Re: [hlcoders] Re: about VGUI TOGGLEVISABILITY

2006-10-11 Thread enriched
Thx oliver for the suggestions, there were only a few problems with what you suggested. test-IsVisible() doesn't work because IsVisible() isn't a member of IGameUI i had to use test-GetPanel()-IsVisible() and test-GetPanel()-SetVisible() instead Strangely I was debuggin this and when i

Re: [hlcoders] Re: about VGUI TOGGLEVISABILITY

2006-10-11 Thread Oliver
-- [ Picked text/plain from multipart/alternative ] You can test to see if the panel is overriding key presses by bringing up the console (~) and typing the console command there. When you said nothing happened what did IsVisible() return within the con_command? Try making 2 con_commands: 1 sets

RE: [hlcoders] Choreoobjects lib

2006-10-11 Thread Mike Durand
This is a multi-part message in MIME format. -- Hi- There's really no good reason why we don't distribute the project file for 'choreobjects' since we do distribute all of the files it builds. I'll make sure that VS2003 and VS2005 versions are in the next SDK drop. And I've attached the VS2005

Re: [hlcoders] Choreoobjects lib

2006-10-11 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] One problem would be, the file got deleted ;) /ProZak On 11/10/06, Mike Durand [EMAIL PROTECTED] wrote: Let me know if you have any problems. -Mike [ choreoobjects-2005.vcproj of type application/octet-stream deleted ] --

RE: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread Mike Durand
The kind of stats that are collected in the files that we exclude from the SDK are mostly things like you see on this page: http://www.steampowered.com/status/ep1/ Obviously we've cooridinated the collection of game stats with the a particular steampowered.com web page and we'd prefer not to

Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] Oh yeah - one thing that really really fries me with CS/DoD:S servers is when it says the server is 31/32 and you join and there's no-one there.. and status shows that there's 29 bots waiting to join the game or something. There's tons of servers

RE: [hlcoders] Choreoobjects lib

2006-10-11 Thread Mike Durand
Yeah, I forgot about that feature of hlcoders. :) Here are all of the files that are built in the choreoobjects project file. Headers src_mod\game_shared\choreoactor.h src_mod\game_shared\choreochannel.h src_mod\game_shared\choreoevent.h src_mod\game_shared\choreoscene.h

Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] The Steam server browser has a 'contains bots' column that can be enabled, but an actual filter option would be nice. Mods being able to compare versions of client and server then show mismatches in a different color would be great. Having a

[hlcoders] NPCs in HL2MP?

2006-10-11 Thread Stephen Swires
Hi, This is just a quick query but do NPCs work in the HL2MP base at all? There's articles on how to fix it but using npc_create on a Deathmatch listen server with 16 slots seems to show the NPCs working fine, though I'm not sure about the AI itself. I don't think this answers my own question

Re: [hlcoders] NPCs in HL2MP?

2006-10-11 Thread Ackart
-- [ Picked text/plain from multipart/alternative ] Yes, NPCs work. AI and all. You'll just have to do some tweaking to get the AI to see the player as an enemy. ~Daniel On 10/11/06, Stephen Swires [EMAIL PROTECTED] wrote: Hi, This is just a quick query but do NPCs work in the HL2MP base at

Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread bloodykenny
I'd never seen those http://www.steampowered.com/status/ep1/ things, Mike - neat. But yea that sort of stuff should be implemented purely in mod code and does not warrant an SDK change. As you can see from that URL I posted for my mod, it's easy enough to roll your own. I've filed