[hlcoders] Looping a MP3 at Menu

2007-08-28 Thread Mukkan Yhti
Okay I have an MP3 i'd like to play at the menu when the game starts; one catch, I need it to loop. So What do we know? We know that dumping Play music/blah.mp3 in valve.rc will play it when the game launches, but will not loop it. I don't know if there is a method of making the MP3 loop by

[hlcoders] Health Respawning

2007-08-04 Thread Mukkan Yhti
Okay I create a new Entity and then set the Origin and Angles, I then spawn() it. The entities I am creating are item_healthkit and item_healthvial. Now then, they spawn fine but they keep re-spawning, no matter what I do they respawn. I've commented out Respawn() from the item child classes of

[hlcoders] [Problem] Valve Material File - Alpha Transparency

2007-08-02 Thread Mukkan Yhti
Righ so what i've read is that I can add opacity using a map, channel or using the shader. So, to take the easiest method, the shader, I defined $alpha in the VMT file and since it's a range of 0.0 - 1.0 I defined 0.45 so it's just below half opacity. However on my prop_physics it doesnt seem

[hlcoders] Setting Soundscapes in Real Time

2007-08-01 Thread Mukkan Yhti
Would it be easily possible to set a soundscape for a specific player in real-time? What i'm thinking of is sort of 'sound effectors' methods of distorting the range of sound effects played to a specfic player. Anyone shed some light on this idea? Thanks, Mukkan

[hlcoders] m_iHealth (limitations, max value)

2007-07-29 Thread Mukkan Yhti
I am making a modification that requires some player to have health for up to 1000, however it seems that when the health in HL2:DM goes over around 500 - 600 it reset's to 0, then it crashes when you go up to 300 - 400 from that 0. Does anyone know how I can resolve this problem? I've changed

[hlcoders] Dead Face Posing

2007-07-28 Thread Mukkan Yhti
Hey, I noticed that when an NPC or Player dies in the game their face is posed to something that suit's their current state. Does anyone know where this code is located in the SDK? Thanks, Mukkan _ Express yourself instantly with

[hlcoders] Model Decompile Recompile Issues (Cannonfodders Tool)

2007-07-21 Thread Mukkan Yhti
I don't know if this is a known issue or something caused by Cannonfodders Decompiler but: ** Decompiler: Cannonfodder SMD Import / Export: Cannonfodder ** I decompiled the v_pistol model, loaded the reference into 3dsmax and made what changes I needed, exported the reference. I then

Re: [hlcoders] Model Decompile Recompile Issues (Cannonfodders Tool)

2007-07-21 Thread Mukkan Yhti
Certainly. Cannot find bone ValveBiped.Bip01_L_Finger3 Sorry I forgot to mention it was a cannot find error. From: Minh [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Model Decompile Recompile Issues (Cannonfodders

Re: [hlcoders] Model Decompile Recompile Issues (Cannonfodders Tool)

2007-07-21 Thread Mukkan Yhti
I don't seem to have that option, what export/import script are you using? (assuming your using 3ds max). From: Minh [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Model Decompile Recompile Issues (Cannonfodders Tool)

[hlcoders] SDK Code Changes LOG

2007-07-20 Thread Mukkan Yhti
I am just wondering how I can tell what version of the SDK I originally built one of my modifications on and how I can check what versions have been released since and what specific code changes there where. Could anyone help me out with this? If there a link to a page or something with all the

[hlcoders] Routing Variables

2007-07-19 Thread Mukkan Yhti
Is there some kind of system in the source engine I can use to easily route variables between the Client and Server DLL's? _ FREE pop-up blocking with the new MSN Toolbar - get it now!

Re: [hlcoders] Routing Variables

2007-07-19 Thread Mukkan Yhti
No, say for example I want to trigger a boolean in a client file (thats not shared) from a server file (that's not shared). From: Nick Darnell [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Routing Variables Date: Thu, 19

[hlcoders] Unorganised Code

2007-07-17 Thread Mukkan Yhti
Look I don't want to be rude, but... Is it just me or is the HL2:DM SDK the most ugly, unorganised shit you've seen in a while? I mean im comparison to the Doom 3 engine, and well Doom 3 is more script orientated but someone could have organised the mass of source files a little better in the

[hlcoders] Viewport Edge Bluring

2007-07-16 Thread Mukkan Yhti
Greetings, I should first note that I havent dwelved into Shader creation *yet*, most because of the Perl involvment. Basically what I am attempting to do is add a blur around the edges of the viewport. In theory, as far as I know I have the following options: - Pixel Shader - VGUI Overlay I

[hlcoders] Cell Shading - Serious Revision?

2007-05-18 Thread Mukkan Yhti
Has anyone given cell shading in the source engine any real research. Has anyone actually put it into practise? If so what where the main problems you encountered? _ Express yourself instantly with MSN Messenger! Download today

Re: [hlcoders] FragCount() DeathCount

2007-03-29 Thread Mukkan Yhti
I'm calling it in gamerules.. A think function or something that checks the frag count against the fraglimit. From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FragCount() DeathCount Date: Thu, 29

Re: [hlcoders] FragCount() DeathCoun

2007-03-29 Thread Mukkan Yhti
Yeah one index directly; but I tried UTIL_LocalPlayer (or whatever) and that just returned nothing. From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FragCount() DeathCoun Date: Thu, 29 Mar 2007

Re: [hlcoders] FragCount() DeathCou

2007-03-29 Thread Mukkan Yhti
Ah right; but when I am enuming them; how will I identify my player? What's the best way? By the player's text name or something? From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FragCount()

Re: [hlcoders] FragCount() DeathCo

2007-03-29 Thread Mukkan Yhti
So I use UTIL_GetLocalPlayer and then UTIL_playerindexfunction( pplayer-entindex() ) Just to clear things up? From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FragCount() DeathCo Date: Thu, 29 Mar

Re: [hlcoders] Model Problem; Error Ingame

2007-03-23 Thread Mukkan Yhti
http://www.megaupload.com/?d=2EBR73ZR Uploaded From: Christopher Harris [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Model Problem; Error Ingame Date: Thu, 22 Mar 2007 20:33:23 -0400 Upload to somewhere like

Re: [hlcoders] Gibbing Ragdolls

2007-02-25 Thread Mukkan Yhti
But what about when it comes to removing the ragdoll from everyones screens; sure the gib effect will be server-side but unless ragdolls are set serverside then the removal of the ragdoll will be client side right? That's my main worry. From: Nathan Voge [EMAIL PROTECTED] Reply-To:

[hlcoders] Gibbing Ragdolls

2007-02-24 Thread Mukkan Yhti
I was just thinking while in the shower about Gibbing Ragdolls. Say if I wanted to make it so that when a player dies and the ragdoll falls to the floor, if your shoot it again it gibs. Well I could easily do this client side, by manipulating the ragdoll the bullet collided with; but if I

Re: [hlcoders] Game Launched - Code Execution

2007-02-01 Thread Mukkan Yhti
Does anyone know any sutible place to put code that you want executed when the mod launches?? I would be very greatfull. Thanks, Mukkan From: Mukkan Yhtiö [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Game Launched -

[hlcoders] Game Launched - Code Execution

2007-01-31 Thread Mukkan Yhti
I would like to execute some code everytime the game is back on the menu screen; where is the best place to put the code? I was thinking void CBasePanel::PaintBackground( void ) Any better ideas? Thanks, Mukkan _ FREE pop-up

Re: [hlcoders] Game Launched - Code Execution

2007-01-31 Thread Mukkan Yhti
No; the menu screen you see when you first launch the mod. Also a place to execute code when the mod first stats up would be rather handy too. From: Ryan Sheffer [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Game

[hlcoders] Server Side Flashlight Effects

2007-01-25 Thread Mukkan Yhti
Does anyone know where the server-side flash light effects are located? It's driving me insane; I found them before by accident and changed it to pink and now don't know where it is to change it back. If anyone could help me out with this; it would make me super happy. Thanks, Mukkan

Re: [hlcoders] Server Side Flashlight Effects

2007-01-25 Thread Mukkan Yhti
I don't seem to have that in my HL2DM base? From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Side Flashlight Effects Date: Thu, 25 Jan 2007 16:54:07 + -- [ Picked text/plain from

Re: [hlcoders] Server Side Flashlight Effects

2007-01-25 Thread Mukkan Yhti
Yep; the code is out of date. Any idea where the old flash light code is? From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Side Flashlight Effects Date: Thu, 25 Jan 2007 17:57:27 + -- [ Picked

[hlcoders] Client Side Effects

2007-01-22 Thread Mukkan Yhti
When ever I setup a client side effect like a particle amitter and then write the DispatchMessage() on the server the effects only seem to show t oother people; and not the person who created the effect. I am pretty stumped why this is happening; I assume it's not ment to as you can't call

Re: [hlcoders] Client Side Effects

2007-01-22 Thread Mukkan Yhti
Thanks for that! Worked like a charm! From: Minh [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Client Side Effects Date: Mon, 22 Jan 2007 00:18:41 -0800 I ran into this problem as well. It's because by default

[hlcoders] How to Vectors work?

2007-01-19 Thread Mukkan Yhti
Hi, Could some one explain how Vector Vatriables work? As far as I know they hold (x, y and z) coordinates? If I wanted to manually manipulate a Vector Variable in game I need to know how they work mathimatically? What they hold entirely and how to manipulate them in a 3D environment. I assume

Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Mukkan Yhti
Man I wish I knew how to port my modells into the Source Engine; I can modell in 3DS Max but converting the models into the source engine isnt a terribly easy job; no matter what I try the end result just doesnt work. From: Ryan Sheffer [EMAIL PROTECTED] Reply-To:

[hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of unidentified texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with

[hlcoders] UTIL_BloodSpray (No Texture)

2007-01-17 Thread Mukkan Yhti
For some reason when I call UTIL_BloodSpray; everything works fine but the blood shows up as blocks of unidentified texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
Okay I copied particle_sphere can called it particledefault and the blood now shows up in game as white/light-aqua spheres. If anyone has the original particledefault file or has anyidea what it is meant to look like can they upload/tell me? Thanks! From: Tony \omega\ Sergi [EMAIL PROTECTED]

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
That would be really helpfull Omega; I don't think Valve would care about licencing when it comes to a file of a few bytes like this one. Send it as an attatchment diectly to my email or something? Thanks! :D From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To:

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
Strange; everytime I compile a new Particle using VTFEdit the black around the Particle is visible in game. Even if I rename a blood VTF from Effects/. Any ideas? From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE:

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
Thank you all so much for your help; I managed to fix that Alpha Transparency Problem - it kept getting lost in file conversion. But again; thanks so much! :D From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re:

[hlcoders] Whats the best way to make an ORB Effect?

2007-01-16 Thread Mukkan Yhti
I want to make a sphere effect (orb) but I am not sure as to what would be the best way to go abouts doing this? What if I created one single very large particle; would that be sufficient? (probably not) Thanks, Mukkan _ Express

[hlcoders] Placing Light Sources during Game Play.

2007-01-16 Thread Mukkan Yhti
I need to create a light source while in game; I have been looking at lightglow.h and this looks like it will be a good idea. Although; if I could find where the Flashlight source code is in the SDK; I am slightly stumped as I found it a few months back but have no idea where... :\ If anyone

Re: [hlcoders] EmitSound

2006-08-19 Thread Mukkan Yhti
he admitted he was the owner of cherrycake.org ages ago you fucking retard. your behavior on here speaks volumes of your character. all I have seen is you act like a fucking moron you didnt even need to get involved now quite messing up my godamn inbox retard. From: Jeremy Swigart [EMAIL

Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

2006-08-12 Thread Mukkan Yhti
Please do not spam mailing lists just to let some one know you have blocked them... On 13 Aug 2006 at 9:47, Jonathan Murphy wrote: -- [ Picked text/plain from multipart/alternative ] I do not condone cheats or their authors, you will now be ignored. On 8/13/06, [EMAIL PROTECTED] [EMAIL