth rotation or movement? (turret barrel movement)

2013-10-04 Thread eric . brown
I'm using SDK 2007. Here's what func_tank does in it's Think cycle: ... SetLocalAngularVelocity(vec3_angle); ... AimBarrelAtPlayerCrosshair( angles ); RotateTankToAngles( angles ); // this calls SetLocalAngularVelocity() SetNextThink(

[hlcoders] EF_NOSHADOW not working on CHL2MP_Player

2013-09-11 Thread eric . brown
Hello, I'm trying to use the cloaking shader to make a player semi-invisible in my multiplayer mod, but when I add the EF_NOSHADOW effect to the player (while toggling the cloaked texture with m_nSkin), I still see the player's shadow when I view it from thirdperson mode. I also tried

Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player

2013-09-11 Thread eric . brown
Worked like a charm, thank you. On Thu, Sep 12, 2013 at 11:52:35AM +0900, Tony omega Sergi wrote: Accidentally submitted before by mistake. anyway, override shadowcasttype so that while it's cloaked it reutns shadows_none, otherwise do normal behaviour. virtual ShadowType_t