Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tony "omega" Sergi
I'm no expert or anything, but following that link, and the source engine documentation: Q. Can I use Valve IP in my Source Mod? A. Yes. However, please make it clear on your store pages that your mod is a mod and not created by Valve. Also, please do not distribute levels directly taken from

Re: [hlcoders] Modding Problems

2016-05-15 Thread Tony "omega" Sergi
Pretty sure you can't do it anymore, because all of the content is now in vpks. So you need 2013 to be able to mount the other games, as they also use newer engine now. On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar wrote: > Hey guys, I am back again with another problem.

Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-05 Thread Tony "omega" Sergi
It's probably the encoding of the txt file. On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell wrote: > I decided to compile the stock SDK 2013 code today and the linux build > outputs the same error message when dedicate server is loading: > > CSoundscapeSystem::Init: Manifest

Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tony "omega" Sergi
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard < tobias.kammersga...@gmail.com> wrote: While we're at it, it'd be nice if vrad did the same calculations on model lighting as it does in newer engine branches like ASW/L4D2 and CSGO. I believe Tony Sergi once told me it could be implemented

Re: [hlcoders] Here's a challenge!

2015-07-29 Thread Tony omega Sergi
I'm still standing by what I said before, You either saved over top of your VMF's from 2012, and went over the limit again, or you lost your modified versions. The vmf's in your zips do not build with the orange box tools from 2012, or the ones that released with the SDK in the end of 2007. let

Re: [hlcoders] Modding Problems

2015-06-24 Thread Tony omega Sergi
, please tell me! Thanks! On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi omegal...@gmail.com wrote: if i remember correctly, it's sort of a bug. you need to replace a specific file, or gameui won't read certain strings. I can't remember which one right now though. On Fri, Jun

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tony omega Sergi
...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http

Re: [hlcoders] Goldsrc pev-solid

2015-06-05 Thread Tony omega Sergi
you have to modify pm_shared to do anything with player collision. changing the solid will just change interaction of the player with non-world/player entities. all player collision is handled via the movement traces/hulls. i don't have anything infront of me anymore, but it's all there. On

Re: [hlcoders] Modding Problems

2015-05-22 Thread Tony omega Sergi
folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep. On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com https://e.mail.ru

Re: [hlcoders] Modding Problems

2015-04-01 Thread Tony omega Sergi
Isgar gisg...@gmail.com wrote: My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you. On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com wrote: open existing sound files and sound scripts and look. also

Re: [hlcoders] Modding Problems

2015-03-31 Thread Tony omega Sergi
open existing sound files and sound scripts and look. also read the developer wiki. On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit?

Re: [hlcoders] Getting a Steam ID from the client

2015-02-07 Thread Tony omega Sergi
steamapicontext-SteamUser()-GetSteamID() On Sun, Feb 8, 2015 at 3:41 AM, David Buckley druck...@gmail.com wrote: How do I get a player's Steam ID on the client before they have started a game? Many of the functions require a Player (which doesn't exist until they launch a game). David

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-09 Thread Tony omega Sergi
I can try, I guess. On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics purban...@hotmail.com wrote: I woke up today and instantly was like: WTF was I thinking, he can't play the MOD, I only sent him the maps. :-) Do you want the whole thing? Can you investigate any further with that? I

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-08 Thread Tony omega Sergi
it says the brush 2088334, has an issue on side 5.. so.. use go to brush and fix the brush. On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics purban...@hotmail.com wrote: Tried compiling and I instantly get: ... brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw ...

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-16 Thread Tony omega Sergi
reason), the other two don't. Do you have any idea on how to get round this? Many thanks, Dave On 14 December 2014 at 08:12, Tony omega Sergi omegal...@gmail.com wrote: Oh, and adding to it; you can do it the same way the gamerules determines what weapon is used to cause damage

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-14 Thread Tony omega Sergi
the only time it's ever populated is if the weapon doing the damage actually sets it while constructing the damage info. default code, ie: single player, does not afaik. (look at FireBullets) On Sun, Dec 14, 2014 at 12:48 AM, David Buckley druck...@gmail.com wrote: Hi, I've been trying to

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-14 Thread Tony omega Sergi
what weapon an NPC is firing. On Sun, Dec 14, 2014 at 5:11 PM, Tony omega Sergi omegal...@gmail.com wrote: the only time it's ever populated is if the weapon doing the damage actually sets it while constructing the damage info. default code, ie: single player, does not afaik. (look

Re: [hlcoders] Sound issues

2014-08-19 Thread Tony omega Sergi
That's not really a good way to do an announcer. What you should do, is make a function on the client to play the announcements, via a byte or something (index in an enum) and dispatch the message (ie: register a msgfunc) to players, and let them play the sound locally on the client. You then

Re: [hlcoders] HUD/VGUI only in Render Targets?

2014-08-06 Thread Tony omega Sergi
possible? Thanks! Sent from Samsung Mobile Original message From: Tony omega Sergi Date:06/08/2014 17:24 (GMT+01:00) To: Discussion of Half-Life Programming Subject: Re: [hlcoders] HUD/VGUI only in Render Targets? Yes, it's possible out of the box. On Thu, Aug 7

Re: [hlcoders] Paused state

2014-07-21 Thread Tony omega Sergi
or.. just issue the pause command. which does the same thing. it stops simulation, stops time from advancing, but ui still clearly works, and it still renders, and will still take the commands, just.. run them after unpause. On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer kra...@siosphere.com

Re: [hlcoders] Paused state

2014-07-21 Thread Tony omega Sergi
ah, commands still go through. On Tue, Jul 22, 2014 at 11:44 AM, Tony omega Sergi omegal...@gmail.com wrote: or.. just issue the pause command. which does the same thing. it stops simulation, stops time from advancing, but ui still clearly works, and it still renders, and will still take

Re: [hlcoders] Problems with STL and min/max of Source Engine

2014-07-18 Thread Tony omega Sergi
I don't understand why you need to use stl at all.. when the reason why it's incompatible, is because pretty much every use of stl has been wrapped by valve functions in order to tie it all into the memory manager. tier1 is full of engine compatible containers and whatnot for anything you could

Re: [hlcoders] 2013 MP Thirdperson Animation Jitter

2014-06-16 Thread Tony omega Sergi
I haven't updated this in a long while, and is out of date, but, you can see the changes required to make the hl2mp player work like it did in the orange box SDK. https://github.com/tonysergi/source-sdk-2013/commits/master there also might be one thing missing that i had never committed for it,

Re: [hlcoders] 2013 MP Mod with NPC Support Crashing

2014-06-13 Thread Tony omega Sergi
do you walk animations have the correct motion extraction (LX stuff) in the qc? On Sat, Jun 14, 2014 at 11:57 AM, Tom Schumann schumann@gmail.com wrote: Are you getting any dump files? I don't think the engine should crash if it can't find a model anyway. On 9 June 2014 13:04,

Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-10 Thread Tony omega Sergi
What if you want single player AND multiplayer? On Tue, Jun 10, 2014 at 6:12 AM, Joe Ludwig j...@valvesoftware.com wrote: This options panel will appear if the game is marked as multiplayer_only in gameinfo.txt: GameInfo { game HALF-LIFE 2

Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Tony omega Sergi
@list.valvesoftware.com Subject: Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game You can't put ep2, or other Valve content not part of the multiplayer/single player installs into your own content depot? On Fri, May 30, 2014 at 1:36 PM, Tony omega Sergi omegal

Re: [hlcoders] goldsrc other clients hp in hud

2014-05-15 Thread Tony omega Sergi
curstate.health not pev-health ie: for (int i = 1; i MAX_PLAYERS; i++) { cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i); if ( pl pl-player ) { ALERT( at_console, [%s] has %i health\n, g_PlayerInfoList[i].name, pl-curstate.health ); }

Re: [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,

2014-05-14 Thread Tony omega Sergi
that hadn’t been rebuilt. Joe *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Tony omega Sergi *Sent:* Sunday, May 11, 2014 12:50 AM *To:* Discussion of Half-Life Programming *Subject:* [hlcoders] VR / Oculus - Broke as of Yesterday

[hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,

2014-05-11 Thread Tony omega Sergi
As of sometime yesterday, I can no longer use Oculus with the Source SDK 2013 Singleplayer binaries (based on the source code that is on the github). It always crashes on startup now with -vr on the command line. If I launch just source sdk 2013 singleplayer with -vr, it does initialize.. however

Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-13 Thread Tony omega Sergi
@hotmail.comwrote: Isn't prediction generally disabled in SP titles, though? I'm asking bercause cl_predictionlist doesn't show any predicted entities, neither when running my own .dlls nor in HL2 and cl_predict is disabled, too. *From:* Tony omega Sergi omegal...@gmail.com *Sent:* Friday, 11 April

Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-11 Thread Tony omega Sergi
*To:* hlcoders@list.valvesoftware.com That's very helpful, thanks. *From:* Tony omega Sergi omegal...@gmail.com *Sent:* Saturday, April 5, 2014 20:53 *To:* hlcoders@list.valvesoftware.com *PlayerMove::SetupMove / *Prediction::SetupMove ucmd-forwardmove *= 0

Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-05 Thread Tony omega Sergi
*PlayerMove::SetupMove / *Prediction::SetupMove ucmd-forwardmove *= 0; ucmd-sidemove *= 0; ucmd-upmove *= 0; *Input::ApplyMouse to stop it from adding. On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wave@hotmail.comwrote: I've found a

Re: [hlcoders] Testing new client code on production servers / VAC

2014-03-01 Thread Tony omega Sergi
it says it differs because on the dedicated server, it has a different copy of the client.dll. and vac doesn't even take effect unless binaries are digitally signed. On Sat, Mar 1, 2014 at 8:30 AM, Ryan Stecker voidedwea...@gmail.com wrote: VAC doesn't operate on sourcemods, you're free to

Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-18 Thread Tony omega Sergi
AFAIK networked vectors send the entire vector every time any element in them change. if nothing in the vector changes, the vector doesn't update. I may be wrong, but that's the way I've understood it to be. If you want a really good place to look to understand how the network delta stuff works

Re: [hlcoders] How hard would it be to make a 2D game in Source?

2013-11-16 Thread Tony omega Sergi
You could easily do it, I just don't understand why you'd bother because it's just overkill. You'd be better off just using something like Unity, or making it from scratch. On Sun, Nov 17, 2013 at 10:06 AM, Phlox Icon phloxi...@gmail.com wrote: I want to make a game in a similar style to The

Re: [hlcoders] Customize the loading screen

2013-10-05 Thread Tony omega Sergi
there is a gameui loading screen override method in the client, so you can insert a custom panel directly. (that's what tf2 does) On Sun, Oct 6, 2013 at 3:40 AM, Jan Hartung jan.hart...@gmx.de wrote: Hi, ** ** I’m looking for a possibility to customize the loading screen. Actually we

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-26 Thread Tony omega Sergi
Gamerules have to do it. As far as the server.dll is concerned, if you take a scratch code base, or hl2mp or whatever, it doesn't know what commentary is. On Fri, Sep 27, 2013 at 2:33 AM, Ross Bemrose rbemr...@gmail.com wrote: In TF2, opening maps for commentary seems to ignore the normal

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-12 Thread Tony omega Sergi
Your firewall is open? Your router is forwarding the correct ports? On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung jan.hart...@gmx.de wrote: sv_lan is set correctly and a heartbeat is sent as well, so that cannot cause the issue. ** ** ___ To

Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player

2013-09-11 Thread Tony omega Sergi
virtual ShadowType_tShadowCastType() On Thu, Sep 12, 2013 at 10:01 AM, eric.br...@dnbrown.net wrote: 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

Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player

2013-09-11 Thread Tony omega Sergi
, Tony omega Sergi omegal...@gmail.comwrote: virtual ShadowType_tShadowCastType() On Thu, Sep 12, 2013 at 10:01 AM, eric.br...@dnbrown.net wrote: 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

Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-13 Thread Tony omega Sergi
Because then users wouldn't be able to reconnect automatically, which Is what that he wants to happen. You could accomplish the same thing by using map instead of changelevel Which is obviously not what he wants to do. On Tue, Aug 13, 2013 at 6:18 AM, amck...@yahoo.com wrote: Why not add a ban

Re: [hlcoders] Show weapon world model on player when holstered

2013-07-27 Thread Tony omega Sergi
just make another entity class (client only) that handles additional items/weapons. and update them depending on the state of the item, attaching to whatever you would like, ie: make an attachment point on your player models back so holstered rifles can go there. Then you simply update them on

Re: [hlcoders] Hitbox calculation and sizes?

2013-07-09 Thread Tony omega Sergi
of course it's possible, but you have to change everywhere that uses VEC_HULL_MIN/MAX to use your own method of grabbing it. or just simply; don't use them from the gamerules in the player, instead make your own list of boxes/viewheights and then set them according to your 'class'. it also means

Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Tony omega Sergi
FYI, hl2, episode 1/2 etc, detect the same. On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote: There’s always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with

Re: [hlcoders] Error on trying to create new weapon base

2013-06-08 Thread Tony omega Sergi
you made a typo. #if defined( CLIENT_DLL ) #define CEquipCard C_EquipeCard #endif see it? :) On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote: Was trying to create a new weapon base but I keep getting shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653:

Re: [hlcoders] Error on trying to create new weapon base

2013-06-08 Thread Tony omega Sergi
, 2013 at 8:48 PM, Tony omega Sergi omegal...@gmail.comwrote: you made a typo. #if defined( CLIENT_DLL ) #define CEquipCard C_EquipeCard #endif see it? :) On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote: Was trying to create a new weapon base but I keep

Re: [hlcoders] How to find all enemies in the view cone of an NPC?

2013-05-02 Thread Tony omega Sergi
you use findentitiesinsphere (or one of the other findentities functions) to make a list of entities within range, and then you iterate the list and check if they're in Fov. -Tony On Fri, May 3, 2013 at 3:20 AM, Phlox Icon phloxi...@gmail.com wrote: I've been searching around and discovered

Re: [hlcoders] CBasePlayer::m_hUseEntity is never actually sent to the client despite being a networked variable

2013-04-13 Thread Tony omega Sergi
It is networked though, It's never been invalid for me; other than it's not predicted. So either something is wiping it out for you, or you're trying to catch an impulse use. It will only ever be valid outside of one frame (And networked) if it's a continuous use, (ie: holding the use button on

Re: [hlcoders] Slow-Mo

2013-02-17 Thread Tony omega Sergi
Since this Is HLCoders, I would assume that you're actually programming here. So, what I would do first is make a slowmo autogamesystem that manages the slowmo effect, ie: the start and stop and maintain. Start would setup a value for the start time, and the end time (when it's at lowest value)

Re: [hlcoders] Objective Entity (VGUI Help)

2012-09-24 Thread Tony omega Sergi
use the function ScreenTransform to convert world coordinates into screen coordinates which you can use to draw an object on the hud. -Tony On Mon, Sep 24, 2012 at 10:42 PM, tja...@comcast.net wrote: Hey guys, I'm trying to make somewhat of a objective entity that displays a text, similar

Re: [hlcoders] Plugin crash at ICollideable::GetCollisionOrigin().

2012-09-23 Thread Tony omega Sergi
the SDK Source code matches Source SDK Base 2007, not any of the other ones. the 2006 source code matches Source SDK Base, and no other game itself. If you want to run as if it was purely hl2mp, you need to leave it using AppiID 218, and then mount the hl2mp content. -Tony On Mon, Sep 24, 2012

Re: [hlcoders] Do procedural materials still work in 2007?

2012-08-27 Thread Tony omega Sergi
They're both procedural. either making a material proxy with a textureregenerator, or using DrawSetTextureRGBA, which does the same thing. -Tony On Tue, Aug 28, 2012 at 2:25 AM, Saul Rennison saul.renni...@gmail.comwrote: Using DrawSetTextureRGBA for drawing is no problem for me with CEF. Why

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-20 Thread Tony omega Sergi
could do it all code wise easily. On Sun, Aug 19, 2012 at 1:54 AM, Tony omega Sergi omegal...@gmail.com wrote: It's not that it's all over the place but rather they are different components of the entire process. The majority of the actual movement is handled inside gamemovement. the in_

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Tony omega Sergi
It's not that it's all over the place but rather they are different components of the entire process. The majority of the actual movement is handled inside gamemovement. the in_* (CInput) handles the raw input itself for the local client (and by default the view angles as manipulated by the mouse)

Re: [hlcoders] Is this possible ?

2012-05-29 Thread Tony omega Sergi
altogether... On Mon, May 28, 2012 at 11:04 PM, Nick xnicho...@gmail.com wrote: I find this code of yours to be quite interesting is there any chance we could get a copy or sample of how to recreate? On Mon, May 28, 2012 at 4:02 AM, Tony omega Sergi omegal...@gmail.com wrote: I only create

Re: [hlcoders] Is this possible ?

2012-05-28 Thread Tony omega Sergi
of the game system. On Tue, May 22, 2012 at 9:26 PM, Tony omega Sergi omegal...@gmail.comwrote: http://youtu.be/Zl1K4Ep9jVg That was mine. I'm sure i have the code laying around somewhere. Also, I did an alien swarm implementation as well, i'll look around for it, if need be. After thinking about

[hlcoders] bug in c_basenetity

2012-05-24 Thread Tony omega Sergi
I sent this to the licensee list, and figured I could also post it here: FYI:: Inside CalcAbsolutePosition() The following... if ( m_iParentAttachment != 0 (m_pMoveParent-GetFlags() EFL_SETTING_UP_BONES) ) should be.. if ( m_iParentAttachment != 0 (m_pMoveParent-GetEFlags()

Re: [hlcoders] Is this possible ?

2012-05-22 Thread Tony omega Sergi
it with CBaseEntity::Create ... On Sun, May 20, 2012 at 9:29 PM, Tony omega Sergi omegal...@gmail.comwrote: The point of this system is so that you DON'T have to network anything. You don't create an entity, and you don't network any information. If you start doing that, you might as well just make

Re: [hlcoders] Is this possible ?

2012-05-22 Thread Tony omega Sergi
.. On Tue, May 22, 2012 at 4:34 AM, Tony omega Sergi omegal...@gmail.comwrote: .. Make an AutoGameSystem. On Tue, May 22, 2012 at 2:17 PM, Psy_Commando psycomma...@gmail.comwrote: Finally got it to work, the server part at least. For some obscure reasons, my manager entity spawns only

Re: [hlcoders] Is this possible ?

2012-05-20 Thread Tony omega Sergi
with model data. Also, what do you mean Adam by assigning the sprites your particle manager? On Sun, May 20, 2012 at 1:26 AM, Tony omega Sergi omegal...@gmail.comwrote: I did something similar to this in Project Valkyrie for all projectiles that don't need special functionality like seeking

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-15 Thread Tony omega Sergi
, and ask for the next week what's still wrong. On Wednesday, May 2, 2012, Tony omega Sergi wrote: Like i said in the first place.. it's only simulating properly on ONE SIDE. which is why you're jittering. I'm sorry I don't have time to actually play with it for you, but if you

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-02 Thread Tony omega Sergi
the problem is with the rest of us. On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, what else could be causing jittering ? There is so little going on in that entity. On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi omegal

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-21 Thread Tony omega Sergi
As I said. looking at your prediction dump, it's not actually predicting properly. Either they're not updating at the same rate, or they're not running the same code producing the same results. see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg notice in red, velocity is 0 0 0 that

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-20 Thread Tony omega Sergi
. On Thu, Apr 19, 2012 at 11:40 PM, Tony omega Sergi omegal...@gmail.comwrote: I can't remember by reading that output, without seeing your code, but the prediction dump is showing that the entity is 0 0 0 on either the server or client. ie: it's only moving on one, and not both. That's your

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Tony omega Sergi
I can't remember by reading that output, without seeing your code, but the prediction dump is showing that the entity is 0 0 0 on either the server or client. ie: it's only moving on one, and not both. That's your jitter. -Tony On Fri, Apr 20, 2012 at 9:41 AM, Joel R. joelru...@gmail.com

[hlcoders] Bug with BloomScale

2012-03-29 Thread Tony omega Sergi
Minh discovered a *really silly* copy and paste mistake that I made in 2008: inside *viewpostprocess.cpp* -- static float GetCurrentBloomScale( void ) { *--snip--* //Tony; in multiplayer, get the local player etc. if ( (pLocalPlayer != NULL pLocalPlayer-m_Local.m_

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

2012-03-04 Thread Tony omega Sergi
PM, Joel R. joelru...@gmail.com wrote: http://www.youtube.com/watch?v=5y6a_oFtNiI On Thu, Mar 1, 2012 at 10:35 PM, Tony omega Sergi omegal...@gmail.com wrote: This actually will work in Source, as the input/view stuff is basically identical: http://articles.thewavelength.net/269/ -Tony

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

2012-03-01 Thread Tony omega Sergi
This actually will work in Source, as the input/view stuff is basically identical: http://articles.thewavelength.net/269/ -Tony On Fri, Mar 2, 2012 at 5:09 AM, Craig Louie craiglo...@gmail.com wrote: Thanks Joel! I'll also try out your method when I get home. I'll keep everyone posted on my

Re: [hlcoders] npcs not shooting their guns

2011-11-27 Thread Tony omega Sergi
I'm not entirely sure because it was hard to read, but if you fix all of the errors in the console spam, you might solve your issue... On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando psycomma...@gmail.com wrote: yeah, they have smg1 On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison

Re: [hlcoders] npcs not shooting their guns

2011-11-27 Thread Tony omega Sergi
) : Couldn't find attachment forward on skeleton Combine_Soldier.mdl for object comb1 But I'm pretty sure its some kind of conflict in the ai or weapon. On Sun, Nov 27, 2011 at 4:43 PM, Tony omega Sergi omegal...@gmail.comwrote: I'm not entirely sure because it was hard to read, but if you fix all

Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-30 Thread Tony omega Sergi
to the discussions. Like Jan said. Could be useful for brainstorming though... On Sat, Oct 29, 2011 at 10:53 PM, Tony omega Sergi omegal...@gmail.comwrote: This is the one and only time that i'm going to reply to anything you've said, *Pro-Tip*: Don't Post here when you're High. You make

Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-29 Thread Tony omega Sergi
This is the one and only time that i'm going to reply to anything you've said, *Pro-Tip*: Don't Post here when you're High. You make no sense 100% of the time. -Tony On Sun, Oct 30, 2011 at 5:11 AM, Sam aersi...@gmail.com wrote: just thought of this...one 'new' game based on tf2 might be

Re: [hlcoders] ATTN Valve: You broke something...

2011-09-17 Thread Tony omega Sergi
Did you even try it? On Sat, Sep 17, 2011 at 12:44 PM, Jonathan White killermonke...@gmail.comwrote: Not only is that the worst response known to mankind….. but it doesn’t fix anything. ** ** Sorry to be blunt, but this is clearly something wrong with the .dll recently updated by

Re: [hlcoders] ATTN Valve: You broke something...

2011-09-17 Thread Tony omega Sergi
And to be clear, that's right click -: Run As administrator. Mflux had the same problem, and this was what fixed it. Of course this is all under the assumption that you're running a version of windows that has UAC. On Sat, Sep 17, 2011 at 6:24 PM, Tony omega Sergi omegal...@gmail.comwrote

Re: [hlcoders] ATTN Valve: You broke something...

2011-09-16 Thread Tony omega Sergi
Run visual studio as administrator. On Sat, Sep 17, 2011 at 10:10 AM, Jonathan White killermonke...@gmail.comwrote: http://forums.steampowered.com/forums/showthread.php?t=2110439 A recent update introduced a very annoying bug when running a mod through visual studio... You get prompted with

Re: [hlcoders] Model entity attachment on weapon viewmodel

2011-08-21 Thread Tony omega Sergi
Do it on the client in CBaseViewModel. Create a client side entity and attach it to the view model. 2011/8/22 Arthur Blizzard atrblizz...@live.com Hello. I'm trying to create another model entity on the viewmodel which to be attached to the weapon. Basicly, what I'm trying to do is to use

Re: [hlcoders] Counter Strike SDK

2011-08-18 Thread Tony omega Sergi
of the server throws an error just tried to upload the files to the folders in cstrike when I start server in cs 1.6 i got an error User Msg 'ResetHUD': 1bytes written, excepted 0 2011/8/18 Tony omega Sergi omegal...@gmail.com SDK 2.3 absolutely works on steam. What makes you think it doesn't

Re: [hlcoders] Counter Strike SDK

2011-08-17 Thread Tony omega Sergi
SDK 2.3 absolutely works on steam. What makes you think it doesn't? On Thu, Aug 18, 2011 at 1:19 AM, Daku dawid szo2...@gmail.com wrote: i have SDK 2.3 but it doesn't work on steam ;/ if i had running source I was able to write their own very similar modification to CS. I am a disciple of

Re: [hlcoders] hlcoders Digest, Vol 5, Issue 17

2011-08-16 Thread Tony omega Sergi
Why are you on this list? This is not a blog. You don't want help obviously, and if you're going to post, please for the love of god edit out all of the previous emails. Secondly, You don't need to buy Sketchup, the free version has everything you'd need to make something for source, and there

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread Tony omega Sergi
don't use the asw animstates. just replace it entirely. unless you're planning on keeping marines as separate entities. On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando psycomma...@gmail.com wrote: Yet another question. This time about animstates. I'm trying to re-integrate parts of the hl2mp

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tony omega Sergi
btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods,

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tony omega Sergi
Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.comwrote: btw, there *really* aren't *that many* differences between

Re: [hlcoders] hlcoders Digest, Vol 4, Issue 16

2011-07-16 Thread Tony omega Sergi
I swear this guy is a bot. On Sat, Jul 16, 2011 at 5:13 PM, Sam aersi...@gmail.com wrote: How about making a game or toolkit around the SDK that's easier to learn or use? Maybe something that's useful for the people here, why are you all here now, and not working for a games company? How

Re: [hlcoders] Surfaceprop from trace on dedicated server fails (VALVE READ ME)

2011-05-26 Thread Tony omega Sergi
-- oh wow, this has been in my drafts for months unsent. Oops. -- does your dedicated server have all of the vmts? as most people know, you don't need to include vtfs in a DS package, but the DS still needs vmts and models for vcollide and material system to read surface props. On Sun, Aug 29,

Re: [hlcoders] Alive?

2011-05-10 Thread Tony omega Sergi
As do I. I rarely ever reply however. On Tue, May 10, 2011 at 7:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: I still read it, too... 2011/5/10 Jonathan Murphy nuclearfri...@gmail.com I still read everything.. :p ___ To

Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Tony omega Sergi
I would think, given that scaleform requires a license to use, and to attain their SDK, that noone would be implementing scaleform into SDK code, but would rather do it as a licensee, and into the engine properly. Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI. On Wed, Apr

Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Tony omega Sergi
It's destructing the container the pointer to your object is stored in, not the object itself. PurgeAndDelete on the other hand will destroy the object itself as well. On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma drunkenf...@hotmail.com wrote: Your point about #3 does indeed look fishy. I'm

Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Tony omega Sergi
did you make any changes to screenshakes? On Fri, Apr 1, 2011 at 1:14 PM, Maarten De Meyer maar...@off-limits.bewrote: No, both windows and linux. I suspected it was a valid construction. Still, that leaves me out of ideas :P --

Re: [hlcoders] Teleportation AMX Mod?

2011-03-02 Thread Tony omega Sergi
when they die, put their position into a vector. when they spawn, move them to the vector. -Tony On Wed, Mar 2, 2011 at 5:27 PM, Adam amckern McKern amck...@yahoo.comwrote: Its for a source mod Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 2/3/11, QSDev

Re: [hlcoders] Teleportation AMX Mod?

2011-03-02 Thread Tony omega Sergi
...@yahoo.comhttp://au.mc335.mail.yahoo.com/mc/compose?to=amck...@yahoo.com wrote: Check the attachment for my idea in a nut shell. Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 2/3/11, Tony omega Sergi omegal...@gmail.comhttp://au.mc335.mail.yahoo.com/mc/compose

Re: [hlcoders] V_Model Drawing after RemoveAllWeapons() on Server

2011-01-22 Thread Tony omega Sergi
player_weaponstrip just uses RemoveAllItems. but it still does't set the boolean to false. you have to actually do ShowViewModel( false ); in order to set the boolean. I don't have unmodified code here, but I don't believe it is ever actually used in unmodified code, it just exists. -Tony On

Re: [hlcoders] Tony's Rain Splash tutorial on VDC

2010-12-01 Thread Tony omega Sergi
Yeah, he's just not precaching it in the correct spot. move the precache to a normal precaching place. wow so cryptic, but i don't remember right now what the default locations are besides the player precache. On Wed, Dec 1, 2010 at 4:04 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I

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

2010-11-16 Thread Tony omega Sergi
... The particle system in 2007 is nearly identical to L4D's. The system was created for Orange Box. Now, if you're referring to the code based particle system.. that's been there since HL2 shipped. -Tony On Wed, Nov 17, 2010 at 6:08 AM, nick seavert atomicpo...@yahoo.com wrote: This is

Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-12 Thread Tony omega Sergi
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' dhlco...@wowway.com wrote: That's correct, it's used in the MP3 Player example. My bad, thank you! :D -Original Message- From: Saul

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

2010-11-10 Thread Tony omega Sergi
half-correct. they reside in their own lump, the static prop lump. the engine loads them -like- entities (they have a client-side render handle etc, and are pretty much identical to entities in that regard) and they do have a serialized index so decals created on the server can be applied to them

Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tony omega Sergi
I originally used your skeleton, but deleted all of it and went with my template because it was easier. hehe I have the modified skeleton stuff though if you want it at some point, but because of gameui, it ends up not being much of a skeleton, and you end up having to re-implement a lot. On

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Tony omega Sergi
omega Sergi omegal...@gmail.com wrote: Yeah, I'm in Korea. Anyway, I was messing around with the Alien Swarm stuff today and I've gotten most of the template ported over and working. Before it's easily useable I have to convert the VGUI panels though. http://www.omegaowns.us/omega/swarm

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Tony omega Sergi
you're welcome. I'm heading to bed, cuz i have to work in the morning, but here's the results of my Sunday: http://www.youtube.com/watch?v=PBZFPillw9E when i find more time i'll continue it, but this week i'm going to be very busy. -Tony On Sun, Oct 31, 2010 at 9:02 AM, Cory de La Torre

Re: [hlcoders] What happened to AdditionalContentId?

2010-10-31 Thread Tony omega Sergi
It was implemented purely in game code. and As far as I know, noone merged it out beyond the SDK code. On Sun, Oct 31, 2010 at 10:52 AM, Tom Edwards cont...@steamreview.orgwrote: I know all about that, but since the mod I'm working on doesn't have any binaries at the moment I wanted to avoid

Re: [hlcoders] Remember June 2006?

2010-10-30 Thread Tony omega Sergi
Yeah, I'm in Korea. Anyway, I was messing around with the Alien Swarm stuff today and I've gotten most of the template ported over and working. Before it's easily useable I have to convert the VGUI panels though. http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg When I have more time,

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