Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-20 Thread Richard Slaughter
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

[hlcoders] DispatchParticleEffect works in one place but not another

2009-12-31 Thread Richard Slaughter
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

[hlcoders] Collisions

2009-12-29 Thread Richard Slaughter
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

[hlcoders] Duplicated Tracers

2009-12-17 Thread Richard Slaughter
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

Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-04 Thread Richard Slaughter
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

Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Richard Slaughter
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

[hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Richard Slaughter
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

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Richard Slaughter
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

Re: [hlcoders] Source control solution?

2009-08-25 Thread Richard Slaughter
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

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Richard Slaughter
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

Re: [hlcoders] Velocity Clamp

2009-07-30 Thread Richard Slaughter
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

Re: [hlcoders] TF2 style player collisions (again)

2009-07-23 Thread Richard Slaughter
/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

[hlcoders] TF2 style player collisions (again)

2009-07-22 Thread Richard Slaughter
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

[hlcoders] Finding the bound key for a specific command

2009-05-15 Thread Richard Slaughter
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

Re: [hlcoders] Unreliable hud animations

2009-05-09 Thread Richard Slaughter
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

Re: [hlcoders] Unreliable hud animations

2009-05-09 Thread Richard Slaughter
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

[hlcoders] Unreliable hud animations

2009-05-05 Thread Richard Slaughter
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

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Richard Slaughter
, 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

[hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Richard Slaughter
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

[hlcoders] Health packs don't work in OB SDK mod

2009-04-01 Thread Richard Slaughter
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

[hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Richard Slaughter
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

Re: [hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Richard Slaughter
...@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

Re: [hlcoders] Runtime error when running debug build through VS2005

2009-02-03 Thread Richard Slaughter
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

[hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
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

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
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.

[hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
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

Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
...@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

[hlcoders] Difficulty diagnosing crash

2008-12-18 Thread Richard Slaughter
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

[hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Richard Slaughter
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

Re: [hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-24 Thread Richard Slaughter
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

[hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-20 Thread Richard Slaughter
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

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-14 Thread Richard Slaughter
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

[hlcoders] Weapons stuck firing when mouse input captured by VGUI

2008-04-14 Thread Richard Slaughter
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

Re: [hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-23 Thread Richard Slaughter
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

[hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-21 Thread Richard Slaughter
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

[hlcoders] Medic-Beam effect

2008-03-11 Thread Richard Slaughter
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!

Re: [hlcoders] Widescreen issues

2008-03-04 Thread Richard Slaughter
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

Re: [hlcoders] Widescreen issues

2008-03-04 Thread Richard Slaughter
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

[hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter
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.

Re: [hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter
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

Re: [hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter
, 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

[hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter
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

Re: [hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter
. 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

Re: [hlcoders] Hiding the player's active weapon

2008-02-10 Thread Richard Slaughter
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

[hlcoders] Hiding the player's active weapon

2008-02-05 Thread Richard Slaughter
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

[hlcoders] Re: Simple stealth effect

2007-11-12 Thread Richard Slaughter
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

[hlcoders] New weapon effects not aligned to weapon world model

2007-08-25 Thread Richard Slaughter
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.

[hlcoders] MapOverview and Player Updates

2007-08-15 Thread Richard Slaughter
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

[hlcoders] Map entities on the client

2007-07-27 Thread Richard Slaughter
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