I'm not convinced touting a common Java UI is a good thing. Java apps,
as a rule, look awful and have terrible interfaces.
I'd go with .Net over Java, Mono ftw!
- Rich
Jorge Rodriguez wrote:
If you avoid windows.h I find it easier to port C/C++ to other platforms
than Java. If you don't
Hi List,
I'm trying to get the player to emit a particle effect when they sprint
but just can't get the damn thing to work.
I've tried putting the following in CHL2MP_Player::StartSprint but no
particles get emitted:
Vector final = GetAbsOrigin();
final.z += 30;
final.x
Hi List,
I need to alter the standard rocket so that it doesn't explode on
contact with weapon models that are found in the world, any pointers on
how to go about doing this?
The rocket needs to just pass straight through the weapon as if it
wasn't there.
I've tried fiddling with
Hi List,
I haven't looked in to this in depth yet, but wanted to see if anyone
else has come across this issue.
I'm working on an Orange Box mod and haven't changed any of the fire
bullets / tracer code, but when I hit another entity, the tracers get
shown twice.
Ordinarily they're fine, but
Finally found the problem, turns out I needed to add new_gamerules to
the list of preserved entities too.
Bleh, oh well, works now.
Thanks,
Rich
Andrew Ritchie wrote:
it's a bit messy looking but assert in release mode usually replaces with
nothing or in Source's case ((void)0) instead of
its variables
through a proxy class rather than through itself. Have you implemented
an inherited proxy class as well as the gamerules class? Check the SDK
game rules class to see what I'm talking about.
--Bob
On Tue, Nov 3, 2009 at 3:35 PM, Richard Slaughter slau...@vault13.co.uk
wrote
Hi List, I'm stumped again so once more I turn to you...
I've implemented a new set of gamerules that derive from hl2mprules
which I think I may have based on this at the VDC:
http://developer.valvesoftware.com/wiki/New_Gamerules
If not, I've implemented all the same things.
Problem is when
Don't be silly, they're off in the bahamas relaxing in hammocks and
sipping mojitos...
Rich
Jonathan Murphy wrote:
Hahaha..
I'm pretty sure most of Valve is busy finishing up what they can on L4D2.
On Friday, October 9, 2009, botman botman.hlcod...@gmail.com wrote:
I called 911. The
Merging really isn't all that scary once you've done it a few times, and
as long as you keep you change sets small and to the point, it shouldn't
pose you any problems.
Of course that only really matters if you're working with someone else
at the same time.
Rich
DAV wrote:
...VSS 'Get
It can make sense on anything larger than a small mod, after all the SDK
is a large codebase, and we don't all have the time to be expert in
every single area of it.
Although hlcoders does help with that :)
Also you have to start somewhere, and having a mentor that knows the
code better than
Beyond Compare (http://www.scootersoftware.com/) is your friend.
Wonderful bit of software when you need to port to an updated sdk, or
just see what's changed. Can compare directories so you can see which
files have changed at a glance, as well as doing individual file
comparisons.
Rich
/23 Richard Slaughter slau...@vault13.co.uk
Hi List,
This has been discussed before but I can't find any concrete advice to
get TF2 style player collisions working fully (team mates can pass
through each other, enemies are solid).
I've gotten as far as modifying PlayerSolidMask
Hi List,
This has been discussed before but I can't find any concrete advice to
get TF2 style player collisions working fully (team mates can pass
through each other, enemies are solid).
I've gotten as far as modifying PlayerSolidMask to:
unsigned int CGameMovement::PlayerSolidMask( bool
Hi List,
I'd like to be able to display the key for a current command, e.g.
phys_swap, on the HUD.
Is it possible to find out what key is currently bound to a command on
the client?
Thanks!
Rich
___
To unsubscribe, edit your list preferences, or
On further inspection it seems as though HUD animations stop when the
player respawns. Anyone know if something happens to the HUD on respawn
that might affect the animations?
Thanks,
Rich
Hi List,
I've been trying to make use of hud animations by adding the following
to
Nevermind, 2 seconds later found that
g_pClientMode-GetViewportAnimationController()-CancelAllAnimations();
is called in ResetHud which is called on respawn.
Guess I'll need to find a way to work around it :/
Cheers,
Rich
On further inspection it seems as though HUD animations stop when the
Hi List,
I've been trying to make use of hud animations by adding the following
to HudAnimations.txt:
event ShowMessage
{
Animate JBMessage CurrAlpha50Linear 0.0 0.2
Animate JBMessage CurrAlpha200Linear 0.2 0.3
Animate JBMessage
, Richard Slaughter
slau...@vault13.co.ukwrote:
That's essentially what I was asking how to do, any pointers on where to
look for drawing to a texture instead of the hud?
For now I've created an array of 40 fonts that descend in size which is
reasonably smooth, but I'm still open to ideas
Hi List,
I'm looking to make a hud element where the text being displayed shrinks
down in size smoothly over time.
So far I've discovered that DrawSetTextScale only works for Bitmap
fonts, which would be nice to avoid so that it will work with the
existing ttf fonts that we're using.
I'm
Hi List,
So this is a fun one, does anyone know why health pickups (big and
small) don't work in a stock OB Multiplayer mod?
Weirdly this only affects stand alone servers, running as either a
listen server or from the dedicated server that's part of Steam, they
seem to work fine.
This is
Ok, this is just irritating me now.
I created my mod in a directory OBTestMod whilst I was messing around,
and now am moving it to the actual named mod.
However, when I copy the directory to say OBTestMod2, and update
gameinfo.txt to have the gamename = OBTestMod2 on starting the mod the
Lost
...@list.valvesoftware.com] On Behalf Of Richard
Slaughter
Sent: March-03-09 4:12 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Changing mod folder causes Lost Coast background to be
loaded
Ok, this is just irritating me now.
I created my mod in a directory OBTestMod whilst I was messing
Hi,
How do you have your debug settings setup, did you follow:
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
Rich
Phil wrote:
Hi all,
I'm sorry if this is a silly question as I'm sure I must be missing
something obvious but I've scoured the forums and
Hi List,
I haven't looked in to this in too much detail yet, so am just looking
for some general advice.
I want to implement a weapon that will use a particle effect when it
fires (think flamethrower), ideally damaging people who are touching the
effect.
The question is, how to deal with
I figured as much, thanks.
Rich
Jorge Rodriguez wrote:
Nothing an Orange Box particle system does can be queried or have any effect
on the gameplay. In other words, you can't see what individual particles
doing or have any callbacks into the game when they collide with one thing
or another.
Hi List,
I'm having a problem changing a weapon's world model dynamically during
play.
I've altered CWeaponHL2MPBase::GetWorld model so that it does the following:
if(GetHL2MPPlayerOwner() GetHL2MPPlayerOwner-ShouldShowOtherWeapon())
return GetWpnData().szAltWorldModel
else
return
...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard
Slaughter
Sent: January-17-09 10:56 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Changing the weapon world model during play
I added:
SetModel(GetWorldModel
Hi List,
We've been having a crash issue for a while which I have no idea how to
diagnose. As far as I know I haven't touched any of the code in any of
the functions in the call stack, so I've no idea what's crashing it,
however it only seems to occur on one map where we have a physics object
Hi again List,
I'm having a weird issue with a trigger entity which is derived from
CBaseTrigger, which I'm using the StartTouch and EndTouch methods from
to flag the player as in a certain state.
This generally works fine, however if a player mounts or dismounts a
ladder that is within the
at 10:34 PM, Richard Slaughter
[EMAIL PROTECTED] wrote:
Hi List,
I'm having a couple of issues with my HL2MP mod:
Firstly, some players have been reporting the following error on
starting the game:
Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer
This doesn't
Hi List,
I'm having a couple of issues with my HL2MP mod:
Firstly, some players have been reporting the following error on
starting the game:
Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer
This doesn't happen to all players, and I've never experienced it
personally so I was
You need a file named steam.inf in your mod directory with a single line:
appID=215
We had the exact same problem you describe, and adding this file solved it.
Cheers,
Rich
Tom Leighton wrote:
Maybe a server issue then? Possibly steam.inf ?
Tom Edwards wrote:
I don't think this has
Hi List,
Another issue I'm having a problem solving is that if a player is firing
their weapon when they bring up a VGUI screen that captures the mouse
input with SetMouseInputEnabled then the weapon stays firing.
This is very annoying as the gameplay is round based, with a VGUI screen
being
So the engine version isn't different at all?
Any ideas why launching the game says Starting HL2DM as opposed to
Starting mod name?
Thanks
Nick wrote:
sdk base = hl2mp without hl2dm gcf
On Fri, Mar 21, 2008 at 9:26 AM, Richard Slaughter
[EMAIL PROTECTED] wrote:
Hi List,
I'm not sure
Hi List,
I'm not sure if this is the correct list for the question (may be better
suited to HLDS list), so apologies before hand if it's not...
My mod is based on the Source SDK Base and has APPID=215 in Gameinfo.txt
We've had a dedicated server up and running for a while and it's been
Hi List,
I'd like to create an effect similar to the medic beam in TF2, but have
no idea where to start.
Is the beam some sort of particle effect or shader effect? If someone
could point me in the right direction I'd appreciate it, I have no clue
where to get started on this.
Thanks!
should have the wide screen fix as i added this my self.
On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent:
--
[ Picked text/plain from multipart/alternative ]
MOTD just centers on the screen.
On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter [EMAIL PROTECTED]
wrote:
Hmm, well that sounds ugly.
I must
of your screen? Because it looks
like the panel is only the size of 3/5's the screen size
Richard Slaughter wrote:
Hi,
Doesn't seem to work for me.
I've followed the tutorial, and call SetBounds with the results from
GetHudSize (which provide the correct values, e.g. 1280 x 7680) but the
right
Hi List.
I'm having some issues with VGUI in when in a widescreen aspect ratio.
The issue is basically that the width of the VGUI elements doesn't
appear to be being reflected properly based on the aspect ratio, leading
to elements that are on the left of the screen rather than centred properly.
Sorry I must be missing something. If I set wide to f0 in the
HudLayout.res the element doesn't show up at all?
Thanks.
Tony omega Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
use f0 for with instead of 640.
-Tony
On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter [EMAIL
, It's just a thought ;)
On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi [EMAIL PROTECTED]
wrote:
oh wait, that's orange box. heh sorry.
;-)
Lemme poke around and I'll get back to you.
On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter [EMAIL PROTECTED]
wrote:
Sorry I must be missing
Hi List,
My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.
This works fine, but now my combine players seem to be having gender
issues as they use female sounds.
Does anyone know how
. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.
Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for gender code should yeild the answer.
- Jed
On 19/02/2008, Richard Slaughter [EMAIL PROTECTED
Thanks, that works great.
The problem I now have is that the weapon has a beam like tracer effect
(which I implemented as a new tracer in fx_hl2_tracers.cpp) which works
the same way as the other tracers, namely that it gets created starting
at the muzzle attachement of the weapon model.
This
Hi List,
I have implemented a weapon that zooms in the same way as the crossbow,
but there seems to be some weird effect happening with the weapon model
ending up at the top left of the screen when zoomed in (presumably an
effect caused by warping the FOV).
Can anyone point me in the right
driver related).
On 11/10/07, Richard Slaughter [EMAIL PROTECTED] wrote:
Hi List,
I'm trying to create a simple stealth effect on the player by setting
the render mode to kRenderTransTexture and then setting the render
colour with a low alpha value:
m_nRenderMode
Hi list,
I'm in the process of adding some new weapons to our mod which have new
firing effects.
I'm currently getting the muzzle position of the first person model by
using the named muzzle attachement, and the effect is created in the
right location at the end of the gun in first person.
Hi List,
I've just been looking at the MapOverview and have noticed that players
info is only updated when they are in the client's PVS.
This obviously means that the full screen overview doesn't work too well
when your team mates are on the other side of the map.
My question is: would it be
Hi,
I'm currently working on the radar for our mod and I'm just wondering if
it's possible to access entities specified in the map on the client. I
want to do this so that I can show the nearest of a certain type of
entity on the radar without having to send that information from the
server to
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