[hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt

Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
name) Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 6/4/11, Matt Hoffman lord.matt.hoff...@gmail.com* wrote: From: Matt Hoffman lord.matt.hoff...@gmail.com Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity To: Discussion

Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Matt Hoffman
You should be safe if you in general launch with -insecure or stay through VS launched builds which are also in Vac Insecure mode. On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote: Agreed, but we just acquired a Scaleform GFx evaluation license for a project I'm working

Re: [hlcoders] Anyone know of an animation pack for social actions?

2010-12-03 Thread Matt Hoffman
And can convert it to Source rigs. On Fri, Dec 3, 2010 at 4:30 PM, Minh minh...@telus.net wrote: I remember seeing such a pack on www.turbosquid.com It wasn't free though so I hope you have some mad cheddah to spend. On 12/4/2010 9:18 AM, Phlox wrote: I haven't had any luck finding a pack

Re: [hlcoders] Some questions

2010-12-01 Thread Matt Boone
In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible teammate players and draw the icons using CMeshBuilder. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ Sent: Wednesday,

Re: [hlcoders] Tony's Rain Splash tutorial on VDC

2010-11-30 Thread Matt Hoffman
I think he's trying to precache the particle system in his code via: CClient_Precipitation::ClientThink() { Simulate( gpGlobals-frametime ); PrecacheParticleSystem(Rain_01_impact); } Which seems odd to me, shouldn't there be a initialize/precache section that he could do it in there? I also

Re: [hlcoders] AppID 217?

2010-11-27 Thread Matt Hoffman
http://developer.valvesoftware.com/wiki/SteamAppId On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer an...@overwatchmod.com wrote: I see. Not sure where you found that, but thanks! Andy On 27 November 2010 17:38, Didrole didr...@gmail.com wrote: [217] Multiplayer OB Binaries 2010/11/27

Re: [hlcoders] AppID 217?

2010-11-27 Thread Matt Hoffman
Sigh, that's what I get for not reading/looking myself. :( On Sat, Nov 27, 2010 at 4:19 PM, Andy Nemer an...@overwatchmod.com wrote: It's not in that list, that's the first place I looked. Either that or I'm completely blind. Andy On 27 November 2010 18:25, Matt Hoffman lord.matt.hoff

Re: [hlcoders] Remember June 2006?

2010-10-30 Thread Matt Hoffman
Actual proper non-commander first person? We'll take it. On Sat, Oct 30, 2010 at 9:43 PM, Tony omega Sergi omegal...@gmail.comwrote: Yeah, I'm in Korea. Anyway, I was messing around with the Alien Swarm stuff today and I've gotten most of the template ported over and working. Before it's

Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Matt Hoffman
It's also totally gimped for anything that's not a top-down player-controls-an-npc shooter. Atleast that's my understanding after poking through the code a bit. On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard assaultar...@hotmail.com wrote: Actually it's already available. The one Alien

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

2010-07-27 Thread Matt Hoffman
But you were at the time that you wrote in our beautiful sdk and that's how we all know it. :P On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergi omegal...@gmail.comwrote: Correction: I'm not contracting right now. -Tony On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre gear@gmail.com

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

2010-07-24 Thread Matt Hoffman
I like how you point out the fact that english may not be his primary language, and then proceed to use a higher level lexicon that would require a lot of word lookups to fully understand. On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: In the very unlikely

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Matt Hoffman
Large amounts of fragmentation... Nem wrote an article on it on his site somewhere. On Wed, Jul 21, 2010 at 12:34 PM, Ryan Sheffer darksk...@gmail.com wrote: They should drop the GCF in all source games, but it doesn't seem like this is going to happen. Why the GCF hate all of the sudden? Too

Re: [hlcoders] Alien Swarm

2010-07-17 Thread Matt Hoffman
That's fine by me, no need to shove old 2004 content down everyone's throats again and having it show up in every bloody thing you try to make. On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards t_edwa...@btinternet.comwrote: It's a brand new SDK.

Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
My guess is it might come later. I'm sure they started before the mac ported code was ready to be integrated into more projects. However, I wonder if the tile-based map editor is a bunch of prefab-type things that snap to a large grid. I wait for monday when it releases to go poke in the files

Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
Excited to see Alien Swarm. Not only does it not look like source (And yet still be source), it looks like good fun. And it's free. Is there reasoning behind it being free? (Other than allowing anyone to become a Source developer for free) On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds

Re: [hlcoders] Source Particle Editor

2010-07-15 Thread Matt Hoffman
Mostly related, has anyone tried this with the now updated HL2 or Ep1? However I suppose it doesn't matter as EP2 particles should work for them. On Thu, Jul 15, 2010 at 9:30 AM, Casey Doran wer4ge...@gmail.com wrote: The Particle Editor is an in game tool that comes with the orangebox engine.

Re: [hlcoders] x currently playing Source SDK Base 200x

2010-06-23 Thread Matt Hoffman
I believe it's been like this for a while. In the past it would display X is now playing Mod Name in the Steam toast in the corner, but as soon as that went away it would revert to playing SDK Base (on friends list and in group chats) On Wed, Jun 23, 2010 at 1:07 PM, jetscope jetsc...@gmail.com

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Matt Hoffman
Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD crashed. However if you use LAA on the vrad process, it worked again. Fix by The Pro here: http://www.facepunch.com/showpost.php?p=16482883postcount=23 I recall this working, but I do not know if Valve has fixed/broken it

Re: [hlcoders] Receiving messages out of order

2010-05-15 Thread Matt Hoffman
All's fine on this front. (Using GMail) Sometimes however, I see a reply being split from the original 'thread' per say. That however, is more of a user error than a mailing list error I think. On Sat, May 15, 2010 at 6:54 AM, Tony omega Sergi omegal...@gmail.com wrote: Sounds like an issue

Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine for TF2 still... Would appreciate my 2d lines back. :) On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote: Interesting portal being part of the 2009. I guess because of the new achievements and such, the

Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
with the proper version of the tools. On May 11, 2010, at 18:17, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine for TF2 still... Would appreciate my 2d lines back. :) On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk

[hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Matt Hoffman
Simple question, I'm making an entity (Let's call it a building) which has health and it's health can go up when the player uses it or down when it's hit. How often would this entity need to think for this? Maybe I'm just confused as to what Thinking entities do on their own. Cheers, Matt

Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Matt Hoffman
I've gotten OnUse working with: virtual intObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }; virtual voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); Can't get OnTakeDamage working though, I have: virtual

Re: [hlcoders] Fwd: Retrieve List of entities in a level

2010-03-23 Thread Matt Hoffman
That sounds like a pretty good one. There's also the ability to look in a sphere (Which is actually a box(?)), etc. I used this to create a 3d radar that found entities in a 512 sphere and put a debug box over them. However, looping through the entities (in my case) is expensive to my knowledge.

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Matt Hoffman
Says the guy on their Coder's mailing list... Who's probably got a significant investment... Probably doesn't know much about account security. I can make it work perfectly if you give me your credit card details, pin number, steam account/password, email password, etc. Trust me, look! I have

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Matt Lima Faiotto
I do agree that Mac Support does make sense, as it really doesn't require you to recompile almost every component, keeping most of their application safe from hacking. -- From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk Sent: Wednesday, March 10,

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Matt Lima Faiotto
systems?). And hacking? Huh? Matt Lima Faiotto wrote: I do agree that Mac Support does make sense, as it really doesn't require you to recompile almost every component, keeping most of their application safe from hacking. ___ To unsubscribe

Re: [hlcoders] Spawning the Jalopy in OB MP SDK?

2010-02-25 Thread Matt Hoffman
in multiplayer. It's been a while, and I don't remember everything I had to do to make it work again. -Tony On Thu, Feb 25, 2010 at 4:22 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm probably just being a retard but after sitting infront of code for the last 6-8 hours, I can't figure out

[hlcoders] Spawning the Jalopy in OB MP SDK?

2010-02-24 Thread Matt Hoffman
I'm probably just being a retard but after sitting infront of code for the last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and I believe that they took the HL2 jeep and made it into the _hl2buggy, and replace

Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Matt Hoffman
Is the trace hitting the hitgroups? Could it be colliding with a player bounding box or some other thing? Check the parameters of your trace? On Sun, Feb 21, 2010 at 1:43 PM, James Martin altplu...@gmail.com wrote: I'm just using the player models (dod) that came with the sdk. I've not messed

Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Matt Hoffman
); On Sun, Feb 21, 2010 at 1:59 PM, James Martin altplu...@gmail.com wrote: Thank you so much Matt! That seemed to be the problem... I was overlooking the fact that the melee was using MASK_SHOT_HULL for the trace, which excludes CONTENTS_HITBOX. I knew it was something stupid I was overlooking

[hlcoders] Shadowing problem

2010-02-04 Thread Matt Stafford
identical to the SDK one, so I'm not sure whats going awry here. Am I missing something basic, or has someone run into this problem before? Cheers Matt -- Matt Stafford (Wraiyth) http://www.wraiyth.com ___ To unsubscribe, edit your list preferences

Re: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc

2010-01-30 Thread Matt Lima Faiotto
They are probably using Images converted onto a VTF. -- From: Saint Thoth (hotmail) st_th...@hotmail.com Sent: Saturday, January 30, 2010 6:31 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
So now that we have a plausible fix for movement, has anyone looked at multiple passengers? My understanding of it is the vehicles are set up with a passenger system. Just Passenger 0 (1?) is considered the driver. My guess on implementing multiple-passengers in the vehicle would require

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
. Basically it is a matter of having a hitbox, and attachments per role and then modifying some of the vehicle logic to work with more roles. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes:

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
objects). I think I need to go play HL2DM and throw a toilet around... Matt Hoffman wrote: I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher

Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?

2010-01-19 Thread Matt Hoffman
DX6? What is this, 1998? http://en.wikipedia.org/wiki/DirectX#Releases On Tue, Jan 19, 2010 at 5:24 PM, ZuM eduardo...@gmail.com wrote: As far as i know, DX6 is not fully supported and result in quite some graphic issues, so it's best if you don't use it. For the other problems,

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Matt Hoffman
I agree, especially seeing as we're dealing with some real dollars here. Perhaps it should be a combined voting, with public's votes counting towards 60% and the Staff vote counting for 40%. You could even go as far as make people rate X out of Y gamemodes, and rate them based on: Re playability,

Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Matt Hoffman
The blur shader - you can just take the shader dll from GMod if you want - I don't mind at all. If you want to implement it yourself it's just a shader that blurs the texture. More of modders need to be like this. :) On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman garrynew...@gmail.com wrote:

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source physics grr? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
class or interface and implements the needed methods. On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
://www.empiresmod.com/ for all those who haven't played it. On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: I always was impressed with Empires lack of traditional mp vehicle view lag. Still want multiple-body groups for them though. :P On Wed, Nov 25, 2009

Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Matt Hoffman
I believe it's a shader as it actively updates and effects weapons/held objects too. On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White killermonke...@gmail.comwrote: Has anyone figured out how exactly L4D does the entity glow effects? I am talking about the glow that surrounds pickup entities

Re: [hlcoders] Dedicated Server Release Essentials

2009-11-23 Thread Matt Hoffman
Wouldn't that be the VMT for surfaceproperties, etc? On Mon, Nov 23, 2009 at 6:14 AM, Jed j...@wunderboy.org wrote: 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

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Except L4D uses func_precipitation for their ran which is a brush entity (obviously). That's just slapping down info_particle_systems. ;) On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez bs.v...@gmail.com wrote: L4D2 made all their weather effects with particles. Rain is a pretty easy

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
of the particle systems. I'm not sure if Valve even plans on updating the old systems for Tf2 or for the SDK. On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Matt Hoffman
Remove friction. On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery harry101jeff...@googlemail.com wrote: Has anyone here got any experience with the quake 3 movement physics? I'm trying to swap out the bhopping in source engine with strafe jumping from the quake series but the two codebases

Re: [hlcoders] BSP V21

2009-10-29 Thread Matt Hoffman
Thanks, - Saul. 2009/10/28 Matt Hoffman lord.matt.hoff...@gmail.com Wonderful that means they broke VMex again... Hope we get all of the map's vmfs as part of the SDK update... On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote: I attempted to load LFD2

Re: [hlcoders] BSP V21

2009-10-28 Thread Matt Hoffman
Wonderful that means they broke VMex again... Hope we get all of the map's vmfs as part of the SDK update... On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote: I attempted to load LFD2 maps in LFD. But didn't really get far. map c5m1_waterfront Host_NewGame Compact

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Matt Hoffman
I'm sure most of us would Harry. :P On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: What I would give for a sneak peek at Ep3. Hell, I'd even sign an NDA. 2009/10/8 Adam Buckland adamjbuckl...@gmail.com: Only the chosen few who believe will be able to

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Matt Hoffman
animations different to fix some of the issues that could arrise. Im pretty sure valve are one of the only companies still using v models. Might be wrong, but doom 3 even seemed to be using only world models. On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote

Re: [hlcoders] terrains...finally its here:)

2009-10-06 Thread Matt Hoffman
Now add some export to Max options... On Tue, Oct 6, 2009 at 11:59 AM, Saul Rennison saul.renni...@gmail.comwrote: Yeah I noticed the LOD-popping too. Otherwise I think that this is absolutely immense :D Thanks, - Saul. 2009/10/3 Nathan Voge hl2fr...@msn.com I've seen you around

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote: Consider totally ridding the game of the view models and just positioning the camera where you can see

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
. Might be wrong, but doom 3 even seemed to be using only world models. On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009

Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Matt Hoffman
I think Source does it by Material property, but that may be a fallback? On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote: I'm pretty sure mass and density calculates buoyancy :) Thanks, - Saul. 2009/9/26 Ryan Horton d.ryan.hor...@gmail.com I'm trying to make

Re: [hlcoders] In game map editing

2009-09-22 Thread Matt Hoffman
of the feature you want and hammer is nothing, except ingame you'd have to reload the map all the time. On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43

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

2009-09-21 Thread Matt Hoffman
Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then

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

2009-09-21 Thread Matt Hoffman
wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads

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

2009-09-21 Thread Matt Hoffman
entertainment ? If you need ideas, msg me. On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much

Re: [hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-20 Thread Matt Hoffman
strictly set in code. On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Silly title is silly. Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin) to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around a bit

Re: [hlcoders] How safe is it to travel into The Void

2009-09-19 Thread Matt Hoffman
Erm. Can you explain to me... WHY you want to go into the void? And how do you have a semi-sealable leak? The door won't stop the leak as it's a brush entity... So it's a leak On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Hi Using Garrysmod and Entiry

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Matt Hoffman
Remember when they broke them all? It wasn't even that long ago... On Tue, Sep 15, 2009 at 3:38 PM, Nick xnicho...@gmail.com wrote: Remember when valve gave modders good tools and fixed bugs? no, neither do i.. On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com wrote:

[hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-13 Thread Matt Hoffman
Silly title is silly. Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin) to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around a bit and made some changes. However, nothing seems to be taking effect. The DXSupport file looks like this: 0 {

Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-12 Thread Matt Hoffman
I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine. On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards t_edwa...@btinternet.comwrote: You're running a pre-release 64bit operating system. Hmm... The Hammer problems happen to everyone who launches Hammer directly. I really wish they'd

Re: [hlcoders] In game map editing

2009-09-12 Thread Matt Hoffman
Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Hi I was wondering if it is possable to make a version of hammer that works ingame and renders the vmf as somesort of mesh and then allows you to

Re: [hlcoders] Backface Culling

2009-09-03 Thread Matt Hoffman
I don't know if $nocull works on brushes but try adding $nocull 1 to the VMT. On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers magicbob...@gmail.com wrote: Is there a way to turn off backface culling for a particular entity? I'd like to draw the texture on the inside of a brush entity when a player

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
I don't think that's quite true Saul. Our copy seems to differer from theirs because they keep breaking ours and not theirs. :p On Sat, Aug 29, 2009 at 2:54 PM, Saul Rennison saul.renni...@gmail.comwrote: You also have to take into account VALVe's priorities are: 1. VALVe 2. Everyone

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
We'll see how pretty Episode 3 is when it's released. It will blow UE3 out of the fucking water. (I still dunno how to do a quote :p) Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at most UT mods you can recognize them in a snap as a Ut mod for one reason. Their

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
It worked fine on my Intel/Geforce XP build, but does the problem you describe on my AMD/ATI Win7 build. On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: This is only slightly off topic, but: Every version of Hammer (even back to Worldcraft and before) I've ever

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Matt Hoffman
More popularity. If you see on the novient site it says GAMES SUPPORTED: . I'd assume it was a fairly easy implementation into Source, and Valve thought Cool another way to get more customers and please existing ones, so they went ahead and did it. On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodriguez

Re: [hlcoders] Trouble Implementing Ironsights

2009-08-20 Thread Matt Hoffman
Because most of the tutorials say Here's C++ and not 'Here's how to effectively use and work Visual Studios. Course, you could find it on MSDN/M$/Google I'd imagine. On Thu, Aug 20, 2009 at 11:42 AM, Tom Edwards t_edwa...@btinternet.comwrote: I prefer to use Class View. Not many people seem to

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Matt Hoffman
Is it really a good idea to post the link? Not everyone on this list has the best intentions, nor do I think anyone can do anything about it? (Correct me if I'm wrong) Wouldn't it work better directly mailed to Valve? On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.comwrote:

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Matt Hoffman
floating around for years before anyway. On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Is it really a good idea to post the link? Not everyone on this list has the best intentions, nor do I think anyone can do anything about

Re: [hlcoders] Barnacle weapon

2009-08-18 Thread Matt Hoffman
height16 } } } On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Doesn't appear to work for OB SP. Compiles fine, added it to the c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, C_BaseHLCombatWeapon ); ) but can't get

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Ahaha I love you. Not that I needed it for barnacles, but I love grappling hooks. Will defintly implement this into my mod, thanks! On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer darksk...@gmail.com wrote: I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Doesn't appear to work for OB SP. Compiles fine, added it to the c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a weapon_crossbow weapon script and renamed to weapon_grapple to no dice. Just get: ]

Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
It appears only the position and size of the entire model browser window is stored there, and not the actual layout. On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards t_edwa...@btinternet.comwrote: It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer. Matt Hoffman wrote

Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
Thanks Tom! On Wed, Aug 5, 2009 at 10:15 AM, Tom Edwards t_edwa...@btinternet.comwrote: There's also hammer.vdf, in the same folder as the executable. In fact it looks like the sole purpose of that file is to store the information you want to delete. :-P Matt Hoffman wrote: It appears

[hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-04 Thread Matt Hoffman
First off is a personal issue: When I noticed that the Model viewer inside of hammer had a Screen Cap button or something, I was fooling with the window size trying to make it bigger and make the font readable. In the process I dragged the bar down and now it looks like this:

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
wrote: http://www3.telus.net/public/a6a91102/1.jpg I think I'm gonna try splitting the glass up and using more cubemaps... Matt Hoffman wrote: Interesting idea but it sounds like you could better accomplish this with multiple cubemaps on smaller surfaces than single cubemaps on large glass

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
of these curved glass pieces.. 20 x 5 = 100 cubemap entities, each using 256x256. That's a lot of memory :( Matt Hoffman wrote: The whole upside-down-reflection isn't helping the screen imo. Maybe it looks better in motion but right now it looks disorienting. Anyways: Have you tried

Re: [hlcoders] Disable Warning

2009-08-01 Thread Matt Hoffman
I don't see why people mix that up. 95% of the time I see trigger_push mentioned, they type func_push. :s On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.comwrote: BTW, it's trigger_push not func_push. Harry Jeffery wrote: Is it possible to disable this warning from within

Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Matt Hoffman
You wanna post how you fixed it, as it seems to affect the base template too? On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards t_edwa...@btinternet.comwrote: Fixed: it was somehow related to the base viewport not being created properly! :-S Tom Edwards wrote: I'm trying to make a skeleton game

Re: [hlcoders] whats happening with this engine

2009-07-26 Thread Matt Hoffman
I for one would also like a fix for the ATI Hammer text... jaggies. Or should I make a separate hlcoders email about that instead of including all my hard-earned research in this one? On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris char...@resrchnet.comwrote: My only wish for updates to

[hlcoders] ATI Hammer 2d View Text Errors (Jaggies)

2009-07-26 Thread Matt Hoffman
I'm sure at one time or another, we've all seen the thread HALP HAMMAR TEXT IS BROKED. This is usually in response to the 2d view's text jaggies caused by Radeon 4xxx series cards. (And more?) This can be seen here: http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png While all hope

Re: [hlcoders] ATI Hammer 2d View Text Errors (Jaggies)

2009-07-26 Thread Matt Hoffman
if I have the ATI Tray Tools open. (Yet enabling the setting and closing works) On Sun, Jul 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote: I have this issue too, ATI 4870X2, latest drivers. Thanks, - Saul. 2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com I'm sure at one

Re: [hlcoders] Advanced Video Options for Mod Multi-core combo is empty.

2009-07-26 Thread Matt Hoffman
Ep2 is like this too. (Actually EP2) I think Valve added it to the default res for all OB? I dunno. On Sun, Jul 26, 2009 at 3:55 PM, Christopher Harris char...@resrchnet.comwrote: Does anyone know if there is some file needing to be extracted to get this combo to have choices in it. Would be

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
If I can write a bloody GUI to StudioMDL, why can't Valve? Because you already wrote it. Why would they need to duplicate your work? Why pay paid developers to do something the modding community does for free? ;) I do wish Hammer was open-source, or atleast had a plugin-system (Maybe written in

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
They seem to break stuff fixing other things. On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy nuclearfri...@gmail.comwrote: I certainly couldn't complain, where I work we make our level environments entirely in 3DSMAX... :( I imagine that if Valve is like most developers then they are

[hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
: Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta. I

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Yes, just wait for the crash and analyze it in the debugger. On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I guess maybe the question was of how to debug it. Build it in Debug

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
information to find out how to fix that. That CXX0030-error could just be because of insufficient debug-information and code-optimazations. On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: It crashes at m_pVehicle-Update( gpGlobals-frametime, m_controls

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
to help me here? On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijs yorg.ku...@home.nl wrote: Ehm the pointer itself would be the null pointer? So m_pVehicle is a NULL pointer, not enough to know when or how the pointer should get something to point to though. Matt Hoffman wrote: How do I find which

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
your questions, it sounds like you really don't know C++. Is that the case? On 7/19/2009 1:50 PM, Matt Hoffman wrote: I mean, I know which line the code is breaking on. How do I find out which part of the line (m_pVehicles, or the Update, or gpGlobals, or Frametime

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Matt Hoffman
I was going to say that until I remembered It's 1/4th Life. I don't think he's ever released anything, just does all these cool looking things everyone wants. On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote: If you have a quad core and you're having problems with the

Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Matt Hoffman
Search it up on youtube. There's still a res file called BoxRocket which was Valve's internal name for it in L4D. (\Resource) I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it wrong or what. Will continue to tinker with it. However, using dynamic_light, I can get this:

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