Re: [hlcoders] Player voice volume

2013-05-08 Thread Jed
I don't have the code base in front of me so this is from memory. At least up tot he EP1 SDK code base there was code still there related to the old HL1 mouth movment control which worked by taking the amplitude of the sound and moving a controller bone along and axis to make the player model On

Re: [hlcoders] Player voice volume

2013-05-08 Thread Jed
and look at where to pull the amplitude out (a normalised value). // Jed On 8 May 2013 10:40, Neico wrote: > You're only able to get which player is currently speaking by > pPlayer->IsSpeaking() was the function I believe, for the waveforms, they > are hidden behind an interna

Re: [hlcoders] Show a model on the player

2012-12-11 Thread Jed
all the helmet models, selecting a random one for the players class and stuff to prevent the local player having it's head wear drawn in first person view and handle the helmet getting shot or blown off. // Jed On 11 December 2012 16:15, Nick wrote: > Jed's use of the model script t

Re: [hlcoders] Show a model on the player

2012-12-07 Thread Jed
s create the attachment model as it's own entity and have it bonemerge and follow the player around. I had a bunch of other stuff which handles the helmet getting shot or blown off and just spawning it into the world as a non solid gib that vanishes after a while. // Jed On 30 November 20

Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Jed
Ah sorry, I read your message on my phone and missed that part. I'm not that up to speed on LUA but I think the HL2 Sandbox had some sort of LUA Filesystem binding. Maybe you can find something in that? http://www.half-life2sandbox.com/wiki/List_of_libraries_in_Half-Life_2:_Sandbox - Jed

Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Jed
IFileSystem is your friend. - Jed On Apr 4, 2012 10:13 AM, "Melissa Zak" wrote: > > I am currently working on a co-op map-pack for portal 2 and wanted to have the different courses and maps we are making to be initially be locked and then unlock when you play them - like in the

Re: [hlcoders] hlcoders Digest, Vol 7, Issue 35

2011-11-02 Thread Jed
I Googled Sam's email address. Wow On 2 November 2011 16:09, Psy_Commando wrote: >>  and got stabbed in the head a few times around 1989 too :( > > lmao, that explains a lot of things my virtual friend... > > On Wed, Nov 2, 2011 at 2:06 AM, Sam wrote: >> >> it's just one of me, and i lack t

Re: [hlcoders] Community manager ?

2011-10-13 Thread Jed
gt;> >> >> >> >> >>On 5 October 2011 09:40, Saul Rennison wrote: >> >> >> >>You're emailing the wrong people. Check the list of Valve employee's on >> >> their site and email the programmer's at a suitable time in Sea

Re: [hlcoders] Community manager ?

2011-10-05 Thread Jed
3 Months? Lucky you - I haven't got a single reply from anyone with a Valve address in over 3 years! On 5 October 2011 02:39, Psy_Commando wrote: > Hi I was wondering is mdur...@valvesoftware.com still the address of the mod > community manager ? I have never received any responses from that ad

Re: [hlcoders] PreCaching Models - what exactly does it do?

2011-09-14 Thread Jed
ct. :/ Old-fart signing off... On 14 September 2011 20:58, Ryan Sheffer wrote: > Hey Jed > > Model precaching is very important considering the model first exists on the > hard drive, and then it needs to be broken up once loaded. > > The model is loaded (FROM THE HARD DRIV

[hlcoders] PreCaching Models - what exactly does it do?

2011-09-14 Thread Jed
hat this model might be needed and do some sort of preparation for it? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread Jed
ing 9-way plus all the anims, QCs and macros are in the SDK. However I had to pull them our with GCFScape. - Jed On 7 August 2011 21:17, Psy_Commando wrote: > Thanks :) > And no, I don't plan on re-using the marines models, but maybe the anims. > Hopefully the smd and qc for the mar

Re: [hlcoders] Question on map loading

2011-05-23 Thread Jed
mall - and he managed to get everything scaled down to compensate. - Jed On 23 May 2011 01:02, Psy_Commando wrote: > Hey thanks for the idea!  I think I could work out some kind of hybrid map > system, so I can fallback on bsp. It might turn out a little complex, but > it's worth a t

Re: [hlcoders] Linux build prediction? issues

2011-01-25 Thread Jed
f a second after the original shot) but the actual shot only coming once. I might have to dig deeper. - Jed On 24 January 2011 22:06, Maarten De Meyer wrote: > I did some checking, and you are right. My issue is unrelated to the linux > build, it just didn't show on windows or listenserver

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jed
d of chosen something else from the beginning. I reckon trying to keep up with SDK changes has put at least 2 years onto our development time. So much for the "release soon and release often" advice Valve pushed. - Jed On 28 October 2010 21:14, Tobias Kammersgaard wrote: > Mike Dura

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Jed
Thank god for GMail's "mute" function... On 27 July 2010 05:46, Dexter wrote: > IRONY OVERLOAD > > On Mon, Jul 26, 2010 at 9:19 PM, Cory de La Torre wrote: >> Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we >> need to build additional Pylons to stop this injustice. >>

[hlcoders] Of hats, bonemerged models and things.

2010-02-02 Thread Jed
ke a prop physics when it becomes detached without adding network overhead for position and velocity updates? Searching the code I've not found any specific client side only model entities apart from the gibs which use the temporary entity method. Certainly nothing with bon

Re: [hlcoders] File operations from stdio.h

2010-01-05 Thread Jed
or instead. Valve do this to make you use their alternate function calls. You're choices are: 1) Find out what the Valve "equivalent" of fopen is. 2) Comment out fopen=dont_use_fopen; in your projects preprocessor defines. - Jed 2010/1/5 Klaus Müller : > Hey, > > I'

Re: [hlcoders] Orange Box and Linux - Min/Max issues again.

2009-12-16 Thread Jed
Thanks Ben. That seemed to fix it. I also found specifically adding -DGAME_DLL to the compile option helped a bit as well. - Jed 2009/12/16 Ben K. : > If I recall correctly there is an #include in npc_talker.cpp or .h > which you'll want to #ifdef out for GCC. With #ifdef _MSC_V

[hlcoders] Orange Box and Linux - Min/Max issues again.

2009-12-15 Thread Jed
ut I see Valve have added relevant fixes there. The current suspicion is that it's publix/minmax.h causing issues but I'm not sure quite how. So anyone got any insights, fixes or known work around for compiling the Linux version of the OB code? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Dedicated Server Release Essentials

2009-11-23 Thread Jed
Well you'd need the models so the server can do collision and hitbox detection and possibly "purity" tests for pure servers. Materials are used by some games for player movement checks (slide/don't slide) and some things like bullet penetration. While I know a lot of that is client-side the server

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
o will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughte

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
I concur. I've been pushing the idea with Tony and Mike for at least 18 months. :) - Jed 2009/9/21 botman : > Everybody should just use COLLADA... > > https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema > > :) > > On 9/21/2009 8:

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed 2009/9/21 Andrew Ritchie : > Unreal Tournament 2003 shipped with a ve

Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Jed
Have you tried running steam in compatibility mode or as administrator? I'm running the Windows 7 RTM 64-bit and haven't had any issues with the SDK launcher (yet). - Jed 2009/9/13 Alex Kane : > I have now reinstalled Steam in its entirety, and it STILL does not work. >

Re: [hlcoders] Source control solution?

2009-08-24 Thread Jed
I used CVS for 8 years and my last job and it was hellish. We use SVN for our mod and I would never consider going back to CVS. There are also some very nice SVN plug-ins for Visual Studio which make it even easier to work with as well as the excellent TortoiseSVN. - Jed 2009/8/24 Bob Somers

Re: [hlcoders] Where to begin?

2009-08-21 Thread Jed
Without wanting to sound like I'm being rude, based on the requirements you describe and the negatives you've pointed out, my best and most sincere advice would be to choose another engine. - Jed 2009/8/21 Fred Baba : > Hello all, > I'm a fairly experienced programmer (

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Jed
as a backup. >> + additional encrypted ftp backup >> >> On 8/19/09, Logan Baldock wrote: >>> Harry Jeffery wrote: >>>> H I really should get my code under svn before the next sdk update >>>> is released. >>>> >>>> 2009/8

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Jed
2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync works for me :) - Jed 2009/8/19 Garry Newman : > I've got offsite SVN and a windows home server. > > Windows Home Server is defo worth looking into just for day to day > stuff. I could throw any of my computers

Re: [hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Jed
(sky). - Jed 2009/7/29 Saul Rennison : > All displacement handling is done in the engine. By simply having the mod > code, you would be FORCED to use an entity and use the mesh builder to > manually build the terrain menu. Make your own Hammer and customize VBSP to > add custom terrain

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Jed
assage but a warm welcoming experience to inspire the next great ideas. I could go on but you get the general idea... - Jed 2009/7/24 Jorge Rodriguez : > On Fri, Jul 24, 2009 at 2:41 AM, Minh wrote: > >> The .smd format is extremely robust the way  accomodates reference meshes,

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jed
And I apologise for my spelling mistakes. I'm stuck in a hotel on the other side of the world on a netbook with a keyboard too small for my fingers :) 2009/7/24 Jed : > I think Source works well for the room and corridor kind of engine but > if you want anything more "outdoors&q

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jed
uction. Seriously Valve - get serious about your tool set. Great engine, but it feels like your content creation pipeline tools are from the stoneage. As yourself this - why do people like myself and Nem make the tools you do? Maybe it's because your own are so deficient... and I *know* your using

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jed
Kohan, if you'd seen the grammar in e-mail I've received from people with an @valvesoftware.com email address you wouldn't disbelieve that Adam may actually have a game industry job. That said, I agree with the sentiment that Valve is probably the last game company pushing a BSP based engine? Afte

Re: [hlcoders] Material Previewer

2009-07-13 Thread Jed
sue and of course it reads the VTF files. So you'ld just need to write your shaders really. - Jed 2009/7/13 Brent Lewis : > > For some reason clicking reply in hotmail caused this email to go straight to > jed. *shrugs* Second try: > > OK. I found the shader source code in the

Re: [hlcoders] Material Previewer

2009-07-12 Thread Jed
than link into the Valve stuff. Abstracting from that will at the least give you some autonomy/portability and lessen the chance of a Valve update borking your appl. That's was the reason we developed HLLib/GCFScape/VTFLib. - Jed 2009/7/12 Rodrigo 'r2d2rigo' Diaz : > Model Viewer

Re: [hlcoders] Why did VALVe remove almost everything we got in the new SDK beta update?

2009-06-12 Thread Jed
>What's the deal VALVe? Don't want us to have tools that should be > publicly available? No. Now you have to buy them as DLC via Steam for the low low price of $59.99 (or $129.99 if you live in Australia). :D ___ To unsubscribe, edit your list prefere

Re: [hlcoders] replay

2009-06-12 Thread Jed
I thought I smelled a "killcam" question :D 2009/6/12 Sykes : > yea kinda.. "last moments before" death and all that :D > > though im understand there is some facilities to accomodate server > side playback.. > > all ideas welcome > > 2009/6/12 botman : >> On 6/12/2009 7:25 AM, Sykes wrote: >>> Mi

Re: [hlcoders] Game Content

2009-05-14 Thread Jed
lves interest to stifle this kind of derivative work - especially when its non-profit and could potentially lead them to their next-big-hit. As I said, I think Valve "get" this and are forward thinking enough to see that this sort of incestuous breeding of content across their games is a

Re: [hlcoders] Game Content

2009-05-14 Thread Jed
acceptable. Of course that's my opinion and not fact. Then again I think it's a sad reflection on the litigious society of today if a few modders would be stomped on from trying to learn and innovate for fear of legal repercussion. - Jed 2009/5/14 Jonas 'Sortie' Termansen

Re: [hlcoders] Game Content

2009-05-14 Thread Jed
> Nice reasoning, so if I go into a shop and only steal eg a part of a computer > thats okay? :-) No, because that's theft of property, not breaking of copyright law. :P - Jed ___ To unsubscribe, edit your list preferences, or view the li

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jed
You know, you could always pick up a pen and write him a letter. Less intrusive than a call and its still his choice whether to answer or not. - Jed 2009/5/1 Dan L : > Anyone live in that area where it wouldn't be long distance? > > On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jed
I had some code for reading Source MDL meshes somewhere. Need to dig around on my hard disk and see if I can find it. - Jed 2009/5/1 Tobias Kammersgaard : > The mesh output is incorrect as hell right now, so other applications like > XSI and 3ds Max can't load the SMD files witho

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jed
I find it hard to believe that the weight maps are that hard to figure out? Have you not looked at the compiler source to see how the structs work? - Jed 2009/5/1 Tobias Kammersgaard : > Yeah I'm sure. The weightmap is fine, but the messed up mesh makes it look > bad. > He left the

Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity?

2009-04-14 Thread Jed
Surely not! Valve take a shortcut and not implement proper metablobs? You jest sir! ;) 2009/4/14 Garry Newman : > Wasn't it just a bunch of env_cubemap spheres floating about? > garry > > On Tue, Apr 14, 2009 at 11:59 AM, James Keith wrote: > >> Fine, you code up a NPC that has the properties o

Re: [hlcoders] $cdmaterials not working

2009-03-05 Thread Jed
http://www.wunderboy.org/sourceapps.php#mdl_tex Try that. It will analyse your MDL file and tell you all the paths and textures your model is looking for. Might help you diagnose your problem. - Jed 2009/3/5 Walter Gray : > Hey All >    I've been working with a model for some time n

[hlcoders] DispatchEffect call only arriving when called from one function.

2009-02-22 Thread Jed
This is a weird one... I've made a DispatchEffect handler which sends an effect from server to client just fine. Done an attached debug and I can see the function that calls it and can trace the client receiving it. Problem is, if I call the Dispatch handling function from my player class Event_K

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Jed
gs that was doing it. - Jed 2009/2/4 Jonas 'Sortie' Termansen : > Hey List, > > I'm going to heavily utilize storytelling in my mod. I've decided to have an > ingame TV Station tell important information. Traditionally I would have > used a simple rendertaget and

Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Jed
These worked best ;) http://www.wunderboy.org/blog/121 2009/1/29 Tony Sergi : > Lol, we had 'fake' ragdolls in the last released version, but it was all done > with animations. And I *was* working on physics stuff with novodex (now > PhysX) and ODE. But I never finished it, nor did I actually i

Re: [hlcoders] mod randomly stops drawing viewmodels of weapons.

2009-01-23 Thread Jed
Funny you should mention this. It just started to happen occasionally in our mod about the same time the "stuck" HL2.exe thing started happening as well. 2009/1/23 Yorg Kuijs : > Hey list, > > weird issue some testers of my mod have been having, I only got this > like once a long time ago, I al

[hlcoders] Client-side only model entity that can be bone merged?

2009-01-21 Thread Jed
To my great dismay and embarrassment I can't seem to get this working... :( I want to make a client-side only model entity derived from C_BaseAnimating to attach/detach to models. It's purely the server side of the code doesn't need to know about it at all. I want to use the bonemerge method to at

[hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-19 Thread Jed
when doing an attached debug on our mod, when I quit it I got an assert message for tier2.lib which is not part of our mod's code - so I wondered if it's something related to that. Sadly the message hasn't popped up since. Any insights? - Jed ___

[hlcoders] Random texture via material proxy (map loading stage)

2009-01-19 Thread Jed
gets nothing back so for the last 20% of the load it fast-switches random textures. Anyway, basically I'm wondering if anyones got any ideas how I can "re-init" in a way my proxy when the server loads a new level. I thought about using the engine->flCurrentTime but it appears th

Re: [hlcoders] Explanation of mapautocompile.txt Compile parameters?

2009-01-06 Thread Jed
Surely it's using the shadow LOD of the model (if it has one) rather than the LOD 0? I know theres a QC command, use_shadowlod_materials, which I believe tells VRAD to use the texture on the shadow LOD when calculating alpha for shadows as well. - Jed 2009/1/6 Matt Hoffman : > VDC s

Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Jed
up in Google. I think there's even a full copy on koders.com. I think the only sensible solution is to have a closed SVN and publish patches rather than the full code. - Jed 2008/12/23 Nick : > Because valve hates open source with a vengeance, and also some one > posted the enti

Re: [hlcoders] Anyone using an SSD Drive for compiling?

2008-12-07 Thread Jed
Does running the compiler and storing the code on a 8Gb USB stick count as an SSD drive? :D - Jed 2008/12/8 Andrew Ritchie <[EMAIL PROTECTED]>: > I'd imagine you might see some improvements with intelisense if you're using > Visual Studio, and probably a bit of an improv

Re: [hlcoders] Linux (Ubuntu) makefile woes

2008-12-02 Thread Jed
s with the Xerces library. - Jed 2008/12/2 Andrew Watkins <[EMAIL PROTECTED]>: > Can anyone confirm if the linux server dll can be built in Ubuntu 8? > > I haven't used any linux in quite a while, and even then it was only on > university terminals. > I've just instal

Re: [hlcoders] GetTargetInScreen space returning wrong/scaled position

2008-11-22 Thread Jed
entities AbsOrigin() and it worked fine. Thanks for the tips. - Jed 2008/11/22 Jorge Rodriguez <[EMAIL PROTECTED]>: > There is also ScreenTransform(). I don't know if it will work for you but it > is worth noting. > > -- &

[hlcoders] GetTargetInScreen space returning wrong/scaled position

2008-11-22 Thread Jed
are in the map. The white arrows show how the screen space position as apparently been scaled up. Anyone got any suggestions? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Jed
Didn't we have a discussion about this a few months ago? I think I started the thread. Someone posted a link to some example code that did it. - Jed 2008/10/23 frikazoyd <[EMAIL PROTECTED]>: > Hi, > I noticed in the isteamfriends.h API there is some code to grab Steam > Comm

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Jed
ldn't mind some clarification actually as I made some tree models ages ago with 10 skins defined for each and if it is loading all the textures I might just re-do them as individual models. - Jed 2008/10/19 Minh Le <[EMAIL PROTECTED]>: > actually, are you sure it loads all 5 sk

[hlcoders] Problem with unwanted repeating/duplicate client-side animation events

2008-09-11 Thread Jed
ot; in the client-side constructor of my weapons class and I checked and my weapons are predicted. Can anyone shed any light on what may be causing doubling up of events and how to get around it? - Jed ___ To unsubscribe, edit your list

Re: [hlcoders] grenade code

2008-08-20 Thread Jed
t the skybox. - Jed 2008/8/20 Yorg Kuijs <[EMAIL PROTECTED]>: > Maarten De Meyer schreef: >> but impact grenades should be peanuts. Check out >> >> void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t &trace, >> Vector &vecVelocity )

Re: [hlcoders] Problems with OB Dedicated Servers

2008-08-18 Thread Jed
I'm guessing because that forces it to use materials/models, etc from the GCF and as you mod doesnt have a GCF and they dont exist in the source base you get errors and missing textures. Same things happens to our mod (EP1 based) if you try to use sv_pure. - Jed 2008/8/18 Matthew Dryden &l

[hlcoders] Player rmodels not updating pose to correspond with aim.

2008-08-13 Thread Jed
tions therein still not functions even though I'm using a class derived from it? A debug traces shows the code being called. I'm at a loss here :( - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Applying forces to NPCs

2008-08-04 Thread Jed
This thread might help a bit. http://forums.steampowered.com/forums/showthread.php?t=649124 - Jed 2008/8/4 Xaz <[EMAIL PROTECTED]>: > Thanks for the suggestions! I like the sound of trying to blend the > animation from ragdoll, but didn't know this was possible. Are the

Re: [hlcoders] Converting lowres -> highres textures

2008-07-30 Thread Jed
d that can pull a persons iris print out of a 320x240 CCTV picture? - Jed 2008/7/30 Kenrick Rilee <[EMAIL PROTECTED]>: > Is there any way to batch resize textures and increase image quality? For > example, it would resize, then run some algorithms on the image to improve > image qua

Re: [hlcoders] grenade code

2008-07-30 Thread Jed
} So you'd be comparing the name of the weapon with a given string to see if they match and then do something. Note the above ISNT real code, just an example. I still think you'd be better off just overriding the function that plays the sound in each weapons own class. - Jed 200

Re: [hlcoders] grenade code

2008-07-30 Thread Jed
ns derived from from a common base class. - Jed 2008/7/30 Yorg Kuijs <[EMAIL PROTECTED]>: > nah there's only a few sounds defined there > but I found what I was looking for in the code, but again if I change this > it will count that for all the grenades so I want to make someth

Re: [hlcoders] grenade code

2008-07-30 Thread Jed
I think you'll find it's defined in the weapons script file. i.e. weapon_mygrenade.txt Theres a section that defines weapon sounds and these refer to sounds defined in weapon_sounds.txt. Hope that helps. - Jed 2008/7/30 Yorg Kuijs <[EMAIL PROTECTED]>: > Alright another qu

Re: [hlcoders] Dedicated server debug

2008-06-14 Thread Jed
I usually just launch the game and then attach the debugger to the HL2.exe process. Don't know if that will work for the dedicated server. - Jed 2008/6/14 Nuno Ramiro <[EMAIL PROTECTED]>: > Will look into it :), thanks > > But still I prefer if there was a way to debug the s

Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Jed
Found reference to this. seems promising. Just need to figure out exactly how to implement it. The idea of only allowing the members of one group seems the easiest solution. http://forums.alliedmods.net/showthread.php?t=60899 - Jed 2008/6/3 Tobias Kammersgaard <[EMAIL PROTECTED]>: >

Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Jed
That sounds idea actually, but as mentioned by others - how on earth would you implement it code wise? :S - Jed 2008/6/3 Adam Maras (memzero) <[EMAIL PROTECTED]>: > Could you invite the testers to a private Steam Communities group and > hard-code the group ID into the mod instead?

[hlcoders] Limiting access by Steam ID

2008-06-03 Thread Jed
people joining games but actually stopping them completely so they can't make local listen or LAN servers. I've never gone this deep into the whole Steam side of things for getting ID's or where would be a suitable or safe place to put the check/reject code. Thoughts? Sugges

Re: [hlcoders] Head rotation effect

2008-06-03 Thread Jed
your entity du jour. - Jed 2008/6/3 Patrick Gurney <[EMAIL PROTECTED]>: > I'm working on writing a couple of entities that will give my player's head > a "look at" effect. Briefly, I'm working in third person, so when there's > something of interest

Re: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 +VS 2k5 SP1)

2008-05-25 Thread Jed
oders was constantly getting pointers to things without checking they were valid and this was a cause of a lot of our problems. - Jed 2008/5/25 Erling K. Sæterdal <[EMAIL PROTECTED]>: > I have tried this and it does not seem to work, im at a loss what I have > don't work. If it c

Re: [hlcoders] Orange Box SDK not compiling correctly

2008-05-25 Thread Jed
Actually for VS2005 SP1 the official Microsoft line is to run VS as Admin O_o. Still, I don't actually have Vista on my machine - I still run XP and just have various Vista installed (32/64bit) as virtual machines under VMWare for testing. :D - Jed 2008/5/25 Ondřej Hošek <[EMAIL P

Re: [hlcoders] Orange Box SDK not compiling correctly

2008-05-25 Thread Jed
I'd also check you're running VS2008 as Administrator. I've had problems in the past with it not writing output files because of Vista's UAC. - Jed 2008/5/25 Keith <[EMAIL PROTECTED]>: > After following all the instructions on the Valve Wiki, using C++ 2008 > E

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-18 Thread Jed
Alright then, if you're going to be pedantic lets take out Portal and add Day of Defeat. :P 2008/5/18 Tom Leighton <[EMAIL PROTECTED]>: > Actually Portal came from another game (not Source/GoldSrc engine based) > but heh :P > > Ben Mears wrote: >> Here's my opinion. >> >> Valve doesn't owe us anyt

Re: [hlcoders] Scale down mouse input?

2008-05-03 Thread Jed
Meaning? - Jed 2008/5/3 Tom Edwards <[EMAIL PROTECTED]>: > That isn't exactly secure though. :-p > > > > Steve Henderson wrote: > > I notice that there is a ConVar listed in in_mouse.cpp: > > > > I think Andrew probably has the best idea. >

Re: [hlcoders] (unwanted) Candy Cane stripes (textures) (SOLVED)

2008-05-02 Thread Jed
. I posted a better explanation with diagrams as a reply to your thread on Steampowered: http://forums.steampowered.com/forums/showthread.php?p=7582406#post7582406 - Jed 2008/5/3 Chad Lehman <[EMAIL PROTECTED]>: > > Hey Tobias, > > > It worked! You just have to: > > 1)

[hlcoders] Scale down mouse input?

2008-05-02 Thread Jed
as true or false and if true, scale down the mouse input by about a quarter or so. - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] 9way animation code example?

2008-04-13 Thread Jed
I wouldn't mind seeing how they set-up the aimblend anims for deployed MG's in DoD:S as well. It's got 9 way blend + a height pose parameter too. - Jed On 14/04/2008, Adam Donovan <[EMAIL PROTECTED]> wrote: > Hi all, > > Ok so I'm trying to get

Re: [hlcoders] Linux Compiling times ... normal?

2008-04-07 Thread Jed
I'm using VMWare and it's still taking 10 minutes... - Jed On 07/04/2008, Tom Leighton <[EMAIL PROTECTED]> wrote: > VMware is notoriously slower. Cant you try another box? > > > Keeper wrote: > > It takes me 1 hour to compile our linux server binaries. Is th

Re: [hlcoders] Linux Compiling times ... normal?

2008-04-07 Thread Jed
Never took me more than 10 minutes with a full compile. - Jed On 07/04/2008, Keeper <[EMAIL PROTECTED]> wrote: > It takes me 1 hour to compile our linux server binaries. Is this normal? > > It takes very little time by comparison in VS2005. > > I have slackware 11 instal

[hlcoders] Best advice/tips for MP weapons?

2008-03-30 Thread Jed
like what sort of things should be handled server side, what should be handled client, tips on getting around problems with lag, prediction, etc? Would be interesting to see what solutions people have come up with. - Jed ___ To unsubscribe, edit your

Re: [hlcoders] More Facial Flex woes...

2008-03-27 Thread Jed
what frame of your VTA. facerules_eyes.qci and facerules_xsi.qci are also important as they set-up/refer to flexes you may not of set-up yet. - Jed > > > Tom Edwards wrote: > > You're including a bunch of _xsi.qci files...weren't you using Max? > > > > Jak

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jed
you'll need to watch the percentage of other frames as they'll tween so make sure each morph is the only one at 100% each frame. You can then export the VTA with all the shapekeys in a single animation which is what Valve use with the SDK examples. - Jed On 25/03/2008, Jake Breen <[EM

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jed
to help in the process but nothing thats out there yet. - Jed On 25/03/2008, Sam Goldwater <[EMAIL PROTECTED]> wrote: > Can anyone think of examples of Alyx quality facially rigged custom > characters? Is it attainable only having the citizen model to work from? > > On Tue, M

Re: [hlcoders] Has anyone seen Nem (Ryan Gregg)?

2008-03-24 Thread Jed
eased as of yet." Guess my worrying was a bit premature then. Just wish he'd answered my mails :D Sorry folks. False alarm. - Jed On 24/03/2008, Cory de La Torre <[EMAIL PROTECTED]> wrote: > Nope, but same for me, where is he? > > > On Mon, Mar 24, 2008 at 3:34 PM, Je

[hlcoders] Has anyone seen Nem (Ryan Gregg)?

2008-03-24 Thread Jed
st the suddeness that it all went quiet. As I said we seemed to be on the verge of a new release of the VTF tools and he almost always replies to my mails. I haven't seen him on MSN either. So just wondering if anyone has had any sort of contact with him, mainly so I know

Re: [hlcoders] Bad Command {

2008-03-21 Thread Jed
It says its on line 36 which is around the collision model command. Try putting the { at the end of the line after the SMD file name rather than on a newline. - Jed On 22/03/2008, Jake Breen <[EMAIL PROTECTED]> wrote: > Okay..I can't seem to compile a model with physics with

[hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Jed
fernt constructs and for the life of me I can't find the "simple" version to do what I want. So how should I call EmitSound to just play a WAV or MP3 file once from gamerules with no origin, i.e. like a soundtrack? - Jed ___ To unsubsc

Re: [hlcoders] Who needs what SDKs?

2008-03-07 Thread Jed
. However our mod compiles fine with the above set-up. - Jed On 07/03/2008, Tom Edwards <[EMAIL PROTECTED]> wrote: > I'm confused about what additional SDKs ( > http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs > )are required for different users. I'm u

Re: [hlcoders] Gender Swapping

2008-02-19 Thread Jed
er in SoundEmitterSystem.cpp in the EmitSoundByHandle function. You'll see by default it assigns a gender of none then tries to deduct the gender based on file name. Theres probably a much simpler way but I cant think what it was right now but searching the SDK for "gender" code should yeild th

Re: [hlcoders] hl2mv .jpg crashes

2008-02-04 Thread Jed
There was something like that in the original HL2MV code release but much of the code was missing and/or commented out, likewise the code to open MDL files using the normal file dialog. - Jed On 04/02/2008, Jake Breen <[EMAIL PROTECTED]> wrote: > I'm pretty sure hlmv can auto

Re: [hlcoders] hl2mv .jpg crashes

2008-02-04 Thread Jed
with HL2MV binaries often getting updated more often than the codebase I couldn't be bothered to do the hack again... :| - Jed On 03/02/2008, Adam Donovan <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > > this seems rather retarded but w

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Jed
Just a quick question - where are you getting the polycount from? Your modelling app or HLMV? 26000+ verts sounds about in the ballpark for a 15000 poly model anyway considering 3 verts per triangle even when many are shared. - Jed On 30/01/2008, Ben Mears <[EMAIL PROTECTED]>

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Jed
You tried normal maps? I think the largest poly-count model I've seen in a Source game is the Tiger tank in DoD which is ~11000 max. - Jed On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Well, it's a pretty

Re: [hlcoders] winerror.h missing from EP2 code?

2008-01-24 Thread Jed
Hmm well as most of the apps I write are for XP & Vista, I need it anyway. Can't say I've had any *issues* reported running our mod under XP when it's been built with the VS2005 SP1 + Windows SDK combo. - Jed On 25/01/2008, Adam Maras (memzero) <[EMAIL PROTECTED]> wr

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