[hlcoders] CBitmapButton

2005-06-21 Thread r00t 3:16


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


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[hlcoders] beam fade notes @ handy vandal's almanac

2005-06-21 Thread Karl Jones

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



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[hlcoders] Odd Half-life 1 HLDS crash - help

2005-06-21 Thread Kuja
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

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RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
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
>
>
>

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RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Adam \"amckern\" Mckern
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
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> addressed. If you have received this email in error
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> email if you are not
> the intended recipient and delete this message.
> Please note that any
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> and do not necessarily represent those of
> FusionPeople Ltd.
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> FusionPeople Ltd may monitor outgoing and incoming
> emails and other
> telecommunications on its email and
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[hlcoders] Attachment points and projectiles

2005-06-21 Thread Ian Warwick
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


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RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
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



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RE: [hlcoders] How to make a beam fade out?

2005-06-21 Thread Ian Warwick
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



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