Re: [hlcoders] Modding Problems

2015-04-01 Thread Minh Le
If you google, make vpk you'll find a bunch of tutorials. This video looked helpful https://www.youtube.com/watch?v=P3ILjexx0cE On 4/1/2015 5:01 PM, Gavin Isgar wrote: Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the

[hlcoders] Decal bug

2013-09-24 Thread Minh Le
to be repeating the decals over the entire triangle.. instead of just putting 1 decal like it's supposed to. It seems to only happen on some of our models and only for models that ARE NOT prop_statics.. Thanks, Minh ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Minh Le
I hear this process is real popular with the ladies... On 5/23/2012 8:19 PM, Sander van Noort wrote: I'm also getting this problem (in both 2007 and alien swarm) and hacked my way around by uncommenting SteamAPI_Shutdown in CHLClient::Shutdown. It then exits the CNet Encrypt:0 thread

Re: [hlcoders] Rotation on the player's local axes

2012-03-01 Thread Minh
You can try spitting out the results to a file so you can observe the hitch more closely. Look for a function called COM_Log COM_Log ( viewangle_hitch.txt, %.2f %.2f %.2f \n, viewangles.x, viewangles.y, viewangles.z ); On 3/1/2012 3:55 AM, Craig Louie wrote: Thanks for the reply Saul. I

Re: [hlcoders] Position jitter in animations

2011-10-23 Thread Minh Le
cool, thanks for uncovering that bug! I usually use LX, LY, LZ to extract root motion from the animation so that may be why I've not seen it in any of my animations. On 23/10/2011 5:38 AM, Maxime Lebled wrote: Hello again, I found the cause of the problem yesterday. A single sequence that

Re: [hlcoders] Position jitter in animations

2011-10-16 Thread Minh Le
Hey Max, That's an interesting phenomenon you've noticed. I've not taken a look at any TF2 anims closely but i've not noticed this in any of the animations I've done for our game. This is an idle animation in HLMV (sdk 2007 version) http://www.youtube.com/watch?v=kHYTQVuIHk0 This is the

Re: [hlcoders] Mp prediction CSGo

2011-08-18 Thread Minh Le
don't agitate him :) We don't want him to take his Skills game to Indiana Jones. On 8/18/2011 10:02 AM, Psy_Commando wrote: Are you a bot ? On Thu, Aug 18, 2011 at 8:12 AM, Aaron Johnson ajohnson2...@comcast.net mailto:ajohnson2...@comcast.net wrote: please tell me your geniuses with

Re: [hlcoders] Anyone know of an animation pack for social actions?

2010-12-03 Thread Minh
I remember seeing such a pack on www.turbosquid.com It wasn't free though so I hope you have some mad cheddah to spend. On 12/4/2010 9:18 AM, Phlox wrote: I haven't had any luck finding a pack with animations in it relating to regular social activities. I plan to implement a Sims-style game

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

2010-08-31 Thread Minh Le
in Siberia? Date: Mon, 30 Aug 2010 10:12:22 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know

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

2010-08-31 Thread Minh Le
now in FixKorea? Unfortunately, yes. On 8/31/2010 6:23 AM, WRNM wrote: Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh Le' now in FixKorea? Richard Date: Tue, 31 Aug 2010 00:41:29 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re

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

2010-08-30 Thread Minh Le
You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but

Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-27 Thread Minh
I believe you have to set m_takedamage = DAMAGE_YES; in your entity, or else OnTakeDamage won't get called Jorge Rodriguez wrote: Got me. I think there's a flag somewhere that turns OnTakeDamage on and off. Look around in the base entity damage functions.

Re: [hlcoders] [GoldSrc] Custom Player Animation not playing

2010-03-01 Thread Minh
If I remember correctly, you need to put the word 'activity' in front of ACT_SHOTGUNNER.. So the full line should look like $sequence shotgunner shotgunner loop fps 30 activity ACT_SHOTGUNNER 1 I'm positive this is how Source engine works.. I just forgot if this is how Goldsrc did it...

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
We actually managed to do a vehicle implementation that made the controls strictly client authorative. Basically, the driver of the vehicle gets his own vphysics object created and he controls it on his client machine, and passes the origin and angles to the server. The server then passes that

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
... Saul Rennison wrote: All objects are interpolated I think... the problem is the client could send bogus origins and result in hacking. Never trust the client! On Sunday, January 24, 2010, Minh minh...@telus.net wrote: We actually managed to do a vehicle implementation that made

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders? /me takes a cold shower Saul Rennison wrote: Minh Le? THE Minh Le? :O The original creator of CS? On Sunday, January 24, 2010, Minh minh...@telus.net wrote: Yea, that's definitely an issue.. but if the server did

[hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Minh
Whenever I play on TF2 servers or CoD4 the server admins are constantly booting players with high ping because they feel it puts a load on the server and makes it slow for the rest of the players. Is this true? and can someone explain why? ___ To

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Minh
- so I guess anyone with a ping over that could cause problems - not sure whether that would favour the lagger or the shooter though. garry On Tue, Oct 13, 2009 at 10:48 AM, Minh minh...@telus.net wrote: Whenever I play on TF2 servers or CoD4 the server admins are constantly booting

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Minh
for a response from players with low ping the game would be unplayable! - Jay Quoting Minh minh...@telus.net: Whenever I play on TF2 servers or CoD4 the server admins are constantly booting players with high ping because they feel it puts a load on the server

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Minh
all the guns with models for each time the hands need to change. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Tuesday, October 06, 2009 1:19 AM To: Discussion of Half

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Minh
Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The huge advantage of using view models is that it allows the animator total freedom to use whatever

Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Minh
This should work.. We do this for several of our entities and we get the behaviour as expected. Make sure something else isn't stamping out the collision group after you set it to COLLISION_GROUP_PLAYER_BLUE I tried doing this by defining COLLISION_GROUP_PLAYER_BLUE and

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-25 Thread Minh
This method won't work if your animations are in-place (ie. the animations are within a predefined bounding box). You could get a bone position (spine bone perhaps) and save that, and frame by frame compare the distance the bone traveled to get a velocity from that and apply it to the

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Minh
and instead having the animation playing without the player actually moving around, and then update his position at the end of the animation to wherever the player has ended up moving. This might be prone to penetration errors though. I wonder if this is how the zombies in L4D do their

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Minh
does anyone know what advantages the .dmx format has over smd? Jed wrote: I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed

Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Minh
You can try increasing the Error Tolerance for the velocity, angles, and origin. You can set the error tolerance in the network tables. Joel R. wrote: Prediction doesn't stop the server from sending you updates, because if your clientside values go out of range you have set, it snaps to the

Re: [hlcoders] Collision Model For a car

2009-09-05 Thread Minh
I uploaded a picture of how i made my car's collision model. http://www3.telus.net/public/a6a91102/car_bbox.jpg it's really simple and the picture is self-explanatory. If you're still confused, you can send me your model and i can take a look at it. I'm assuming ur using 3dsmax. cathal mc

Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Minh
declaration of 'CBaseGrenade' Fixed the old compile problem but now i have a new one. the base is having a problem somewere, this is bacic obcode. Minh wrote: your network datatables are not matching on the client and server. Make sure you have a corresponding RecvProp (in the client

Re: [hlcoders] Erour in OB Mod

2009-08-23 Thread Minh
your network datatables are not matching on the client and server. Make sure you have a corresponding RecvProp (in the client table) for each SendProp (in the server table) Joshua Scarsbrook wrote: Hi When i try to start the first map in hl2ep2 on my mod i get this in the console

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

2009-08-19 Thread Minh
ouch, u should consider setting up an SVN repo. Nick wrote: Please, everyone backup your mod data to different hard drives. It was a western digital btw, only 7 months old. ___ To unsubscribe, edit your list preferences, or view the list archives,

[hlcoders] question regarding PVS and networking

2009-08-10 Thread Minh
If a player A is not in the Potentially Visible Set of Player B (ie. both players are in a different room far away), does player A's network data get sent to player B (and vice versa).I was told that it doesn't but I need to be 100% sure on this.

Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Minh
I'm making a seperate room that's fully enclosed and not a part of my main level. The seperate room is basically a firing range with moving targets, that I spawn players into when they're dead. I just want to make sure that the players in there, and the moving target entities (which are

Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Minh
yea, I was just gonna make seperate fully enclosed rooms for each player.. I hope they don't hear each other. Jorge Rodriguez wrote: Sure, they'll be completely isolated. Also you could make ShouldTransmit make the firing range players invisible to other firing range players as well. (With

Re: [hlcoders] Awkward crash dumps

2009-08-07 Thread Minh
The first crash seems really odd. Are you sure you have any symbols loaded (make sure your minidumps are in-synch with your .dlls) Maybe you can show us a screenshot of the callstack. Actually, if you could paste out the entire callstack for the rest of your crashes, that would be helpful.

[hlcoders] Cryptic crash in engine.dll

2009-08-06 Thread Minh
Has anyone encountered the following crash in the engine.dll ? CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( ModelInstanceHandle_t handle ) { .. .. Assert( modelloader-IsLoaded( instance.m_pModel ) ( instance.m_pModel-type == mod_studio ) ); studiohwdata_t

Re: [hlcoders] Cryptic crash in engine.dll

2009-08-06 Thread Minh
, Minh minh...@telus.net wrote: Has anyone encountered the following crash in the engine.dll ? CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( ModelInstanceHandle_t handle ) { .. .. Assert( modelloader-IsLoaded( instance.m_pModel ) ( instance.m_pModel-type

[hlcoders] Increasing cubemap max size

2009-08-01 Thread Minh
Has anyone tried to increase the max cubemap resolution of 256x256? We're running into some ugly ass large glass windows that look terrible because of the low cubemap resolution. ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Minh
:57 PM, Minh minh...@telus.net wrote: http://www3.telus.net/public/a6a91102/1.jpg I think I'm gonna try splitting the glass up and using more cubemaps... Matt Hoffman wrote: Interesting idea but it sounds like you could better accomplish this with multiple cubemaps on smaller

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
- Why the hell are we still using SMD? Take a continuous mesh model, break it into triangles and re-compile it into tri-strips at compile. Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use DAE/FBX for God's sake. You'll find you don't need us to make SMD support for every 3D

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
I think that project is defunct. Apparently making a better hammer is harder than just saying Let's make a better Hammer - Original Message - From: Ryan Sheffer darksk...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, July 23, 2009 8:10

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
I don't think addressing these concerns would hurt their profits at all. I imagine many of the folks at Valve are aware and in fact, would like to fix these issues but they choose to prioritize their time on other things. We don't even know what they're working on these days so it's hard

Re: [hlcoders] Detecting Memory Leaks

2009-07-06 Thread Minh
that you have to do from the start, so you know that whatever you changed last caused a leak - rather than later. The built in _CRTDBG_MAP_ALLOC stuff has worked for me in the past, when I had no idea where the hell the leak was coming from.. garry On Mon, Jul 6, 2009 at 2:22 AM, Minh minh

[hlcoders] Detecting Memory Leaks

2009-07-05 Thread Minh
I was wondering what tools you guys use to track memory leaks. I've tried using a program called Glowcode and it's not terribly helpful as it doesn't exactly pin point the offending areas of code. I looked at a program called DevPartner which my friend really recommends but it costs $2000..

Re: [hlcoders] HL-MP Third Person Mod

2009-06-11 Thread Minh
look at base_playeranimstate.cpp or sdk_playeranimstate.cpp More specifically, you want to look at CalcMainActivity() That function decides which animations to play based on certain conditions. Be warned, it is quite confusing. Christian Rieß wrote: Hm, I can only find those commands in the

Re: [hlcoders] [SPAM] Editting blood and it's effects in HL2 engine.

2009-06-01 Thread Minh
All of this is very possible. If you want to make a blood fountain shooting out of his head, the best way to do it is to attach a spray emitter and parent it to his head. You can attach entities to certain parts of the player by using a SetParent() If you want to spray blood on the walls

[hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
Will my model's LOD work if I place a model in my skybox? How does it compute the distances? multiply them by 16? Perhaps my skybox models shouldn't even have LOD levels... I'm just curious what would happen if they did. Anyone try this ? ___ To

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
why don't you do it.. and then report back to this mailing list. muhahaah Jorge Rodriguez wrote: I've always wondered about this myself actually. Why don't you make a simple prop with a couple different levels that are different in obvious ways and stick a couple of them at different distances

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
oh for god sakes.. im just gonna test it right now.. be back in 10 minutes Jonas 'Sortie' Termansen wrote: Usually models in the Skybox is relatively simple, the LOD will not give any performance gain, or even make it worse, if the models are not complex enough. - Original Message

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
$scale .0625 . $lod 6 { replacemodelexcavator-1excavator-1_LOD1 } $lod 16 { replacemodelexcavator-1excavator-1_LOD2 } I took screenshots so peeps would believe me http://www3.telus.net/public/a6a91102/test9.jpg http://www3.telus.net/public/a6a91102/test90001.jpg Minh

Re: [hlcoders] Model on VGUI

2009-05-26 Thread Minh
Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that

Re: [hlcoders] Modifying the Animation System

2009-05-13 Thread Minh
Christian Rieß Original-Nachricht Datum: Wed, 13 May 2009 12:03:03 +0900 Von: Minh minh...@telus.net An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Modifying the Animation System take a look

Re: [hlcoders] SDK Beta (HL2MP) Error

2009-05-13 Thread Minh
I think the error message speaks for itself. Check class declaration for CBaseGrenade and make sure there's a virtual int OnTakeDamage_Alive( )declared in the class declaration. It might have gotten deleted by accident. Yaakov Smith wrote: Error 2 error C2039:

Re: [hlcoders] Modifying the Animation System

2009-05-12 Thread Minh
take a look at baseplayer_animstate.cpp sdk_playeranimstate.cpp those two files contain all the information you'll need to know. I suggest you print them both out and read them OVER AND OVER AGAIN. It took me a couple weeks to fully understand how it all worked. The animation system is really

Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-06 Thread Minh
way. You wouldn't be able to properly do animations damage view smoothing, view limiting, etc. Minh: Copy of the driver variables for each passenger. Which driver variables, any that specifically state driver and the such? And functions? Also, when I _attempted_ to test the vehicles (After

Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Minh
I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the driver variables for each passenger. It was fairly trivial to do. Getting that to work is the least of your concerns as using vehicles in multiplayer in the

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-02 Thread Minh
Are you referring to the number that goes after the initial comma? That value refers to the number of bits it will use to transfer the data. Always try to use the fewest bits possible as it optimizes network communication. So for example.. if your variable m_iMental rangers between 0 and 100.

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread Minh
...@list.valvesoftware.com] On Behalf Of Minh Sent: Sunday, April 26, 2009 6:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? Wait, how do we know he knows how to do it. He just put up a picture saying it can be done

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Minh
Wait, how do we know he knows how to do it. He just put up a picture saying it can be done.. Off topic. I think it's lame how Apple has to throw it's branding all over the place.. Ryan Sheffer wrote: Way to know the answer but beat around the bush. Skidz (Ryan) On 26-Apr-09, at 14:19,

Re: [hlcoders] Model Entity attached to play

2009-04-02 Thread Minh
Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Le Sent: Sunday, 29 March 2009 1:34 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Model Entity attached to play I think the difference between

Re: [hlcoders] Disabling floating weapons

2009-03-29 Thread Minh Le
i think it's modified via cl_bobcycle cl_bobtime do a search for those variables and you can remove their effects Steve Henderson wrote: Does anyone know how to stop the delayed, floating effect of help weapons (in the view model) when moving or rotating the player? I have a vgui_screen

Re: [hlcoders] Model Entity attached to play

2009-03-27 Thread Minh Le
Are you using SetParent? I've attached entities to my player via SetParent and they don't jitter at all. Olly wrote: Is it predicted and you didn't write a client side version? or the client side version isn't the same 2009/3/27 Dan Clark lnx...@gmail.com I am trying to attach a model

Re: [hlcoders] Compiling a complex static prop - Weird collision boxes

2009-03-08 Thread Minh
I sometimes use models that are more than 20 convex pieces. Would it be more efficient if I broke those models up into smaller models? So if a traceline hits one of the submodels, it only has to check that model's group of convex pieces. Jay Stelly wrote: It's compiling each face as a

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Minh
Have fun with UnrealScript. I heard it's really safe and bug free. and somehow, I don't think Valve would ask ANYONE of us to return to this list.. I don't think they need the extra work... Nick wrote: As a loyal valve customer, and someone who thinks Valve is a good company but sometimes

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Minh
I guess Tony forgot to hand over his personality before he got his serial# stamp on the back of his head and joined Valve :) Tony, don't you know as an official Valve employee.. you're supposed to ignore us when we really need your help. I'm starting to wonder if you even work there.. you

Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Minh
or you can just use Vphysics :) Jorge Rodriguez wrote: Ragdoll and solid body physics (like weapons falling on the ground) is possible in *Source *if you import a physics library and send all of the bsp data available through the pm shared data into it, but the ragdolls will look terribad

Re: [hlcoders] Freezing rotation on a player entity?

2009-01-25 Thread Minh
than moved? (The difference being, the client would not see the entity flash through any positions between the two points) Thanks. -Skyler On Wed, Jan 21, 2009 at 8:16 PM, Minh minh...@telus.net wrote: oops, yea, you're right .. this would f' that up. You can try looking

[hlcoders] Particle Editor question

2009-01-22 Thread Minh
I've been playing around with the particle editor trying to find an option that will nullify my particle's rotation when it hits a surface but I can't seem to find the right option (if there even exists) to do such a thing. Basically, it's a particle effect simulating an exploding

Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Minh
Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse movement and it will solve your problem just fine. I think there's an example in the SDK on how to use it. It's really trivial to use. To negate mouse movement, I just go *x *= 0; *y *=

Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Minh
this nix that? ~~Chris Drouin On Jan 21, 2009, at 7:29 PM, Minh minh...@telus.net wrote: Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse movement and it will solve your problem just fine. I think there's an example

[hlcoders] MDL question

2009-01-21 Thread Minh
Got a question regarding studiomdl model info. If i click on the 'Model' tab in studiomdl, I get the following readout Total bones: 10 HW Bones: 1 My model has 10 'pseudo bones' that I'm using (they don't have any vertices attached to them). I'm just using them to help me define attachment

Re: [hlcoders] MDL question

2009-01-21 Thread Minh
Yea, I was just curious what the difference was between Total Bones HW Bones I guess I can just compile two versions of the mdl and run a FPS benchmark Jorge Rodriguez wrote: Minh, If you are planning to have 1000 of these moving around all at the same time then yes. Otherwise no. If you

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Minh
Why don't you use trace_hulls to detect if the flames are hitting something. You could periodically fire off a raytrace every X seconds to mimic the flames movement.. This wouldn't be as accurate as detecting each particle but I imagine it would work for a flamethrower. I'm assuming the

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread Minh
Isn't the Source SDK free? All you need to do is download Steam and you can get the SDK for free.. so theoretically, if the SDK source code is freely available via Steam, would it really be that bad if snippets of the SDK source code were made available on a website? James Luzwick wrote: Can

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Minh
Yea, I can say firsthand, that working in Asia, there are A TON of game development companies here and from dealing with them, the only reason they opt to use the Unreal engine is because it is well documented and even taught in many game schools here. There's over a dozen FPS games here in

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Minh
If you're just starting your mod, I see no advantage to using the EP1 base.. I'd recommend the OB base since it has a lot of enhancements. Steve Henderson wrote: Keeping the dream alive, here's another fundamental question -- should our efforts focus on EP1 or OrangeBox? On Wed, Jan 14, 2009

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Minh
If you want to save the planet, why don't you just recycle more.. and get your neighbours to do the same.. oh , and solve that whole world peace thing.. but hey, only if you want to.. you can do it!! botman wrote: Nick wrote: If you want a car...why dont you just create one with metal?

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-12 Thread Minh
Do you use the Hammer auto-save feature? I think it's turned on by default but you might want to check your options. Aditya Gaddam wrote: I actually don't see how a general overview could really help other than maybe the first few steps. And with the source engine, those first few steps are

Re: [hlcoders] Precache limit

2009-01-05 Thread Minh
I've run into this limit myself and as far as I know, the only way to bypass it is to modify the engine (something not available thru the SDK). I have spoken with some people who have access to the engine and have succesfully upped the limit, so I know it is possible.. but you just need an

Re: [hlcoders] Anyone using an SSD Drive for compiling?

2008-12-09 Thread Minh
would improve compile times at all. Most of the compile times is just crunching numbers, not read/write. Cannot remark on the coding aspect though. On Sun, Dec 7, 2008 at 2:56 PM, Minh [EMAIL PROTECTED] wrote: Hope this isn't too off topic but I'm considering purchasing an Intel

Re: [hlcoders] Jumping?

2008-12-09 Thread Minh
look in sdk_gamemovement.cpp There's a function.. I think it's called ::Jump() or something with the word jump in it.. but I'm sure that's where you'll need to modify your code to make the player jump higher. - Original Message - From: [EMAIL PROTECTED] To:

Re: [hlcoders] Jumping?

2008-12-09 Thread Minh
sorry, it's in gamemovement.cpp The function you want to modify is bool CGameMovement::CheckJumpButton( void ) - Original Message - From: [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, December 09, 2008 8:13 PM Subject: Re:

[hlcoders] Anyone using an SSD Drive for compiling?

2008-12-07 Thread Minh
Hope this isn't too off topic but I'm considering purchasing an Intel X25-M SSD drive in hopes of improving my compile times and general coding experience (I do a lot of stop/edit debugging and constant searching in files). Does anyone have any experience using SSD drives? Is it

Re: [hlcoders] Fluid Melee animation and other possible roadbumps

2008-11-11 Thread Minh
I have done the melee combo system you described and Source engine handles it quite well. All animations can be specified to blend between each other by specifying a blend time (in the .qc file). Your animator would have to ensure each animation begins and ends in roughly the same spot to

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Minh
hmm. interesting dilemna. I imagine it must be hard for the VAC developers to determine what scripts/plugins are considered cheats and which are not. So were the EventScripts the only plugins you were running at the time? Michael Barr wrote: Hey guys, I'm seriously worried that VAC is

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh Le
actually, are you sure it loads all 5 skins into memory? I thought it only loads the skin that you select.. ie. if your map only uses 2 of the 5 skins for a particular prop object, then won't it just load those two that were used on the map? Jonas 'Sortie' Termansen wrote: Hey, the way I

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh
on the topic of batches.. I was one under the impression that it's not worth LOD'ing your model if it's less than 250 polygons, since anything below 250 will equal 1 batch. But when I had fifty instances of an object with 250 polygons.. and then I reduced the object down to 50 polygons.. I saw

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Minh
Kevin's tool actually has distributed computing (much like the bally-hooed VMPI, which is unavailable to us peons) I tested it and it works quite nicely. Saves a buttload of time if you have a spare computer or two to help compile your map. Matt Hoffman wrote: What's wrong with compiling

Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-13 Thread Minh
whoa.. People still use ICQ ?? if you are interested, mail me at: gr3ml1n 'AT' gmail 'DOT' com or contact me via ICQ: 93246350 regards, Daniel aka WickedGremlin ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Crash in VPhysics on suicide

2008-09-22 Thread Minh
on a slightly unrelated note, Does anyone know how to lengthen the call stack after a crash? Sometimes, my game will crash and leave me with a really lengthy (helpful) callstack and sometimes, it just leaves me with the last 2 or 3 calls.. which makes debugging really hard. How is the length

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Minh
here's a tuff one. How do you find out if a point is underneath/behind terrain (ie. displacement ) ? Gayan Ediriweera wrote: I don't think you can use traces because the map enclosure isn't necessarily a convex shape. So you could imagine a point where a trace in any direction would hit

Re: [hlcoders] Client to Server how to send a vector in single player mod? (Sorry about the double post,)

2008-03-02 Thread Minh
-- [ Picked text/plain from multipart/alternative ] network tables are meant to synch data between server and client w/ the Server being the authoritative entity. I don't think they will help you send data FROM the client --- Server Network table traffic is always server --- client. If you want

Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-25 Thread Minh
-- [ Picked text/plain from multipart/alternative ] right, that problem with the weapon models in the players crotch would require a simple recompile of the models but he also wanted the view models to be flipped to the right side, and that I believe would require some new code. I'm not aware of

Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-25 Thread Minh
-- [ Picked text/plain from multipart/alternative ] oh really? odd, I dont recall seeing such a thing. I never did look deeply into the weapon_XXX.txt script files.. Maybe someone could verify this for us/him. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To:

Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-24 Thread Minh
CS Source has code to flip the models cuz by default the models are left handed (you'll see this if you open them up in HLMV). And the reason the models are showing up in the players crotch is because you cant combine cs source weapons with hl2dm characters without modifying some code. I believe

Re: [hlcoders] CBaseAnimating not being rendered

2008-02-18 Thread Minh
-- [ Picked text/plain from multipart/alternative ] also try typing cl_showents 1 to make sure the entity shows up in the list of entities currently in the world. - Original Message - From: John [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 18, 2008 12:17

Re: [hlcoders] New HLCoder List Member - Hit detection question

2008-02-17 Thread Minh
-- [ Picked text/plain from multipart/alternative ] You could try using UTIL_TraceHull. I've used it succesfully to implement my dynamic spawning feature. Basically all you have to do is UTIL_TraceHull ( vecChecPoint, vecCheckPoint, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, pIgnoreEntity,

Re: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code?

2008-02-14 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Yea, you definately want to merge YOUR code to Valve's code.. not the other way around.. unless you think you've written more code than what Valve has written since EP1. - Original Message - From: Cale Dunlap [EMAIL PROTECTED] To:

Re: [hlcoders] Noesis Interactive wants to meet you at GDC 2008!!

2008-02-12 Thread Minh
-- [ Picked text/plain from multipart/alternative ] True, but a lot of mod developers with far less motivation than you or I, love having these easy to follow tutorials because they basically spoon feed them all the information. It saves them the time of labouriously going through the tutorials on

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

2008-02-05 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Can anyone point me in the right direction of how to either move the player's weapon model when zoomed in, or to simply hide it? I've tried things like setting the EF_NODRAW effect flag, but that prevents the weapon from firing or receiving

Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-03 Thread Minh
-- [ Picked text/plain from multipart/alternative ] yea, Jorge is correct in this regard. frame 9 15 means the animation consists of frames 9 - 15 - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 03, 2008 1:37 PM

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