Re: [hlcoders] GoldSrc VGUI2 headers / libs (Screen overlays)

2007-07-05 Thread Philip Searle
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

Re: [hlcoders] HL1 timerefresh

2005-10-25 Thread Philip Searle
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

Re: [hlcoders] Source .dem specifications

2005-05-16 Thread 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

Re: [hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Philip Searle
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

Re: [hlcoders] message of bogus type

2005-01-19 Thread Philip Searle
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

Re: [hlcoders] Some general questions and some undocumented functions

2004-11-12 Thread Philip Searle
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

Re: [hlcoders] Some general questions and some undocumented functions

2004-11-12 Thread Philip Searle
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

[hlcoders] Some general questions and some undocumented functions

2004-11-11 Thread Philip Searle
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

Re: [hlcoders] Resizing Models

2004-09-30 Thread Philip Searle
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

Re: [hlcoders] Resizing Models

2004-09-18 Thread Philip Searle
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

Re: [hlcoders] Studio model format (version 9)

2004-06-24 Thread Philip Searle
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

Re: [hlcoders] TeamScore and nsp (natural selection)

2004-03-20 Thread 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.

[hlcoders] Client-side BSP models

2004-03-02 Thread Philip Searle
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

[hlcoders] Detail textures

2004-02-11 Thread Philip Searle
? I've gathered it's some kind of texturename - detail texture mapping, but the obvious formats don't appear to work. -- Philip Searle ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Adding a new skill level and Steam

2004-01-05 Thread Philip Searle
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