[hlcoders] Steam gui : menu/options cusomtisation

2005-07-21 Thread sykes
Can anyone point me in the right direction on information on the steam ingame menu's and options.. im wondering if there can be any customization.. for example could it be extended to cope with game relative stuff ? thanks ___ To unsubscribe, edit

Re: [hlcoders] Steam gui : menu/options cusomtisation

2005-07-21 Thread Adam \amckern\ Mckern
if you mean hl1 - i dont think so hl2 - yes, look @ the .res files - they are writen in a script file - and are very easy to customise Adam --- sykes [EMAIL PROTECTED] wrote: Can anyone point me in the right direction on information on the steam ingame menu's and options.. im wondering if

Re: [hlcoders] Steam gui : menu/options cusomtisation

2005-07-21 Thread Kamran
If you wanted to extend options... that would require your own panel and code. For example, in my mod I replaced the New Game screen because it didn't fit with my mod, so I customized it, added a cool background and it doesn't even look like a Steam panel anymore... complete with button rollovers

[hlcoders] Gettin Plugin to work

2005-07-21 Thread Ian
-- [ Picked text/plain from multipart/alternative ] I'm trying to compile a server plugin i wrote modifying serverplugin_empty, the one that came with valve, but when i compile and i try to run it, it says its a Debug DLL and it crashes CSS. Any ideas? -- Sincerely, Ian --

RE: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Alfred Reynolds
Add -allowdeubg to the command line to let the engine load a debug binary. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Thursday, July 21, 2005 11:16 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Gettin Plugin to work

[hlcoders] Throwing phys objects

2005-07-21 Thread Kamran
If anyone has messed with the code for throwing physics objects, where is it? I basically want to edit what happens when the user presses MOUSE1 and MOUSE2. I searched for IN_ATTACK, throw, toss, and I didn't find anything related to it. I found where it checks to see if the user can pick up the

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Ian
-- [ Picked text/plain from multipart/alternative ] i dont want to debug, i finished it. How do i make it work like a regular plugin? On 7/21/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Add -allowdeubg to the command line to let the engine load a debug binary. - Alfred Original

RE: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Alfred Reynolds
Don't build it in debug then. The game won't let you load binaries build in debug mode unless you specify the -allowdebug option. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Thursday, July 21, 2005 1:25 PM To:

RE: [hlcoders] Throwing phys objects

2005-07-21 Thread Jay Stelly
weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To:

Re: [hlcoders] Material Proxy for Post-Process Shader (UPDATE)

2005-07-21 Thread hlcoders
Here is an update: 6) I was wrong about the breakpoint for CProxyHealth::OnBind. I was setting the break point below the line causing it to return: if (!pC_BaseEntity) return; 7) I'm guessing you have to pass a pointer to the local player in the second parameter of materials-Bind to

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Daniel Jennings
Change the build options so you're building a Release version not Debug version in your compiler. - Original Message - From: Ian [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, July 21, 2005 1:25 PM Subject: Re: [hlcoders] Gettin Plugin to work -- [ Picked

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote: Don't build it in debug then. The game won't let you load binaries build in debug mode unless you specify the -allowdebug option. At one point, the Visual Studio solution was using the wrong directory when coping the executable to the final directory. It was using the

Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Kamran
That's with the cannon... I'm talking about just picking up with your hands. Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL

Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Kamran
Nevermind my other email, it does work with just hand picking up. Now I need to figure out if it was thrown using the physgun or hands... Jay Stelly wrote: weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )

RE: [hlcoders] Throwing phys objects

2005-07-21 Thread Jay Stelly
There's a different function for throwing objects with the physcannon. The one I mention below is the correct code for the player picking up objects with his hands. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Ian
-- [ Picked text/plain from multipart/alternative ] thanks i got them to work already. Thanx alfred and botman. On 7/21/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Alfred Reynolds wrote: Don't build it in debug then. The game won't let you load binaries build in debug mode unless you

Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Kamran
Yup, figured it out. Thank you very much! Jay Stelly wrote: There's a different function for throwing objects with the physcannon. The one I mention below is the correct code for the player picking up objects with his hands. -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] Throwing phys objects

2005-07-21 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] http://articles.thewavelength.net/707/ Could be usefull? On 7/21/05, Kamran [EMAIL PROTECTED] wrote: Yup, figured it out. Thank you very much! Jay Stelly wrote: There's a different function for throwing objects with the physcannon. The