Yes I have compiled the mod dlls.. It puts it in game/fos_dev/bin folder. Just 
was asking what the directory tree should be from c:/../ sourcemods folder.


Thanks

________________________________
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<hlcoders-requ...@list.valvesoftware.com>
To: hlcoders@list.valvesoftware.com 
Sent: Wednesday, July 3, 2013 8:53 AM
Subject: hlcoders Digest, Vol 28, Issue 5
 

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Today's Topics:

   1. Re: Custom shader support? (fuZZ RedEyes)
   2. Re: Hitbox calculation and sizes? (m...@tobiasbaumann.net)
   3. 2013 sdk (Baer)
   4. Re: 2013 sdk (Ralph Minderhoud)
   5. Re: 2013 sdk (Sammy)
   6. Re: Hitbox calculation and sizes? (Ben K.)


----------------------------------------------------------------------

Message: 1
Date: Wed, 3 Jul 2013 15:07:55 +0200
From: fuZZ RedEyes <fuzzz...@gmail.com>
To: Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] Custom shader support?
Message-ID:
    <cad_8hcgoksrixvejxcf1cw1usiwhg1hzbxuc2ohhiar3dzw...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Hi Deniz
yes Alfred has confirmed the materialsystem will be shared this week on the
repo.
ahah i was too slow to respond :)


2013/7/3 Deniz <thinkerr...@gmail.com>

> Hi list,
>
> I'm a developer with Black Mesa Source. We'd like to port 2009 to Source
> SDK 2013 but one major hurdle we've hit is no custom shader support like
> with 2007. Are there plans to include this in 2013?
>
> Thanks!
> - Deniz
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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>
>
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Message: 2
Date: Wed, 3 Jul 2013 15:14:29 +0200 (CEST)
From: "m...@tobiasbaumann.net" <m...@tobiasbaumann.net>
To: Didrole <didr...@gmail.com>,  Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] Hitbox calculation and sizes?
Message-ID:
    <760008541.1698222.1372857269658.javamail.open-xcha...@www.mailstation.ch>
    
Content-Type: text/plain; charset="utf-8"

Already try that and it only shows the local hitboxes for me. I mean it displays
the proper hitboxes the same way they're displayed in the modelviewer. However
these are totally ignored for actual hit detection when I fire on the player. :(

Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg

Thats with "sv_showhitboxes 1". If I fire on the model with another client the
bullets go right trough the model until about half the vertical size of it. Or
in other words if I fire at the base/lower part I get hits and everything above
is ignored. Since the model is pretty large/high I'm guessing that there might
be some maximum height value for the hitbox? Or for the collision box? A
standard playermodel reaches until about the middle of the cactus.

Best regards,
Tobias


Didrole <didr...@gmail.com> hat am 1. Juli 2013 um 22:58 geschrieben:

>  Try sv_showhitboxes
> 
> 
>  2013/7/1 m...@tobiasbaumann.net <mailto:m...@tobiasbaumann.net>
> <m...@tobiasbaumann.net <mailto:m...@tobiasbaumann.net> >
>    > >    Hi everyone,
> > 
> >    Does anyone of you know where/how hitboxes for players are being
> > calculated/set in the code and if there is a max value for its size?
> > 
> >    I'm having troubles where I'm using a larger then average model for the
> > player without any bones and where the engine always uses a smaller (looks
> > like a default sized) hitbox.
> > 
> >    I've tried setting hitboxes in the qc file and they show up correctly in
> > the modelviewer yet in the game they're not being used. Any ideas why?
> > 
> >    Also is there a way to display/debug hitboxes for other players?
> > 
> >    Thanks in advance and have a nice day,
> >    Tobias
> > 
> > 
> >    _______________________________________________
> >    To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> >    https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> > <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>
> > 
> >  > 
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Message: 3
Date: Wed, 3 Jul 2013 08:38:20 -0500
From: Baer <bae...@yahoo.com>
To: "hlcoders@list.valvesoftware.com"
    <hlcoders@list.valvesoftware.com>
Subject: [hlcoders] 2013 sdk
Message-ID: <050a1731-dd0d-423b-aba1-5e6459c0d...@yahoo.com>
Content-Type: text/plain; charset=us-ascii


Is there anyway someone can post their directory structure for the new update? 
I put the game folder under source mods folder and it will not recognize it 
from steam games. It shows the name of the mod, it just will not run. 

Thanks

Baer coder for Fall Of Saigon mod. 

Sent from my iPhone


------------------------------

Message: 4
Date: Wed, 3 Jul 2013 09:42:00 -0400
From: Ralph Minderhoud <ralphminderh...@gmail.com>
To: Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] 2013 sdk
Message-ID:
    <cafklvtok7xhqs_qk9qdwcaoy62wfrsbqtdg6qvif_a3+jhy...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Have you compiled the mod? It doesn't come with the client.dll & server.dll
by default.


On Wed, Jul 3, 2013 at 9:38 AM, Baer <bae...@yahoo.com> wrote:

>
> Is there anyway someone can post their directory structure for the new
> update? I put the game folder under source mods folder and it will not
> recognize it from steam games. It shows the name of the mod, it just will
> not run.
>
> Thanks
>
> Baer coder for Fall Of Saigon mod.
>
> Sent from my iPhone
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
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Message: 5
Date: Wed, 3 Jul 2013 10:46:05 -0300
From: Sammy <sam...@gmail.com>
To: Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] 2013 sdk
Message-ID:
    <capnornynm5rstkgj3m0y5zdewfraiie0j8+txyapkrcjd1b...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Baer, make sure you've update your gameinfo.txt to match the new pattern.
I could update my mod easily by updating DLLs and changing gameinfo.txt,
still inside sourcemods folder.

Sammy.


2013/7/3 Ralph Minderhoud <ralphminderh...@gmail.com>

> Have you compiled the mod? It doesn't come with the client.dll &
> server.dll by default.
>
>
> On Wed, Jul 3, 2013 at 9:38 AM, Baer <bae...@yahoo.com> wrote:
>
>>
>> Is there anyway someone can post their directory structure for the new
>> update? I put the game folder under source mods folder and it will not
>> recognize it from steam games. It shows the name of the mod, it just will
>> not run.
>>
>> Thanks
>>
>> Baer coder for Fall Of Saigon mod.
>>
>> Sent from my iPhone
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
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Message: 6
Date: Wed, 03 Jul 2013 15:53:41 +0200
From: "Ben K." <amo...@online.de>
To: Discussion of Half-Life Programming
    <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] Hitbox calculation and sizes?
Message-ID: <51d42ce5.1000...@online.de>
Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"

You probably haven't adjusted the bounding box. Check out your game 
rules and look for "ViewVectors".

Ben

Tobias <m...@tobiasbaumann.net> wrote:
> Already try that and it only shows the local hitboxes for me. I mean 
> it displays the proper hitboxes the same way they're displayed in the 
> modelviewer. However these are totally ignored for actual hit 
> detection when I fire on the player. :(
> Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg
> Thats with "sv_showhitboxes 1". If I fire on the model with another 
> client the bullets go right trough the model until about half the 
> vertical size of it. Or in other words if I fire at the base/lower 
> part I get hits and everything above is ignored. Since the model is 
> pretty large/high I'm guessing that there might be some maximum height 
> value for the hitbox? Or for the collision box? A standard playermodel 
> reaches until about the middle of the cactus.
> Best regards,
> Tobias

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