Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
Yeah well I'm writing from a void in space and time, does this message really exist. Or in other words What do you mean the cake passed through the table? On Fri, Mar 6, 2009 at 9:04 AM, Tom Leighton tomrleigh...@googlemail.comwrote: ORLY? Sent from the Hubble Space Telescope. - Show quoted

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
Sir, I think that is happening. So this one time, at band camp.oh wait wrong thread :-P On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison saul.renni...@gmail.comwrote: *anufa digital signature* Maybe we could make this thread an everlasting random thread? 2009/3/6 John Standish vold

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
49 more now, muwahaha On Fri, Mar 6, 2009 at 10:34 AM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: AFAIK the longest thread is What MSVC version do you use/have? by Alfred Reynolds, with 91 responses. That's 50 more to go :) - Show quoted text - 2009/3/6 John Standish vold

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
thread is What MSVC version do you use/have? by Alfred Reynolds, with 91 responses. That's 50 more to go :) 2009/3/6 John Standish vold...@gmail.com Sir, I think that is happening. So this one time, at band camp.oh wait wrong thread :-P On Fri, Mar 6, 2009 at 10:25 AM

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
needs to learn how to properly treat the sea kittens. http://www.peta2.com/sea_Kittens/ On Fri, Mar 6, 2009 at 1:49 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.comwrote: This thread makes people who don't use GMail cry. That'll teach them! :D 2009/3/6 John Standish vold

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
ate them until his heart content. Now as we watch Devin decompose on the sea bed, we will know, in a few million years, he will merely become crude oil for use by humans. Rest in peace, young Devin... you will be missed. - Show quoted text - 2009/3/6 John Standish vold...@gmail.com Would

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
crude oil for use by humans. Rest in peace, young Devin... you will be missed. 2009/3/6 John Standish vold...@gmail.com Would you like to do the eulogy for Devin? Why in holy hell I came up with that story I will never know. On Fri, Mar 6, 2009 at 11:37 AM, Saul Rennison

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
@gmail.com 54. On Fri, Mar 6, 2009 at 2:46 PM, Ben Mears b...@noesisinteractive.com wrote: You subconsciously wish you were Devin. Don't know what number we're at. John Standish wrote: Would you like to do the eulogy for Devin? Why in holy hell I

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
Someone needs Gmail grouping. On Fri, Mar 6, 2009 at 12:12 PM, Saul Rennison saul.renni...@gmail.comwrote: 30 L2COUNT!!11 - Show quoted text - 2009/3/6 John Standish vold...@gmail.com Huzzah 32 On Fri, Mar 6, 2009 at 12:00 PM, Saul Rennison saul.renni...@gmail.com wrote: 33

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
. (26...) 2009/3/6 John Standish vold...@gmail.com Someone needs Gmail grouping. On Fri, Mar 6, 2009 at 12:12 PM, Saul Rennison saul.renni...@gmail.com wrote: 30 L2COUNT!!11 - Show quoted text - 2009/3/6 John Standish vold...@gmail.com Huzzah 32 On Fri

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
@gmail.com wrote: Ye I want one Thanks, Timothy Fenton Animation and Game Design Student -Original Message- From: John Standish vold...@gmail.com Date: Fri, 6 Mar 2009 12:26:09 To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com Subject: Re

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
Schwarzenegger this summer is... n! Little Tortilla Boy. On Fri, Mar 6, 2009 at 1:11 PM, Saul Rennison saul.renni...@gmail.comwrote: 17 remaining. YES! Another story please :) - Show quoted text - 2009/3/6 John Standish vold...@gmail.com You mean like the epic of Devin the mind

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
? by Alfred Reynolds, with 91 responses. That's 50 more to go :) 2009/3/6 John Standish vold...@gmail.com Sir, I think that is happening. So this one time, at band camp.oh wait wrong thread :-P On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
Real men do it from the CLI! On Fri, Mar 6, 2009 at 2:47 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.comwrote: Been using 6 until two months ago. Modern GUIs confuse me :( - Show quoted text - 2009/3/6 John Standish vold...@gmail.com 2008 for the win. And I just copied that from someone so

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
Achievement Unlocked On Fri, Mar 6, 2009 at 3:09 PM, John Standish vold...@gmail.com wrote: *Franz Kafka* (IPA: [ˈfʀanʦ ˈkafka]http://en.wikipedia.org/wiki/Wikipedia:IPA) (3 July 1883 – 3 June 1924) was one of the major fictionhttp://en.wikipedia.org/wiki/Fiction writers of the 20th

Re: [hlcoders] (no subject)

2009-03-06 Thread John Standish
animator! John Standish wrote: Did I just randomly create a mascot? On Fri, Mar 6, 2009 at 4:11 PM, Saul Rennison saul.renni...@gmail.com wrote: Congrats boys. I wanna make a mod about Devin now :\ Sent from my iPhone On 6 Mar 2009, at 23:18, John Standish vold...@gmail.com wrote

Re: [hlcoders] (no subject)

2009-03-05 Thread John Standish
Uh may I suggest unsubscribing? On Thu, Mar 5, 2009 at 12:17 PM, Saul Rennison saul.renni...@gmail.comwrote: LMFAO! 2009/3/5 homi h...@nadlanu.com - Show quoted text - please dont send mi this mesges. thanks ___ To unsubscribe, edit your

Re: [hlcoders] (no subject)

2009-03-05 Thread John Standish
and or captcha, triple captcha! On Thu, Mar 5, 2009 at 12:19 PM, Spencer 'voogru' MacDonald voo...@voogru.com wrote: To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders How do these ppl get on the

Re: [hlcoders] (no subject)

2009-03-05 Thread John Standish
. John Standish wrote: Doing it for the lolz are we? On Thu, Mar 5, 2009 at 2:29 PM, James Luzwick jluzw...@gmail.com wrote: I tracked this guys IP and found his facebook page. Here's his profile pic. http://images.icanhascheezburger.com/completestore/2009/3/5

Re: [hlcoders] (no subject)

2009-03-05 Thread John Standish
...@gmail.com wrote: what financial crisis? - Show quoted text - On Fri, Mar 6, 2009 at 9:59 AM, John Standish vold...@gmail.com wrote: Probably but I blame homi for starting it, then again this only proves how much free time we have on our hands. On Thu, Mar 5, 2009 at 2:56 PM, Ben Mears b

Re: [hlcoders] Recent update bugged.

2009-02-17 Thread John Standish
Don't hate da playez, hate da game. Hurray for unneeded puns. On Tue, Feb 17, 2009 at 10:10 AM, botman botman.hlcod...@gmail.com wrote: Jarno Veuger wrote: I can confirm that Episode 2 is indeed broken now. I think Valve really needs to test their updates better. Now Valve hatez teh

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread John Standish
Honorable mention though? On Wed, Feb 4, 2009 at 10:32 AM, James Luzwick jluzw...@gmail.com wrote: Doh, I completely missed the post above me, disregard my post. No cookies for me On Wed, Feb 4, 2009 at 10:28 AM, James Luzwick jluzw...@gmail.com wrote: I'm pretty new to source but I have

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-16 Thread John Standish
Yep so free I don't think is the right word, more like included with the purchase of OB. Also that is the reason you can play and develop mods, you have purchased the SDK. On Thu, Jan 15, 2009 at 10:56 PM, Tony Sergi to...@valvesoftware.comwrote: Well, you need to own a source game to get the

Re: [hlcoders] Multi-Pass Shaders?

2009-01-16 Thread John Standish
Be careful because OB doesn't support this yet..in the next SDK release it may be added but who knows when that will be. On Fri, Jan 16, 2009 at 8:57 AM, Walter Gray chrysal...@gmail.com wrote: Could you? I tried to figure it out from the core shader files, but it's a rather huge thing to go

Re: [hlcoders] Multi-Pass Shaders?

2009-01-16 Thread John Standish
Well from what I have read custom shaders are no supported yet in OB. As of now, 19th Dec 2008, you can only create custom shaders for the Ep1 engine. Orangebox engine is awaiting still http://developer.valvesoftware.com/wiki/Shader I'm still waiting since I want to give a crack at adding a BRDF

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread John Standish
not strictly programming but it would have had some programming in it. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish Sent: January-14-09 7:30 PM To: Discussion

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread John Standish
-boun...@list.valvesoftware.com] On Behalf Of John Standish Sent: January-14-09 7:30 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? I wonder if this is any thoughts on putting more tutorials up

Re: [hlcoders] Technical Design Document *Survey*

2009-01-15 Thread John Standish
Thank you Steve. I've just filled it out. On Thu, Jan 15, 2009 at 11:09 AM, Steve Henderson steven.j.hender...@gmail.com wrote: I created an 8 question, one page survey to help us better understand the problem at hand and what (if anything) is needed:

Re: [hlcoders] Documentation Survey Results

2009-01-15 Thread John Standish
It updates when someone puts results in On Thu, Jan 15, 2009 at 12:35 PM, Nuno Silva little.coding@gmail.comwrote: How about waiting for more than a couple of hours so more than 5 people can actually fill the survey? On Thu, Jan 15, 2009 at 7:36 PM, Steve Henderson

Re: [hlcoders] Documentation Survey Results

2009-01-15 Thread John Standish
botman, Yes they are serious buisness, very serious :-P On Thu, Jan 15, 2009 at 1:08 PM, Nuno Silva little.coding@gmail.comwrote: Oh, my bad, i thought the survey was already closed from voting. On Thu, Jan 15, 2009 at 8:40 PM, John Standish vold...@gmail.com wrote: It updates when

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread John Standish
I wonder if this is any thoughts on putting more tutorials up on the wiki? On Wed, Jan 14, 2009 at 4:20 PM, Tony Sergi to...@valvesoftware.com wrote: Some tutorials purposely didn't compile though ;) I always hated copy and paste ones, and I've even made some in the past, sadly. -Tony

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread John Standish
I agree with Nuno on the fact that documentation is very important. I've just started getting back in to the Source SDK and I am completely lost at points. It's not the fact that I do not know C++ it's the fact I am trying to figure out every little piece of source and what points to what. Sure

[hlcoders] Change base class

2009-01-13 Thread John Standish
I've tried changing the base class for HL2MP but every time I load sdk_vehicle it keeps changing to HL2SP I think. The way I'll know I'm using my custom player class is I have a devmsg that tells me when the entity has spawned. Any helps on where to change the base class spawn? Thanks in advance

Re: [hlcoders] Change base class

2009-01-13 Thread John Standish
in the *_client.cpp file, and change it to create your player class instead. John Standish wrote: I've tried changing the base class for HL2MP but every time I load sdk_vehicle it keeps changing to HL2SP I think. The way I'll know I'm using my custom player class is I have a devmsg that tells me

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread John Standish
.. Steve On Tue, Jan 13, 2009 at 12:53 PM, John Standish vold...@gmail.com wrote: I agree with Nuno on the fact that documentation is very important. I've just started getting back in to the Source SDK and I am completely lost at points. It's not the fact that I do

Re: [hlcoders] OB material system, when?

2009-01-08 Thread John Standish
I haven't heard anything on the forums at all about this. 2009/1/8 red box red...@ua.fm someone knows? -- реклама --- Поторопись зарегистрировать самый короткий почтовый адрес @i.ua http://mail.i.ua/reg - и получи 1Gb для хранения

Re: [hlcoders] Left 4 Dead SDK Release Date?

2008-12-10 Thread John Standish
I'd speculate a couple months, OB SDK's release wasn't right after OB came out. It was about a little under a month after, OB was released on Oct 10th and the OB SDK update was on Nov 7. Glad to see though that something that started off as a MOD actually made it mass production, congrats to their

[hlcoders] Blue Wireframe world models

2007-03-03 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] Hello, I am having issues with world models, the attachments for my player models are showing up as blue wireframe models. Does anyone know how this could occur? I have tried recompiling the models and that didn't fix the issue. Does anyone have

Re: [hlcoders] Blue Wireframe world models

2007-03-03 Thread John Standish
: $modelname player/dude_with_noPants.mdl $cdmaterials models/player/mytexturename Dont add file ext's to the texture name like vmt, or vtf. Adam --- John Standish [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello, I am having issues with world models

Re: [hlcoders] Depth buffer?

2006-02-15 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] what you should look for is z-depth and accessing that through a shader. The z-depth is already calculated when the scene is rendered. On 2/15/06, William Ewing [EMAIL PROTECTED] wrote: Is there a simple method of gaining access to the depth

Re: [hlcoders] Depth buffer?

2006-02-15 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] Well isn't William looking for information on Depth of Field(DOF) type shaders? There are some good articles on ATIs site. http://www.ati.com/developer/shaderx/index.html

Re: [hlcoders] parallax map

2006-02-04 Thread John Standish
=flatold On 03/02/06, John Standish [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] There is no shader written for it yet, I was lookig at this about 4 months ago. So a shader needs to be written for it first. But yes the code to implement

Re: [hlcoders] parallax map

2006-02-03 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] There is no shader written for it yet, I was lookig at this about 4 months ago. So a shader needs to be written for it first. But yes the code to implement is there, but the shader isn't. On 2/3/06, DigiChaos [EMAIL PROTECTED] wrote: -- [

Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] I ment they will be complied while the map is running for the first time, like the env_cubemaps right now. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] post-process shaders

2005-07-01 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] zbuffer is not allowed until you reach the Pixel Shader state of the shader and not until all data has been calculated for the polys. -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] post-process shaders

2005-07-01 Thread John Standish
- Original Message - From: John Standish [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 1 Jul 2005 12:36:32 -0700 Subject: Re: [hlcoders] post-process shaders -- [ Picked text/plain from multipart/alternative ] I believe you need to set an ZENABLE to take advantage

Re: [hlcoders] dx8 and the refract shader

2005-06-29 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] Ok Teddy, There is refraction in v1.1, but it is not very good but it works. The reason you are getting the white box of doom, as I lovingly call it. is that it is a shader error. The refract shader was written for DX9, and not DX8. You can