Re: [hlcoders] Cell Shading - Serious Revision?

2007-05-19 Thread Nikolaos Tzimoulis
Garry has mentioned he has messed with cell-shading at his blog. http://www.garry.tv/?p=255 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Nikolaos Tzimoulis
Thanks a bunch! :) That should make things a lot less complicated. I would love to hear more about it. One question that immediately comes to mind is: Does this mean that hosting the SDK code publicly is no longer a problem? Or it would be necessary to set up the system so that the only place

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nikolaos Tzimoulis
What do you mean so that it is all modified, Nate? And now that I think about it, it's not an option to start from a specific version of the SDK and diff that. How would everyone coordinate with that since you don't get to choose which version of the SDK Steam downloads? Also, it wouldn't be in

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nikolaos Tzimoulis
So, since sourceforge works with CVS, all I have to do is use CVS to make diff files and then let the sourceforge's CVS system handle them as it would normal source code files. The end result on sourceforge would be CVS doing diff files of diff files that were created by the local copy of CVS. It

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread Nikolaos Tzimoulis
Thanks for the tips, Jason. The problem is that I have to do more than just that; I also have to find a convenient and universal way to do it, since these diff files will be uploaded on sourceforge and used by other people that want to contribute to the project. I'll have to do it in such a way

[hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Nikolaos Tzimoulis
Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to

Re: [hlcoders] Open Source Mods (again)

2007-01-13 Thread Nikolaos Tzimoulis
Err... sorry to be bothering you again with this matter. I've been doing a bit researching about the open source mods you mentioned. I could find their releases and their source code but I couldn't understand how they did their open-source development. I didn't find them registered to any sites

[hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis
Hello, I'm thinking of starting an open source mod for Source. Can someone please inform me about Valve's policy on the matter? I'd imagine that I'm not supposed to put up the source code like that, but I think it could work well with just diff files, right? I'm looking forward for an answer.

Re: [hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis
Thank you everybody for your answers! :) This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Can't shove the player

2006-11-26 Thread Nikolaos Tzimoulis
SetAbsVelocity gets me the same results. The player only moves when something touches him while he is completely still. That's the code I use: void CBasePlayer::Touch( CBaseEntity *pOther ) { if ( pOther-GetClassName()==CAI_BaseNPC)//mario! {

Re: [hlcoders] Can't shove the player

2006-11-26 Thread Nikolaos Tzimoulis
Thanks for your answer. I tested adding SetGroundEntity( NULL ); before the SetAbsVelocity call and when that didn't work, I tried SetGroundEntity( NULL ); pOther-SetGroundEntity( NULL ); but it still doesn't work correctly. I should had known before trying as one of my previous tests included

Re: [hlcoders] Can't shove the player

2006-11-25 Thread Nikolaos Tzimoulis
My problem keeps getting weirder and weirder. I found out that ApplyAbsVelocityImpulse will work and the player's velocity will change as long as the player doesn't move when he touches the other entity. I thought that was strange and I tried to counter it by forcing the player's velocity to zero

[hlcoders] Can't shove the player

2006-11-23 Thread Nikolaos Tzimoulis
Hello, I'm making a Mario mod and for now I'm experimenting in implementing various mario game play mechanics. I'm using the normal zombie as a test subject for now. What I did was to make the zombie kill the player when it touches him unless it is touched from above, in which case it's the