Re: [hlcoders] Scaleform in Source?

2011-04-06 Thread Cale Dunlap
Cool, good to know. Thanks Matt.

On Tue, Apr 5, 2011 at 9:14 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:

 You should be safe if you in general launch with -insecure or stay through
 VS launched builds which are also in Vac Insecure mode.

 On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote:

 Agreed, but we just acquired a Scaleform GFx evaluation license for a
 project I'm working on. I was just curious if anybody has ever hacked up
 enough of the Source SDK code to implement essentially a different UI
 package in general, I would figure the process would be similar regardless
 of what package it is.

 Of course being a Source SDK licensee would make things easier, but
 unfortunately the license that this project has with Valve is limiting
 to say the least. I'm still going to try, just to see how far I can get :)
 I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
 account specifically for this task, in case VAC flags me =/

 Thanks Tony.

 -Cale


 On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi 
 omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote:

 This is probably a long-shot, but I thought I might ask before I embark
 on this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

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 -Tony


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[hlcoders] Scaleform in Source?

2011-04-05 Thread Cale Dunlap
This is probably a long-shot, but I thought I might ask before I embark on
this journey... has anybody made any sort of attempt at implementing
Scaleform into the Source SDK? I assume that since without the code to the
material system interface this is nearly impossible, short of injecting
assembly jumps into Direct3D after it's been loaded into memory and
hijacking the render loop. I also assume this would get an account
VAC-banned pretty quick?

Any input/feedback is appreciated.

-Cale
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Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Tony omega Sergi
I would think, given that scaleform requires a license to use, and to attain
their SDK, that noone would be implementing scaleform into SDK code, but
would rather do it as a licensee, and into the engine properly.

Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.com wrote:

 This is probably a long-shot, but I thought I might ask before I embark on
 this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





-- 
-Tony
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Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Cale Dunlap
Agreed, but we just acquired a Scaleform GFx evaluation license for a
project I'm working on. I was just curious if anybody has ever hacked up
enough of the Source SDK code to implement essentially a different UI
package in general, I would figure the process would be similar regardless
of what package it is.

Of course being a Source SDK licensee would make things easier, but
unfortunately the license that this project has with Valve is limiting
to say the least. I'm still going to try, just to see how far I can get :)
I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
account specifically for this task, in case VAC flags me =/

Thanks Tony.

-Cale

On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.com wrote:

 This is probably a long-shot, but I thought I might ask before I embark on
 this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





 --
 -Tony


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Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Matt Hoffman
You should be safe if you in general launch with -insecure or stay through
VS launched builds which are also in Vac Insecure mode.

On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote:

 Agreed, but we just acquired a Scaleform GFx evaluation license for a
 project I'm working on. I was just curious if anybody has ever hacked up
 enough of the Source SDK code to implement essentially a different UI
 package in general, I would figure the process would be similar regardless
 of what package it is.

 Of course being a Source SDK licensee would make things easier, but
 unfortunately the license that this project has with Valve is limiting
 to say the least. I'm still going to try, just to see how far I can get :)
 I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
 account specifically for this task, in case VAC flags me =/

 Thanks Tony.

 -Cale


 On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote:

 This is probably a long-shot, but I thought I might ask before I embark
 on this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





 --
 -Tony


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 please visit:
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