[hlcoders] OTCS Needs Mappers

2005-01-12 Thread Bryy Miller
I do a Counter-Strike Source machinima, Over the Counter Strike, and we are in need of a mapper for upcoming episodes. As of now, just one upcoming episode. We need a small armoury, very small, not expansive. A room for one or two people. AIM: JLarson1616 MSN: [EMAIL PROTECTED] __

[hlcoders] Question about creating no four wheels vehicle entities. please help!

2005-01-12 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi. I want to make a vehicle like a vehicle_crane.cpp. In this code, I want to rotate a model using the same controls of the vehicle_crane, and i don't want the game_ui interface to do it, i want to use

Re: [hlcoders] Prone View

2005-01-12 Thread Hasan Aljudy
you need not to mess with that other stuff .. you can just call player->SetViewOffset( Vector(0,0,12) ); On Wed, 12 Jan 2005 22:41:12 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote: > I figured this out, > Had something screwed up in another place :P > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com >

Re: [hlcoders] Prone View

2005-01-12 Thread r00t 3:16
I figured this out, Had something screwed up in another place :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Wednesday, January 12, 2005 9:07 PM Subject: [hlcoders] Prone View I believe I found where to set the view for the

Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Nick Roth
Ok, I finally ended up commenting out everything in my code (a hud element) but the basic function frame, and it compiled and ran in multiplayer mod mode on Steam. Then I began to uncomment blocks of code until I could get it to crash. It turns out this is the line that is causing it to crash: m

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Lance Vorgin
Platform specific: Absolutly none of that is needed at all in linux - just put a pointer to a func in the format of the first callback in the vtable and call the original like a normal one :) this is on the stack, not in ecx. Quite nice, though I question the speed Prone to crashes on updates: It'

[hlcoders] Prone View

2005-01-12 Thread r00t 3:16
I believe I found where to set the view for the prone position.. static CViewVectors g_DefaultViewVectors( Vector( 0, 0, 64 ), Vector(-16, -16, 0 ), Vector( 16, 16, 72 ), Vector(-16, -16, 0 ), Vector( 16, 16, 36 ), Vector( 0, 0, 28 ), // prone Vector( -16, -16, 0 ), Vector( 16, 16, 36 ), Vector( 0

RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
We never had a design that required it so no one spent the time to write the code to support it. Right now VGUI2 is a simple 2 dimensional render, adding overlapping of transparent controls means implementing a z-buffer. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PRO

RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
Thanks for the information, I'm just drawing a border and a dark background for now to cover it up as I don't have the time to look at fixing it Any idea why its not supported though? it seems like you'd have to clear the buffer there one way or another on purpose before rendering, But then again I

RE: [hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread Tony \"omega\" Sergi
Both hl1 AND hl2 have trigger_gravity. (I think q1 had it took for that matter, and I know for damn sure q2 did. heh) Which does just that. Use it. Heh -omega -Original Message- From: HoundDawg [mailto:[EMAIL PROTECTED] Sent: January 12, 2005 1:23 PM To: hlcoders@list.valvesoftware.com S

RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
VGUI2 doesn't support transparency between VGUI2 frames (only between controls and the game engine). For an example, try opening the options and create server dialog and drag them over each other. We may remove this limitation in the future but for now you will need to design around it. - Alfred

RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
Oh, I should also point out that you can fix this yourself if you feel game. The rendering of VGUI2 controls is done inside the VGUI2 controls library shipped with the SDK. In particular look at Panel::PaintTraverse() and Panel::PaintBackground() as a starting point. - Alfred Original Message

[hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
It seems like when every vgui Frame is drawn, it fills its drawing area with the back buffer (I mean the scene before any vgui drawing has taken place) and then goes on to draw itself and all of its child controls You might have noticed this at the end of a hl2dm/css game when the scoreboard is ove

Re: [hlcoders] Tracer Fire

2005-01-12 Thread r00t 3:16
Yes I have, Change the Fire.m_iTracerFreq = # I currently have it set so every bullet is a tracer.. in weapon_mp5.cpp void CWeaponMP5::PrimaryAttack( void ) { ... FireBulletsInfo_t Fire; Fire.m_iShots = 1; Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( ); Fire.m_vecDirShooting = pPlayer->GetAutoaim

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread S. Hendriks
I am reading that post and almost faints of the type of code, i feel such a newbie. === Stefan Hendriks FunDynamic & RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com =

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Jeffrey \"botman\" Broome
Lance Vorgin wrote: Us plugin authors should be able to do anything we want with _our_ entities, as well. Hey Lance, I saw your stuff on sourcemod.net... http://www.sourcemod.net/forums/viewtopic.php?t=441 ...slightly scary (as far as platform specific and prone to crash with updates), but still pr

RE: [hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread S. Hendriks
If possible i'd say use some sort of entity to define an area where gravity changed. Ie, like in CS you have a func_buyzone, you can have some sort of area like that as well. === Stefan Hendriks FunDynamic & RealBot http://www.fundynamic.nl http://realbo

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Lance Vorgin
Us plugin authors should be able to do anything we want with _our_ entities, as well. > Do you really want to recompile every server plugin for every single mod > where they will be used? Yes. > Valve already made some good interfaces to the engine. They should also > make a few "standard" inter

Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Hasan Aljudy
I got that once when I tried to add classes to the vgui library .. got an error "SDKGameRuels not registered on the client" or something like that. I thought that's becuase I messed with the vgui (i.e. it's not in synch with the engine's vgui). but I'm not so sure .. On Wed, 12 Jan 2005 09:45:40

[hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread HoundDawg
Has anyone tested, or know if it's even possible in HL2 to allow 2 different gravity settings within the same map? For example, you have 2 rooms with one room having very low gravity, while another room having normal gravity. It doesn't have to be triggered either, but that would offer a nice feat

RE: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Mike Dussault
Can you run in the debugger and get a call stack? Also, are you building both the client and the server DLL or just one of them? (Try building both). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth Sent: Wednesday, January 12, 2005 12:43 AM To: h

Re: [hlcoders] Player animation ? Interesant Discussion

2005-01-12 Thread Patrick Flanagan
Using Matt's suggestions, I was able to get a HL2DM model animating in my code. Turns out I was in fact loading the wrong model animations file. On Tue, 11 Jan 2005 23:45:26 -0700, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/p

[hlcoders] Tracer Fire

2005-01-12 Thread Tim Jones
Has anyone had any luck getting tracer fire to work in a multiplayer game? Currently I'm making a call to MakeTrace in CSDKPlayer::FireBullet. The call is made shortly after the check for bDoEffects. BasePlayer then hands this call off to the currently active weapon. At any rate, I get crashes a

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Maarten van der Zwaart
On Tue, Jan 11, 2005 at 04:35:26AM -0500, Lance Vorgin wrote: > A plugin should have all of the capabilities of the server module. It > makes the game more fun, more diverse, and all around stronger. I just > can't imagine any reason to close off things from plugin authors > besides jealously guard

[hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Nick Roth
ok, so I made a few new classes (nothing that changes the existing cpp files), and it compiles and runs fine using the "Create Single Player Mod" package, but when I try placing the files in the Multiplayer mod package, it compiles fine, but crashes out when I try to load a map. I know others have

RE: [hlcoders] Debug info ?

2005-01-12 Thread David Speyrer
cl_showpos 1 will show both your position (x y z) and your view angles (pitch yaw roll) -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, January 11, 2005 8:55 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Debu