Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Teddy
That's a great idea! This will be a great tool for sharing knowledge once more of the SDK is released On Mon, 15 Nov 2004 02:09:48 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Here is a good wiki some here might like: http://www.hl2world.com/wiki/index.php

[hlcoders] Any word on the SDK?

2004-11-30 Thread Teddy
Hi gang, Has anyone heard any news on the SDK, since valve announced it'd be out this week? I've been keeping tabs on most of the popular hl2 sites, but i'm bursting to find out when the SDK will be out.. it's been a long year of waiting i can't believe it's about to be over!1 3 Teddy

Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Teddy
I bet $5 they do release the code to HL2DM. They said they'd give an example of multiplayer game code, and as if they're going to give out the CS:S code.. On Tue, 30 Nov 2004 21:53:32 -0500, ChessMess [EMAIL PROTECTED] wrote: It is my hope that they include the source for HLDM. On Tue, 30

[hlcoders] No model animations and sticky phys_props, help!

2004-12-02 Thread Teddy
causing the player to get stuck, or teleporting them to some weird location Has anyone got any insight on how to fix this? It seems to be so smooth in HL2DM, and at least in CS:S it pushes you off the objects (sv_bounce 1 dosen't even work with the sdk). Thanks in advance, Teddy

[hlcoders] Re: No model animations and sticky phys_props, help!

2004-12-03 Thread Teddy
Never mind, it's ok, i've worked it out. The GetWeaponSuffix() command on line 398 of sdk_playeranimstate.cpp is returning junk. Thanks for everything ;) On Sat, 4 Dec 2004 00:21:11 +1000, Teddy [EMAIL PROTECTED] wrote: Now.. i'm confused. I did a debug message to see if the SequenceDuration

Re: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Teddy
I believe you're after IsAlive() IsPlayer(). See also IsPlayerDead() On Sat, 4 Dec 2004 17:58:38 -0500, Josh [EMAIL PROTECTED] wrote: Anyone know this? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Saturday, December 04, 2004 3:47

Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Teddy
http://www.hl2world.com/wiki/index.php/Debug_mode On Sun, 05 Dec 2004 23:05:12 +1000, Martin Slater [EMAIL PROTECTED] wrote: When it has started up, goto Debug-Processes and select hl2.exe, you should be able to debug then. There is also an option properties-debugging-attach that should

[hlcoders] My mod won't run on a Win32 Dedicated Server

2004-12-05 Thread Teddy
? I tried copying the hl2dm server.dll in it's place, still with the same error. Is this a known issue, and if so, anyone figured out a fix yet? Thanks guys, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Playerinfo-ChangeTeam

2004-12-06 Thread Teddy
How i did it was by changing the model (or skin if you really want to) in the player-Spawn() code, depending on their team number. When the player changes team, they should player-CommitSuicide(), then it'll run spawn code. On Mon, 6 Dec 2004 22:30:08 -0500, Josh [EMAIL PROTECTED] wrote:

Re: [hlcoders] loading times

2004-12-07 Thread Teddy
your wife is so lovely, covert ;) and so is your cute little puppy dog! On Tue, 7 Dec 2004 18:10:39 +1000, covert [EMAIL PROTECTED] wrote: The buy over steam version loads faster too because of no cd check. Any chance for a patch for us retail modders ? :) My wife just came home with HL2

Re: Re[2]: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Teddy
I, on the other-hand disagree. Steam has been lovely for me, and it offers lots to modders... maybe more in the future. Who could possibly be against the worlds first online game distribution system? It could be a boon to garage games makers. Or living room, in my case. Anywhoo, i think it worked

Re: [hlcoders] Changing Player Model

2004-12-09 Thread Teddy
Use the SetModel() in player.cpp or a child class thereof. Don't forget to precache your model! Teddy On Thu, 9 Dec 2004 02:28:57 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well since there isn't a player model in the game, how can one

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Teddy
Try bringing up the console, and typing: map sdk_vehicles (or something like that) On Wed, 8 Dec 2004 13:22:24 -0800, Kyle Keating [EMAIL PROTECTED] wrote: I'm not sure how that vgui works, Find the vgui menu for the load game and you can probably figure it out form there. What you can do in

Re: [hlcoders] Skyboxes Shaders

2004-12-11 Thread Teddy
You'll need to create an point entity that you put in each area of the map with a skybox, then add a think function to the player that checks which point you're closest too and sets the m_skybox3d accordingly. Worked for me! On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens [EMAIL PROTECTED]

[hlcoders] CreatePredictedEntityByName

2004-12-15 Thread Teddy
line) I figured out the classname (duh) but i've got nfi what module or line does. Can anyone shed some light on this? Thanks, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Teddy
you could cut this down to a very insignificant amount of bandwidth and fit 32 vehicles on a server. Luckily, i don't have to go through that pain ;) Teddy http://dystopia-mod.com/ On Wed, 15 Dec 2004 09:36:10 +1000, Teddy [EMAIL PROTECTED] wrote: In our preliminary tests, we found that if someone

Re: [hlcoders] Bullet tracers

2004-12-15 Thread Teddy
Did you try using the FX_FireBullets() function in the bare bones sdk_fx_shared.cpp ? It takes care of the client prediction issues you seem to be having On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I have tracers somewhat working, However when I fire there is about

Re: [hlcoders] Netcode and Vehicles

2004-12-16 Thread Teddy
, and don't have the time to rewrite the netcode right now. On Thu, 16 Dec 2004 13:08:38 +1000, Teddy [EMAIL PROTECTED] wrote: I've since done a lot of optimizing on the vehicles in our mod and have gotten the network traffic down to about 1kb/sec per vehicle being driven. This is fine for our

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Do you mean we as in the royal we? Or have you been working on hl2dm all this time? I thought you were the guy from shadowphoenix ben, now i'm all confused On Fri, 24 Dec 2004 02:14:28 +, Ben Davison [EMAIL PROTECTED] wrote: From Adrian Finol Hey Ben, Sorry but it wont be until next

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php?showtopic=11025 On Mon, 27 Dec 2004 20:56:47 +, Knifa [EMAIL PROTECTED] wrote: I need

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
for the whole physics-prediction issue. Maybe someone from Valve can give us a snippet/hint on that whole deal because I think more than few people are stumped on that one. Justin -- http://www.radi-8.com - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders

Re: [hlcoders] filesystem_steam.dll

2005-01-15 Thread Teddy
Try copying hl2.exe into your C:\Games\Half-Life\steam\SteamApps\SourceMods and run it from there, rather than from C:\Games\Half-Life\steam\SteamApps\fragmented\half-life 2\ On Sat, 15 Jan 2005 17:20:24 -0800, Mike Dussault [EMAIL PROTECTED] wrote: You should only have 1 steam.dll per

Re: [hlcoders] HL2dm SDK

2005-01-24 Thread Teddy
the prediction errors that show up when you turn on 'cl_showerror'. J. - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 7:15 PM Subject: Re: [hlcoders] HL2dm SDK If you're talking about players bumping

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Teddy
I can confirm this, is really is as easy as setting the spawn's parent. On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland [EMAIL PROTECTED] wrote: It's off-topic in the sense that it can be done (i think) in the map without modifying the code at all. On Wed, 26 Jan 2005 17:37:44 -0600,

Re: [hlcoders] FX_FireBullets() / FireBulletsInfo_t

2005-02-01 Thread Teddy
Yeah, FX_FireBullets() is for multiplayer, it uses a filter with UsePredictionRules(), so the shot code is run first on the client, then on the server. When it's run on the server, it transmits a bullet to everyone but the person who fired. The reason player-FireBullet() is doubling tracers is

Re: [hlcoders] Fwd: Voice Chat related

2005-02-05 Thread Teddy
; info.info.vListenerOrigin None seem to make this thing spatialize. If i can't get this working, i'll hafta do something cheap, like figure out the distance between the players and remap the volume accordingly.. Teddy http://dystopia-mod.com/ On Thu, 2 Dec 2004 17:11:45 -0800, Yahn Bernier [EMAIL PROTECTED] wrote

Re: [hlcoders] Ducking movement speed

2005-02-05 Thread Teddy
Have a look in gamemovement.cpp, around line 570 is has: if ( !m_bSpeedCropped ( mv-m_nButtons IN_SPEED ) !( player-m_Local.m_bDucked !player-m_Local.m_bDucking )) { float frac = 1.0f; etc } Try changing that frac to your slowdown rate. I used 0.5f, it was fun. Teddy

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Teddy
Unless it's a crash in the engine.dll, the debugger should at least give you the call stack to help track down the error... On Sun, 06 Feb 2005 19:34:21 -0500, Maurino Berry [EMAIL PROTECTED] wrote: No the debugger isn't operating correctly, it's just giving me an access violation.

Re: [hlcoders] Respawning all players

2005-02-23 Thread Teddy
If you're using Andre's example code, the bit that freezes the player is: player-SetMoveType(MOVETYPE_NONE); either remove that, or once the player is spawned and you wanna unfreeze them, use: player-SetMoveType(MOVETYPE_WALK) On Tue, 22 Feb 2005 16:08:41 -0800, Daniel Jennings [EMAIL

Re: [hlcoders] Best way to make disappear a ragdoll after x seconds

2005-02-23 Thread Teddy
try the CRagdollProp::FadeOut( float flDelay, float fadeTime ) function On Tue, 22 Feb 2005 20:40:09 +1000, Draco [EMAIL PROTECTED] wrote: or you could make your own function that simply has UTIL_REMOVE(this); in it -- ** Draco Coder for Perfect Dark and Kreedz

Re: [hlcoders] Linux Compile Problems/Error

2005-02-23 Thread Teddy
I had kinda similar problems the first time i tried to compile, it turned out to be the versions of gcc, glibc, etc i had installed. The best bet is to use the exact versions they state in the SDK doco. eg: GCC 3.4.1 Xerces 2.6.0 GLIBC 2.3.2 That fixed it for me, hope this helps! On Tue, 22 Feb

Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Teddy
Are you doing it on the server or on the client? And have you included all the appropriate files to make it all happen? On Fri, 25 Feb 2005 22:10:35 +, Knifa [EMAIL PROTECTED] wrote: Hi all. I'm trying to make sparks using g_pEffects-Sparks( tr.endpos ); In my weapon (which is based

Re: [hlcoders] GetCurrentCommand() in CBasePlayer

2005-02-27 Thread Teddy
this helps, Teddy On Sat, 26 Feb 2005 05:25:11 +, Knifa [EMAIL PROTECTED] wrote: Hi everyone. Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer for the HL2DM (or updated) SDK? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts

Re: [hlcoders] Full mirror effect

2005-03-22 Thread Teddy
You can make a point_camera func_monitor to mirror a room, but the perspective of the view in the mirror won't change as you move around, and it dosen't render your own body unless you're in 3rd person view mode. On Tue, 22 Mar 2005 04:24:50 -0800 (PST), Adam amckern Mckern [EMAIL PROTECTED]

Re: [hlcoders] Perspective projection in a hud element

2005-03-29 Thread Teddy
I don't know how to get this working, but if you figure it out, let me know! Hi! Teddy On Sun, 27 Mar 2005 03:24:32 -0500, Casey Bodley [EMAIL PROTECTED] wrote: I'm having trouble setting up a perspective projection for drawing to a hud element. The following code fails to draw anything

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-13 Thread Teddy
I'm guessing you want this gun to do damage through walls too then eh? If so, instead of changing your DrawBeam() function, try modifiying the UTIL_Trace() that gives you that tr.endpos past the wall. That probably means changing the MASK_SOLID to ( CONTENTS_HITBOX | CONTENTS_MONSTER ), so the

Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-20 Thread Teddy
Was this on the client, or on the server? I've been having some problems with the IsAlive() call on the client, but only when the player isn't in your PVS On 4/20/05, r00t 3:16 [EMAIL PROTECTED] wrote: HL2MP SDK I was using the pPlayer-IsDead() which will keep track of alive players.

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Teddy
have you tested having sv_unlag 0 on the server? it effects hit traces quite a bit (i believe it's only active if the player is looking toward an enemy and has the fire button down) On 4/28/05, r00t 3:16 [EMAIL PROTECTED] wrote: No the hitboxes seem to lag behind when you run / duck / jump etc

Re: [hlcoders] Render Targets and Cameras

2005-04-27 Thread Teddy
http://www.hl2world.com/wiki/index.php/Unlimited_Render_Targets_for_Cameras On 4/28/05, Imperio59 [EMAIL PROTECTED] wrote: Hey I was wondering if anyone has messed around with cameras and Render Targets. My goal is to have one camera entity follow a player, and be able to show this direclty

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread Teddy
to get rid of the pause image, try r_drawvgui 0 On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: DAV wrote: Here are some more virtual screens: http://www.vrway.com/vr_hl2/home_fullscreen.html But how did they paused the game without the PAUSE image to appear? Any help? Did

Re: [hlcoders] compiling own shaders

2005-06-06 Thread Teddy
the build shader.bat generates the .inc files, that you will include in your .cpp file. you gotta make the .cpp file yourself, you can use the sdk examples as a base On 6/5/05, r00t 3:16 [EMAIL PROTECTED] wrote: On verc it says that the .cpp file is created when you run the build shader.bat?

Re: [hlcoders] Attachment points and projectiles

2005-06-23 Thread Teddy
The fundemental problem in this puzzle is getting the position of a server side entity (the projectile) to match up with the predicted position of the players view model on the client. There's no easy way to do it, because even if it was a listen server, the view model and the world model

Re: [hlcoders] Resetting entites on round restart.

2005-06-23 Thread Teddy
Would it be possible to see that list of entites that are not destroyed on round restart? I think i've got most of them covered, but there's a few things like lights and sound entities i'm not too sure of. Cheers, Teddy On 2/25/05, Matt Boone [EMAIL PROTECTED] wrote: Cs and dod both destroy

Re: [hlcoders] Resetting entites on round restart.

2005-06-24 Thread Teddy
What about cleaning up decals on the world spawn? I tried to do the UTIL_RemoveAllDecals() on the worldspawn entity, which ends up crashing on the client. Anyone else tacklet his problem? On 6/25/05, Andrew (British_Bomber) [EMAIL PROTECTED] wrote: There is that UTIL_ that removes imediatly, but

[hlcoders] dx8 and the refract shader

2005-06-29 Thread Teddy
. Secondly, I'm wondering if i'll need to code a new v1.1 ps shader to do refraction for these cards. Any info anyone can provide would be mucho appreciated. Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Networking char ?

2005-07-05 Thread Teddy
If i were you, i'd add a: gameeventmanager-AddListener(this, player_death, false ); to the scoreboard code, and use the FireGameEvent() function to store who the last person who killed who on the client, since it's sending this info in a game event message anyways. On 7/5/05, r00t 3:16 [EMAIL

Re: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Teddy
Try adding a function similar to the SetModelWidthScale() (see how it's implemented with GetModelWidthScale() ) to the CBaseAnimating class, that's an easy way to make a model scale up/down. Use a thikn function to make it change over time, and bobs your uncle On 7/5/05, Ian Warwick [EMAIL

Re: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Teddy
!= 1.0f ) 01217 { 01218 VectorScale( transform[0], scale, transform[0] ); 01219 VectorScale( transform[1], scale, transform[1] ); 01220 } Seems like you can apply vector scale transformations to a model? Cheers Teddy, will be checking that out

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Teddy
Valve have given excellent support to developers, and i'll not have you saying otherwise. Perhaps they give more support to TC mods than they do to server-side metamods, but can you blame them? On 7/12/05, SB Childe Roland [EMAIL PROTECTED] wrote: And the support for developers (while probably

Re: [hlcoders] Weapon attachments

2005-08-09 Thread Teddy
It uses a flag (EF_BONEMERGE from memory), which basically tells it to match up the bone in the weapon model to the player model (usually the ValveBiped_R_Hand) On 8/10/05, Alex Thomson [EMAIL PROTECTED] wrote: I think that's a contact point on the crowbar rather than where it attaches to...

[hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
@@[EMAIL PROTECTED] could not be located in the dynamic link library tier0_s.dll. then i get this Enginer Error: steamclient.dll not found, server communication disabled. Anyone else having this problem, and more importantly, anyone found a fix for it? Cheers, Teddy

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
\ directory and in the \Steam directory. Any ideas? -Teddy On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Looks like you may have copied steamclient.dll/tier0_s.dll/vstdlib_s.dll to your games bin/ directory. Delete them, they shouldn't be there. - Alfred Original Message From

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
One small detail i forgot to mention, the crash only happens when i try to load a map. On 8/10/05, Teddy [EMAIL PROTECTED] wrote: Thanks for replying so quickly Alfred :-) I checked my SourceMods\dystopia\bin directory, the only files in there is the server, client and shader dlls. I did

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
I tried both of those, still no dice. I quit steam, deleted the files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let it update, ran hl2, then tried to debug, same error. -Teddy On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Delete the ones in \Steam\SteamApps\USERNAME\Half

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
point etc etc) but i still get the steamclient.dll not found, server communication disabled. error and a crash. -Teddy On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote: You can copy the 3 files I mentioned to \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only and then you

Re: [hlcoders] Help with Tracers

2005-08-22 Thread Teddy
Have you tried the C_BasePlayer::MakeTracer(...) function? If that's not working, try the running UTIL_Tracer() on the client On 8/23/05, Michael Kramer [EMAIL PROTECTED] wrote: Im having some problems with a tracer im making. It won't show up at all...can someone direct me to some code that

Re: [hlcoders] Beams that move with you

2005-08-27 Thread Teddy
instead of updating the beams position in one of the think functions (which sound like they're being called after the beam is rendered), try using the ViewModelDrawn() function to update the beam's position and then use beams-DrawBeam() to render it with the correct position. check out the RPG,

[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

[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

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

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] 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

[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] 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

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

[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] 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

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

[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

[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

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

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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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

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