Re: [hlcoders] Scaleform in Source?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ 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
[hlcoders] Scaleform in Source?
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
Re: [hlcoders] Scaleform in Source?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scaleform in Source?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scaleform in Source?
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 ___ 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