RE: [hlcoders] Using odd compilers

2005-10-13 Thread Ian Warwick
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

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RE: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Ian Warwick
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.

--

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RE: [hlcoders] Accessing WndProc in HL2 SDK?

2005-09-23 Thread Ian Warwick
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

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RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
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
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RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
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
  ___
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  archives,

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RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Ian Warwick
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


--
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RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
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!



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RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
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 
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you have received this email in error you are on notice of its status. Please 
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RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
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!




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RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Ian Warwick
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

2005-08-26 Thread Ian Warwick
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



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[hlcoders] Changing the shape of the overview map

2005-08-25 Thread Ian Warwick

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!




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RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Ian Warwick
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?
 
 

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 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox

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[hlcoders] Valve: Any chance of hosting a Doxygen of the SDK to go with the VDC site?

2005-08-04 Thread Ian Warwick
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




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[hlcoders] Various AI Timers in Core AI functions

2005-08-02 Thread Ian Warwick

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?




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RE: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ian Warwick
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 :)




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RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Ian Warwick
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?




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[hlcoders] masking a texture

2005-07-22 Thread Ian Warwick

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




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RE: [hlcoders] Keeping track of information inside the game

2005-07-18 Thread Ian Warwick
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

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[hlcoders] Creating a sprite on the client

2005-07-14 Thread Ian Warwick

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




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RE: [hlcoders] Modifying run speed

2005-07-13 Thread Ian Warwick
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

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RE: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ian Warwick
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
 
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--
- Ben Davison
- http://www.shadow-phoenix.com
--

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RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
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






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RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
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




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RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
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





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RE: [hlcoders] Networking char ?

2005-07-04 Thread Ian Warwick
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.

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[hlcoders] ideas on making an expanding orb

2005-07-04 Thread Ian Warwick

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




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RE: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Ian Warwick
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




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RE: [hlcoders] HLCoders

2005-06-28 Thread Ian Warwick
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/


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RE: [hlcoders] Fakelag

2005-06-28 Thread Ian Warwick
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
--

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RE: [hlcoders] Attachment points and projectiles

2005-06-23 Thread Ian Warwick
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

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

2005-06-22 Thread Ian Warwick
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



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[hlcoders] Selected a frame to show in an animated material

2005-06-22 Thread Ian Warwick
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


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

2005-06-21 Thread Ian Warwick
Hi, tried all the flags, not what I am after, I want it to fade away,
ie:- push fire, full beam,  release fire, beam fades away.

The flag just makes it fade out either into the distance or vice-versa.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: 21 June 2005 06:09
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] How to make a beam fade out?

Creating the beam with the FBEAM_FADEOUT flag should do what you want.

By the way, you can find all the valid beam flags in
game_shared\beam_flags.h.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Monday, June 20, 2005 7:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] How to make a beam fade out?

I am trying to make a beam fade away, I was thinking kRenderFxFadeFast
would do the trick, but where to specify this when creating a beam using
BeamCreate() method of CBeam, once I have an instance of CBeam I am
unsure where to specify the renderfx that the sprite will use.

Any help on this would be much appreciated.

Kind Regards

Ian



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

2005-06-21 Thread Ian Warwick
Cheers, this is the only way I can think of is to keep a pointer to the
current beam and adjust it's alpha over time.

Cheers :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of bob
Sent: 21 June 2005 05:58
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] How to make a beam fade out?

You could do some sort of tick counter to decrease the alpha of the beam

Thanks Again ---
--- Robert I Chatman III
--- www.swallowbush.com
--- [EMAIL PROTECTED]
--- (408) 569-4436


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Monday, June 20, 2005 7:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] How to make a beam fade out?

I am trying to make a beam fade away, I was thinking kRenderFxFadeFast
would do the trick, but where to specify this when creating a beam using
BeamCreate() method of CBeam, once I have an instance of CBeam I am
unsure where to specify the renderfx that the sprite will use.

Any help on this would be much appreciated.

Kind Regards

Ian



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[hlcoders] Attachment points and projectiles

2005-06-21 Thread Ian Warwick
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[ Picked text/plain from multipart/alternative ]
I have a weapon that fires a projectile, much like the rpg or the
crossbow.

I want the projectile to appear as if its firing from an attachment
point on the viewmodel and also if its 3rd person from an attachment
point on the world model, or.. if its another player, firing from an
attachment point on their world model.

Well all this poses a problem for me, as it seems niether the rpg or the
crossbow fire from attachment points so its difficult to find some
example code.

Somehow I doubt its entirely possible to make it seem like its firing
from a certain point in the above 3 situations, if the projectile is
created on the server.

Simply looking up the attachment in the weapon code with GetAttachment()
won't really work here.

If any 3d gurus could give me some help here explaining what I may need
to do, it would be much appreciated, maybe its a matter of creating the
rocket on the client and then formatting the attachment for the
viewmodel, like the physcannon handles the gauss beam.

regards

Ian


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

2005-06-21 Thread Ian Warwick
Possibly, cheers Adam will check that out when I get home.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
amckern Mckern
Sent: 21 June 2005 14:05
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] How to make a beam fade out?

Dissolve???
Run a grep over the sdk and see if Dissolve is what you after

--- Ian Warwick [EMAIL PROTECTED] wrote:

 Cheers, this is the only way I can think of is to keep a pointer to
 the current beam and adjust it's alpha over time.

 Cheers :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of bob
 Sent: 21 June 2005 05:58
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] How to make a beam fade out?

 You could do some sort of tick counter to decrease the alpha of the
 beam

 Thanks Again ---
 --- Robert I Chatman III
 --- www.swallowbush.com
 --- [EMAIL PROTECTED]
 --- (408) 569-4436


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ian
 Warwick
 Sent: Monday, June 20, 2005 7:33 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] How to make a beam fade out?

 I am trying to make a beam fade away, I was thinking kRenderFxFadeFast

 would do the trick, but where to specify this when creating a beam
 using
 BeamCreate() method of CBeam, once I have an instance of CBeam I am
 unsure where to specify the renderfx that the sprite will use.

 Any help on this would be much appreciated.

 Kind Regards

 Ian




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[hlcoders] How to make a beam fade out?

2005-06-20 Thread Ian Warwick
I am trying to make a beam fade away, I was thinking kRenderFxFadeFast
would do the trick, but where to specify this when creating a beam using
BeamCreate() method of CBeam, once I have an instance of CBeam I am
unsure where to specify the renderfx that the sprite will use.

Any help on this would be much appreciated.

Kind Regards

Ian



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[hlcoders] Valve - Thank you for the CMapOverview update!!

2005-06-09 Thread Ian Warwick
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[ Picked text/plain from multipart/alternative ]
Just want to commend the person at Valve who fixed it up :) cheers!


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[hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
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[ 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




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RE: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
 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




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RE: [hlcoders] AI Nodes - Shortest Route Algorithm

2005-06-06 Thread Ian Warwick
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




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RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
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

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RE: [hlcoders] Use functions on an Entity

2005-05-24 Thread Ian Warwick
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

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RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
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

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RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
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

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RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
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

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RE: Re[4]: [hlcoders] shareware?

2005-05-09 Thread Ian Warwick
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]


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RE: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread Ian Warwick
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

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RE: [hlcoders] HitBoxes ?

2005-04-28 Thread Ian Warwick
 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


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