Re: [hlcoders] First Person Spectator

2006-01-30 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Tim Holt
So I never tried it, but I was thinking of doing the same thing for a medical simulation I was working on a while back. Specifically, I wanted the player to be able to place and use a stethoscope (done as a weapon) while watching an EKG type readout. Good luck on it, it would be worth giving it

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Daan Mortier
Has anyone succeeded at vectorized aiming? As far as I know, the people over at Hull Breach (www.hull-breach.com) use or have used this way of aiming. I personally prefer the old method, but maybe you could go over to their forums for more help? Tjoek

[hlcoders] RE: SDK Shader samples busted?

2006-01-30 Thread Jed
Did you compile the game_shader_generic_sample project, and did it copy the game_shader_generic_sample.dll to your mod's bin directory? That I did, but it still wasn't working. I've tried again though and it *seems* to be working now. I think I may of missed a step or done something in the wrong

[hlcoders] Source shaders - good place to start?

2006-01-30 Thread Jed
I've been playing around with the included Source engine shaders to try and produce a client side effect. So far so good, although their not doing *quite* what I'm after. Current issues are: - downsample_nohdr shader darkens the image. - blurx and blury filters seem do be DirectX 9 only.

Re: [hlcoders] Source shaders - good place to start?

2006-01-30 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] I made a really simple HLSL tutorial a while back.. it explains a few of the basics of HLSL http://www.facewound.com/tutorials/shader1/ Basically, with regards to making HL2 Shaders these would be the steps.. Make/edit shader's cpp file

Re: [hlcoders] Source shaders - good place to start?

2006-01-30 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Once you have compiled the shaders, howdo you assign the shaders to the map or scene? On 1/30/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I made a really simple HLSL tutorial a while back..

Re: [hlcoders] Source shaders - good place to start?

2006-01-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Use the shader on a texture through it's VMT. If you want to apply it to the entire scene you create a VMT that uses your shader and the '%noToolTexture 1' line then overlay it on the screen from view_scene.cpp. Then you can use a conditional to

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] You're right about having to be looking the same way as the gun, you pretty much have to make the gun part of you, or you will miss every time. This sort of aiming system you are talking about would feel more at home on a console system or

RE: [hlcoders] Eax in half-life 2?

2006-01-30 Thread Jay Stelly
I don't think that is possible. The low-level direct sound code is certainly not exposed in the source SDK. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Sunday, January 29, 2006 8:15 PM To: hlcoders@list.valvesoftware.com

RE: [hlcoders] Eax in half-life 2?

2006-01-30 Thread Ben Everett
It would still be possible to do it if you are willing to completely re-code the sound system... it'd take quite a lot of work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Monday, January 30, 2006 9:10 PM To:

Re: [hlcoders] audio code needed

2006-01-30 Thread Andrew Forsberg
On Sun, 2006-01-29 at 00:24 +1000, Jason Houston wrote: -- [ Picked text/plain from multipart/alternative ] Hmm now you are getting complex. I guess you could allow the player to 'lock on' to a target using a key, then the game could give that sort of information through sound. I'm not sure

RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
I'd also like to add the fact that adding more precision (in the SendPropQAngles) to a higher bit (instead of 13) can eliminate some of the issues some of you have with the up/down angle. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent:

RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle; To CNetworkQAngle(v_angle); Step 2: In player.cpp

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Jon Day
You don't have to look down the sights in order to aim a gun. Yeah, it's better...for me...and most people. But some people can just hold a gun out and aim without actually looking down the sights. The kind of aiming this person is wanting sounds like it would fit really well in an old western