Re: [hlcoders] FW: SDK Needs to be fixed

2007-03-14 Thread Teddy
This is a bit of a wild guess, but perhaps the problem lies within the TE_HL2MPFireBullets() function, perhaps the UsePredictionRules() for the CPASFilter isn't working correctly. Mabey try adding the following to test this theory out: filter.RemoveRecipient( UTIL_PlayerByIndex( iPlayerIndex )

Re: [hlcoders] Accessing Friends information

2007-03-11 Thread Teddy
bitchin! thanks Wraiyth ScottL On 3/11/07, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/FriendsManager ? On 3/11/07, Teddy [EMAIL PROTECTED] wrote: Hey gang, I've been trying to figure out a way

Re: [hlcoders] swapping w_model to be held in other hand.

2007-03-11 Thread Teddy
I got this working for dystopia, in the weapons Draw() function I turned off the EF_BONEMERGE effect (bone merge will only merge with the bone named in the w_ model, usually the right hand bone), then making the weapon attach to a point on the players back. Note: I used a hack in the baseentity

[hlcoders] Accessing Friends information

2007-03-10 Thread Teddy
in ClientScoreBoardDialog.cpp, which references a extern IFriendsUser *g_pFriendsUser; Has anyone got this working, is this functionality still in the SDK? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] How to find the position of a func brush?

2007-02-18 Thread Teddy
Does WorldSpaceCenter() work on this? Since it uses the collision bounds, and not the world positioning? On 2/18/07, Minh [EMAIL PROTECTED] wrote: ahh, Ok, I just figured it out. In the .fgd I was supposed to add Origin next to the solid class definition. @SolidClass base(Targetname, Origin) =

Re: [hlcoders] MOVECOLLIDE_FLY_BOUNCE

2007-02-06 Thread Teddy
There's a bunch of reasons it might not be getting set, to troubleshoot this check out CBaseEntity::ResolveFlyCollisionBounce(), where it does SetGroundEntity( pEntity). Note that it checks trace.plane.normal.z to see if it's a flat surface, and checks if the entity velocity is less than 30

Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-30 Thread Teddy
We had the VAC problem a few weeks ago (where we had to run our servers with -insecure), but it's since resolved itself. We've never had any problems with the latest SDK causing the server to crash or shutdown. -Teddy On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Unfortunately I can

Re: [hlcoders] Particle prototyping

2007-01-30 Thread Teddy
I did some googling, it seems it's as simple as turning it on in the options! 1. From the Tools menu, click Options. 2. In the Options dialog box, open the Debugging node, and select the Edit and Continue category. 3. To enable, select the Enable Edit and Continue check box. 4. Click OK. Note:

Re: [hlcoders] removing decals at round start?

2007-01-23 Thread Teddy
engine-ClientCommand( r_cleardecals\n ); On 1/24/07, Minh [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi guys, Has anyone figured out a method of removing all the special f/x decals at the start of a round (or at

Re: [hlcoders] VPhysics Crash Dump

2007-01-23 Thread Teddy
He's right, this bug is weird. I've seen it on a test map for dystopia, luckily it's never happened on any production maps. You could try stripping the map back, and testing it piece by piece until you find the culprit. Or try some sacrafices to your gods, both methods are equally effective :-)

Re: [hlcoders] Custom Hull Box Problems?

2007-01-21 Thread Teddy
As well as setting the hitbox size for the gamemovement code, you'll need to also set the collision hull size in the players PostThink() function. CBasePlayer::PostThink() resets this every frame, so you'll need to do the same. On 1/22/07, Greg Scott [EMAIL PROTECTED] wrote: -- [ Picked

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Teddy
trace a ray back from the impact point to the center of the player (ignoring the player) and make sure it makes it and filter out the hit if it doesn't... Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Wednesday, January 17, 2007 8

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-17 Thread Teddy
. Our mappers will kill me if i do that (especially this close to release)!!! Anyone got any advice or a workaround for this problem? Cheers, Teddy On 1/17/07, Teddy [EMAIL PROTECTED] wrote: Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-16 Thread Teddy
in the baseclass is overriding it -Teddy On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote: I tried to answer this in the wiki page: USE_SPECIFIED_BOUNDS could also be used to solve this problem by specifying a constant box that is always larger than the space occupied by hitboxes in any animation. As a tradeoff

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-15 Thread Teddy
Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox

Re: [hlcoders] Split Collision Routines

2007-01-15 Thread Teddy
You could do it by creating a new collision group for your energy sheilds, and then putting rules in place in the GameRules::ShouldCollide (i think?) function so players don't collide with it. On 1/6/07, Daniel Menard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ]

Re: [hlcoders] Material Override on Model with 2 materials

2007-01-01 Thread Teddy
with valve's VertexLitGeneric. On 12/31/06, Teddy [EMAIL PROTECTED] wrote: You can't set more than one material to override per render pass. What you can do instead is make multiple skins on the model, then set the m_nSkin accordingly. Here's how to setup the model

Re: [hlcoders] Material Override on Model with 2 materials

2006-12-31 Thread Teddy
You can't set more than one material to override per render pass. What you can do instead is make multiple skins on the model, then set the m_nSkin accordingly. Here's how to setup the model: http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model On 12/31/06, Joel R. [EMAIL

Re: [hlcoders] November SDK - Final

2006-11-09 Thread Teddy
Try compiling memoverride-vc7.cpp instead of memoverride.cpp. This problem only happens if you compile the linux .so using the vc2005 .proj files i think On 11/9/06, Ratman2000 [EMAIL PROTECTED] wrote: Hello, i currently have an Problem with the new memoverride.cpp... I have included it in my

Re: [hlcoders] New SDK Update is Out As Beta

2006-11-03 Thread Teddy
it with vs2005 express? Or will we need professional for that? Thanks! Teddy On 11/2/06, Eric Van Huss [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] Yep it's the free one. It compiles and runs HL2MP fine with debug and release builds. You can even run it through the debugger

Re: [hlcoders] poorer prediction with new SDK?

2006-09-22 Thread Teddy
In the new SDK, StartLagCompensation happens on line #193 of sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done here so it doesn't effect player movement (aka sticky player collisions). The problem with this is if your weapon needs unlagged positions for anything other than firing

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-07 Thread Teddy
are linked, yet it still crashes at the same spot (CModAppSystemGroup::Create) On 8/25/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You reverse-engineered the missing functions? At 2006/08/24 03:25 AM, Teddy wrote: I've fixed up the choreo and mathlib linkers and made my

Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-07 Thread Teddy
Take it to the steampowered.com forums, this is not the place for that discussion On 9/7/06, Nathan Voge [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] For a brief moment I thought there was a god and then that died

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-03 Thread Teddy
PM, Teddy wrote: I got mathlib and choreo stuff compiling and running fine, now when i ld server_i486.so it says all symbols are linked, yet it still crashes at the same spot (CModAppSystemGroup::Create) On 8/25/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You reverse-engineered the missing

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-24 Thread Teddy
, often-lamented srcds bug where it fails to print dlerror() messages and abort when the .so is unloadable, you would not be aware that it was actually sneakily loading some other .so. At 2006/08/15 08:11 PM, Scott Loyd wrote: anything new on this? Teddy wrote: We're having the same problem

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-13 Thread Teddy
We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote: Hi Gavin- This issue appears to be well-known and we are working on a fix for this issue. -Mike -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] Getting VALVe Symbols files.

2006-07-26 Thread Teddy
Not very likely. If you think you've found a bug in the engine files, you might be able to send an mdmp to someone at valve and have them look at it, they're good like that. On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is there any way

Re: [hlcoders] Source SDK Update Released

2006-07-25 Thread Teddy
While you're waiting for the SDK update and if you want a good laugh, read this page: http://developer.valvesoftware.com/wiki/Building_MODs_with_Valve_Technology It's got such memorable quotes as Source and Steam have been designed with MODs in mind and The SDK is updated continuously and

Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Teddy
I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis [EMAIL

Re: [hlcoders] Render Targets taking a long time to create?

2006-07-18 Thread Teddy
As long as i can remember there's always been a delay.. so i just made sure to create all my render targets when on startup (i only have about 4, so it's no biggy) On 7/18/06, Garry Newman [EMAIL PROTECTED] wrote: I'm pretty sure that way back, like a year ago, the RTs were created almost

Re: [hlcoders] Vac

2006-07-18 Thread Teddy
I don't think old server files make vac work. I think it depends which steam server it connects to. If it connects to steam3, vac won't work, any others and it should be fine (or so i heard) On 7/18/06, Alfred Reynolds [EMAIL PROTECTED] wrote: Except for all the ones released before you using

Re: [hlcoders] Network Sound Overhead

2006-07-02 Thread Teddy
Perhaps it is the footstep sounds being transmitted from the server. Try making them client side (even triggered by events in the walk animation?) On 7/2/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm getting ridiculous amounts of sound network

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-28 Thread Teddy
- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, June 27, 2006 6:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Jerky Movement when player is on moving lift/elevator. No, but i would give up my first born

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-28 Thread Teddy
if you're talking about the hl2 mini-bloom mod (see http://forum.neotokyohq.com/viewtopic.php?t=378) well it's not selfillum textures. there's a whole lot of bloom in there. strictly speaking, it's not the HDR technologoy valve have made, with exposure and gathering on reflective surfaces, etc.

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Teddy
No, but i would give up my first born for it. Seriously, i've been trying to fix this for a while now, very frustrating On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello,

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Teddy
] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, June 27, 2006 6:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Jerky Movement when player is on moving lift/elevator. No, but i would give up my first born for it. Seriously, i've been trying to fix

Re: [hlcoders] Traces

2006-06-15 Thread Teddy
You can get the vector position of the point of collision in a trace_t, it's tracename.endpos On 6/15/06, John Sheu [EMAIL PROTECTED] wrote: Are there any model traces that give the actual point of collision, instead of just the 0.0f-1.0f value in a trace_t? IPhysicsCollision::TraceCollide()

Re: [hlcoders] TraceRay not hitting player's head

2006-06-15 Thread Teddy
Something very simple you should check (if you haven't already), load up the player model in model viewer and take a look at the hitboxes. Make sure the head hitbox matches is the right size and in the right position, it could be the cause of your problems and is very easy to fix On 6/13/06, JG

[hlcoders] Sticky player collisions fix

2006-06-12 Thread Teddy
is being used for the whole player command (including movement, the cause of this bug), but so far as i can tell you only really need to unlag players for hitscan weapon functions. Thoughts? -Teddy ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] steam issues

2006-06-06 Thread Teddy
This isn't the valve hotline, it's a mailing list for mod programmers On 6/7/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello all, I perfectly know that this is programming forum, but I'll still post that here cos I already saw [and felt on myself] how Steam support works and maybe

Re: [hlcoders] FW: Source Beta Engine Released

2006-05-12 Thread Teddy
It's great that we have this feature, so we can make sure our mods don't get broken by updates. I hope this known issue gets fixed soon: http://developer.valvesoftware.com/wiki/Source_Engine_Beta_Changelist#Current_Known_Issues -Mods that were built off of HL2 will continue to run the publicly

Re: [hlcoders] Source SDK Update Released

2006-04-19 Thread Teddy
the crap out of it then release it? On 4/20/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just wait for Episode one...then the friends beta, then they'll get to it On 4/19/06, Teddy [EMAIL PROTECTED] wrote: I don't want to seem impatient, but has

Re: [hlcoders] Supported Image formats

2006-04-18 Thread Teddy
You might be able to get some use from materials-GetBackBufferFormat() On 4/14/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's the best way to detect whether a client supports a certain image format? For my bloom I want to ideally create

Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Teddy
I was also expecting a SDK code update back in october, because the engine update at that time broke Dystopia (along with alot of other mods), but alas we had to do some hasty workarounds of our own. I can't quite believe it's been 10 months since the last SDK code update, especially given the

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-28 Thread Teddy
I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made strafe running quite jerky.. anyone else have this problem? On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-28 Thread Teddy
Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: March 28, 2006 3:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] speed increase when walking along walls, any fixes? I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-23 Thread Teddy
); currentspeed = sqrt( DotProduct(mv-m_vecVelocity, mv-m_vecVelocity) ); //omega; END WALLSTRAFE FIX // Reduce wishspeed by the amount of veer. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: March 19, 2006 7:56 PM To: hlcoders

Re: [hlcoders] Cartwheel jump/Rotate playerview

2006-03-23 Thread Teddy
Look in the baseplayer_shared at CalcViewRoll() function, you could hax that up to make their view roll On 3/24/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello there! I'm currently working on singleplayer mod, and I've been asked to

Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-03-19 Thread Teddy
The official line is thus; It's coming, but don't hold your breath. On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote: Hi, Are there any real plans to update the SDK to work with the 2005 line of Visual C++ or Visual Studio? I keep hearing people say it will come in the next update, but are

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-19 Thread Teddy
Wall running also gives you a speed boost in Dystopia. I haven't been able to find a fix for it, nfi why it happens, suffice to say i think it's a bug in the stock hl2 gamemovement code. On 3/19/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi,

Re: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread Teddy
Q: What does running HL2 do that Steam is so dependent upon? A: Update all the dlls in the \steam\steamapps\username\half-life 2\ directory that your mod uses. On 3/16/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So if our mod were already

Re: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread Teddy
Dystopia is having no such problems as far as I'm aware. But it's not using any of the HL2SP/HL2DM source code, it's using the barebones sdk instead... On 3/16/06, DAV [EMAIL PROTECTED] wrote: I tried to run HL2 and the zoom still doesnt work on the mod... Are you having the same problem?

Re: [hlcoders] Glue that damn player to the seat!

2006-03-13 Thread Teddy
I did this just yesterday, as it happens. You just gotta set the m_iParentAttachment when you SetParent() to make it align to that attachment point. I made a small hack function in cbaseentity so i could change this, as the SetParent( ent, attachindex) dosen't seem function correctly On 3/13/06,

Re: [hlcoders] Glue that damn player to the seat!

2006-03-13 Thread Teddy
, and they are no longer able to move. Do you think that m_iParentAttachment being set with SetParent(); would work? Thanks -Kramer On 3/13/06, Teddy [EMAIL PROTECTED] wrote: I did this just yesterday, as it happens. You just gotta set the m_iParentAttachment when you SetParent() to make

Re: [hlcoders] Network Optimization

2006-03-10 Thread Teddy
FL_EDICT_DONTSEND should stop the prop sending any info to clients, but wouldn't you need to transmit the position of the weld point anyways? I suppose you could send the weld position relative to the object just once, and you could calculate the position via that. In theory it should work, you

Re: [hlcoders] Source SDK Update Released

2006-03-10 Thread Teddy
Any news on the update David? Must be getting close now! :-) On 2/18/06, David Speyrer [EMAIL PROTECTED] wrote: Yep, we're still working on it. Thanks for being patient. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Wednesday, February

Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Teddy
Where do I find this file? On 3/11/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Thats prob 'part' of Brams code work from late 2003. --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Or maybe that's what they are planning for it.

Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?

2006-03-10 Thread Teddy
It looks just like a torrent, with the DownloadRate, UploadRate, PeersConnected SharingRatio elements. Cool bannanas! On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] C:\Steam\Public It's in the new friends beta. On 3/11/06, Teddy

Re: [hlcoders] Re: [hlds] Whining or true?

2006-02-19 Thread Teddy
No and uhhh no. On 2/19/06, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: I think Valve is not sure whether the complaints are real or are from whiners. For example: On the client side the video test in CS:S gave me an average FPS of 110, and that data was sent to Valve. But in the real

Re: [hlcoders] unannounced SDK changes?

2006-02-16 Thread Teddy
I just did a diff of the code, still the same as it has been for the past as many months On 2/16/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Actually vangelis, I to have noticed a difference, but its at a more basic level then a diff machine

Re: [hlcoders] Source SDK Update Released

2006-02-15 Thread Teddy
Any update on the SDK code update David? On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote: We're working on the SDK code update now and it should be released within the next few weeks. -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam

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

2005-12-29 Thread Teddy
Even when you get a mod team, keeping them isn't that easy. For the 12 or so people who actually contributed to Dystopia, we had over 60 people come and go over the past 2 years. Be prepared that people wont do work, or those that do will disappear from time to time, always have a backup person

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

2005-12-29 Thread Teddy
post usually garner the attention of the type of people you'd be looking for. -Jeff Katz Digital Paintball Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Yes but how DO you find people? On 12/29/05, Teddy [EMAIL PROTECTED] wrote: Even

Re: [hlcoders] A modification of shot distribution for Source

2005-12-29 Thread Teddy
This is really cool, I've implemented this in Dystopia and we're very pleased with the results. Biased spread rewards good aiming alot more, and that's what we like to see! :-) Thanks for posting this Tim! On 12/21/05, Jorge Rodriguez [EMAIL PROTECTED] wrote: Tim Holt wrote: I wondered about

Re: [hlcoders] Problems with Validation

2005-12-28 Thread Teddy
If you find you get a STEAM validation rejected when ever you try to load a map on a listenserver, make the following file: \steam\SteamApps\SourceMods\dystopia\cfg\listenserver.cfg and put the following command in it: sv_lan 1 On 12/28/05, Brian Smith [EMAIL PROTECTED] wrote: I have had a

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

2005-12-27 Thread Teddy
I was using the beta SDK, but vrad crashes when I compile. So i have to use the old hammer editor, which dosen't load many things properly because of the previously mentioned bug. This bug also effects faceposer and model viewer, i guess you could say the SDK is broken and merry christmas 3 from

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

2005-12-27 Thread Teddy
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 when I compile. So i

Re: [hlcoders] 64 Bit, and Valves Relase timetable

2005-12-27 Thread Teddy
to fixing it On 12/23/05, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hopefully Teddy. (Just made a post about this just after you did ;)) On 12/23/05, Teddy [EMAIL PROTECTED] wrote: An update has been released for HL2 Lost Coast with 64 bit

Re: [hlcoders] 64 Bit, and Valves Relase timetable

2005-12-22 Thread Teddy
An update has been released for HL2 Lost Coast with 64 bit support: http://www.steampowered.com/index.php?area=newsid=496 My question is, when the SDK code update is eventually released, how will mods be able to make 64-bit versions? Will it require a different code base for 32 64 bit versions?

Re: [hlcoders] video graphics

2005-12-20 Thread Teddy
http://support.steampowered.com On 12/21/05, Baer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I reinstalled winxp on my computer, reinstalled steam, everything looks good in hl1, but when I go to hl2 I get a black screen with orange lines on bottom right,

Re: [hlcoders] New weapons system

2005-12-16 Thread Teddy
One big problem with using attachments to put the weapon on the hands is you'd have to use BONEMERGE which means the model that gets attached (the weapon) must be static (no bones or animations). Also, coding a IK/Ragdoll system which would have bascially the same result as making it out of

Re: [hlcoders] SDK Beta Underway

2005-12-11 Thread Teddy
Hows the update progressing I wonder? Hopefully we can get an ETA soon, it'd be nice if it was ready before christmas. On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote: Don't have an ETA yet, but it's what we'll be working on now. -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] SDK Beta Underway

2005-12-09 Thread Teddy
Well it looks like cubemaps are built differently for HDR enabled maps, so it's possible the updates to this code will fix this bug. On 11/24/05, Justin Krenz [EMAIL PROTECTED] wrote: Is the issue with cube maps being excessively dark fixed at all or is that a completely different issue since

Re: [hlcoders] Soundcache.. what is it for?

2005-12-03 Thread Teddy
After looking at Dystopia's cache files with the Game Extractor tool from that wiki page, I can't help but wonder why they're so messy compared to the CS:S/DOD/etc counterparts. Perhaps creating these caches manually could give better performance? On 12/4/05, Evan Braa-Heidner [EMAIL PROTECTED]

Re: [hlcoders] Is there such a thing as a NULL model?

2005-11-26 Thread Teddy
I did this for the Fatman Fist weapon in dystopia. I modified the SetWeaponVisible() for the fist, so it would AddEffects( EF_NODRAW ); (which hides the world model) and then vm-RemoveEffects( EF_NODRAW ); so it shows the viewmodel On 11/27/05, Chris Janes [EMAIL PROTECTED] wrote: For early

Re: [hlcoders] Netchannel: failed processing message svc_Sounds

2005-11-22 Thread Teddy
I had that exact same error on a few servers after the DOD:S engine update about a month or so ago. The solution was to run a steam update on the server. On 11/23/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: To me it sounds like your project needs a clean complie (remove all the

Re: [hlcoders] SDK Beta Underway

2005-11-22 Thread Teddy
The updates to Hammer are terrific! Not only does it look better, but it seems run a whole lot faster for me. Does it have 64 bit support now? Great work guys! On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from

Re: [hlcoders] Re: Trapping Sprays

2005-11-15 Thread Teddy
Cheers, nice one Mani! On 11/15/05, Giles Millward [EMAIL PROTECTED] wrote: Spray Tag Tracking was released in my V1.2 Beta D version yesterday, I might port it back to the V1.1.0x series as it's pretty much standalone code and very useful. Regards Mani. www.mani-admin-plugin.com gt;

Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread Teddy
HDR cubemaps are already in-game (since the DOD:S update). It dosen't work properly without the new vrad of course.. On 11/11/05, John Standish [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] They need to impliment Parallax mapping lol. As for the HDR, I am pretty

[hlcoders] Source SDK Beta Approaches

2005-11-09 Thread Teddy
The VDC was updated earlier today (http://developer.valvesoftware.com/wiki/Main_Page) with the following news: Very soon we'll be beginning a beta of the next version of the Source SDK, which will be run in a similar way to how the Steam UI beta was run. When the beta is ready to go we'll have a

[hlcoders] Calculating hitboxes from TouchTrace()

2005-11-07 Thread Teddy
Hi gang, I'm having some trouble calculating which hitbox my projectile is hitting via the GetTouchTrace() function. The trace returned by this dosen't seem to return any hitbox data! Any ideas why there's no hitbox info? Also any ideas for a workaround? Cheers, Teddy

Re: [hlcoders] vgui::HTML, Flashlight

2005-10-19 Thread Teddy
I don't know if this is relevant or not, but i messed around with the vgui::HTML element a while ago and had it working on vgui_screens, and the scrollbars worked fine. vgui_screens obviously won't work anymore cause the vgui::inputinternal is busted, but perhaps there's a way to fix them

Re: [hlcoders] Steam update broken HL2 mods?

2005-10-12 Thread Teddy
I've been hearing the same from alot of our players, they still get the same error after patching. On 10/13/05, Brandon Canary [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just got the new updated and downloaded and third party games are still not launching :(

Re: [hlcoders] Steam update broken HL2 mods?

2005-10-12 Thread Teddy
do anything. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: October 12, 2005 6:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update broken HL2 mods? I've been hearing the same from alot of our players, they still get the same error after

[hlcoders] Steam update broken HL2 mods?

2005-10-11 Thread Teddy
I've been getting reports from a few dozen of our players that they've been unable to run dystopia since the last Steam UI update. They've been getting the following error: AppName: hl2.exe AppVer: 0.0.0.0 ModName: filesystem_steam.dll ModVer: 0.0.0.0 Offset: e66f I'll just note that this

Re: [hlcoders] Steam update broken HL2 mods?

2005-10-11 Thread Teddy
mod team cannot run any of the 3 rd party mod! I would like the update screwup the valve mod instead that would be more fun! - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, October 11, 2005 10:44 PM Subject: [hlcoders] Steam

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Teddy
I've not had any probs with hitbox latency, the unlag and interpolation works smoothly even at high pings. There are some huge problems for melee code, as there seems to be bit prediction errors when you get upu close to another player, but for ranged hitscan attacks it's fine. Teddy http

Re: [hlcoders] Upcoming Steam update and MODs

2005-10-06 Thread Teddy
The only bug I can see is there's a few mods missing from the most popular list... namely Garry's mod and Dystopia (according to http://steampowered.com/status/game_stats.html). On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked

Re: [hlcoders] Steam UI Update

2005-10-06 Thread Teddy
The only bug I can see is there's a few mods missing from the most popular list... namely Garry's mod and Dystopia (according to http://steampowered.com/status/game_stats.html On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain

Re: [hlcoders] Upcoming Steam update and MODs

2005-10-06 Thread Teddy
Ooops, wrong thread! On 10/7/05, Teddy [EMAIL PROTECTED] wrote: The only bug I can see is there's a few mods missing from the most popular list... namely Garry's mod and Dystopia (according to http://steampowered.com/status/game_stats.html). On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Teddy
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all explained here: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation On 10/7/05, Andrew Foss [EMAIL PROTECTED] wrote: sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that

Re: [hlcoders] How to apply a blur filter on a texture?

2005-10-05 Thread Teddy
You should check out the DoScreenSpaceBloom() function in view_scene.cpp, as the blurfiltery shader is used there On 10/6/05, Thomas TISSOT-DUPONT [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello the list ! I'm

[hlcoders] _rt_SmallHDR0 problems

2005-10-03 Thread Teddy
to be a very high resolution... Anyone else had probs with these? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] _rt_SmallHDR0 problems

2005-10-03 Thread Teddy
- From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, October 03, 2005 8:58 AM Subject: [hlcoders] _rt_SmallHDR0 problems Hey gang, I'm trying to code a shader that uses the _rt_SmallHDR0 _rt_SmallHDR1 render target textures via the GetSmallBufferHDR0

Re: [hlcoders] Re: Tier0_s.dll error when debugging Source Mods ( was: Last update has broken Mod shaders and is causing crashes )

2005-09-30 Thread Teddy
I still get the tier0_s.dll error when launching my mod from VS. I'm launching via hl2.exe, with standard command line params. It loads to console fine, but when i attempt to load a map/start a server, it errors out with tier0_s.dll error, followed by a steamclient.dll error. -Teddy On 9/30/05

Re: [hlcoders] Cubemaps Bug

2005-09-30 Thread Teddy
DAV, try turning off HDR when you do the buildcubemaps, and make sure you don't have -floathdr in your commandline. It looks like it's trying to build HDR cubemaps, but without the proper HDR skybox and whatnot. On 9/30/05, DAV [EMAIL PROTECTED] wrote: Can it be releated to what I am having but

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-27 Thread Teddy
] Last update has broken Mod shaders and is causing crashes I'd have to agree with Teddy, it is quite irking to the development community that this many problems have arisen. It is almost as if you have no formal QA department that you go through, and that is just ridiculous. Do you

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-26 Thread Teddy
I've fixed all the shader issues in Dystopia, however there's no point putting out an update till we get the SDK update, as there's still quite a few crashes occuring in the engine code since the last update. On 9/27/05, Alexander Galerakis [EMAIL PROTECTED] wrote: I'm not a coder or team member

[hlcoders] Crash in CreateModelInstance() since update

2005-09-24 Thread Teddy
? -Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-23 Thread Teddy
Since the last update, my shader files no longer load (eg. bin/game_shader_generic_sample.dll) and players are quite a few client and server crashes. Can we expcet a SDK update so we can work on fixing these? Cheers, Teddy http://dystopia-game.com

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