[hlcoders] Question for Valve - shaders

2005-06-02 Thread r00t 3:16
I am aware of the custom shaders and the examples that are currently in the sdk. However the documentation states to be continued.. So my question is does Valve plan on releasing more info about getting shaders into mod's ? I know that Valve used HLSL (High Level Shader Language) for the shaders

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Jeffrey \botman\ Broome
Andrew (British_Bomber) wrote: That's fine and dandy however I have a few more gamemodes in the works and would rather be able to get and entity to define the gamemodes. Is that possible. Why can't you create a single GameRules class that handles all the different types of gameplay that you

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Andrew (British_Bomber)
Don't know really, the mod team decided they wanted 3 different gameplays, 2 of which were similar and the other 1 being completely different I thought I would break it into 2 gameplays rather than run checks everytime on whether a feature was enabled or not. I take it no one has every created a

RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
I figured this out by the way. Ends up the lines were being drawn behind the background of the VGUI panel. By removing the background I got them to show up. IT means I end up with a transparent panel, however by placing it in front of a black brush based background it works fine. Picture of it

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Jeffrey \botman\ Broome
Andrew (British_Bomber) wrote: I take it no one has every created a mod that used multiplegamerules... The problem isn't that you can't create multiple gamerules classes, the problem is that you are trying to use entity information which isn't available until after the gamerules class has

RE: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Tony \omega\ Sergi
Exactly. You just make a single gamerules class, like CModGamerules which has different thinks, if the rules are totally different, and runs in diff ways etc etc. default it to not initialized create an entity like I dunno, uhh, info_frontline. When info_frontline is spawned, call

[hlcoders] Source SDK Currently not available ?

2005-06-02 Thread r00t 3:16
I have steam open wanted to launch Source SDK and get the following error This game is currently unavailabl. Please try again at another time. Anyone else getting this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list

Re: [hlcoders] Source SDK Currently not available ?

2005-06-02 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: I have steam open wanted to launch Source SDK and get the following error This game is currently unavailabl. Please try again at another time. Anyone else getting this? Maybe it's in the process of being updated? Didn't Mike mention that an SDK update was coming soon

RE: [hlcoders] Source SDK Currently not available ?

2005-06-02 Thread Alfred Reynolds
Nope, its not being updated right now (will be later today however :) Also, deploying the new content does not interrupt access to the currently released content. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent:

Re: [hlcoders] Source SDK Currently not available ?

2005-06-02 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] Just restart steam, I sometimes get this with games. On 6/2/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Nope, its not being updated right now (will be later today however :) Also, deploying the new content does not interrupt access to the

Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] Seems very cool, what is it for? On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote: I figured this out by the way. Ends up the lines were being drawn behind the background of the VGUI panel. By removing the background I got them to show up. IT

[hlcoders] nightvision

2005-06-02 Thread r00t 3:16
I added a texture which looks decent http://www.totalretribution.com/r00t316/nvgoff.JPG http://www.totalretribution.com/r00t316/nvgon.JPG Now the question is... How can I make the out porition solid ? I thought we could do it in photoshop by making the center alpha'd and the outside of it

Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
Part of a prototype/demo mod looking at ways to teach/convey medical training via games. A serious games project. Quoting Ben Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Seems very cool, what is it for? On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote: I

Re: [hlcoders] Re: Bots Server Plugins Attn: Valve

2005-06-02 Thread Jeremy Swigart
Um, please ? :) I'm offering to do the work(which I'll probably do anyways), but I'm asking Valve/Alfred/Yahn if there is a possibility of it being added to the SDK and to a future CS:S and DOD update so bot developers will have the necessary functionality available to write a fully functional

Re: [hlcoders] Re: Bots Server Plugins Attn: Valve

2005-06-02 Thread Jeffrey \botman\ Broome
Jeremy Swigart wrote: Um, please ? :) I'm offering to do the work(which I'll probably do anyways), but I'm asking Valve/Alfred/Yahn if there is a possibility of it being added to the SDK and to a future CS:S and DOD update so bot developers will have the necessary functionality available to

[hlcoders] new SDK version is live

2005-06-02 Thread Mike Dussault
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release notes here describe what's in it: http://www.valve-erc.com/srcsdk/prerelease_notes.html Also, the MotionMapper and networking docs are updated.

Re: [hlcoders] Re: Bots Server Plugins Attn: Valve

2005-06-02 Thread Jeremy Swigart
Yes, I'm currently doing that. Was just hoping for some sort of acknowlegement either way. Like if they had something planned already or not. Thx On 6/2/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Jeremy Swigart wrote: Um, please ? :) I'm offering to do the work(which I'll probably

RE: [hlcoders] nightvision

2005-06-02 Thread Tony \omega\ Sergi
If you want to use an alpha channel you need $translucent 1 -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: June 2, 2005 2:52 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] nightvision I added a texture which looks decent

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Andrew (British_Bomber)
Thanks guys for not completely taking the hand of me for that completely stupid question and my arrogance towards your original reply jeff :D In my youthfull thinking the soloution was Make very specific gamerules that can handle a specific gameplay, rather than a robust one that can handle

Re: [hlcoders] nightvision

2005-06-02 Thread r00t 3:16
Yea I think I tried that. Actually I know I tried that.. I will keep at it. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, June 02, 2005 8:44 PM Subject: RE: [hlcoders] nightvision

[hlcoders] Speed hack detection, was new SDK version is live

2005-06-02 Thread Jeff Fearn
On 6/3/05, Mike Dussault [EMAIL PROTECTED] wrote: http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html Am I correct that a player does not actually state their position in the world but simply gives impulses (buttons), and therefore it's the number of impulses per second that

[hlcoders] sv_turbophysics

2005-06-02 Thread Dagok
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Alfred, From the June 2nd SDK patch msg. Included source code for alternative player physics - improves player interaction with physics objects in multiplayer. Look for code that references the