[hlcoders] The Advanced Shaders.

2006-02-13 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hey. Well im having some issues with the advanced_shaders. Ive built all the shaders and they have been placed in the shaders directory of my mod, then I compiled the shader DLL which has been placed in the bin folder. Then I made the texture

Re: [hlcoders] Pistol/Uzi

2006-02-13 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Which code are you using, the DMSDK, SPSDK, or the normal SDK. There is a difference, the DMSDK accesses the weapon damage from the script files, see weapon_parse.cpp The SP game uses convars in the gamerules that tell how much damage a bullet

Re: [hlcoders] HL2DM Updated Source?

2006-06-15 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] We are all waiting for it, till then we are stuck with rotting code. On 6/14/06, Michael Davidov [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Will the SDK be updated any time soon to incorporate the latest

Re: [hlcoders] studiomdl.exe not working?

2006-06-15 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Ive had this issue so I compile models to Half-Life 2 instead of my mod which is currently using the updated engine that doesnt work. On 5/25/06, Tony omega Sergi [EMAIL PROTECTED] wrote: I didn't bother trying out the beta engine because of

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

2006-06-27 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Well I have a solution to these issues, Valve should release the code updates. Our rotting code becomes more unstable each engine update it seems. On 6/27/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Ah, my mistake. I see what you

Re: [hlcoders] SteamAppId Update

2006-07-03 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] So can we expect this update in acouple weeks? ;) On 7/3/06, Alfred Reynolds [EMAIL PROTECTED] wrote: There will be a new, special, appid for multi-player Source engine apps that don't directly derive from a particular game (so rather than

Re: [hlcoders] Re: hlcoders digest, Vol 1 #2566 - 10 msgs

2006-07-04 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Before Unreal 3? Getting old I am. On 7/4/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Before Duku Nuken Forever? Alfred Reynolds wrote: You can expect it as soon as it is ready

Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Thats a big no. Rituals Content is not the property of Valve. On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote: Welp, now that hlcoders is working again, I'll re-post this. If the original post goes through, sorry. ;) Are we allowed

Re: [hlcoders] studiomdl.exe not working?

2006-07-10 Thread Ryan Sheffer
$modelname wtf.mdl $body Body wtf.smd $scale 1.0 $cdmaterials models $staticprop $surfaceprop wood_solid $upaxis Y $sequence idle wtf fps 3 It compiles fine without the $cdmaterials On 6/16/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart

Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] In this case we have a company that wouldnt apprieciate their work used in another game. But you could always make a private mod, I dont see any problems with that. On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote: Only reason I asked is

Re: [hlcoders] sin -- valve? ritual?

2006-07-11 Thread Ryan Sheffer
be no diff. than using content from hl2/hl2mp/CSS. You shouldn't export/copy/paste the content into your mod though. On 7/10/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thats a big no. Rituals Content is not the property of Valve. On 7/10

Re: [hlcoders] Portal

2006-07-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Im pretty sure there is a lot of extremely complex technology at hand here. Its not just rendertargets, they are seamlessly bending pixels to their will. And Im pretty sure they arnt using much shader technology either. I really wish I knew how

Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-06 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Well since Valve isnt releasing the code I guess ill just fix up the Obsidian Zombine some more. Its really not that complex of an npc. On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I keep glancing at this topic and thinking someone is

Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-10 Thread Ryan Sheffer
/alternative ] Just decompile the model and you'll see eveything what the Zombine can do :) Still, I thought it wasn't allowed to put Zombine in a mod without requiring EP1 for playing the mod but it doesn't seem that Valve does much about it. On 8/6/06, Ryan Sheffer [EMAIL PROTECTED] wrote

Re: [hlcoders] Strange Bullet Impact Sound Problem

2006-08-22 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Has anyone come across anything to do with this issue? We have been really struggling to find the cause, but to us it seems something is set on the engine to make these sound replacements as a possible debug feature. We are using release DLLs for

Re: [hlcoders] FileSystem_Steam.dll Crash

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Its sorta a feature to keep debug code from getting out or perhaps letting the coder know what dlls they are. Normally noticable with asserts and a large file size. :p -allowdebug as mentioned above fixes the issue. On 8/29/06, Snakez [EMAIL

Re: [hlcoders] Re: func_breakable_surf func_door_rotating (Scott Loyd)

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] havnt seen this, but have noticed the movetype is set to some invalid int like 567. On 8/24/06, TheDisturbedOne [EMAIL PROTECTED] wrote: Uh, it twitches back and fourth while moving extremely slowy in the direction it's supposed to move.

Re: [hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Yea its toast, we are working on a way around this. Havnt been making much progress im afraid. On 8/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey, It seems that with the new

Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Yea really :p But the problem we noticed was the movetype is set to an invalid type, somewhere up in the 500's. There is only like 8 or something :p Havnt figured that one out, too many other problems to squash atm. On 8/24/06, TheDisturbedOne

Re: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Im also wondering what this is, IsFrameLocking()... Possible problem with our models? On 8/26/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: AssertOnce( pModelCache-IsFrameLocking() ); This assert is always hit, both server-side

Re: [hlcoders] Some Real problems in new Source Code

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Yes, the tonemap controller will need to be added to your project file. On 8/26/06, Sylvain Rochette [EMAIL PROTECTED] wrote: Well if you do your merge correctly you will see they are new file to add in the project (entity), you need to add

[hlcoders] Sound Script Entry referencing MP3 music file crash on dedicated server.

2006-08-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] During recent mod testing my team has come across some issues with sound script entries using MP3 format sound files. This problem only occurs on Dedicated Servers which we test on. The crash is server side. Example script entry: song_hl1_20 {

Re: [hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-30 Thread Ryan Sheffer
of the players and entities. On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea its toast, we are working on a way around this. Havnt been making much progress im afraid. On 8/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote

[hlcoders] Re: Sound Script Entry referencing MP3 music file crash on dedicated server.

2006-09-02 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] No one knows? I mean even people testing mp3s. I just need to know if its our problem. On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote: During recent mod testing my team has come across some issues with sound script entries using MP3 format

Re: [hlcoders] Re: Sound Script Entry referencing MP3 music file crash on dedicated server.

2006-09-06 Thread Ryan Sheffer
wave *#weapons/blur.mp3 } So i dont know if its your code, or what... Adam --- Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] No one knows? I mean even people testing mp3s. I just need to know if its our problem

Re: Re[2]: [hlcoders] Half-Life: Source source code

2006-09-08 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] You can download the HL 1 SDK which includes all the HL1 npc code. On 9/8/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello Jeffrey, Friday, September 08, 2006, 10:05:16 PM, you wrote: JbB But they did originally release the HL1 game

Re: [hlcoders] Half-Life: Source source code

2006-09-08 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Fair enough, even tho HL:Source isnt really worth buying unless in some bundle. I dont remember actually playing through it like I originally planned since it wasnt much more than hl1 which I had already beat a good 5 times. On 9/8/06, Tony

Re: Re[4]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] They really only have to include the hlsource cpp's and headers. Not have them included in the project files. On 9/9/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Probably because it's

Re: [hlcoders] mat_dxlevel 0 in my mod?

2006-09-19 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] The only way I could fix it was by setting -dxlevel 95 as you said above. Try doing this with base sdk as well. Other than that, hope you figure it out. On 9/15/06, Jochen Werner [EMAIL PROTECTED] wrote: This is a multi-part message in MIME

Re: [hlcoders] Coded Ironsights

2006-10-19 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Well remember the view model is just a model floating in front of the camera, it is moveable. Exploring the class to learn more about it would help. On 10/15/06, Daniel Menard [EMAIL PROTECTED] wrote: Just use an animation and call it when you

Re: [hlcoders] Movetype Problem

2006-12-13 Thread Ryan Sheffer
. I'd set a memory breakpoint on a test entity's movetype member variable and debug it that way. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: Wednesday, December 13, 2006 4:39 PM To: hlcoders

Re: [hlcoders] GameMenu positioning

2006-12-13 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Moving them out of their order is not possible, but moving the set of options is possible in the ClientScheme.res file. I think its that. As for the commands for opening the windows, GameMenu.res. If you want to make a unique menu you will have

Re: [hlcoders] Movetype Problem

2006-12-13 Thread Ryan Sheffer
there. Like some array that contains small numbers in CBaseEntity is overflowing or underflowing the array bounds. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: Wednesday, December 13, 2006 5:02 PM To: hlcoders

Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] You can use current code to create a polygon sphere but no collision as far as I know. On 1/18/07, Jed [EMAIL PROTECTED] wrote: Just an idea, how about a model? Several effects in HL2 are model based - the combine ball, the big explosion

Re: [hlcoders] Server Side Flashlight Effects

2007-01-28 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] The effects themselves are client side as far as I know. The dynamic spotlight from the players shoot position. The shader flashlight effect from the players POV can also be altered on the client. On 1/25/07, Mukkan Yhtiö [EMAIL PROTECTED]

Re: [hlcoders] Particle prototyping

2007-01-31 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] For VS 2005 just compile the code, run the mod and mount the program in VS. Edit and compile works fine that way. But large changes don't work out like say adding a new if statement doesn't always work out. On 1/30/07, Matt Stafford [EMAIL

Re: [hlcoders] Game Launched - Code Execution

2007-01-31 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] What? Steam Game List? On 1/31/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: I would like to execute some code everytime the game is back on the menu screen; where is the best place to put the code? I was thinking void

Re: [hlcoders] Vehicle pose parameters instability

2007-01-31 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Pose Parameters on player weapons completely stopped working after the update for us. We haven't done much debugging to pin point the problem though. Will soon enough. On 1/30/07, Minh [EMAIL PROTECTED] wrote: Sorry, that didn't fix it for me

Re: [hlcoders] KZMOD and the Wall Bug, we are back, and so is it.

2007-02-04 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] In the end I bet you would have to create your own movement for the players. In HL2 things are a fair amount different, a fair amount worse imo. Physics being as they are in MP games, client and server physics not matching so interpolation never

[hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-15 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hi I'm just wondering if there is an easy way of sending say a model, sound, txt, material file from the server to a clients machine. I can think of a way of doing this, but before I go with a more manual approach, perhaps Valve have left us

Re: [hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-20 Thread Ryan Sheffer
can't use this method to update existing files. On 2/15/07, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi I'm just wondering if there is an easy way of sending say a model, sound, txt, material file from the server to a clients

Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-07 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] We had this problem and fixed it, it was long ago though and I cant remember. My friend might remember so ill get back to you if I find the answer. On 3/6/07, John Sheu [EMAIL PROTECTED] wrote: On Tuesday 06 March 2007 11:32 am, REBEL wrote:

Re: [hlcoders] Animation Blending

2007-04-26 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Blending animations is done in the QC when not using snap. On 4/21/07, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's the best way to do animation blending from the code? Ultimately I want to

Re: [hlcoders] View Snapping when other players enter vehicle

2007-06-06 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Of course there is that player view snap in the code I noticed once. That might be a good place to start. Its probably sending the command to every client instead of just the driver. -- ~skidz -- ___

Re: [hlcoders] keyvalues transfer

2007-06-29 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] I advise figuring out a way to keep your entity work as server side as possible in this case. On 6/14/07, Garry Newman [EMAIL PROTECTED] wrote: No is the short answer. There's 2 ways to get data from client to server. First off is sending

[hlcoders] Using a different client side model for players, leaving the server player model static.

2007-08-09 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hey Half-Life 2 coders! I have a question about models on the client and server, specifically what is required to have a different model than the server but keep things running smoothly. I have managed to get the client side player model

Re: [hlcoders] Using a different client side model for players, leaving the server player model static.

2007-08-10 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] For our idea we need the client side to precache the model since the model wont necessarily exist on the server side. On 8/9/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: We did something similar for our alien vision, since the alien sees all

Re: [hlcoders] Using a different client side model for players, leaving the server player model static.

2007-08-10 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hey Maarten, are you precaching the model on the client only like I am or are you precaching on the server which in turn precaches on the client and creates an index for the model which is shared between the client and server engine. I am

Re: [hlcoders] Using a different client side model for players, leaving the server player model static.

2007-08-18 Thread Ryan Sheffer
in client side entities so it should be useful outside of this example. Thanks again Ryan. On 8/10/07, Ryan Sheffer [EMAIL PROTECTED] wrote: Hey Maarten, are you precaching the model on the client only like I am or are you precaching on the server which in turn precaches on the client and creates

Re: [hlcoders] questions

2007-10-11 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Scary, 8 threads... On 10/11/07, Mike Durand [EMAIL PROTECTED] wrote: We default to taking advantage of no more than three threads due to some problems that we believe to be due to cache issues with current quad-core processors. You can

Re: [hlcoders] HL2MP, DODS, CSS engine

2007-10-11 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Mike, Valve has plans to update all current source games ( CSS, DODS, etc.. ) with the new engine? I thought you guys were going to split the engine in two, one being the old engine, the second being the 2007 engine. Personally I would love to

Re: [hlcoders] Weapon holsters

2007-10-11 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] When a weapon is holstered it is merely hidden, but it is still there floating on the player. Just go into the base code and change that, make the weapon attach to a back bone or something and not hidden. On 10/11/07, Emiel Regis [EMAIL

Re: [hlcoders] Map Backgrounds

2007-10-12 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] I remember this from half-life 2 dm or something in the past. When the background map loaded it also added it to the server list and people would join your background map and you would see them walking around. Pretty funny. On 10/7/07, Daniel

Re: [hlcoders] questions

2007-10-12 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Sounds expensive :P On 10/11/07, Ondřej Hošek [EMAIL PROTECTED] wrote: Dell makes servers with two Xeons, four cores each. Brings you nicely to eight cores total. ~~ Ondra On 11.10.07 22:33 Uhr, Ryan Sheffer wrote: -- [ Picked text

[hlcoders] Cinematic Physics

2007-10-16 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Just finished Half-Life 2 Episode 2 and I loved it, and the time has come for us modders to get to work with some of the new tech. Noticing Cinematic Physics in-game, I wondered how flexible this really is. Any clues on how it actually works? Me

Re: [hlcoders] Old GMod Hud (How to?)

2007-10-25 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] The last float in that function being a time perhaps? I don't think this would be the best way of doing it. If you only wanted it to exist while the window was open, you have no object to hide. On 10/23/07, Drak [EMAIL PROTECTED] wrote: Ah,

Re: [hlcoders] HL2_EPISODIC in preprocessor of HL2MP SDK

2007-10-25 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] I don't see why it would be required, its up to you. Most of which that preprocessor define enables has to do with the Half-Life 2 AI and not HL2MP gameplay. On 10/23/07, Janek Le_Vert [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

[hlcoders] Mod name in steam friends fluctuates when mounting multiple GCFs.

2007-10-25 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hey Source SDK moding community mailer! This email is more of a bug report for Valve, their current way of getting game information isn't work so well with mods mounting multiple GCFs with code. As a mod using engine functions to mount GCFs such

Re: [hlcoders] Mod name in steam friends fluctuates when mounting multiple GCFs.

2007-10-27 Thread Ryan Sheffer
version are you using btw? Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Hey Source SDK moding community mailer! This email is more of a bug report for Valve, their current way of getting game information isn't work so well with mods mounting multiple GCFs

Re: [hlcoders] New SDK problems

2007-11-07 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Really looking forward to a working lighting preview. On 11/7/07, Jake Breen [EMAIL PROTECTED] wrote: Should be possible, although don't use any new displacement features or new entities. Minh wrote: -- [ Picked text/plain from

Re: [hlcoders] RE: SDK Know Issues

2007-11-07 Thread Ryan Sheffer
Really just want that Hammer 3D Lighting Preview fixed :) Oh, are the info_particle_system's suppose to be error models? On Nov 7, 2007 8:20 PM, Mike Durand [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Uh.. make that

Re: [hlcoders] RE: SDK Know Issues

2007-11-07 Thread Ryan Sheffer
Yes I realize this, and I was just stating that it should be in higher priority, that is, unless they choose to release the particle editing tools next. All I know is that I am talking with a Valve employee which has asked for feedback, and a mention of the lighting preview just happened to be

Re: [hlcoders] RE: SDK Know Issues

2007-11-07 Thread Ryan Sheffer
oh and Thanks, we really appreciate you helping us out. :) On Nov 7, 2007 8:46 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: Really just want that Hammer 3D Lighting Preview fixed :) Oh, are the info_particle_system's suppose to be error models? On Nov 7, 2007 8:20 PM, Mike Durand [EMAIL

Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Ryan Sheffer
Here is a screenshot of a couple sprites in hammer, notice how you can hardly read them now? http://www.obsidianconflict.com/skidzimages/spritequality.jpg Also, 3D Shaded Preview only works on models but not brushes. The same thing for the 3D lighting preview. The two problems possibly related?

Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Ryan Sheffer
It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player classes, lag compensation and prediction. I would advise HL2MP to newer coders. As for the Ep2 SDK, it isn't

Re: [hlcoders] Muzzle Flash Fix + BloodSpray

2007-11-11 Thread Ryan Sheffer
Take a look at the baseclass fire() function for bullets. It goes through all the steps from leaving decals on the world and models to throwing particles. On Nov 11, 2007 10:24 AM, Josh Marshall [EMAIL PROTECTED] wrote: Hey, A single-player mod im working on requires to use models from CSS,

Re: [hlcoders] Simple stealth effect

2007-11-11 Thread Ryan Sheffer
I believe there is a problem with trying to fade / change alpha on certain materials. On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote: I have noticed the same thing in a few places, like GMod. Anytime something nearby (perhaps just on the hud?) is changing opacity, it flickers

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Ryan Sheffer
Valve is in a tough position with the cinematic physics, they will have to most likely create their own version of the third party application they used, and that is a lot to expect. On Nov 10, 2007 11:21 AM, Τeo95 [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ]

Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Ryan Sheffer
Just create a stub for it and throw the cleanup flag on top. Someone is bound to see it and clean up the article. On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote: Never mind about creating that article, can't describe how they work :x Jake Breen wrote: I'll try and start an

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Ryan Sheffer
I think they might be using an XSI plugin. On Nov 11, 2007 4:11 PM, Kevin Ottalini [EMAIL PROTECTED] wrote: http://en.wikipedia.org/wiki/Source_engine quote: Cinematic Physics oversees the destruction of a two-storey forest shackDuring the July 2006 Electronic Arts Summer Showcase press

Re: [hlcoders] Re: Cinematic Physics?

2007-11-12 Thread Ryan Sheffer
Ouch, $1,495.00 :p On Nov 12, 2007 12:00 PM, Mike Durand [EMAIL PROTECTED] wrote: We are using a customized version of this Maya plugin: http://www.blastcode.com/productinfo/megaton.php From what I've been told it is still a whole lot of work even with this tool. -Mike -Original

Re: [hlcoders] Orane box source code

2007-11-12 Thread Ryan Sheffer
future update indeed, ill probably be in an old folks home by the time its released. ;) On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote: Safely in the hands of Mike Durand, it hasn't been released yet, but will be released in a future update to the Source SDK.

Re: [hlcoders] Orane box source code

2007-11-12 Thread Ryan Sheffer
I'm 21, how :old: will I be when its released? On Nov 12, 2007 9:11 PM, Mike Durand [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Depends. How old are you right now? - Original Message - From: [EMAIL

Re: [hlcoders] Blending into and out of an animation using BaseAnimatingOverlay

2007-11-14 Thread Ryan Sheffer
Do your new animations have 'blend' in the qc? On Nov 14, 2007 9:24 PM, Christopher Harris [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have developed an emote system which works perfectly except that I am unable

Re: [hlcoders] Re: Cinematic Physics?

2007-11-14 Thread Ryan Sheffer
How many of us are 'potential sales'? ;) On Nov 13, 2007 12:14 PM, Andrew Timson [EMAIL PROTECTED] wrote: On Nov 13, 2007 7:31 AM, Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED] wrote: VALVe could pay a special license and redistribute it freely... $1,495 is the cost of only 30 Orange Box packs.

Re: [hlcoders] Blending into and out of an animation using BaseAnimatingOverlay

2007-11-15 Thread Ryan Sheffer
models are setup to refrence undecompiled the npc animation models. Decompiling them does not work because gestures do not decompile properly if there is more than one, plus other problems with the formatting of gesture blocks, etc. - Original Message - From: Ryan Sheffer [EMAIL

Re: [hlcoders] movement code

2007-11-17 Thread Ryan Sheffer
Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation scroll down to Client Side Prediction. Explains player movement prediction and interpolation. On Nov 17, 2007 2:57 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote: Thx for the answer but i knew those files already. I´d need

Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-17 Thread Ryan Sheffer
This is the biggest complaint with TF2, but I personally don't mind them. I agree with the server console command. Also, we should keep this discussion on the Steam forums, this is the coders mailer. On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: only thing I think crits

Re: [hlcoders] Any Source 2007 code update?

2007-11-26 Thread Ryan Sheffer
Don't expect it this year, maybe January. On Nov 26, 2007 4:18 PM, Jeremy D [EMAIL PROTECTED] wrote: This is Valve we're talking about. They don't release things till they think it's perfect. And I know what you mean. I have an entire mod on hold as well. Joel R. wrote: Is there any news

Re: [hlcoders] Dynamic viewmodel hand attachment

2007-11-26 Thread Ryan Sheffer
You use the same bone structure for the hands with every model, only the bone structure. Then you have your lone smd with the hands mesh in it, add it as a sub model and bingo. On Nov 26, 2007 3:36 PM, Emiel Regis [EMAIL PROTECTED] wrote: Hi, I've noticed that in Insurgency and CS:S there is a

Re: [hlcoders] blood/decals/ragdolls

2007-11-26 Thread Ryan Sheffer
For your client side ragdoll you could use the ImpactTrace function to spawn some blood. There are a number things keeping an actual decal from appearing on the ragdoll. Take a look at the shared fire() function and follow it in a debug where it does the bullet impact effects and crap. I believe

Re: [hlcoders] Any Source 2007 code update?

2007-11-26 Thread Ryan Sheffer
(memzero) Ryan Sheffer wrote: Don't expect it this year, maybe January. On Nov 26, 2007 4:18 PM, Jeremy D [EMAIL PROTECTED] wrote: This is Valve we're talking about. They don't release things till they think it's perfect. And I know what you mean. I have an entire mod on hold as well

Re: [hlcoders] Removing the RPG Laser on trigger?

2007-11-29 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Outside of coding, not possible. With coding, create a new trigger that when a player enters, disables the RPG laser if the player is holding one, and enables it again when the player leaves. If that is what you are looking for. On Nov 29, 2007

[hlcoders] Entity stuck in world geometry.

2007-11-29 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hi I was wondering if there was an easy way of determining if an entity was stuck in the world. I could check the collision bounds vectors with ( enginetrace-GetPointContents( VECTORPOINT ) MASK_SOLID ), but I bet there is an easier way.

Re: [hlcoders] Entity stuck in world geometry.

2007-11-29 Thread Ryan Sheffer
solid BUT the area inside the bounding box could still be in something solid. For this kind of check, I usually use UTIL_TraceHull ( vecTestOrigin, vecTestOrigin, VEC_HULL_MIN, VEC_HULL, MAX, MASK_SOLID, ignoreEntity, trace) - Original Message - From: Ryan Sheffer [EMAIL PROTECTED

Re: [hlcoders] Animated Decals on Models

2008-01-13 Thread Ryan Sheffer
with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41

Re: [hlcoders] Any Source 2007 code update?

2008-01-13 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats

[hlcoders] Asserted in Release DLLs... Spooky

2008-01-15 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] This is the bizzarest thing but I kid you not, we are getting an assert on release dlls. Seems to happen no matter what. http://www.obsidianconflict.com/skidzimages/assert.jpg It only happens on one of the ravenholm maps when you jump in the

Re: [hlcoders] Minor Update Today

2008-01-26 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Thanks Mike, you have done so much work for us. I know we put you through hell sometimes. ;) Another naggy source coder Ryan On Jan 26, 2008 2:46 AM, Daniel Glenn [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ]

[hlcoders] And now for something completely different.

2008-01-26 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Who is this (sjb) guy in the source code? Steve Bond? Ive seen comments from him before, and a recent one: //m_flWait = 2; who the hell did this? (sjb) He didn't like that :O -- ~skidz --

[hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-28 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control. The dreaded! BING* Host_Error:

Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Ryan Sheffer
would be an issue unless you were like GMod and mounting a bunch of other content (like sounds from cs, dod, tf2, ep2, portal etc).. but something must be going wrong for you to be overflowing. Hope that helps garry On Jan 29, 2008 6:59 AM, Ryan Sheffer [EMAIL PROTECTED] wrote

Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] dammit Valve, is there no end to your money making? ;) On Jan 29, 2008 2:26 PM, Adam Buckland [EMAIL PROTECTED] wrote: Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be

Re: [hlcoders] OB SDK

2008-01-29 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Only problem I remember running into was the npc_advisor_shared.h, and from some research it looked like it contained nothing more than some shared defines which we just recreated. On Jan 29, 2008 12:24 PM, Devin Dawson [EMAIL PROTECTED] wrote:

Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] just change the folder name mike, we like playing with this dev stuff. ;) On Jan 29, 2008 2:15 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is that a tactical (PR) way of saying 'Woops, I

Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Ryan Sheffer
On Jan 29, 2008 7:32 PM, Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the advice, looks like we have some work to do. :) I would say the question now is, will we end up running into any problems not having engine access? Thanks again Ryan

Re: [hlcoders] Portal

2008-02-02 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Having the code to add the portal gun would be great, but me thinks Valve don't want us to make portal mods. On Jan 30, 2008 8:03 AM, Qazzian [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] All I can find are files related to

Re: [hlcoders] Portal

2008-02-03 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Because I remember them saying they were going to include the Portal code with the SDK. I guess you missed that. ;) On Feb 2, 2008 1:21 PM, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Ryan Sheffer wrote: -- [ Picked text/plain from

Re: [hlcoders] Portal

2008-02-04 Thread Ryan Sheffer
and stuff saying that. It was not an official announcement of ANY kind that I'm aware of. Infact, I remember reading posts about it, and I was thinkin to myself, Boy those people are surely going to be dissapointed. -Tony On Feb 3, 2008 9:45 PM, Ryan Sheffer [EMAIL PROTECTED] wrote

Re: [hlcoders] Portal

2008-02-05 Thread Ryan Sheffer
/alternative ] On a slightly related issue... hl2_gamerules.cpp says: #if !(defined( HL2MP ) || defined( PORTAL_MP )) hmmm On Feb 5, 2008 2:54 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Indeed

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