Re: [hlcoders] Accessing WndProc in HL2 SDK?
-- [ Picked text/plain from multipart/alternative ] I was originally using Fmod for my mp3 player, before I stopped working on it. One of the guys at Valve was talking about working on an example such as an mp3 player so I stopped working with FMod and just decided to wait on that, but it has yet to even be mentioned again :( Is it possible to get the current position of the playing track in DirectShow? If that's possible and you can get the total length of the song somehow, you could just try comparing the current position with the total length in your think function then just manually have it move on to the next track. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Graphics made easy (tm)
-- [ Picked text/plain from multipart/alternative ] Well done. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using CZero content in a mod
-- [ Picked text/plain from multipart/alternative ] You would need to get permission from Valve, Turtle Rock and Gearbox I believe, they were all contributors. I would suggest avoiding it, but if you absoloutly need to use it, then those 3 might be a starting point for requesting permission. There will probably be more sources but they are the biggies :D hope that helps you in some way. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fading a weapon model out
have you tried something like SetAlpha( 128 ); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CSS content in a mod
In your modinfo file just change the gcf to, 240 I think it is, 220 being HL2 and 320 being HL2MP. Then add the file path farther down to include cstrike and you can then use all the CSS content as you would normally use other content. Note that if you are using HL2DM content you can no longer use that, but HL2 is loaded automatically with CSS so that is still usable. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
Are you implying that saving persistant data from Half Life 2 is outside the MySQL license? I was working on a simple feature in one of my mods to throw data out to a MySQL database but if that is not allowed in the license what do all the Stats programs fall under? btw love the 404 :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod
That's just been put in the Skybox. Which makes everything bigger, by some factor, 16 I think. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entity via code
If it's a server entity then its' removal needs to be handled by the server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Max Players
Shareddefs.h I think ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to animate the playermodel for any weapon?
in the weapon_ txt file you will find that it either ammends or prepends an animation name for that weapon, fx in the mp sdk a grenade has gren ammended to it the player animation. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Killing citizens
I think it's player relationships or something to that extent. The game thinks you are friendly with them so hurting him is a no go. So you will either have to change his friendliness to you or alter the game's logic so that anyone is attackable. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
so in conclusion, not too many people have succesfully gotten vehicle prediction on to the client, and those who have, or have made significant progress are keeping to them selves. Sorry we couldn't help you more krenzo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ERROR
Huh? Is he just asking for someone to compile his work? or for you to send 10 computers? WE HAVE NOT COMPUTERS HERE, PLEASE SEND TEN ON THE SNAIG MAIL ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ERROR
lol, I don't feel so bad now, if it was a joke. Too many of those email scams read exactly the same way though, and they take themselves seriously. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modifying run speed
there is a convar that is called hl2_walkspeed or something like that, and the same for sprint speed, just search through all the convars for it, then just increase it :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Calling client.dll command's in the server.dll??? Nub Asking Here
Personally I would make a new hud element or something that can catch a message and then activate the overlay, or even just has it's own overlay code. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
lol, to some extent you have good points SB. however CSS did come free with HL2. The CS team was mainly 2 people, Gooseman and Cliffe, so I say Kudos to them for getting to Valve, and since it was free with HL2, I don't think it's too bad at all. now DoD:S is not free, it has a charge of some kind, so we can only wait and see how that turns out. Hell maybe they will surprise you. I think Valve have done a good job with their support, their only problem is that they dont share information... ever... TF2. WHat 4 years, and they didn't mention they had moved it to a new engine until after HL2 was announced. They were supposed to give us more details after the release, that didn't happen, we were supposed to hear more about it after E3, anything? nah. We haven't even seen screenshots, or rumors about content. DoD:S apparently it's in development and has a rough release date, but any more info since E3? nope. HDR and Lost coast. That's in development, we've seen a nice video and know that all the new valve games will have HDR. Any more news since E3? No Aftermath : Odly enough we have quite a bit of information on this, and that's cool, still it does have a vail of secrecy. CSS : This has to be the most documented product at Valve. When port went into design we saw every step of the process, we watched what inferno became and we followed the progress of the models, and other content. I think they would be better of doing equal coverage of all their products, since eventually the world will stop revolving CS. It's not that I don;t like the product, or that I don't like or want to bash Valve, just as a developer, I am far more interested in their development of products rather than the new spit shine Sorry, for anyone who didn't want to read this but did, it's all been said before. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I love VGUI
it works on all panels. I use it on a normal vgui::panel no problem. I have had the same issue as you do, some panels draw fine without a background, and then others won't draw anything other than text without a background. I haven't been able to figure out why, I am just forced to draw the background for any panels that decide to act like that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
Bunk beds probably, it's a bit more of a drop, and will definatly not put you in a good mood ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
lol :D Those TF2 quotes are a conspiracy.. They are just there to give you that tiny glimmer of hope that it will some day release :P :P :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve: need a clear statement
Lol it seems like they are pushing the SDK for Mods and TC's more than plugins :D Maybe that's the way to go? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player model
If it's an HL2 SP mod, you will need to force it to play the animations, try stealing the HL2DM animations. The HL2SP player.mdl only has the HL1 style animations. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] unsubscribe wsxcde [EMAIL PROTECTED]
Where would we be without the botman? :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hiding crosshair and viewmodel
Why not add a check for if you are in third person, to the view model and cross hair functions that allow it to draw? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Third Person Camera Tutorial
lol, it's amazing just how much of a headache one little return can cause ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A real newb question :D
It's daunting as hell, but I am assuming that unlike my crap hole university you have atleast covered C++ so you are doing well there. As for how things tie into each other it really starts to make more and more sense the more you work with it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging is a problem
Bob: if you are still using this command line argument Command Arguments : -steam -applaunch 320 -dev -allowdebug -windowed -game d:\games\valve\steam\steamapps\SourceMods\HLMod +map sdk_3d_skybox and starting up the hl2.exe try changing the arguments to something like -dev -allowdebug -windowed -game d:\games\valve\steam\steamapps\SourceMods\HLMod +map sdk_3d_skybox Since you are already opening HL2 I don't think you need the steam apps arguments, well my VS .Net debugs quite happly without them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making EditablePanel bg transparent
I have replaced the Health panel with an image rather than the numbers, and when ever I set the background paint to false the image dissapears. The title remains but both the background and image dissapear even though the image is being drawn in the Paint() function. I have other panels that display like that no bother but for some reason the Health, whether it be the modified standard element or an element I wrote from scratch never wants to show the image when the background is hidden. 1) Is that the same kind of issue you have? 2) Has anyone had this issue and fixed it or should I just reread the VGUI documentation? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
There is that UTIL_ that removes imediatly, but it has the nice little comment about better not have any pointers to the entity. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Selected a frame to show in an animated material
I've seen that somewhere... I can't think of it ATM though. in on of my mods I have a gradiant to show the players health instead of numerics, and I just used an array of 10 hud textures and painted the appropriate one depending on the players health, fx. material[0] would be 100 to 91, material[1] would be 90 to 81 etc.. but I am almost sure that i have seen atleast a variable that is used for frames. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
That put a lid on that box didn't it?! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to add a certain delay to the server
lol That's one way to stop the server doing anything :D you could also do for( int i = 0; i 6; i++ ) for(int j = 0; j 6; j++ ) for(int k = 0; k 6; k++ ) that would slow the server down quite a bit, but the best way would probably be something like creating a boolean in your game rules, and also a float fx. bool m_bGameStarted; float m_flStartTime; then setting m_flStartTime to gpGlobals-curtime + 10.0f or something. and m_bGameStarted to false. then in your think function add a check for if m_bGameStarted is false, and if m_flStartTime is less than or equal to the current time then change m_bGameStarted to true. In your spawn function, whether it be the players or the gamerules that checks if the player can spawn simply don't allow them to spawn if m_bGameStarted is false. There are a couple of things you will need to expand on to get it working right but that's the general idea :D Hope it helps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player info being sent
I am curious as to how the server sends information for players. If I have a number of lives for a player, say 10, and each time the player dies they lose 1. That means say every 1 1/2 minutes the variable would change. However I have a HUD element that shows the players lives. This accesses the local players inforation to get the lives every OnThink(). If these lives are sent over in the players DataTable will they be transmitted everytime something in the players DataTable is changed or just when that particular variable is changed? -Thanks Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player info being sent
Ok, thanks, so that would mean that the best way would really be just a usermessage? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Hud element and background drawing
I have been trying to implement a simple graph for the players health rather than numbers, and it works fine when I am drawing the background of the element. But no matter what I do to try and stop the background drawing my graph also stops drawing. I have the graph and label both painting in the paint() function but the strange thing is that when the background isn't being painted the label is still printed, but the texture isn't. Any ideas? -Thanks Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Different Gamerules based on mapname or entities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Different Gamerules based on mapname or entities
Thanks guys for not completely taking the hand of me for that completely stupid question and my arrogance towards your original reply jeff :D In my youthfull thinking the soloution was Make very specific gamerules that can handle a specific gameplay, rather than a robust one that can handle everything. Thus making the code more efficient and running smoother. Well I thought the idea was sound, but here I am back at your original suggestions with 3 working gameplays in 1 set of rules rather than 3 sort of working rules that couldn't even make 1 decent gameplay... I should have realized when Jeff, a person who's website alone taught me more about coding than I can thank him enough for, said it was a bad idea :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player specific flags
So you could have up to 32 flags total? I was affraid to touch those incase it was vital to only have 10, thanks for answering my unasked question :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Newbie question
Transfer the declaration into a header file and then include that i the main cpp? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Use functions on an Entity
I guess I must be in a very CS:S mood or something because I am reffering to it in most of my questions now... Anyway could anyone give me in lamens terms pointers on animating an entity such as the planted bomb in CS:S, that not only Animates the texture but also has a countdown. I tried using the Use function and writing a timer into it, but apparently the function doesnt work how I thought it worked. So even a brief description of the usage of the Use function itself would help me out tremendously. Thanks Guys ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Newbie question
just a forward declaration of it in all of your cpp files? class CBaseAwesomeClass; I don't know if that will work but it's the only other thing I can think of ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
If the client says its game time A and I'm here, then, it's game time B and I'm there, how is that in anyway difficult to calculate distance/time? This is only a problem if the client doesn't send or the server doesn't use the idea of game time. I would think that the issue is, that they both know that time has passed, but they also know that player should be somewhere new and through the general confusion that is lag, the server or client decides he should be *points at a location* there. So they make him be there. I dont know the exact technicalities but through that extreme change in location the ground is made up quite quickly and the speed hack detects them. I could be horribly wrong on this, infact I know I am wrong and would love to find out the REAL answer, rather than my made up story. so pick it appart all you want :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Nightvision
I appologize if this a really dumb question. I have my NVG completely finished except for the effect itself. I was hoping to recreate real nightvision by simply amplifying the original lights, except for the fact I can't get information about the original lights it's perfect... So I decided for right now just to use our mod's original NVG effect a massivly bright dlight. Simple enough except for the fact that the dlights I use decided not to have an option for their brightness. Am I just blind? Also does anyone know how CS:S did the NVG, same thing? (my CS:S decided to stop working on me a few weeks back so I haven't been able to look at it ) Or even, I've heard people talking about using shaders, but I am cluless on how to implement that, any general pointers, hell even pro's and cons. Anyway :D Thanks for any help on such a nub subject ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
If the server knows that you are reloading and won't let you reload any faster, why can't it stop you from walking or running, hell even firing really fast? I know there are a lot of ambiguous cases like teleporters and stuff, but still it seems a bit odd that you can haul balls accross a map and the server couldn't care less, yet it controls how long it takes you to reload your gun. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
It's very possible to do that, but as Jeff said you will get a lot more false positives just due to altering latencies rather than real hackers. In theory it is sound but unless you have a decent thresh hold on hacking speeds and just lagging speeds, a better way of doing this without banning non hackers would be to use your eyes. It's not much of an answer but unless you want everyone who plays on your server to be banned because they had a nice little spike in their ping then it's the only real answer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Slicing and Dicing Vtf's
Lol to start out with I'm sorry if it's VMT's that are the acctual texture files, I can never get them the right way round, but... is it possible to scissor materials the same way you could with sprites? On the HL1 hud if you had 2 pictures in 1 file you could use 1 part of the sprite if something was say Active and the other part if it was Inactive. Can you do that with vtfs on the hud? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 2 questions
Your team menu might be a simple issue of taking a look at the numbers define for TEAM_SPECTATOR and such. do a search for that. If you set your first button to do jointeam and then it gave the number 1 then you might have TEAM_SPECTATOR defined as 1 where as TEAM_REBEL and TEAM_COMBINE or whatever you are using may infact be 3 and 4. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
lol, was it still solid or did sinor door just delete itself? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] code talk
Dunno if the demo commands are open in the code, but you could just copy the way the screenshots create the file name and put it into the demo command then all you have to do is remove any checks for arguments and your done. All you would need to do is type record and it will record de_dust001.dem fx... Well in theory. If you are planning on using it for CS then now is a good time to stop worring about it because noone other than Valve has that kind of access to the CS code. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
couldn't you just add that flag to the normal door rather than creating a whole new entity? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Attaching Objects to a player
Is there anyway to Attach model to a players back that doesn't require recompiling the models? I have my object following the player and I am happy enough with it looking like they have a briefcase for trousers, it's just attaching it to their back (like the bomb in CS ) would make the Test Team happy, I didn't plan on doing this for a while, (bigger fish to fry) but I couldn't spy a quick fix. Something like obj-AttachTo( pPlayer-GetBone( back ) ) Yea I know that would be way too simple and will never happen but I'm at school so I can't pull up any specifics right now and want to get it over and done with right when I get home. Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Resetting touch() on an objective
I have an objective, much like a flag in CTF, that the player can pick up and take back to his assigned capture point. I use a VERY simple model entity for this, it simply has Spawn, precache, touch and drop functions. Couldn't be much simpiler. They all work fine, the Touch sees if the toucher is a player then attaches the model to the player. When the player dies, or captures the object it is dropped. That all works fine and dandy, however when someone else goes to pick it up after it has been dropped, or even the same player comes back to grab their beloved suitcase, it will no longer attach itself to them. It's as though the touch function only wants to work once, or has to be stopped. I added an EndTouch, or whatever the exact name is, to the end of my touch function but to no avail. Am I making some kind of fundamental flaw on how the touch function works? Thanks for any help you can offer me ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting touch() on an objective
Thanks so much guys, got the problem sorted (For the most part ) and working perfectly :D :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spectate in HL2MP SDK
The HL2DM spec mode always returns false, try having it return the base class spectator start ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Multi passenger vehicles
I am about to venture off into the land of vehicles, and I am curious if anyone else has managed to get a simple multiperson vehicle to work. I am sure it shouldnt be all that hard to get running since i dont want the passengers to do anything, and valve would appear to have set vehicles up for multiple passengers *hopes TF2 is the reason for this* but still there may be some hidden issues that arise and I would like to see if anyone knows or has come across any major stumbling blocks. Cheers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hiding models during intermission?
nodraw? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Animating reticles?
Can you slice VTFs? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hud round counter not displaying correctly
where is the time being sent from and updated? Client or Server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player Rendering effects
I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue with creating a translucent player. The final effect which is a complete no draw is in, and so is the starting point, solid. It's the middle, transitional period I have had the problems with. If you have seen the E3 demo where the translucent character is standing in the flame you will get an idea of what I am trying to acheive. Unfortunatly I havent been able to figure out exactly how to get them to appear like that. I have tried changing the player's keyvalue renderamt, and also the players rendermode. Is this the right way to go about it or do I have to change the player's material dynamically somehow? I know it's probably some simple soloution that I missed at 3am, but it's just eluding me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Rendering effects
Shaders are well beyond my level of knowledge unfortunatly :( But it's amazing what you can do when you acctually look at the available public functions SetRenderColorA( SetRenderMode( and a little help from garry on the materials has put me on my merry way to getting it up and running. I think my original goal was just to alter the Alpha channel and rendermode, but after inadvertently convincing myself it was the player material, I think changing that during gameplay could be a bonus, but I am happy enough now to atleast get a basic transparency on the player. Why are these things so simple after have gone about doing something the bass ackwards lol thanks for the help guys. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Permanent Ground Effects (HL2DM)
I've had the RPG issue, not the stun batton one though, but it seems to be random, and most of the time it doesnt occur so I havent been to worried about it, but I would imagine like draco said, the easiest way to take care of it is just double check it is gone in the holster function. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Because forks are fun!
Was the Source engine built on the Q1 engine Michael? I though it was just the naming schemes and class setup were similar in design but the acctual engine was different. Hmm clever how they ported the Q1 engine all the way up to DX9 standards. Does id know about this aswell? They must be kicking themselves for having written the Doom engine rather than just upgrading the Q1 engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: SDK Code update.
Out of curiosity does Valve use a CVS of some sort on their local network? Or how do you handle changes and their effects on the in house games? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Joining server if round in progress
I'm not sure if this is the proper solution to that or not, but what I do is when the intial spawn function is called I manually set the players team to spectator, then the command on the MOTD opens up the team select. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Joining server if round in progress
Sorry for the 2 emails but I also meant to add that, that way when they select a team you can wait to spawn them until the round has started again ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Freeing VGUI Textures / Texture IDs
VGUI has always been my down fall, but all VGUI panels are present at any given time, but hidden correct? If that is the case then my assumtion would be that in order to move the textures anywhere there would only be 1 place to go, destruction, but then you would have to reload them when they were called again. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Joining mod server through steam server window
so does that mean that when you create a mod it will now include a game key in the Gameinfo? Thanks for fixing this guys :D Just out of curiosity though, why did you decide to use the Source Mods folder rather than mods being installed into the HL2 directory? Just too keep it clean? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
I'm sure there was a point in there somewhere, but this is just going to turn into flames. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Now, in all fairness I did offer him an option, and none of what anyone here has said really relates to who's prefference is right. Merely options that modders have open to them for what goes on with how their game is played. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Didn't Valve distribute plug in capabilities with the SDK? So if you are trying to say that plug in authors aren't allowed to create their plug ins, then why are mod authors allowed to mod for the Source engine? I can see why you would want to put safe guards on what you think should not be changed, but like I said it's a cycle, and honestly no one truely has the right to say what goe's other than either Valve and their almightyness, or the player's by simply playing what they want. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Joining mod server through steam server window
Yes I have the same concerns as you guys, it looks like the Steam Server browser doesnt load any of the mods that are in the SourceMods folder when i go to use it, in game it's fine but external to the game it wont show up. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLS models, model veiwer and what happened to glow shell?
Change the game config in the bottom right hand corner of the SourceSDK window to CS:S and then start HLMV to look at the CS:S models, as for HL:S I have no idea, I would imagine you can use them, try loading the HL:S game files in your mods gameinfo. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Imperio, slap in a few checks to verify they are the values you want, and if they aren't then give some obscure error, blame DirectX and crash the game... Thus you have your weapons doing the damage you want, and if anyone complains you can blame it on Microsoft, problem solved :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Velocity and teleport
Right sorry about that, I thought by teleport you meant put a player at X X X location, rather than change how they were moving :D I suppose I was just stating the obvious in my respons then :D On Thu, 10 Feb 2005 14:02:34 -0500, Lance Vorgin [EMAIL PROTECTED] wrote: Bomber - that's what Teleport is doing - just changing instantaneous velocity. We use this because it is one of the few scraps server plugins have easy access to. ___ 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
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
If they want an SMG to do 10 Cagillion damage just by looking at someone, then an SMG is Gonna do 10 Cagillion damage, they will find away, but I have to agree to some extent that the mod teams do tend to spend a lot of time balancing their game, and when they play on a server that has changed that balance they feel hard done by. All that work to make a balanced game and some guy or girl or alien has gone and changed that balance completely. But that's life. On Thu, 10 Feb 2005 17:08:16 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Can we encrypt them like valve did with their weapon files? IMO if it isn't a server config option then they shouldn't change it. If I wanted someone to change the damage I would provide an option for it.. I am sure the .ctx could be decrypted but most people won't go to that extent. For the people who do decrypt them It won't do them no good because they will not be able to encrypt them with a different key... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Beppo [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 4:03 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? can only agree here... (sorry for going a bit OT now) you can give admins options to setup ie the number of reinforcements/respawns per player/team, maplists, timelimits and stuff alike... but when it comes to weapon damage, firing rate, additional scopes, grenade launchers and stuff alike then this kind of thing should stay the same, no matter on which server you login to start a match. The main reason for this is that not many will blame the server admin at all... they will only blame him/her IF they already knew the original version of the mod... The example of new folks playing your mod for the first time rings a lot of bells here... we had many folks that started to blame our development team for specific things they disliked on this or that server and blamed us for developing a big pile of sh..t. Actually these things were mutators (UT stuff) that some folks added to their servers and that were developed to change specific parts about our mod. These mutators come pretty close to what is possible for admins on HL. Sure not 100% the same but 'adjusting' the damage values, adding another scoreboard and stuff alike is the same and can be a big pain in the a... so to speak. What makes a player wanting to play a specific mod? It is most times the first impression they got while playing it for the first time. But if this first impression is not their kind of thing then they will never touch it again most times. And now think about your hard work (your mod) edited in a way that you do not want it to be... what a nice first impression can result of this. Easy example... realistic behaviour is geared towards a specific group of players. Sure, some more action orientated folks will like your weapons or some other parts of your mod and then they will maybe setup a server that plays your stuff in a highly unrealistic pure action fun style... maybe cool, but that was not the way the mod planned to end up. And you should always show respect if people invest their free and spare time in developing a mod the way they like. Suggestions welcome, but it is their toy, not yours. So, adding nice additions is most times ok, but changing basics is not. So, imo, hard code whatever you want to hard code and leave stuff editable only if you want them to change it. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 6:32 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote: In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod?
Re: [hlcoders] Velocity and teleport
couldnt you just take the players velocity and when you send a slap command it just add's a number, say 30 to X and 20 to Y, to the players current velocity? I thought that's how the CS 1.6 and below slap commands worked. I never looked into them but I dont remember them teleporting people. :D On Wed, 9 Feb 2005 21:08:31 +0100, Frank Weima [EMAIL PROTECTED] wrote: Hey Guys, Thanks for this reaction. It will help me with my project. Thanks! If I have any questions, you will hear it. Thanks again, Frank anxiro Weima ___ 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
[hlcoders] Mp3 Playing
Is there any way of either finding out when an MP3 is done plaing in HL2 or of queueing mp3's? I am going to implement an ingame mp3 player and would rather not have to include DirectShow, as others have, rather I want to use the built in mp3 player that HL2 already has. The playing of an mp3 is easy enough, lol infact I doubt it could be easier from the console, but the tricky part will be making playlists. I may just be approaching this all wrong but to use the ingame mp3 function would require me to either find out when the song is done, by having the engine tell me, or by finding out the song length from the file and starting the next song after that time has been reached. The later seems like the only way to successfully use the in game mp3, but is the former possible? It would obviously do the same thing but it would save me having to find out how to read mp3 files and then get that info, then implement it. God I hate being a noob. -Thanks guys ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Safe way of setting weapon damages?
You can hard code the damage in, here is the code from the SDK weapon parse m_iDamage = pKeyValuesData-GetInt( Damage, 42 ); // Douglas Adams 1952 - 2001 as valve does here, you can too, once you have run the base parse you can add in your own values so it overwrites what was pulled from the file. real quick though, does anyone know who Douglas Adams is? On Wed, 09 Feb 2005 03:46:08 -0700, Steven Guy [EMAIL PROTECTED] wrote: This is a bit different case. With CS, TFC and NS all those are third party server side apps. In this case the weapon code itself can be modified by anyone with notepad. I like to feel that I have more control over my code than that. Also as a side note all those damn server apps are the reason I don't play CS, TFC or NS anymore. Most of those things just annoy me. From: Deadman Standing [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] [OT] Safe way of setting weapon damages? Date: Wed, 9 Feb 2005 05:19:17 -0500 HUH? After playing many modded CS, TFC, and NS servers I have yet to see a single player blame the mod. If anything they blame the server. At any rate you can not really block it from happening as long as there is a client server relationship and health is broadcast to the server. A server plugin can modify the attributes and send it back. The flip side is if you keep health on the client side only, you open yourself to hacks like GOD mode. It would also limit information to third party stat programs like pshychostats that many players enjoy. But then again in the end it all just opinion. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Guy Sent: Wednesday, February 09, 2005 4:40 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Safe way of setting weapon damages? Because the player's will blame the mod not the server. If it was documented by the mod makers as a feature that would be different. ___ 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
Re: [hlcoders] [OT] Safe way of setting weapon damages?
*looks at book collection above computer* I knew it rang a bell, but I wasn't aware he had died. Botman, I appologized for that. On Wed, 9 Feb 2005 18:25:45 -0500, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: pKeyValuesData-GetInt( Damage, 42 ); // Douglas Adams 1952 - 2001 They must be real bad at math, 2001 - 1952 is 49, not 42. ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, February 09, 2005 4:47 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] [OT] Safe way of setting weapon damages? British_Bomber wrote: real quick though, does anyone know who Douglas Adams is? This is a joke, right? If not... http://www.douglasadams.com/ -- Jeffrey botman Broome ___ 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
Re: [hlcoders] Steam: Technology failure
So, I hear steam was written using C++ *sorry* Just trying my hardest to kill this topic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
GO STEAM 3 to Valve for being ahead of the game, even though everyone bitches about it ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
Having not been able to look at the Source SDK, I am assuming you could just write a spawn so that it would spawn the player into a Sitting location in the vehicle, instead of driving it, they are in the back sitting on a seat, so when they want to leave they just hit use, to exit the vehicle. Has anyone coded multipassanger vehicles yet? just curious ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS VS C++ 6.0 source compile info
I get the c_te_firebullets.cpp error, spent the last week trying to find alternative ways of compiling but to no avail. How is it possible for so many people to follow the same compiling instructions, and yet the dll's just seem to compile randomly for everyone. Also, dunno if this will get answered, but why did you guys at valve decide to move to 7.1 so quickly and completely drop all support for 6.0 ? I get the same error except in a different file, any advice? - c_te_firebullets.cpp e:\_mymods\carmod\src\cl_dll\sdk\c_te_firebullets.cpp(64) : fatal error C1010: unexpected end of file while looking for precompiled header directive Error executing cl.exe. - -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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
Re: [hlcoders] Commercially released mods??
I'd love to see mods being distributed via Steam. Paying for mods doesnt make sence to me, yes as a developer I would love nothing more than to get money for the work I do, but honestly I am going to do it whether or not I am getting payed. Paying for a mod defeats every principle that the mod community was built on. A fantastic way to express your ideas and visions without having to pay for any licenses or having to meet demands of a professional environment. Valve has done a lot for the modding community but I beleive that selling mods over steam and taking half of the profits would be the worst thing they could do. Buying CS, DOD etc.. was a different story, they took them on and made them into stand alone games. Someone should point that guy over to the Torque engine, because what he should be looking to do is make a game, not a mod. Along the lines of licensing and $$$, there a few mods out there that offer special features to those who donate money to them, is that technically allowed with the license that is used with the SDK? I understand donations and such, but can they really offer people extra incentives to donate by using the Game itself? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
Couldnt you acctually make an entity in and of itself that is a spawn point, but instead of attaching it to another entity, you used something similar to parent but it's based on loacational objects. Rofl sorry perhaps an example would be a little clearer, If you have a game play that is based on capturing specific locations, you start out at a base and with each new flag you capture, the spawn points all move to that flag, or a few of them do. Yes it could be done in a different way, but I think that should bring the topic back into the realm of coding :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
what if you park the tank under a low bridge? or flip it over? uh oh!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders