RE: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Ben Everett
There is also GCFScape. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Sunday, July 30, 2006 1:21 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] GCF .Cache Extraction I knew i had seen the tool around some where,

Re[2]: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Vyacheslav Dzhura
Hello Ben, Sunday, July 30, 2006, 9:34:41 AM, you wrote: BE There is also GCFScape. and VTF Explorer :) http://www.hl2source.com/?content=projectsid=vtftool -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To

[hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Jed
That yeah, those I guess it's also defined in hl2mp_gamerules. I'm too lazy today Ah thanks Robbie, thats what I was missing. I was looking at gamerules and wondering why my edits weren't having any effect. - Jed ___ To unsubscribe, edit your list

Re: [hlcoders] SDK Update coming...

2006-07-30 Thread Jed
What This Release Has * Lots of source code updates from the Episode 1 production code Hammer, Faceposer, Model Viewer updates Access to the Ep1 version of the Source Engine binaries I hope this means the source code to HLMV is updated this time around. I made some updates

[hlcoders] Rotating/Altering hulls

2006-07-30 Thread Jed
Continuing on from my earlier question about adjusting hull sizes, one thing I wasn't aware of was that the hulls don't change their orientation with the player which is a little annoying. I'd adjusted my eye positions and hull sizes to match the head position and outline of the player models

Re: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] That was me. This is ideal, I now can extract the soundcaches from HL2's GCF with the installer. On 7/30/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Yeah, this was more or less as a second option to the person asking about the abilty to

Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Are you using HL2DM models? In that case, everyone else with the models has the same problem On 7/30/06, Jed [EMAIL PROTECTED] wrote: That yeah, those I guess it's also defined in hl2mp_gamerules. I'm too lazy today Ah thanks Robbie,

Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] It seems to also plague CSS. On 7/30/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Are you using HL2DM models? In that case, everyone else with the models has the same problem On

Re: [hlcoders] Rotating/Altering hulls

2006-07-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I don't think so. http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM *Notice that his bounding box did not rotate with him.* That's not a bug in the *cg_drawBBox* code – that's actually the way Quake 3 does bounding boxes. It's the axial part:

[hlcoders] Global game state

2006-07-30 Thread Thomas Vollmer
Hi all, I'm wondering how I can store/manipulate my global game state. I basically want to model a state machine with events from the game triggering state transitions and entities reacting to the state transitions/new states. I'm thinking of using a logical entity. Is this the right approach?

Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-30 Thread Thomas Vollmer
Got it. - Original Message From: Aaron Schiff [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 8:46:09 PM Subject: Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs -- [ Picked text/plain from multipart/alternative ] The LCD

[hlcoders] Third-person Player Model

2006-07-30 Thread ntzimoul
Hello, I'm new to this, so please bare with my newbiness. I'm trying to create a static third person view for my mod. There is an article on the wiki and I think I can edit that enough to get the result I want. I have already changed hl2_player.cpp and hl2_player.h to add the SetAnimation

Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] I changed our mods appid to 215, but when I went to load a player model in HLMV, it would crash. On 7/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote: Good guess, mods currently using 220 should switch to 215 if they wish to use the new engine

Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Engine Error!!! That would never happen! Source is perfect in all ways. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] HL2DM bots

2006-07-30 Thread bloodykenny
This is a bit of a copout. Yes the Valve APIs don't natively support weapon introspection, but the Valve APIs don't natively support map waypoint querying either, (nor has any FPS API that I'm aware of) and programmers have had no problems there. They simply stored the extra info they needed

Re: [hlcoders] players falling out of DM maps

2006-07-30 Thread bloodykenny
It doesn't seem to have made the problem worse, but it hasn't fixed it either. In large games the error messages still appear occasionally. At 2006/07/16 06:18 PM, [EMAIL PROTECTED] wrote: Well your change doesn't seem to have any negative side effect. Whether it fixes the error logs or not

Re: [hlcoders] Mathlib.cpp

2006-07-30 Thread bloodykenny
This is almost certainly just a case of targeted optimization. The linux server uses so little cpu, there's no need increase risk and decrease portability by ASM-ing everything. At 2006/07/27 03:57 PM, David Anderson wrote: ahh my mistake, I see now there are functions simply not implemented

[hlcoders] Portal

2006-07-30 Thread Justin Krenz
Is it possible to create portals like those seen in the Portal video or is the Episode 2 engine required? Are they essentially func_areaportals with the two sides dynamically defined during run time? ___ To unsubscribe, edit your list preferences, or

[hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
-- [ Picked text/plain from multipart/alternative ] I want to add a second weapon model to the player model so he wields two weapons, in this case knifes. How do I make the player model to have a weapon in each hand, two different weapons? -- ___ To

Re: [hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
-- [ Picked text/plain from multipart/alternative ] I want to attach the second model to another attachment on the player model so it follows the player animations just like the first model. --[ Picked text/plain from multipart/alternative ] Like code whys? So that this button fires the left

Re: [hlcoders] Dual wielding

2006-07-30 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] you can have more than one viewmodel on the screen, the animations after might be a little tricky(IIRC Player::GetViewModel(int))... Maybe valve could share an example of how to set this up properly? On 7/30/06, Niclas Nordin [EMAIL PROTECTED]

Re: [hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
-- [ Picked text/plain from multipart/alternative ] Its not viewmodels im talking about, I already got a dual wield viewmodel, (one modelfile) its the player model. you can have more than one viewmodel on the screen, the animations aftermight be a little tricky(IIRC Player::GetViewModel(int))...

Re: [hlcoders] Dual wielding

2006-07-30 Thread Gus
This is a cryptographically signed message in MIME format. -- I am planning to also have dual weapons for our mod Wanted: Outlaws Lawmen .the art side is covered but I need explanation, code, QC preparation to get this working...for example, player drops gun and other player picks up and

Re: [hlcoders] Dual wielding

2006-07-30 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Assuming you are talking about hl2mp, you need to modify the files located under sourcesdk_content\hl2mp\modelsrc Look at the male and femle animations as well as the combine sdk -- ___ To

[hlcoders] Entitygroundcontact IK

2006-07-30 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Hey, I've been working on a mod with NPCs now and I noticed I'm getting an assert when spawning a NPC. It seems that the assert was coming from usercmd.h: entitygroundcontact= src.entitygroundcontact; After this, I've been looking

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Not at all...they're simply 2 materials with rendertargets on the other side... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Alfred...

2006-07-30 Thread Scuzzy
Charles Solar: Read the discussion, you can setup your gameinfo file to get vac working I had previously read through the discussion and followed the links you provided which lead to (http://developer.valvesoftware.com/wiki/VAC_for_Mods) which ultimately led me to, spelled out, replacing

Re: [hlcoders] Portal

2006-07-30 Thread Adam \amckern\ Mckern
And how do you know this? --- Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Not at all...they're simply 2 materials with rendertargets on the other side... -- ts2do -- ___ To unsubscribe, edit

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
On Sunday 30 July 2006 6:03 pm, Adam amckern Mckern wrote: And how do you know this? Because it makes a lot of sense, given what we see in the video. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Portal

2006-07-30 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Im pretty sure there is a lot of extremely complex technology at hand here. Its not just rendertargets, they are seamlessly bending pixels to their will. And Im pretty sure they arnt using much shader technology either. I really wish I knew how

Re: [hlcoders] Portal

2006-07-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Yeah, it seems very unlikely that they're just textures, seeing as things move through them smoothly and can be half way between two portals (not just teleported point to point, as in the GMod minimod). On 7/30/06, Ryan Sheffer [EMAIL PROTECTED]

Re: [hlcoders] Portal

2006-07-30 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] If it were a rendertarget the movement through a poral would not be seamless. It seems more complex in my opinion. On 7/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Im pretty sure there is

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Rather than just rendering the target view to a texture, it looks as tho they also modify the z component...which would make sense for waht is seen ingame...with the z buffer modified, rendering a model would make it show on both sides Then all

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
As far as I can tell: The rendering itself is a rendertarget (hence the flames along the edges and the irregular boundary). As for object teleportation, all that's necessary is to make the portal a trigger that modifies the physics rules of objects that touch it to let them pass through walls

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I'm not sure on the idea of having mirror copies...having a dynamic z buffer sounds like an ideal solution -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
On Sunday 30 July 2006 10:17 pm, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] I'm not sure on the idea of having mirror copies...having a dynamic z buffer sounds like an ideal solution Academic debate time... :-) I'm not sure what you mean by a dynamic z buffer.

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
Another approach would be to render the portal view first, then use the stencil buffer to limit the overdraw when you draw the local world. Not really Z-buffer magic, but something analogous. -John Sheu ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Portal

2006-07-30 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] John Sheu I had the exact idea as you, but the only downside to this is you would not be able to have thin ledges otherwise the model is going to pop out the otherside. On 7/31/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 30 July 2006

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
On Sunday 30 July 2006 10:57 pm, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] John Sheu I had the exact idea as you, but the only downside to this is you would not be able to have thin ledges otherwise the model is going to pop out the otherside. How so?

RE: [hlcoders] Portal

2006-07-30 Thread Ben Everett
I don't consider the problem (as far as rendering is concerned) that complex of a problem. Consider the most-likely complex case (rendering wise) of an entrance portal in front of the player, and the exit portal behind the player. First, this would seem like an infinite loop problem, while I beg