-- [ Picked text/plain from multipart/alternative ] I need to know if anyone is able to implement a sort of grapple hook device to a physical body, ie, you shoot the hook from your hand then you can control the lift and maybe swing while still firing your weapon..
Any ideas on where to start with this? [EMAIL PROTECTED] wrote: Send hlcoders mailing list submissions to [email protected] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than "Re: Contents of hlcoders digest..." Today's Topics: 1. Different Gamerules based on mapname or entities (Andrew (British_Bomber)) 2. Re: Different Gamerules based on mapname or entities (Jeffrey "botman" Broome) 3. Re: Different Gamerules based on mapname or entities (Andrew (British_Bomber)) 4. RE: VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? (Tim Holt) 5. Re: Different Gamerules based on mapname or entities (Jeffrey "botman" Broome) 6. RE: Different Gamerules based on mapname or entities (Tony "omega" Sergi) 7. Source SDK Currently not available ? (r00t 3:16) 8. Re: Source SDK Currently not available ? (Jeffrey "botman" Broome) 9. RE: Source SDK Currently not available ? (Alfred Reynolds) 10. Re: Source SDK Currently not available ? (Ben Davison) 11. Re: VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? (Ben Davison) 12. nightvision (r00t 3:16) --__--__-- Message: 1 Date: Thu, 2 Jun 2005 15:35:24 +0100 From: "Andrew (British_Bomber)" To: [email protected] Subject: [hlcoders] Different Gamerules based on mapname or entities Reply-To: [email protected] Ok I can get multiple gamerules that implement based on the map prefix, that's no problem. fx. sow2_ creates the SoW Classic Gamemode and anything else creates the Teamdeathmatch. That's fine and dandy however I have a few more gamemodes in the works and would rather be able to get and entity to define the gamemodes. Is that possible. I have tried to find a way of finding specific entities right before the call to the CreateGameRules( "gamerulesname" ); but to no avail, is it because the entities haven't been parsed yet and I am SOL and have to base all gamerules on mapnames and the honor system? -Thanks Guys Andrew --__--__-- Message: 2 Date: Thu, 02 Jun 2005 09:44:32 -0500 From: "Jeffrey \"botman\" Broome" To: [email protected] Subject: Re: [hlcoders] Different Gamerules based on mapname or entities Reply-To: [email protected] Andrew (British_Bomber) wrote: > > That's fine and dandy however I have a few more gamemodes in the works > and would rather be able to get and entity to define the gamemodes. > Is that possible. > Why can't you create a single GameRules class that handles all the different types of gameplay that you want (instead of trying to spawn a different type of class for each type of gameplay)? -- Jeffrey "botman" Broome --__--__-- Message: 3 Date: Thu, 2 Jun 2005 16:50:02 +0100 From: "Andrew (British_Bomber)" To: [email protected] Subject: Re: [hlcoders] Different Gamerules based on mapname or entities Reply-To: [email protected] Don't know really, the mod team decided they wanted 3 different gameplays, 2 of which were similar and the other 1 being completely different I thought I would break it into 2 gameplays rather than run checks everytime on whether a feature was enabled or not. I take it no one has every created a mod that used multiplegamerules... lol well that's what I get for trying to be clever. --__--__-- Message: 4 Date: Thu, 2 Jun 2005 09:09:35 -0700 From: Tim Holt To: [email protected] Subject: RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? Reply-To: [email protected] I figured this out by the way. Ends up the lines were being drawn behind the background of the VGUI panel. By removing the background I got them to show up. IT means I end up with a transparent panel, however by placing it in front of a black brush based background it works fine. Picture of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and a quick & dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv Quoting Tim Holt : > Interesting - thanks Yahn, I'll check that out. > > A post in the VERC forums suggests maybe the DrawFilledRect primitive will > work > in 3d. Perhaps I can make a bargraph type display instead of a true line > graph. I'm trying to do something like > http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen placed > on > the (currently not animated) prop you see in > http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg > > Because the chart data is actually dynamic and not just an animated loop, it > needs to be rendered out real-time. > > Quoting Yahn Bernier : > > > I would write your own mathed using the material system using > > CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll code > > has some examples of using a meshbuilder instead of surface() to do > > drawing. You'll need to hook in at the correct part of rendering to > > make sure the projection matrix is not set up for ortho/2d drawing, etc. > > You might also look at CDebugOverlay::AddLineOverlay which might already > > do what you want. > > > > Yahn > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt > > Sent: Tuesday, May 31, 2005 12:34 PM > > To: [email protected] > > Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space > > vgui_screen? > > > > I've been doing "conventional" HUD type displays, and have been using > > the DrawLine graphics primitive to draw various graphics items on them > > just fine. > > Now I want to take one of those displays and have sitting in 3d game > > space via the vgui_screen entity. It works up to a point, with my text > > elements showing up etc. however it has problems when I try and draw > > lines with DrawLine. > > > > Normally I would do... > > > > vgui::surface()->DrawLine (x1, y1, x2, y2); > > > > to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's > > coordinate space. Works great when it's on the HUD. But when it's in 3d > > space, it still draws the lines on the HUD and does not draw them in the > > 3d rendered version of the VGUI screen. > > > > I've searched through the SDK source but so far haven't found any place > > where this is actually done in the game, so I don't know if it's even > > possible. > > > > I suppose what I need is the equivalent of > > > > vgui::surface() > > > > which gives me the drawing surface for the 3d rendered VGUI screen. > > > > Alternately, I wondered if I could draw the lines on an off-screen image > > buffer, then just put the image onto the VGUI panel once it's drawn. > > That or use the temporary entity line to draw 3d lines in front of my > > VGUI screen. The screen won't move at all (fixed orientation) so > > getting the transforms right won't be that big of a deal. > > > > Anyone have any clues or suggestions? > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please > > visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > --__--__-- Message: 5 Date: Thu, 02 Jun 2005 11:13:00 -0500 From: "Jeffrey \"botman\" Broome" To: [email protected] Subject: Re: [hlcoders] Different Gamerules based on mapname or entities Reply-To: [email protected] Andrew (British_Bomber) wrote: > > I take it no one has every created a mod that used multiplegamerules... > The problem isn't that you can't create multiple gamerules classes, the problem is that you are trying to use entity information which isn't available until after the gamerules class has been created. I suppose if you really wanted to, you could create code to open the map file, read through the entities yourself to find the "gamerules" entity, then create a gamerules class that matches the type speified by the entity in the map. -- Jeffrey "botman" Broome --__--__-- Message: 6 From: "Tony \"omega\" Sergi" To: Subject: RE: [hlcoders] Different Gamerules based on mapname or entities Date: Thu, 2 Jun 2005 12:29:13 -0400 Reply-To: [email protected] Exactly. You just make a single gamerules class, like CModGamerules which has different thinks, if the rules are totally different, and runs in diff ways etc etc. default it to "not initialized" create an entity like I dunno, uhh, info_frontline. When info_frontline is spawned, call Gamerules->Initialize(mode); (or whataver) with whatever mode., Now the gamerules think function can call other loop funcs. Ie: I have like this for example: void CHL2MPRules::Think() { If mode == tactics tacticsthink() else if mode == classic classicthink() } Blah blah It's simple if ya use your noggin, and think about It [EMAIL PROTECTED] ps listen to botman. Oh and me, yeah, me. -----Original Message----- From: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED] Sent: June 2, 2005 12:13 PM To: [email protected] Subject: Re: [hlcoders] Different Gamerules based on mapname or entities Andrew (British_Bomber) wrote: > > I take it no one has every created a mod that used multiplegamerules... > The problem isn't that you can't create multiple gamerules classes, the problem is that you are trying to use entity information which isn't available until after the gamerules class has been created. I suppose if you really wanted to, you could create code to open the map file, read through the entities yourself to find the "gamerules" entity, then create a gamerules class that matches the type speified by the entity in the map. -- -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 267.4.1 - Release Date: 02/06/2005 --__--__-- Message: 7 From: "r00t 3:16" To: Date: Thu, 2 Jun 2005 13:24:28 -0400 Subject: [hlcoders] Source SDK Currently not available ? Reply-To: [email protected] I have steam open wanted to launch Source SDK and get the following error "This game is currently unavailabl. Please try again at another time." Anyone else getting this? r00t 3:16 CQC Gaming www.cqc-gaming.com --__--__-- Message: 8 Date: Thu, 02 Jun 2005 12:32:46 -0500 From: "Jeffrey \"botman\" Broome" To: [email protected] Subject: Re: [hlcoders] Source SDK Currently not available ? Reply-To: [email protected] r00t 3:16 wrote: > I have steam open wanted to launch Source SDK and get the following error > > "This game is currently unavailabl. > Please try again at another time." > > Anyone else getting this? Maybe it's in the process of being updated? Didn't Mike mention that an SDK update was coming soon sometime last week? -- Jeffrey "botman" Broome --__--__-- Message: 9 Subject: RE: [hlcoders] Source SDK Currently not available ? Date: Thu, 2 Jun 2005 10:51:50 -0700 From: "Alfred Reynolds" To: Reply-To: [email protected] Nope, its not being updated right now (will be later today however :) Also, deploying the new content does not interrupt access to the currently released content. - Alfred ----Original Message---- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman" Broome Sent: Thursday, June 02, 2005 10:33 AM To: [email protected] Subject: Re: [hlcoders] Source SDK Currently not available ? > r00t 3:16 wrote: > > I have steam open wanted to launch Source SDK and get the following > > error > > > > "This game is currently unavailabl. > > Please try again at another time." > > > > Anyone else getting this? > > Maybe it's in the process of being updated? Didn't Mike mention that > an SDK update was coming soon sometime last week? --__--__-- Message: 10 Date: Thu, 2 Jun 2005 19:20:43 +0100 From: Ben Davison To: [email protected] Subject: Re: [hlcoders] Source SDK Currently not available ? Reply-To: [email protected] -- [ Picked text/plain from multipart/alternative ] Just restart steam, I sometimes get this with games. On 6/2/05, Alfred Reynolds wrote: > > Nope, its not being updated right now (will be later today however :) > Also, deploying the new content does not interrupt access to the > currently released content. > > - Alfred > > ----Original Message---- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey > "botman" Broome Sent: Thursday, June 02, 2005 10:33 AM To: > [email protected] Subject: Re: [hlcoders] Source SDK > Currently not available ? > > > r00t 3:16 wrote: > > > I have steam open wanted to launch Source SDK and get the following > > > error > > > > > > "This game is currently unavailabl. > > > Please try again at another time." > > > > > > Anyone else getting this? > > > > Maybe it's in the process of being updated? Didn't Mike mention that > > an SDK update was coming soon sometime last week? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Ben Davison - http://www.shadow-phoenix.com -- --__--__-- Message: 11 Date: Thu, 2 Jun 2005 19:48:49 +0100 From: Ben Davison To: [email protected] Subject: Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? Reply-To: [email protected] -- [ Picked text/plain from multipart/alternative ] Seems very cool, what is it for? On 6/2/05, Tim Holt wrote: > > I figured this out by the way. Ends up the lines were being drawn behind > the > background of the VGUI panel. By removing the background I got them to > show > up. IT means I end up with a transparent panel, however by placing it in > front > of a black brush based background it works fine. > > Picture of it in action at > http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and > a quick & dirty movie clip at > http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv > > > Quoting Tim Holt : > > > Interesting - thanks Yahn, I'll check that out. > > > > A post in the VERC forums suggests maybe the DrawFilledRect primitive > will > > work > > in 3d. Perhaps I can make a bargraph type display instead of a true line > > graph. I'm trying to do something like > > http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen > placed > > on > > the (currently not animated) prop you see in > > http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg > > > > Because the chart data is actually dynamic and not just an animated > loop, it > > needs to be rendered out real-time. > > > > Quoting Yahn Bernier : > > > > > I would write your own mathed using the material system using > > > CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll > code > > > has some examples of using a meshbuilder instead of surface() to do > > > drawing. You'll need to hook in at the correct part of rendering to > > > make sure the projection matrix is not set up for ortho/2d drawing, > etc. > > > You might also look at CDebugOverlay::AddLineOverlay which might > already > > > do what you want. > > > > > > Yahn > > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt > > > Sent: Tuesday, May 31, 2005 12:34 PM > > > To: [email protected] > > > Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space > > > vgui_screen? > > > > > > I've been doing "conventional" HUD type displays, and have been using > > > the DrawLine graphics primitive to draw various graphics items on them > > > just fine. > > > Now I want to take one of those displays and have sitting in 3d game > > > space via the vgui_screen entity. It works up to a point, with my text > > > elements showing up etc. however it has problems when I try and draw > > > lines with DrawLine. > > > > > > Normally I would do... > > > > > > vgui::surface()->DrawLine (x1, y1, x2, y2); > > > > > > to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's > > > coordinate space. Works great when it's on the HUD. But when it's in > 3d > > > space, it still draws the lines on the HUD and does not draw them in > the > > > 3d rendered version of the VGUI screen. > > > > > > I've searched through the SDK source but so far haven't found any > place > > > where this is actually done in the game, so I don't know if it's even > > > possible. > > > > > > I suppose what I need is the equivalent of > > > > > > vgui::surface() > > > > > > which gives me the drawing surface for the 3d rendered VGUI screen. > > > > > > Alternately, I wondered if I could draw the lines on an off-screen > image > > > buffer, then just put the image onto the VGUI panel once it's drawn. > > > That or use the temporary entity line to draw 3d lines in front of my > > > VGUI screen. The screen won't move at all (fixed orientation) so > > > getting the transforms right won't be that big of a deal. > > > > > > Anyone have any clues or suggestions? > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please > > visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Ben Davison - http://www.shadow-phoenix.com -- --__--__-- Message: 12 From: "r00t 3:16" To: Date: Thu, 2 Jun 2005 14:51:41 -0400 Subject: [hlcoders] nightvision Reply-To: [email protected] I added a texture which looks decent http://www.totalretribution.com/r00t316/nvgoff.JPG http://www.totalretribution.com/r00t316/nvgon.JPG Now the question is... How can I make the out porition solid ? I thought we could do it in photoshop by making the center alpha'd and the outside of it solid but that isn't working as expected. I currently have "UnlitGeneric" { "$baseTexture" "effects/nightvision" //"$vertexalpha" 1 "$additive" 1 } which gives the following http://www.totalretribution.com/r00t316/shouldbesolid.JPG If i change it to "UnlitGeneric" { "$baseTexture" "effects/nightvision" "$vertexalpha" 1 // "$additive" 1 } then it looks like http://www.totalretribution.com/r00t316/nvgbroke.JPG as you can see the center green is missing. Also it does not brighten things up either. Is it possible to darken the sides like the nvgbroke.JPG but allow it to brighten up things like nvgon.JPG? Using 1 texture? r00t 3:16 CQC Gaming === message truncated === -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

