[hlcoders] CBitmapButton
Is it possible to have only a certain section of CBitmapButton which would be the button part? Or does the entire thing need to be the button. Similar to an image map in html. Regards, r00t 3:16 Total Retribution http://www.totalretribution.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] beam fade notes @ handy vandal's almanac
I've posted a summary of the recent discussion of beam fade -- http://www.handyvandal.com/halflife2/almanac.asp?chapter=179 Karl Jones ... the Handy Vandal ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Odd Half-life 1 HLDS crash - help
Hello, list. Having somewhat of a funny time with a crash bug. This one is odd, it only crashes HLDS (linux or windows), but not listen servers. It occurs directly after a changelevel. After the text "Spawn Server MAPNAME" is printed to the server console, it simply segfaults with a jump to a location which contains only zeros. Again, this only affects hlds, not listen servers. It's proving quite hard to track down. Has anyone encountered this issue before, and know what might be causing it? Diving through the gpl quake source hasn't given me anything to go on. If you need to grab the game, it's available at http://digitalpaintball.net/dpb22.exe (or dpb.tar.bz2). Thanks in advance for any insight you can provide. -Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] How to make a beam fade out?
Possibly, cheers Adam will check that out when I get home. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" Mckern Sent: 21 June 2005 14:05 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] How to make a beam fade out? Dissolve??? Run a grep over the sdk and see if Dissolve is what you after --- Ian Warwick <[EMAIL PROTECTED]> wrote: > Cheers, this is the only way I can think of is to keep a pointer to > the current beam and adjust it's alpha over time. > > Cheers :) > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of bob > Sent: 21 June 2005 05:58 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] How to make a beam fade out? > > You could do some sort of tick counter to decrease the alpha of the > beam > > Thanks Again --- > --- Robert I Chatman III > --- www.swallowbush.com > --- [EMAIL PROTECTED] > --- (408) 569-4436 > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ian > Warwick > Sent: Monday, June 20, 2005 7:33 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] How to make a beam fade out? > > I am trying to make a beam fade away, I was thinking kRenderFxFadeFast > would do the trick, but where to specify this when creating a beam > using > BeamCreate() method of CBeam, once I have an instance of CBeam I am > unsure where to specify the renderfx that the sprite will use. > > Any help on this would be much appreciated. > > Kind Regards > > Ian > > > > This email and any files transmitted with it are confidential and > intended solely for the use of the individual or entity to whom they > are addressed. If you have received this email in error you are on > notice of its status. Please notify us immediately by return email if > you are not the intended recipient and delete this message. > Please note that any > views or opinions presented in this email are solely those of the > author and do not necessarily represent those of FusionPeople Ltd. > > FusionPeople Ltd may monitor outgoing and incoming emails and other > telecommunications on its email and telecommunication systems. > > === > This message has been checked for all known viruses by MessageLabs, > The service does not scan any password protected or encrypted > attachments. > FusionPeople Ltd accepts no liability for any damage caused by any > virus transmitted by this email. > > ___ > 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 > > > > FusionPeople Ltd may monitor outgoing and incoming emails and other > telecommunications on its email and telecommunication systems. > > > > This email and any files transmitted with it are confidential and > intended solely for the use of the individual or entity to whom they > are addressed. If you have received this email in error you are on > notice of its status. Please notify us immediately by return email if > you are not the intended recipient and delete this message. Please > note that any views or opinions presented in this email are solely > those of the author and do not necessarily represent those of > FusionPeople Ltd. > > FusionPeople Ltd may monitor outgoing and incoming emails and other > telecommunications on its email and telecommunication systems. > > === > This message has been checked for all known viruses by MessageLabs, > The service does not scan any password protected or encrypted > attachments. > FusionPeople Ltd accepts no liability for any damage caused by any > virus transmitted by this email. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://ammahls.com Lead Programer NightFall __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming email
RE: [hlcoders] How to make a beam fade out?
Dissolve??? Run a grep over the sdk and see if Dissolve is what you after --- Ian Warwick <[EMAIL PROTECTED]> wrote: > Cheers, this is the only way I can think of is to > keep a pointer to the > current beam and adjust it's alpha over time. > > Cheers :) > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On > Behalf Of bob > Sent: 21 June 2005 05:58 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] How to make a beam fade out? > > You could do some sort of tick counter to decrease > the alpha of the beam > > Thanks Again --- > --- Robert I Chatman III > --- www.swallowbush.com > --- [EMAIL PROTECTED] > --- (408) 569-4436 > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On > Behalf Of Ian Warwick > Sent: Monday, June 20, 2005 7:33 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] How to make a beam fade out? > > I am trying to make a beam fade away, I was thinking > kRenderFxFadeFast > would do the trick, but where to specify this when > creating a beam using > BeamCreate() method of CBeam, once I have an > instance of CBeam I am > unsure where to specify the renderfx that the sprite > will use. > > Any help on this would be much appreciated. > > Kind Regards > > Ian > > > > This email and any files transmitted with it are > confidential and > intended solely for the use of the individual or > entity to whom they are > addressed. If you have received this email in error > you are on notice of > its status. Please notify us immediately by return > email if you are not > the intended recipient and delete this message. > Please note that any > views or opinions presented in this email are solely > those of the author > and do not necessarily represent those of > FusionPeople Ltd. > > FusionPeople Ltd may monitor outgoing and incoming > emails and other > telecommunications on its email and > telecommunication systems. > > === > This message has been checked for all known viruses > by MessageLabs, The > service does not scan any password protected or > encrypted attachments. > FusionPeople Ltd accepts no liability for any damage > caused by any virus > transmitted by this email. > > ___ > 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 > > > > FusionPeople Ltd may monitor outgoing and incoming > emails and other > telecommunications on its email and > telecommunication systems. > > > > This email and any files transmitted with it are > confidential and intended solely for the use of the > individual or entity to whom they are addressed. If > you have received this email in error you are on > notice of its status. Please notify us immediately > by return email if you are not the intended > recipient and delete this message. Please note that > any views or opinions presented in this email are > solely those of the author and do not necessarily > represent those of FusionPeople Ltd. > > FusionPeople Ltd may monitor outgoing and incoming > emails and other telecommunications on its email and > telecommunication systems. > > === > This message has been checked for all known viruses > by MessageLabs, The service does not scan any > password protected or encrypted attachments. > FusionPeople Ltd accepts no liability for any damage > caused by any virus transmitted by this email. > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://ammahls.com Lead Programer NightFall __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Attachment points and projectiles
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have a weapon that fires a projectile, much like the rpg or the crossbow. I want the projectile to appear as if its firing from an attachment point on the viewmodel and also if its 3rd person from an attachment point on the world model, or.. if its another player, firing from an attachment point on their world model. Well all this poses a problem for me, as it seems niether the rpg or the crossbow fire from attachment points so its difficult to find some example code. Somehow I doubt its entirely possible to make it seem like its firing from a certain point in the above 3 situations, if the projectile is created on the server. Simply looking up the attachment in the weapon code with GetAttachment() won't really work here. If any 3d gurus could give me some help here explaining what I may need to do, it would be much appreciated, maybe its a matter of creating the rocket on the client and then formatting the attachment for the viewmodel, like the physcannon handles the gauss beam. regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] How to make a beam fade out?
Cheers, this is the only way I can think of is to keep a pointer to the current beam and adjust it's alpha over time. Cheers :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of bob Sent: 21 June 2005 05:58 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] How to make a beam fade out? You could do some sort of tick counter to decrease the alpha of the beam Thanks Again --- --- Robert I Chatman III --- www.swallowbush.com --- [EMAIL PROTECTED] --- (408) 569-4436 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: Monday, June 20, 2005 7:33 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to make a beam fade out? I am trying to make a beam fade away, I was thinking kRenderFxFadeFast would do the trick, but where to specify this when creating a beam using BeamCreate() method of CBeam, once I have an instance of CBeam I am unsure where to specify the renderfx that the sprite will use. Any help on this would be much appreciated. Kind Regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ 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 FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] How to make a beam fade out?
Hi, tried all the flags, not what I am after, I want it to fade away, ie:- push fire, full beam, release fire, beam fades away. The flag just makes it fade out either into the distance or vice-versa. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol Sent: 21 June 2005 06:09 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] How to make a beam fade out? Creating the beam with the FBEAM_FADEOUT flag should do what you want. By the way, you can find all the valid beam flags in game_shared\beam_flags.h. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: Monday, June 20, 2005 7:33 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How to make a beam fade out? I am trying to make a beam fade away, I was thinking kRenderFxFadeFast would do the trick, but where to specify this when creating a beam using BeamCreate() method of CBeam, once I have an instance of CBeam I am unsure where to specify the renderfx that the sprite will use. Any help on this would be much appreciated. Kind Regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ 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 FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders