Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread r00t 3:16
After looking at the peeking I am starting to think this would be more like a side step left / right... I think rolling the player 5-10 degress right / left will probably make the motion a little better. Would the same apply to set the roll ? I know I wouldn't use SetEyeOffset but I quess it is

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread Hasan Aljudy
changing the view offset actually changes the virtual _position_ of the eye, I think the angle is a bit different, but yeah definitly manipulating the angle a little bit would make it look better. On Tue, 18 Jan 2005 02:55:38 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: After looking at the

[hlcoders] RE: HL2DM SDK in January or February?? Alfred (better redacted).

2005-01-18 Thread Jose Luis Gonzalez
Sorry for the previous e-mail. Oh, and please tell us what areas you are having trouble coding so we can add more/better examples for you. - Alfred Ok, i tell you: First Area: HL2DM animations I have imported succesfully the HL2DM models into the SDK. Using LEG_8ANIM LegAnimparameter instead

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread DOOManiac
I get the impression that most people are wanting the standard things to be there already for them, like scoreboards and teamplay systems (including voice icons and chat coloring and stuff), rather than coding their own. For some beginners (I consider myself once, so perhaps I can speak for them,

Re: RE: [hlcoders] New Game Menu 38

2005-01-18 Thread xdiesp
Um, the max is 32 chapters. my substance v0.35 installment had already 35... xdiesp ed el sen gì,come venne,veloce --- Scegli il tuo dominio preferito e attiva la tua email! Da oggi l'eMail di superEva e' ancora piu' veloce e ricca

Re: [hlcoders] Making weapons use magazines?

2005-01-18 Thread Draco
What I would do is change the carry ammo in your player to be the amount of clips in reserve, just give it a smaller number. each ammo object you touch gives you 1 more of that number, not 30 or whater. then in your reload, you --decrement the carry ammo variable and set the m_iClip variable in

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I think it has todo with so much stuff that is broken or non functional in the current SDK that has to-do with it. I would rather have most of the grunt work done for me then having to reimplement basic stuff like scoreboards or team menus. While I do admit implementing it yourself is a great way

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Mike Blowers
It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful,

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Josh
Any possibility of any server plugin updates? Perhaps the ability to change a user's origin? It would be great if there could be a function that allows us to modify the damage done per shot before it is processed. Not sure if you wanted a feature request or not :P Also, will hudmessages be

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \botman\ Broome
Mike Blowers wrote: Wow... Steam must have downloaded the wrong SDK for me then ! How about these issues then (just to start with) Go Thirdperson The player has 4 arms. The Physics is nothing like HL2DMHow many times have you been teleported across a level just because you happened to walk

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Erik Johnson
Please be very specific when talking about what is broken with the SDK. We'll work on any problems or difficult areas that you're running in to. Erik -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Tuesday, January 18, 2005 5:30 AM To:

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I can't speak for most people here but the current SDK is sparse I personally like learning the engine by doing most the basic work myself but I think most people would like a solid base to work off, and not have to create the basics like A round timer for example. Erik, Can I ask what is planned

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
We will be releasing a basic bot API for plugins (with a very simple example). We have also extended the IPlayerInfo structure to return more data about player. You should use the IServerPluginHelpers::CreateMessage() function to communicate with end users from a plugin (oh, and we added a

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
Bot API? Is that going to be using bits of the CS:S bot code? Also that change list mainly seems geared towards plugins, also has valve fixed the memory eating error with hammer and steam? On Tue, 18 Jan 2005 10:55:27 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: We will be releasing a basic

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
Thats very good news, i can't wait to extend those. I lack time to investigate stuff, but i am sure when the new SDK release is there, it will give us a lot more control over things (well as far as its needed of course). I heard, but did not test this yet, that the current 'bot plugins' do not

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Pavol Marko
It could be nice if you could add something to print to chat area so we don't have to use UserMessages for that. Also, any news about whether the GameFrame function will be changed to be called even when the server is empty? That would be a very nice feature.. Alfred Reynolds schrieb: We will be

RE: [hlcoders] bug on laptops

2005-01-18 Thread S. Hendriks
Sounds to me like the FN got enabled. Or somehow the NUM LOCK got enabled. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com ===

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \botman\ Broome
S. Hendriks wrote: I heard, but did not test this yet, that the current 'bot plugins' do not work with the CSS release. (Botman, could you confirm?) Any info on this? I would assume this has to do with CS:S now officially supporting bots (internally). Bots created through plugins may (will?)

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Bug
Sorry are you saying you are adding the ability to communicate with end users in the next release or that we, just as a general note, should use CreateMessage() to send things to users? How does DIALOG_ENTRY take input from a user? -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread tei
/me exit from shadows I have tried that thing on my engine moths ago. And result on a dificult thing, also because I sux as a coder. http://telejano.berlios.de/option/rollhead1.jpg I suggest contacting other moders guy with already working code and ask for a copy paste. I see some Q3 mods that

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread r00t 3:16
I will get it, it isn't that bad. Not that I have a semi working peek I understand things better. Yes I agree about the models peeking through walls. However if you adjust the bounding box, this should prevent them from sticking their head through things. r00t 3:16 CQC Gaming www.cqc-gaming.com

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
When we release it you will see :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent: Tuesday, January 18, 2005 12:14 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? Sorry are you saying

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
CS:S will work with 3rd party bots (implementing the bot API was a good test of this). I suspect that current bot plugins don't work because they have to use assorted hacks to work (and the release probably invalidated some of those hacks). - Alfred Original Message From: [EMAIL

[hlcoders] Re: HL2DM SDK in January or February??

2005-01-18 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I want the HL2DM SDK because my mod plans are a little modifications in DM. But also I wanted to learn more and more with the basics things like create HUDS, gamerules, etc. So I'm learning too. So

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote: CS:S will work with 3rd party bots (implementing the bot API was a good test of this). I suspect that current bot plugins don't work because they have to use assorted hacks to work (and the release probably invalidated some of those hacks). WHAT!?!?!?!? Plugins using

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
I still feel dirty from reading that forum post with all the hex offsets - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Tuesday, January 18, 2005 1:26 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders]

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
That would make sense, i did not dig into this, but i can't wait for the 'official' bot plugin to work with, feels a lot more comfortable then ;) === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com

RE: [hlcoders] Re: HL2DM SDK in January or February??

2005-01-18 Thread Matt Boone
Does the pose parameter you are using in the animation code match the pose parameter in the model? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, January 18, 2005 1:22 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
I can imagine, Though the cBaseEntity access gained on the more 'clean' is not that bad!? === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com

[hlcoders] RE: HL2DM SDK in January or February? Matt

2005-01-18 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I change the pose parameter in this function in base_playeranimstate.cpp, Using HL2DM animations. void CBasePlayerAnimState::ComputePoseParam_BodyPitch() { // Get pitch from v_angle

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Bug
Manip has access to CBaseEntity without any kind of hacks or cheap tricks or modifications to the SDK... but more on that later (don't e-mail me!). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 18 January 2005 21:30 To:

RE: [hlcoders] RE: HL2DM SDK in January or February? Matt

2005-01-18 Thread Matt Boone
What happens when you step through it? Does it successfully get the index of the pose parameter? Is the pitch correct? Does SetOuterPoseParameter do the right thing? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, January

[hlcoders] Particle System Not Working??

2005-01-18 Thread Daniel Menard
I have been trying to get particles to emanate from one of my weapon's projectile. I am using the simple emitter code provided in the SDK Docs and nothing seems to get rendered, I have even copied the code exactly and still nothing. Then I changed the projectile to the env_sparkler entity which is

Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Ben Davison
Can you please stop changing the posting titles because it starts a new conversation thread on most clients. On Wed, 19 Jan 2005 00:05:14 +0100, Jose Luis Gonzalez [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] One

RE: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Adrian Finol
Random number? Where is that number coming from? We need more info to help you fix this problem. What happens if you do this: int pitch = GetOuter()-LookupPoseParameter( aim_pitch ); if ( pitch 0 ) return; SetOuterPoseParameter( pitch, -90 ); Does your player model

RE: [hlcoders] Making weapons use magazines?

2005-01-18 Thread Tony \omega\ Sergi
Thats exactly what I did for clips. It's the most simplest way. Ie: the max ammo the gun can take is say 6 meaning, 6 clips. Then you have clipsize set somewhere. When you pick up ammo, it would give 1 or 2, meaning, 1 or 2 reloads. Not 1 or 2 rounds. The hud then already works fine, you'd just

[hlcoders] Cvar entry in vgui game menus

2005-01-18 Thread Patrick Flanagan
I was looking at the included game menus and on the Options-Multiplayer there is a field to enter a player name. I tested changing the player name from the menu, and it works. That field is defined in the resource file like so: NameEntry { ControlName

RE: [hlcoders] Cvar entry in vgui game menus

2005-01-18 Thread Alfred Reynolds
That control is defined internally to GameUI.dll, you don't have access to it (it is just a vgui::TextEntry with OnTextChanged() overriden to check/set cvar values). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday,

Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Ben Davison
Line 334 in c_sdk_player.cpp should be: CODE m_PlayerAnimState-Update( EyeAngles()[YAW], EyeAngles()[PITCH] ); Or at least that's what I did and it works. There may be a better way to fix it. http://forums.thewavelength.net/index.php?showtopic=11219hl=pitch On Tue, 18 Jan 2005 15:14:24

[hlcoders] Slap assistance

2005-01-18 Thread Grant Christensen
Hi I am currently adding a slap command to my mod. I am good with coding and gameplay related stuff, hence having working scoreboards, team selection, war code etc, but am new to the graphics side of things. If anyone could give me some assistance with what would be the best way to do this it

Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Tim Nagel
I think this specific topic deserves a new thread, dont you? (It isnt really related to the SDK release? ;)) Ben Davison wrote: Can you please stop changing the posting titles because it starts a new conversation thread on most clients. On Wed, 19 Jan 2005 00:05:14 +0100, Jose Luis Gonzalez

Re: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Ben Davison
True, but there are 5 variations of the original topic now :P On Wed, 19 Jan 2005 11:03:12 +1100, Tim Nagel [EMAIL PROTECTED] wrote: I think this specific topic deserves a new thread, dont you? (It isnt really related to the SDK release? ;)) Ben Davison wrote: Can you please stop changing

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread r00t 3:16
I am probably overlooking the obvious here but how do I set the view angle ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 18, 2005 3:20 AM Subject: Re: [hlcoders] Peeking - Left

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread r00t 3:16
Probably missing the obvious here, but how do you set a view angle. For just changing the camera view SetViewOffset works is there something similar for the angle as well? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To:

Re: [hlcoders] Particle System Not Working??

2005-01-18 Thread Hasan Aljudy
could you psot your code? if you don't set the alpha values or sie values or color values it might not render. also if alpha is 0 well obciously it won't render :P I presonally have used the simple particle emitter and it worked for me, and I'm deriving my own emitter from it. On Tue, 18 Jan

Re: [hlcoders] Making weapons use magazines?

2005-01-18 Thread SB Childe Roland
Yeah, but this doesn't allow him to reload partially used magazines later, like he said he wanted to. On Tue, 18 Jan 2005 18:23:10 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: That's exactly what I did for clips. It's the most simplest way. Ie: the max ammo the gun can take is say 6

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread r00t 3:16
Is there some place in the SDK that resets the players actual viewing camera angle every frame or something? In player.cpp LeaveVehicle() SnapEyeAngles(); Is really the only place I can find where it actually sets the angle. (Kind of like when you get stuck in the angle when leaving the jeep when