RE: [hlcoders] Using odd compilers
The Source SDK does not use any .NET libraries, it just makes use of the .NET IDE, that's all. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing Sent: 13 October 2005 16:17 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Using odd compilers You just need to install the .NET libraries on the target computer and get Microsofts Latest SDK to use .NET with VS 6.0 (all are free from Micorsoft for the asking). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, October 13, 2005 10:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Using odd compilers Won't do any good. The VGUI library (and other libraries built with .NET) won't be compatible with VisualStudio 6.0. -- 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 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] Re: Valve and Mod Distro...
I do believe if your mod is good enough Valve would make it available through steam, there is an option in steam to view 3rd party mods and download them, only the good ones get listed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of stalker333 Sent: 29 September 2005 07:45 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Valve and Mod Distro... This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I changed the subject because I felt it needed to be more fitting to the topic. I have been thinking of posting a suggestion like this for a few weeks, muddling it around in my head. Basically, I would like to see Valve open a community service that allows mod-makers to distribute their mods and updates via steam, for free or at most a very, very small fee. Why? Well, I think the community (the players) would think very highly of Valve if they showed real interest in getting OTHER peoples products in to their hands as easily as they can get Valve's games via steam. I'm sure Valve has thought about this at some point or another, but so far we havent seen anything like that (or I havent anyway). Seems like not only the players would apprecaite it, but mod-makers as well. Nobody likes to send people to an ad-ridden site to download their game. Plus, pushing updates is so much easier with steam. Since Valve's updates seems to break random things in mods more often than not (for various reasons, not saying on purpose) it would surely make all those project leaders happy to get their updates out ASAP too. Basically it would do two things. 1) Provide a very valuable service to players and mod-makers alike, making both happy, and 2) Serve as a hell of a PR tool. ;-) Has anyone from Valve ever commented on this idea? If so, sorry I missed it. If not, could someone let us know if this is on the drawing board or not? Thanks, -Stoned Smurf AKA The Joint Chief Date: Wed, 28 Sep 2005 09:51:25 -0700 From: Patrick Flanagan [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Last update has broken Mod shaders and is causing crashes Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] P.S. I like steam, would rock if mods could distribute that way. Not to derail the thread, but I've got a side project that might interest you. I've written a similar program specifically geared toward mods, I've got some screenshots of it in action and the download link at http://www.vapour-online.com/ It lets players automatically update the mods they have installed, browse for new mods to install, find servers, chat with players, find related sites, and some other stuff. It currently supports HL2 mods and Doom3 mods, although it's pretty simple to add support for new games and I'm planning on expanding it to include several more. Each mod team is capable of uploading their own updates whenever they want, so you don't have to wait on anyone to set it up for you after you've got an account. If you've got a mod you'd like hosted on it, drop me an email and I can hook you up. You'll need the .net framework installed to be able to run it. This program isn't about stealing steam's thunder, it's about filling a niche that valve has so far not seemed too interested in. -- ___ 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] Accessing WndProc in HL2 SDK?
I doubt you would be able to handle WndProc messages, this would all be done by the engine but I could be wrong. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: 23 September 2005 02:03 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Accessing WndProc in HL2 SDK? Hi, I am trying to make an mp3 player for the mod I am part of. I have the DirectShow part done, except for the fact that I can't handle events. The only way MSDN describes handing the I am done playing this file event is by accessing the WndProc message. But I dont really see this anywhere in the files list? There is no real main.cpp or anything... Any help is appreciated. Also, if someone can point me to an alternative to DirectShow, that would be awesome too. Thanks, Aditya -- http://www.pixelfaction.com AIM:ApeWithABrain ___ 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] Building an AI
Not sure what your problem is, just make a new NPC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: 16 September 2005 05:49 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Building an AI -- [ Picked text/plain from multipart/alternative ] Another Interesting point... I guess I can't. Unless a loving game company helped us out in this circumstance... :) just kidding. On 9/16/05, John Sheu [EMAIL PROTECTED] wrote: [ Picked text/plain from multipart/alternative ] Interesting point. Is it? Is it possible to use the Hostage code from CSS? So how do you intend to get your hands on said source code? -John Sheu -- I think poem that never as a I shall see a lovely as binary tree ___ 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] Building an AI
Inherit from CAI_BaseNPC, and implement your own conditions tasks and schedules (or use the existing ones if they fit) to create your NPC's behaviour. Add a new member to your class to store a pointer to the player owner. write some fancy transformation animations. Considering most of the NPC's work on the fact they have an enemy to kill, I guess you won't need to do much work in getting them to attack things. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: 16 September 2005 15:28 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Building an AI -- [ Picked text/plain from multipart/alternative ] new NPC? how do you mean? On 9/16/05, Ian Warwick [EMAIL PROTECTED] wrote: Not sure what your problem is, just make a new NPC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: 16 September 2005 05:49 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Building an AI -- [ Picked text/plain from multipart/alternative ] Another Interesting point... I guess I can't. Unless a loving game company helped us out in this circumstance... :) just kidding. On 9/16/05, John Sheu [EMAIL PROTECTED] wrote: [ Picked text/plain from multipart/alternative ] Interesting point. Is it? Is it possible to use the Hostage code from CSS? So how do you intend to get your hands on said source code? -John Sheu -- I think poem that never as a I shall see a lovely as binary tree ___ 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 -- ___ 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] New to Source and AI questions...
I wrote the AI section there hoping that someone would eventually add more to it, it's supposed to be an overview of how the AI works regarding states, conditions, tasks and schedules, so it's only useful if you want to create custom npc's with custom behaviours. You can spawn AI with npc_create, it should not be hard to do something similar dynamically. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Sent: 07 September 2005 21:58 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] New to Source and AI questions... This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Gentlemen, I'm new to the source engine, but a friend and I have some ideas laid out and we're working on it. Part of that is changing how the AI works. I've been to HYPERLINK http://developer.valvesoftware.com/wiki/Main_Pagehttp://developer.valv esof tware.com/wiki/Main_Page and read a fair amount of that including HYPERLINK http://developer.valvesoftware.com/wiki/AI_Programminghttp://developer .val vesoftware.com/wiki/AI_Programming. I'm wondering if there is more information on modifying/creating the AI? For instance, how do I spawn a NPC at the start of the map? Our idea requires squad mates and those squad mates will change in numbers as you progress through the maps. I'd rather not have static NPCs on each map, but be able to spawn an NPC based upon how things went last map, for instance. I didn't see much on the answer to this... Any help you can offer and especially any example code or the like you could link me to (I haven't seen much on websites that pertains specifically to AI) would be really helpful. Thanks much, Matt -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005 -- ___ 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] Changing the shape of the overview map
Anyone? I am not asking you to code it for me, just give me some idea of how this can be achieved. The only suggestion I have had for this is to draw a textured poly (in the desired shape), not sure about this, any other ways? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: 25 August 2005 12:15 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing the shape of the overview map How can I change the shape of the overview map so it's a circle instead of a rectangle (or any other shape) I was hoping for a simple solution, like maybe laying over a texture that will act as a clipping area, I know this might not be the case. ie:- Battlefield 2 style also Plan of Attack has this. thanks! 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] Changing the shape of the overview map
Cheers for the reply Alex If you can edit the material there to take the colour channel from your base (original) map texture and the alpha channel from your second shape, you should be set. Sorry to sound stupid here, trying to understand this part. For the colour channel in the base map texture, this would just be one of the channels like in photoshop? For the alpha channel in the shape texture, this would be the colour I use in the alpha channel or? Would appreciate it if you could elaborate on this part, you would'nt believe I am a professional programmer (business applications) this games programming really does puzzle me, far more demanding in math graphics knowledge than anything I have ever done :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 31 August 2005 09:18 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Create a second texture with an alpha channel in the shape you want the map to be (e.g. a circle). The RGB channel contents shouldn't matter - what you'll then need to do is create a new material for the map overview texture. Assuming you're using the standard overview method, your map materials will be in the materials/overviews directory, and will be called something like My_Map.vmt. If you can edit the material there to take the colour channel from your base (original) map texture and the alpha channel from your second shape, you should be set. And that, unfortunately, is the tricky bit. I can't see a pre-existing material which does what you want (which is slightly surprising, so I may be wrong). If one doesn't exist, you may need to create a new material. For instance, at the moment my overview map material looks like this: UnlitGeneric { $translucent 1 $basetexture overviews/mm3_block_17 $vertexalpha 1 $no_fullbright 1 $ignorez 1 } I guess you'd want to keep that $translucent tag, but possibly set $vertexalpha to 0 (depending on your shader, but basically you'll want the texture alpha, not the vertex alpha). And UnlitGeneric will have to become the name of your new shader. _ HTH, Alex -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 08:14 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Anyone? I am not asking you to code it for me, just give me some idea of how this can be achieved. The only suggestion I have had for this is to draw a textured poly (in the desired shape), not sure about this, any other ways? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: 25 August 2005 12:15 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing the shape of the overview map How can I change the shape of the overview map so it's a circle instead of a rectangle (or any other shape) I was hoping for a simple solution, like maybe laying over a texture that will act as a clipping area, I know this might not be the case. ie:- Battlefield 2 style also Plan of Attack has this. thanks! 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] Changing the shape of the overview map
Cheers mate, that makes sense, so essentially I would have to make my own shader to create some kind of clipping effect using the shape texture and the base texture? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 31 August 2005 09:48 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Normally in a game the textures will have 3 or 4 channels (each 8 bits of data): Red, Green, Blue and (optionally) Alpha. In Photoshop, if you're looking a TGA file (as used by the Source engine), you'll see the RGB channels which determine the colour of the texture. In some TGAs you'll also see a grayscale alpha channel. White means more alpha (opaque), black means no alpha (translucent). So you need 2 textures: the base (overview) map texture, which is just an overhead view of the level basically. All this texture needs is RGB channels, no alpha channel necessary. The second texture needs an alpha channel in the shape you want i.e. a large white circle on a black background in the alpha channel. The contents of the RGB channels won't matter because you're using the RGB from the first texture. So essentially you're creating a composite texture to use in-game from your 2 source textures: RGB from the map, Alpha from the 2nd (shape) texture. Good luck. Business apps are a foreign language to me so I can imagine this games coding all seems a bit new to you :-) -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 09:36 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Cheers for the reply Alex If you can edit the material there to take the colour channel from your base (original) map texture and the alpha channel from your second shape, you should be set. Sorry to sound stupid here, trying to understand this part. For the colour channel in the base map texture, this would just be one of the channels like in photoshop? For the alpha channel in the shape texture, this would be the colour I use in the alpha channel or? Would appreciate it if you could elaborate on this part, you would'nt believe I am a professional programmer (business applications) this games programming really does puzzle me, far more demanding in math graphics knowledge than anything I have ever done :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 31 August 2005 09:18 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Create a second texture with an alpha channel in the shape you want the map to be (e.g. a circle). The RGB channel contents shouldn't matter - what you'll then need to do is create a new material for the map overview texture. Assuming you're using the standard overview method, your map materials will be in the materials/overviews directory, and will be called something like My_Map.vmt. If you can edit the material there to take the colour channel from your base (original) map texture and the alpha channel from your second shape, you should be set. And that, unfortunately, is the tricky bit. I can't see a pre-existing material which does what you want (which is slightly surprising, so I may be wrong). If one doesn't exist, you may need to create a new material. For instance, at the moment my overview map material looks like this: UnlitGeneric { $translucent 1 $basetexture overviews/mm3_block_17 $vertexalpha 1 $no_fullbright 1 $ignorez 1 } I guess you'd want to keep that $translucent tag, but possibly set $vertexalpha to 0 (depending on your shader, but basically you'll want the texture alpha, not the vertex alpha). And UnlitGeneric will have to become the name of your new shader. _ HTH, Alex -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 08:14 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Anyone? I am not asking you to code it for me, just give me some idea of how this can be achieved. The only suggestion I have had for this is to draw a textured poly (in the desired shape), not sure about this, any other ways? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: 25 August 2005 12:15 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing the shape of the overview map How can I change the shape of the overview map so it's a circle instead of a rectangle (or any other shape) I was hoping for a simple solution, like maybe laying over a texture that will act as a clipping area, I know this might not be the case. ie:- Battlefield 2 style also Plan of Attack has this. thanks! This email and any files transmitted with it are confidential and intended
RE: [hlcoders] Changing the shape of the overview map
Cool, there are so many existing shaders (and no docs apart from a list of them), I think it might be worthwhile if I make the alpha masking texture and just try the most likely shaders + parameters to see what comes up. Only thing I don't like about this is having to re-launch the game after every tweak. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 31 August 2005 14:21 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map That's right. Like I said, I'd be surprised if there wasn't a ready-made shader in there for blending 2 textures together (it is a pretty generic operation). Unfortunately I'm not yet Source-savvy enough to know if the one you need is already in the SDK or not... -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 14:13 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Cheers mate, that makes sense, so essentially I would have to make my own shader to create some kind of clipping effect using the shape texture and the base texture? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 31 August 2005 09:48 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Normally in a game the textures will have 3 or 4 channels (each 8 bits of data): Red, Green, Blue and (optionally) Alpha. In Photoshop, if you're looking a TGA file (as used by the Source engine), you'll see the RGB channels which determine the colour of the texture. In some TGAs you'll also see a grayscale alpha channel. White means more alpha (opaque), black means no alpha (translucent). So you need 2 textures: the base (overview) map texture, which is just an overhead view of the level basically. All this texture needs is RGB channels, no alpha channel necessary. The second texture needs an alpha channel in the shape you want i.e. a large white circle on a black background in the alpha channel. The contents of the RGB channels won't matter because you're using the RGB from the first texture. So essentially you're creating a composite texture to use in-game from your 2 source textures: RGB from the map, Alpha from the 2nd (shape) texture. Good luck. Business apps are a foreign language to me so I can imagine this games coding all seems a bit new to you :-) -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 09:36 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Cheers for the reply Alex If you can edit the material there to take the colour channel from your base (original) map texture and the alpha channel from your second shape, you should be set. Sorry to sound stupid here, trying to understand this part. For the colour channel in the base map texture, this would just be one of the channels like in photoshop? For the alpha channel in the shape texture, this would be the colour I use in the alpha channel or? Would appreciate it if you could elaborate on this part, you would'nt believe I am a professional programmer (business applications) this games programming really does puzzle me, far more demanding in math graphics knowledge than anything I have ever done :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 31 August 2005 09:18 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Changing the shape of the overview map Create a second texture with an alpha channel in the shape you want the map to be (e.g. a circle). The RGB channel contents shouldn't matter - what you'll then need to do is create a new material for the map overview texture. Assuming you're using the standard overview method, your map materials will be in the materials/overviews directory, and will be called something like My_Map.vmt. If you can edit the material there to take the colour channel from your base (original) map texture and the alpha channel from your second shape, you should be set. And that, unfortunately, is the tricky bit. I can't see a pre-existing material which does what you want (which is slightly surprising, so I may be wrong). If one doesn't exist, you may need to create a new material. For instance, at the moment my overview map material looks like this: UnlitGeneric { $translucent 1 $basetexture overviews/mm3_block_17 $vertexalpha 1 $no_fullbright 1 $ignorez 1 } I guess you'd want to keep that $translucent tag, but possibly set $vertexalpha to 0 (depending on your shader, but basically you'll want the texture alpha, not the vertex alpha). And UnlitGeneric will have to become the name of your new shader. _ HTH, Alex -Original Message- From: Ian Warwick [mailto:[EMAIL PROTECTED] Sent: 31 August 2005 08:14 To: hlcoders
RE: [hlcoders] VUIG2 ingame editor problems
Only work around it to bring up the console and then select the vgui builder panel, then when you come out of the console the panel should be focused again. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spk Spk Sent: 26 August 2005 13:38 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VUIG2 ingame editor problems I'm having a real hard time using the built-in VGUI editor to edit my ingame interface. The problem I'm currently facing is that when hitting CTRL+SHIFT+ALT+B to edit a _fullscreen_ panel/frame, the VGUI editor CTRL+SHIFT+ALT+window is moved behind the fullscreen panel as soon as I click on a control I want to move around. Since I can't believe Valve hasn't thought about this issue, I'm assuming I'm missing another command to make the editor window stick to the foreground. Hitting the CTRL+SHIFT+ALT+B keys again doesn't bring it back to front either. I also can't seem to be able to edit panels that don't accept any user input (as in keyboard/mouse inputs). For instance, I can't edit the spectator gui when it appears at game start: when hitting the VGUI editor keys combo, nothing happens. So, is there anything I am doing wrong? Any tips appreciated. Thanks in advance, Spk ___ 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
[hlcoders] Changing the shape of the overview map
How can I change the shape of the overview map so it's a circle instead of a rectangle (or any other shape) I was hoping for a simple solution, like maybe laying over a texture that will act as a clipping area, I know this might not be the case. ie:- Battlefield 2 style also Plan of Attack has this. thanks! 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] Accepting mouse input in the overview map
It's possible you just need to subclass from vgui::Frame rather than vgui::Panel, and mouse input will work, this is what I did. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 18 August 2005 18:51 To: hlcoders@list.valvesoftware.com; Kamran Cc: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Accepting mouse input in the overview map I was thinking of tackling this by having the mini overview be as it is now - no mouse interface. But then also an alternate overview map which is actually a modal dialog - like the MOTD display is (have to click OK to continue). Quoting Kamran [EMAIL PROTECTED]: That's pretty impossible, if you think about it: if your mouse is controlling your view, how can it also control the overview map? There should be a way though if you toggle it fullscreen, which is I think what you're after? Alex Thomson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] So, I've set up my overview map pretty much as described in the Wiki and that all works great. Now I want a mouse cursor visible on that panel (like in the console or options menu). I've tried the functions SetMouseInputEnabled and HasInputElements, along with various other things, but none of these seem to help. The mouse still controls the player movement and no cursor is visible. Any ideas? ___ ___ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is strictly prohibited.The views of the author may not necessarily constitute the views of Kuju Entertainment Ltd. Nothing in this email shall bind Kuju Entertainment Ltd in any contract or obligation. The contents of an attachment to this e-mail may contain software viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. ___ ___ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ___ __ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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:
[hlcoders] Valve: Any chance of hosting a Doxygen of the SDK to go with the VDC site?
I am providing content for the Valve Developer Community site and I think it would be good if we could link methods and classes mentioned in the programming articles to the actual source code, I find this is quite valuable when trying to understand the structure of the SDK. regards Ian Warwick 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
[hlcoders] Various AI Timers in Core AI functions
Hi, Just learning the AI right now, very fun stuff, I was wondering what the timers are for in most of the core AI functions. in RunAI() there are 2 timers, one for the entire RunAI() function and one for just the PrescheduleThink(), g_AIRunTimer and g_AIPrescheduleThinkTimer respectively. Anyone explain what these are for to an AI newbie? 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] AI Pathfinding problem
Hi Thanks man, I got it going last night with nodes at about 1024 units apart, group selected in 4's and copied them all over, using much less nodes now, ai_show_connect and others proved very useful in building and debugging the node network. Cheers about the portal, the guy who designed and textured it has some great talent, shame my testmap does not do it any justice. Thanks for the tips! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Lewellen Sent: 02 August 2005 16:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] AI Pathfinding problem A suggestion for you nodes; Place them at the very most, 256 units apart. What I like to do when I make my maps is to just put 1 node in the top left corner or something, and then copy. Then do paste special, and then make like 20 copies or something with the x offset set to 256 (makes 20 copies to the right in the top view.) Then select all of those nodes, then copy, then paste special, then set y to -256, so it makes 20 copies going down. Then select all of those nodes in your 20x20 grid and then copy them and then paste-special 1 layer at z with 128 units, but then change all the nodes to ai_node_air, and then copy them all at 128 units apart on the z level. Hope this helps you :) You might also want to select all your ai nodes and then put them into a visgroup so you can hide them when you need to do brushwork. That portal thing in your corner over there looks awesome :) 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] AI Pathfinding problem
Cheers, ai_show_connect sounds helpful, will check that out tonight. * It's hard to tell how far apart they are without anything to give a sense of scale. Ah, that would make sense. * Are you sure you shouldn't be using ground nodes? My NPC uses the helicopter flight model, so I am using air nodes, hope this is correct. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 01 August 2005 16:58 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] AI Pathfinding problem Bad form to use a bullet list but I can't think of a better way. * It's hard to tell how far apart they are without anything to give a sense of scale. * The fastest way to see if it's your code that is the problem is loading the map in HL2 and spawning something. * Use ai_show_connect to see the node graph. If it isn't joined up the nodes are the problem, while if the links are there it's the NPCs * Are you sure you shouldn't be using ground nodes? Ian Warwick wrote: Hi, I have implemented a custom schedule with exactly the same tasks as SCHED_FORCED_GO. The only problem is when my NPC builds a path, it fails unless I put an extreme amount of nodes in the map. I have no idea why this is happenining, here is an image of a path my NPC has generated, it seems a bit over the top to me, but I had to do this in order for the NPC to actually find a path in the first place. http://www.thewakening.com/pathfinding.jpg Any idea where I can look to make NPC's connect nodes that are further apart than this? 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
[hlcoders] masking a texture
I am adapting the overview map so it's not square but a shape of my choice, so a mask would be ideal. Any ideas on how this can be done? Ian Warwick Software Engineer Tel: 023 8062 6555 Fax: 023 8062 6556 Web: http://www.fusionpeople.com 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] Keeping track of information inside the game
You could always ICE encrypt it :) check out the ICE project in the SDK, or search for ICE to see how it's used. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: 17 July 2005 16:45 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keeping track of information inside the game I would rather not have it hand edited, which is another dilemma... John Sheu wrote: On Sunday 17 July 2005 10:07 am, Kamran wrote: If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? A question to ask: what kind of data is this? Something that you won't mind the player hand-editing, or what? -- I thinkpoem that never asa I shallseea lovely as binary tree ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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
[hlcoders] Creating a sprite on the client
I tried asking this on the collective forums, with no luck so far, so I thought I would try here to :) I am trying to create a sprite, in a client entity class, and it's not going to well. In the class declaration I have this C_Sprite m_GlowSprite; In the constructor this m_GlowSprite.Clear(); and in Spawn() this m_GlowSprite.SetScale(100.0f); m_GlowSprite.SetModel( ORB_GLOW_SPRITE ); m_GlowSprite.SetAbsOrigin( GetAbsOrigin() ); m_GlowSprite.SetRenderMode( kRenderTransAdd ); m_GlowSprite.m_nRenderFX= kRenderFxNone; m_GlowSprite.SetRenderColor( 255, 255, 255, 255 ); m_GlowSprite.SetBrightness( 255 ); m_GlowSprite.TurnOn(); Does'nt seem to be showing anything, can anyone see if I am doing anything blatantly wrong from this code? The only thing near to an example I found was in c_plasma.cpp. cheers! Ian Warwick Software Engineer Tel: 023 8062 6555 Fax: 023 8062 6556 Web: http://www.fusionpeople.com 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] Modifying run speed
I think even if you do change these defines, there is still a limit on top speed, can't remember what that limit is but I think its way above 350 anyway. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Draco Sent: 13 July 2005 09:38 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modifying run speed there is a defined value in the hl2dm sdk for normal, walk and sprint speed, it may be used in the single player sdk too. search for SPRINT with match case on -- Draco ___ 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] Valve: need a clear statement
I can imagine Valve would too... in court :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: 06 July 2005 15:46 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Valve: need a clear statement -- [ Picked text/plain from multipart/alternative ] Ooooh a challenge. I'll see you in 2 months. On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote: If it would be need 5 years to implement the logic of like CS, then anyone should change his job immediatly... You dont need to invent the wheel a second time, the grafic stuff is already there and can be used, there is only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods (de, cs), a buy menu and some entities. It can be done within 1 or 2 months of constantly work. Ronny GO FOR IT! It'll be interesting to see what you have in about five years. ;) -- 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 -- - Ben Davison - http://www.shadow-phoenix.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 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] ideas on making an expanding orb
Cool, I have never tried using meshbuilder yet, always time to learn :) I guess I can perform Matrix transformations once I have a built mesh? take a look at the meshbuilder class.. those are just polygons in world space, not sprites billboarded to face the camera 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] ideas on making an expanding orb
Cool, just checked that out on a doxygen site, not home at the moment to try it, anyone confirm that this really works? I was under the impression it was'nt a simple thing to do (even though it should be!). Thanks, can't wait to check that out. Try adding a function similar to the SetModelWidthScale() (see how it's implemented with GetModelWidthScale() ) to the CBaseAnimating class, that's an easy way to make a model scale up/down. Use a thikn function to make it change over time, and bobs your uncle Cool, I have never tried using meshbuilder yet, always time to learn :) I guess I can perform Matrix transformations once I have a built mesh? take a look at the meshbuilder class.. those are just polygons in world space, not sprites billboarded to face the camera 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] ideas on making an expanding orb
Very cool, I chased that into C_BasePlayer 01215 float scale = GetModelWidthScale(); 01216 if ( scale != 1.0f ) 01217 { 01218 VectorScale( transform[0], scale, transform[0] ); 01219 VectorScale( transform[1], scale, transform[1] ); 01220 } Seems like you can apply vector scale transformations to a model? Cheers Teddy, will be checking that out :) Cool, just checked that out on a doxygen site, not home at the moment to try it, anyone confirm that this really works? I was under the impression it was'nt a simple thing to do (even though it should be!). Thanks, can't wait to check that out. Try adding a function similar to the SetModelWidthScale() (see how it's implemented with GetModelWidthScale() ) to the CBaseAnimating class, that's an easy way to make a model scale up/down. Use a thikn function to make it change over time, and bobs your uncle Cool, I have never tried using meshbuilder yet, always time to learn :) I guess I can perform Matrix transformations once I have a built mesh? take a look at the meshbuilder class.. those are just polygons in world space, not sprites billboarded to face the camera 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] Networking char ?
Surely the killer would have an index, which is available in the scoreboard anyway, why not just look up the player using that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: 03 July 2005 17:46 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Networking char ? Yes that is what I want.. Player (A) kills player (B) Player (A) should be listed in the Killed By field of the scoreboard. I am trying to network similar to that of the player_resource info. m_iPing, m_iDeaths, m_iFrags etc etc I know a string can be networked. But what about a m_szKilledby[MAX_PLAYERS+1] [MAX_PLAYER_NAME_LENGTH] Wouldn't take take up a bit of network traffic ? Regards, r00t 3:16 Total Retribution http://www.totalretribution.com - Original Message - From: Andrew (British_Bomber) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, July 03, 2005 12:21 PM Subject: Re: [hlcoders] Networking char ? I'm not entirely sure what you are looking to do, are you just looking to have a message in the scoreboard that tells you who the last person to kill the localplayer was? If that's the case I would just create a user message called something like ScoreboardKiller that sends over a string, then have that message registered to the scoreboard element, which stores it off into a member of the class. Then whenever someone is killed you send over the name of the killer to the scoreboard at the same time you send the deathnotice out. ___ 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
[hlcoders] ideas on making an expanding orb
I need to code an orb that expands over time, but not quite sure how to approach it. I am after some ideas on how I could achieve this, I was thinking of using a model, but there seems to be no way to dynamically resize a model, sprites are an option but I don't feel a sprite would look that great in the context I need it to be in. If anyone can give me some ideas, I appreciate it greatly. regards Ian Warwick 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] ideas on making an expanding orb
hmm, the modeller is trying to fudge it with facial animation flex controllers, however this solution is not really desireable. If I was to use a sprite, I would prefer to use a sprite that doesn't always face the screen. Is it possible to make sprites not face the screen? this way I could maybe cross them so they look more convincing. Not sure if anyone has seen the sprite trails in the game eve-online but all beams and sprite like looking things are actually composed of more than one flat face, more like an X. cheers Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 04 July 2005 14:55 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ideas on making an expanding orb If I understand the concept of rigid bodies correctly, there isn't going to be any way of doing this at all without faking it (like with a sprite). Ian Warwick wrote: I need to code an orb that expands over time, but not quite sure how to approach it. I am after some ideas on how I could achieve this, I was thinking of using a model, but there seems to be no way to dynamically resize a model, sprites are an option but I don't feel a sprite would look that great in the context I need it to be in. If anyone can give me some ideas, I appreciate it greatly. regards Ian Warwick 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 __ NOD32 1.1160 (20050701) Information __ This message was checked by NOD32 antivirus system. http://www.eset.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 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] HLCoders
Great! Thanks :) well needed. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: 28 June 2005 00:02 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HLCoders Today we're going to open up something we've been working on for the MOD community for the last couple of months: The Valve Developer Community. We've reworked our existing Source engine SDK documentation into a Wiki, which means that virtually all of the content can be edited by anyone with a web browser and useful information to share. We hope that this is an efficient and useful tool that the MOD community can use to share information on building a game using Source. The open nature of a Wiki raises some obvious concerns about what kind of content is contributed to the site, from worries about vandalism to honest inaccuracy and mistakes. There will be the occasional disruptive person, but the site provides methods for dealing with this. This is not Valve's site, this is the MOD community's site -- we've just helped out by jump-starting it for you. The new site should be treated like this mailing list -- as a place where you as developers can share information about how to make games using the Source engine. It should also a place where a number of people at Valve contribute fairly regularly, with the plan being to make it the most information-rich place on the Internet to learn about making a game using Source. The site currently contains all of the SDK documentation ported over to the Wiki format, but this is only the tip of the iceberg in terms of the content that is useful for developers to know when it comes to building games using Source. Everyone should feel free to go in and make any corrections or additions they think are appropriate. http://developer.valvesoftware.com http://developer.valvesoftware.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 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] Fakelag
I can't recall what it is however you can do a search on the console using the find command, ie:- 'find fake' or 'find lag' and see if it comes up in the result list. Oppoligies if you already know this, this is what I use when I can't remember the exact command. Regards Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: 28 June 2005 14:00 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Fakelag -- [ Picked text/plain from multipart/alternative ] What is the fakelag command in HL2? I've used it before, but I can't seem to remember it. That, or it was removed/renamed in a recent update. Anyone got any ideas? -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.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 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] Attachment points and projectiles
Ah, thanks for the reply Teddy, I think I am going to fudge projectiles the best I can like the RPG does :) Best Regards Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: 23 June 2005 16:16 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Attachment points and projectiles The fundemental problem in this puzzle is getting the position of a server side entity (the projectile) to match up with the predicted position of the players view model on the client. There's no easy way to do it, because even if it was a listen server, the view model and the world model attachment points will seldom line up. There is, however, something experimental that valve have in the base entity code but didn't use in hl2/cs/etc afaik, it's the CreatePredictedEntityByName() function. It creates the entity on the client and uses a CPredictableId to match it up with the server side entity and mabey even interpolates the projectiles position between server and client. On 6/21/05, Ian Warwick [EMAIL PROTECTED] wrote: 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 ___ 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
RE: [hlcoders] beam fade notes @ handy vandal's almanac
Cheers Karl, Great to see the hl2 version! Your site has proved to be a most useful resource over the years :) Ian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Karl Jones Sent: 22 June 2005 00:19 To: hlcoders@list.valvesoftware.com Subject: [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 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
[hlcoders] Selected a frame to show in an animated material
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] IMaterial has a method to get the total number of frames, however, I can not see any methods to select a particular frame to show. I am trying to find a good solution for more funky HUD bars, this is possibly one of them, does anyone know of a way to select a particular frame in a animated material? best 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?
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
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
[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?
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 emails and other telecommunications on its email and telecommunication systems
[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
[hlcoders] Valve - Thank you for the CMapOverview update!!
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just want to commend the person at Valve who fixed it up :) cheers! 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
[hlcoders] AI Nodes - Shortest Route Algorithm
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to figure out the shortest route between following AI nodes leading from start point to end point. Does anyone know if something like this already exists in the SDK before I start making my own? 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] AI Nodes - Shortest Route Algorithm
Does anyone know if something like this already exists in the SDK before I start making my own? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oskar Lindgren Sent: 06 June 2005 14:31 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] AI Nodes - Shortest Route Algorithm Google - A* (A star) Ian Warwick wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to figure out the shortest route between following AI nodes leading from start point to end point. Does anyone know if something like this already exists in the SDK before I start making my own? 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] AI Nodes - Shortest Route Algorithm
Cheers, thanks just found this, very cool! :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of cheeseh Sent: 06 June 2005 14:55 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] AI Nodes - Shortest Route Algorithm check out ai_route.h (class CAI_Path) assuming you are using SDK for HL2 Ian Warwick wrote: Does anyone know if something like this already exists in the SDK before I start making my own? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oskar Lindgren Sent: 06 June 2005 14:31 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] AI Nodes - Shortest Route Algorithm Google - A* (A star) Ian Warwick wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to figure out the shortest route between following AI nodes leading from start point to end point. Does anyone know if something like this already exists in the SDK before I start making my own? 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 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.323 / Virus Database: 267.6.3 - Release Date: 06/06/2005 ___ 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
RE: [hlcoders] Use functions on an Entity
I think the countdown timer might be using VGUI, it looks like it to me. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (British_Bomber) Sent: 24 May 2005 11:25 To: hlcoders@list.valvesoftware.com Subject: [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 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] Use functions on an Entity
Regarding my last email, this is what I was refering to http://articles.thewavelength.net/675/ Quite a cool article explaining how to do it, in hammer editor there is also an entity that allows you to attach a VGUI screen to a brush entity, complete with mouseover cursor, doom III style, rocks. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (British_Bomber) Sent: 24 May 2005 11:25 To: hlcoders@list.valvesoftware.com Subject: [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 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] Nightvision
I heard CS:S NVG is a shader, but if it is, then I can't find the files for it in any of the GCF files. The main problem is if the players PC's hardware supports shaders, but personally I would'nt let that be a problem. Shaders are a bit to deep for me at the moment, to do anything original and decent you need a good grasp of mathematics, however there are tools that make it easier, Nvidia's rendermonkey is quite cool. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (British_Bomber) Sent: 23 May 2005 14:06 To: hlcoders@list.valvesoftware.com Subject: [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 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] Nightvision
Appologies, I meant ATI's rendermonkey -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: 23 May 2005 14:27 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Nightvision I heard CS:S NVG is a shader, but if it is, then I can't find the files for it in any of the GCF files. The main problem is if the players PC's hardware supports shaders, but personally I would'nt let that be a problem. Shaders are a bit to deep for me at the moment, to do anything original and decent you need a good grasp of mathematics, however there are tools that make it easier, Nvidia's rendermonkey is quite cool. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (British_Bomber) Sent: 23 May 2005 14:06 To: hlcoders@list.valvesoftware.com Subject: [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 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 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] Nightvision
Sorry to keep spamming this thread! I keep remembering more useful stuff. Check out the post-processing shader Valve have provided, if you insert the code mentioned in the comments of the shader source to where it specifies, you get a crazy looking shader when you compile and run. It's very easy from here to set up a console command that will enable and disable it, or you could do this in a more desirable way depending on how you use it. From here all you would need to do is figure out how to actually write that shader, which is out of my depth. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (British_Bomber) Sent: 23 May 2005 14:06 To: hlcoders@list.valvesoftware.com Subject: [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 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: Re[4]: [hlcoders] shareware?
Can't you just ask for donations? -Original Message- From: Vyacheslav Dzhura [mailto:[EMAIL PROTECTED] Sent: 08 May 2005 13:39 To: [EMAIL PROTECTED] Subject: Re[4]: [hlcoders] shareware? Hello john-sheu, Sunday, May 8, 2005, 2:37:57 PM, you wrote: jsarc A good idea in any case. I don't see why they would have a jsarc problem with it, but it's polite to ask anyways. Ok, but whom should I contact? It is really hard to get some reply from them, though they read this list. P.S. Sharewareness of this program would be in UNREGISTERED sign in the caption bar and logo screen (maybe 5 second delay before logo will dissapear). That's all. Like Quark or TotalCommander. All functions will be enabled. I just want to receive some small benefit to continue development - it eats precious free time :P -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ 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] I need an example of adding tab control for vgui
You could use an array of buttons on a panel, you could possibly use one of those cool handy vector collection type thingies for the array so you can easily add new tabs to the strip, all you would need to do is handle a click event to change the background of a button (to make it look selected) and then update a member var to store which one is selected, this should be very simple to do. -Original Message- From: Heritage [mailto:[EMAIL PROTECTED] Sent: 29 April 2005 07:45 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] I need an example of adding tab control for vgui I could not find any examples in the code, I just need the name of the control and maybe an example of adding tab pages to it. thx ___ 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] HitBoxes ?
Vector( 0, 0, 14 ) -- no idea? Dead view height I think. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: 28 April 2005 04:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? Bounding boxes are defined in Gamerules.cpp line 34 - 48 static CViewVectors g_DefaultViewVectors( Vector( 0, 0, 64 ), Vector(-16, -16, 0 ), Vector( 16, 16, 72 ), -- standing Vector(-16, -16, 0 ), Vector( 16, 16, 36 ), -- ducking Vector( 0, 0, 28 ), Vector(-10, -10, -10 ), Vector( 10, 10, 10 ), Vector( 0, 0, 14 ) -- no idea? ); r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Jonathan Dance [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Cc: Tim Jones [EMAIL PROTECTED] Sent: Wednesday, April 27, 2005 10:21 PM Subject: Re: [hlcoders] HitBoxes ? OK, if I could take that back, found a back post on it. Bounding boxes = collision bounds? Sample code was... bool CreateVPhysics() { SetSolid( SOLID_BBOX ); SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12); So I imagine I can find this for players as well. On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote: Hmm... Where / how are the bounding boxes defined? On Apr 27, 2005, at 4:17 PM, Matt Boone wrote: Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly the head hitbox. Anyone know what the root cause of this is? --JD On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote: Anyone notice when you run / crouch / jump etc The hit box is off? It seemed to do this is CS:S also and I thought it was a CS:S bug. However it is also doing the same thing in the MP SDK.. Anyone else notice this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ 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 ___ 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