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]
__
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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
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
>
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
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
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'
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
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
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
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
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
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
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
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
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
=
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
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
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
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
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
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
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
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
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
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
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
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