[hlcoders] GoldSrc - How does the map list work in Create Server?

2011-12-09 Thread James Marchant
Hi. I'm wondering how you control which maps do/don't show in the map list in Create Server in GoldSrc. In my mod, all maps show, including singleplayer maps. In normal Half-Life, only the MP maps show. Any ideas?

Re: [hlcoders] GoldSrc - How does the map list work in Create Server?

2011-12-09 Thread James Marchant
://developer.valvesoftware.com/wiki/The_liblist.gam_File_Structure#mpfilter - Steam only 2011/12/9 James Marchant james.march...@live.com Hi. I'm wondering how you control which maps do/don't show in the map list in Create Server in GoldSrc. In my mod, all maps show, including singleplayer

Re: [hlcoders] GoldSrc Client - Server communication?

2012-08-25 Thread James Marchant
I would also very much like to know this, as all of Cry of Fear's development relied on client commands for client-server communication. However, as far as I can tell from briefly looking through projects like TFC, it seems to use the same method of faking client commands. I'm 80% sure it's

Re: [hlcoders] Compiling in VS 2012

2012-11-27 Thread James Marchant
Are you not able to check it out in Express 2012, which is free? From: kra...@siosphere.com Date: Mon, 26 Nov 2012 11:14:09 -0700 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Compiling in VS 2012 Has anyone been able to compile the SDK in Visual Studio 2012? I need to purchase Visual

Re: [hlcoders] Working Around the Latest Goldsrc (Half-Life) Changes

2013-02-18 Thread James Marchant
If you're getting the VGUI camera lock after exiting a fullscreen VGUI panel, you can do various things such as type centerview in the console. I guess if your mod is VGUI heavy you'll have to record the user's view angles on the client and set them back after closing the VGUI as a hacky

[hlcoders] Blending view angles to entity attachment angles?

2013-03-22 Thread James Marchant
Hello. I'm doing some camera stuff in Source, where an entity will temporarily take control of the player's view for opening a door. We have a point_viewcontrol hooked up to a prop_dynamic which animates the camera from the prop's attachment point. This works perfectly fine. However, I wish to

[hlcoders] Fullbright or similar in render target pass

2013-07-20 Thread James Marchant
Hello there. I'm looking at making a camcorder type effect on a v_model where I'm using render targets much like the func_monitors do in HL2 to project the screen onto the camera's LCD screen. However, because the camera needs a night vision effect on its screen, I was wondering how to render a

Re: [hlcoders] Fullbright or similar in render target pass

2013-07-24 Thread James Marchant
Nobody got any ideas on this? Pretty stumped here... From: james.march...@live.com To: hlcoders@list.valvesoftware.com Date: Sat, 20 Jul 2013 15:30:01 +0100 Subject: [hlcoders] Fullbright or similar in render target pass Hello there. I'm looking at making a camcorder type effect on a v_model

Re: [hlcoders] Fullbright or similar in render target pass

2013-07-31 Thread James Marchant
/wiki/Vision_Nocturna On Wed, Jul 24, 2013 at 5:41 PM, James Marchant james.march...@live.com wrote: Nobody got any ideas on this? Pretty stumped here... From: james.march...@live.com To: hlcoders@list.valvesoftware.com Date: Sat, 20 Jul 2013 15:30:01 +0100 Subject: [hlcoders] Fullbright

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

2013-08-12 Thread james . marchant
Can you not use connect serverip in place of retry? Sent from Samsung Mobile Original message From: Tom Schumann schumann@gmail.com Date: To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe

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

2013-08-12 Thread james . marchant
@list.valvesoftware.com Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) How do you know the last IP - this would cause more overhead as your going to need to store the IP/Port in an array   Sincerely Adam McKern KAP Candidate for Mitchel (Castle Hill) From: james. marchant james.march

Re: [hlcoders] Error: setuparrayprops_r array prop '(null)' is at index

2013-10-09 Thread James Marchant
Looks like it's broken again. Failed to start game (unknown error) or occasionally missing executable if it feels like it. Anyone else getting this? Worked literally 15 minutes ago. Date: Wed, 9 Oct 2013 11:42:27 +0200 From: m...@tobiasbaumann.net To: jan.hart...@gmx.de;

Re: [hlcoders] Source SDK Launch Issues

2013-10-18 Thread James Marchant
Even after verifying the integrity of the local cache? I had the same problem and it fixed it (although it claimed that basically every single file in the Source SDK needed reacquiring. Date: Fri, 18 Oct 2013 15:41:24 -0400 From: twincan...@gmail.com To: hlcoders@list.valvesoftware.com Subject:

[hlcoders] Bone controllers in Source

2013-12-07 Thread James Marchant
Are they supported anymore? When I compile my model using a bone controller, using the bone controller slider in Source HLMV makes the model rotate but only by about 1 degree, no matter which values I use. Here's the controller line from my qc: $controller 0 camera ZR 0.00 90.00 I've also

[hlcoders] Collision checking for vphysics objects

2014-03-04 Thread James Marchant
Hello! I have an animated door in my mod that uses physics with bone followers, but I wanted some entities to be able to pass through this, and it be solid to the rest of them. I give the door and the entities that will pass through the door their own collisiongroups, but it seems

Re: [hlcoders] Collision checking for vphysics objects

2014-03-05 Thread James Marchant
Fixed it myself. Make sure you set the collision group on the entity before you call CreateVPhysics. From: james.march...@live.com To: hlcoders@list.valvesoftware.com Date: Tue, 4 Mar 2014 22:38:30 + Subject: [hlcoders] Collision checking for vphysics objects Hello! I have an animated

[hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread James Marchant
Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any

Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread James Marchant
. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash

Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread James Marchant
On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.com wrote: Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com

[hlcoders] HUD/VGUI only in Render Targets?

2014-08-06 Thread James Marchant
Perhaps I missed something, but does anybody know if it's possible to render HUD or VGUI elements exclusively to a RTT and not to the main view? I'd rather not use shaders to do this, so was hoping this was something supported out of the box for Source 2013. Thanks!

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

2014-08-06 Thread james . marchant
) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HUD/VGUI only in Render Targets? Yes, it's possible out of the box. On Thu, Aug 7, 2014 at 12:10 AM, James Marchant james.march...@live.com wrote: Perhaps I missed something, but does anybody know

Re: [hlcoders] Sound issues

2014-08-19 Thread James Marchant
Yes, you shouldn't really be trying to play client sounds on the server. Date: Tue, 19 Aug 2014 15:55:04 +0900 From: omegal...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Sound issues That's not really a good way to do an announcer. What you should do, is make a

[hlcoders] Half-Life 1 crashing on resolution change

2014-10-11 Thread James Marchant
Hello. Half-Life 1 seems to be crashing on resolution change. Can just change any video option from the main menu that requires a restart to reproduce this. You don't need to be ingame for this to occur. You can find a crash dump here:

Re: [hlcoders] Goldsrc pev-solid

2015-06-05 Thread James Marchant
Hi. I'm not 100% sure what you're asking, but I think you mean making it so players don't collide with each other? I've come across this problem myself, and never really resolved it in a satisfactory way. The most recent method was setting pev-groupinfo to 1 in prethink on players, and using