You can get access to the GoldSrc VGUI2 interfaces by exporting a
function named ClientFactory from your client.dll - this function should
return a CreateInterfaceFn function pointer that can return a pointer to
a class implementing the interface VClientVGUI001.
The functions in this interface
at
http://homepage.ntlworld.com/pr.searle/testns/cdll_int.h
If anyone can throw any light on the functions marked 'unknown', I'd be
grateful too :)
Disclaimer: Don't forget that all these extra functions are undocumented
by Valve and could disappear or fail to work without warning.
--
Philip Searle
Andrew Hammett wrote:
I saw a reference a long time ago that VALVE would be publishing the
specifications of the .dem file format for the Source engine at some point.
Does anybody here know anything about it?
Andrew Hammett
www.caleague.com
The latest SDK has the file format in
Rodrigo 'r2d2rigo' Diaz wrote:
Hi, I want to load a SPR file to use it as a texture in one OpenGL
program. I have based my code from the one in sprgen.c. For testing,
I'm using a single frame 256*256 sprite, and I follow this order for
reading the data:
-1 struct dsprite_t (sprite header)
-1 short
Your message name is longer than 11 characters. Because of the way user
mesages are stored in the engine, message names are limited to 11 chars
plus the nul terminator. If you try to create a message longer than
that, then you'll trash the next usermessage or message handler pointers.
-- Philip
tei wrote:
Philip Searle wrote:
Why does the decal code handle decals with the name }z_ specially? I
can't quite understand what the code does (floating-point assembly isn't
my strong point).
???
maybe:
texture are already mangled because encode stuff (special atributes)
name[0] = type,
z_ can
Michael Shimmins wrote:
What determines the colour of text in the new VGUI console? As far as I can
tell, there's no way for it to determine whether the engine or the game DLL
is printing to it yet it variously prints in white or brown.
The Scheme Text files from memory determine the colour of
Hey folks,
Recently I've been looking through hw.dll (just for fun) and managed to
work up a long list of questions - if anyone (perhaps even a Valve
member?) could provide some answers I would be very grateful. Apologies
for the length of this post.
General Questions
=
Why does
Marco Leise wrote:
Am Sat, 18 Sep 2004 23:51:53 +0100 schrieb Philip Searle
[EMAIL PROTECTED]:
That's true if you only do the scaling on the client
studiomodelrenderer. If you also implement the same scaling in the
server blending interface, then you can scale hitboxes and have them
work
Jeffrey botman Broome wrote:
Adam amckern Mckern wrote:
i only think u can resize the bounding box, but some
one that might know more, might answer this better for
you
Actually, the hit boxes DON'T get rescaled at run-time...
http://articles.thewavelength.net/232/
(doesn't ANYBODY use google.com
or less useless stuff too, when I have the time. At least one learns
something new from it. :)]
Marco Leise
No offense taken - why would you do this? is a reasonable question.
The only real answer I have is because I wanted to. :)
-- Philip Searle
I believe NS uses the individual player scores to work out the team
score client-side. The message for player scores is ScoreInfo, and its
format is:
Byte - The index of the player.
Short - The player's score.
Short - The player's kills
Short - The player's deaths.
Byte - The player's class.
I've been looking through the code in entity.cpp (client dll), and
playing around with HUD_CreateEntities() and CL_TentEntAllocCustom().
I've been able to create client-side models and sprites, but is there
any way to use these functions to make a client-side BSP model?
Something like
? I've gathered it's some kind of texturename
- detail texture mapping, but the obvious formats don't appear to work.
-- Philip Searle
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Something like Natural-Selection's trigger_script entity. It doesn't do
anything at the moment, but this:
http://homepage.ntlworld.com/pr.searle/nsfaq/#11
suggests that the script engine is there... it just needs tieing to
the entity. I really hope it gets implemented soon.
K. Mike Bradley
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