Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Tim Baker
it From: Tim Baker [EMAIL PROTECTED] You run the batch file from *within* Hammer. I use the Tcl scripting language to batch compile Heart of Evil Source maps. You're saying DOS batch files don' t work though? -- Tim Baker ___ To unsubscribe, edit

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Tim Baker
I guess you'll have to wait for qUiCkSiLvEr's compile tool for that. -- Tim Baker -- From: Jonas 'Sortie' Termansen Ah great. Any way to do it without Hammer open? From: Tim Baker I just tried it with a BAT file and it seems to work

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Tim Baker
You run the batch file from *within* Hammer. I use the Tcl scripting language to batch compile Heart of Evil Source maps. You're saying DOS batch files don' t work though? -- Tim Baker -- From: Jonas 'Sortie' Termansen [EMAIL PROTECTED] Sent

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Tim Baker
Speaking of vehicles, I think this is a bug calculating the rear wheels in CFourWheelVehiclePhysics::CalcWheelData: m_wheelTotalHeight[2] = m_wheelBaseHeight[0] - left.z; m_wheelTotalHeight[3] = m_wheelBaseHeight[1] - right.z; The right-hand array indexes look wrong. -- Tim Baker

Re: [hlcoders] grenade code

2008-08-30 Thread Tim Baker
{ event 3900 4 } The number after the event number is the frame when the event should be fired. It looks like the last frame in your animation is 35 so write: { event 3900 35 } -- Tim Baker -- ok back again and found out a bit more I'm

Re: [hlcoders] Muzzle Flash Effect playing at wrong attachment

2008-07-11 Thread Tim Baker
of attachment #1) while the other takes an attachment point. -- Tim Baker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] NPC Help

2008-07-09 Thread Tim Baker
It's probably the move-and-shoot overlay, the thing that lets NPCs shoot/reload while moving.  There's no schedule being selected for that. -- Tim Baker robert gill wrote: Some of the other schedules I have examined in the metropolice code are declared in this way with     Interrupts

[hlcoders] Looping animation layer bug?

2008-06-20 Thread Tim Baker
After using AddGesture() with a looping sequence (marked loop in the QC file) the animation gets close to cycle 1.0 then quickly goes in reverse. This seems to be a problem with non-looping interpolation on the client for m_flCycle in the overlay. Anybody have a fix? -- Tim Baker

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
I'm using SteamAppID 218 plus this on client and server if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED) return false; I actually extracted a few .pcfs to test the particle editor and they show up there, just not in-game. -- Tim Baker Are you guys including the .pcf files

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
Say what? I use the same code in debug/release no problem. -- Tim Baker Tom Leighton wrote: BTW, you might want to mount that with a - sign in there if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED) return false; Otherwise running under a debugger in debug mode

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
stuff works fine. It just seems to be the newer EP2 stuff that stopped working. Perhaps I need to update the mod code with the latest SDK sources? -- Tim Baker Tony omega Sergi wrote: Yeah, as I stated before, you must mount negatively, otherwise the filesystem code tries to remount

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
After doing a full code merge the particles are working fine. I got some undefined references when I used only the new particles.lib. -- Tim Baker Mike Durand wrote: You definitely will need to rebuild against the particles.lib included in the beta for the new particles to work properly

[hlcoders] Drawing models in VGUI

2008-06-12 Thread Tim Baker
For anyone drawing models in VGUI two new files will interest you: game\client\game_controls\basemodelpanel.h game\client\game_controls\basemodelpanel.cpp It looks like two old files basemodel_panel.h/.cpp (with an underscore) aren't used. -- Tim Baker

[hlcoders] Source SDK Base OB needs updating?

2008-06-11 Thread Tim Baker
particle function Alpha Fade Out Random Didn't find particle function Movement Dampen Relative to Control Point Didn't find particle function Radius Scale Is this because Source SDK Base - OB needs an update like TF2/EP2/Portal received? -- Tim Baker

Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-09 Thread Tim Baker
broken. See this thread for more info: http://www.xsibase.com/forum/index.php?board=24;action=display;threadid=32914 -- Tim Baker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Double tap controls

2008-05-01 Thread Tim Baker
Its in hl2_player.cpp. Just search for m_QueuedCommand. -- Tim Baker @Tim: Can you point me to where the double-tap 'c' to recall your squad is called? I found out that is an impulse 50 (http://developer.valvesoftware.com/wiki/Impulse), but it confuses me that the same impulse sends

Re: [hlcoders] Double tap controls

2008-04-30 Thread Tim Baker
Any suggestion on how implement double tap controls in source. I am working on an assignment where we can use only 4 keys, so we need a way to broaden the range of controls. In HL2 you can double-tap 'c' to recall your squad. The code is in the SDK for that. -- Tim Baker

[hlcoders] gameui_english.txt updated today

2008-04-30 Thread Tim Baker
changes to the options dialog were busted). Is there some other file I can put gamemenu.res-friendly translations into or perhaps a code change I can make to avoid modifying gameui_english.txt? -- Tim Baker ___ To unsubscribe, edit your list preferences

[hlcoders] Proper way to iterate a CUtlDict?

2008-04-14 Thread Tim Baker
I was tracking down a crash in ai_speech.cpp CConceptHistoriesDataOps::Save. It looks as though m_ConceptHistories is not being iterated over properly? CUtlDict ConceptHistory_t, int *ch = ...; int count = ch-Count(); for (int i = 0; i count; i++ ) { ... } CUtlDict uses a CUtlRBTree for

[hlcoders] VBSP not finding tool textures?

2008-04-10 Thread Tim Baker
not found!: TOOLS/TOOLSTRIGGER It used to work. I'm passing -game correctly so it finds my own mod's stuff. ToolsAppId is 211. -- Tim Baker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Interpolation bug with bone controllers

2008-02-20 Thread Tim Baker
from 0 to 360? Tim Baker wrote: C_BaseAnimating::OnNewModel() assumes that all rotation bone controllers loop/wrap. These are the problematic lines: bool loop = (hdr-pBonecontroller( i )-type (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) != 0; m_iv_flEncodedController.SetLooping( loop, i ); I changed

[hlcoders] Interpolation bug with bone controllers

2008-02-18 Thread Tim Baker
C_BaseAnimating::OnNewModel() assumes that all rotation bone controllers loop/wrap. These are the problematic lines: bool loop = (hdr-pBonecontroller( i )-type (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) != 0; m_iv_flEncodedController.SetLooping( loop, i ); I changed it to this to fix it, based on

Re: [hlcoders] Studiomdl Broken

2008-02-14 Thread Tim Baker
() )) ) -- Tim Baker So there is a way to compile with the ep1 studiomdl? Because I'm getting the MaterialSystem.dll error, regardless if I have HLMV running or not. Is this fixed if I compile the studiomdl from the beta code? -- Maarten Well I figured out why vphysics.dll wasn't being loaded. I

Re: [hlcoders] Studiomdl Broken

2008-02-13 Thread Tim Baker
overwritten. -- Tim Baker I built the EP1 studiomdl.exe using the current beta code and the function that fails is in physdll.cpp:PhysicsDLLPath... pPhysicsModule = g_pFullFileSystem-LoadModule( dllPath ); ...where dllPath is VPHYSICS.DLL. With HLMV running this function succeeds. I added

Re: [hlcoders] Studiomdl Broken

2008-02-12 Thread Tim Baker
vphysics.dll is located. My debugging adventures stop there as I don't think we are given the sources to IFileSystem::LoadModule. -- Tim Baker I use GUI StudioMdl http://www.wunderboy.org/apps/guistudiomdl2.php And just select the Ep1 studiomdl.exe from sourcesdk\bin\ep1\bin. No need to switch

Re: [hlcoders] Studiomdl Broken

2008-02-10 Thread Tim Baker
if the Launcher would stop crashing 50% of the time when I try to switch engines. -- Tim Baker Anyone else have problems with Studiomdl.exe on both Episode One and Orange Box? I currently have the Beta SDK, but I have also tried the normal SDK and it still gives the same things; I keep getting a warnings

Re: [hlcoders] SDK Orange Box Crash (vstdlib.dll)

2008-01-28 Thread Tim Baker
an Orange Box game then your customer will need to own that game. Right now there is a problem with the new SDK Base so you should use 420 if your mod is single player or 440 if your mod is multi-player. I've been using the Episode 2 hl2.exe. -- Tim Baker It seems everyone is able to get

Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-01-26 Thread Tim Baker
studiomdl.exe has always crashed for me unless I have HLMV running. -- Tim Another issue, seemingly related to the vbsp one. I'm running studiomdl.exe to compile a model, and it fails also with a Can't load MaterialSystem.dll Any solutions for this one? -- Maarten

[hlcoders] Low-res hammer textures

2008-01-24 Thread Tim Baker
is unreadable. -- Tim Baker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Mod conversion to Orange Box

2007-11-16 Thread Tim Baker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] My mod based on Source SDK: Base uses the HL:S GCF, mostly for materials, sounds, and a few models. I'm wondering if those will work with the Orange Box engine or whether I'll have to convert them (is

Re: [hlcoders] Mod conversion to Orange Box

2007-11-16 Thread Tim Baker
Well the file formats have changed. I get errors when using the Orange Box HLMV/Hammer with models/textures compiled for the old engine. That's why I'm wondering how GMOD will work with pre-OB stuff. Although Garry has the full engine source... -- Tim Baker - Original Message - Jake

Re: [hlcoders] Mod conversion to Orange Box

2007-11-16 Thread Tim Baker
Never mind. I only get problems when setting SteamAppID=280 with the new SDK. When I copied a model and textures for the old engine to the Portal directory the models loaded correctly. -- Tim Baker - Original Message - Tim Baker wrote: Well the file formats have changed. I get

[hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Tim Baker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Would it be very difficult to change vrad to respect texlights on func_details? -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Tim Baker
? texlights work for brush entities and regular worldspawn geometry. - Original Message - From: Tim Baker [EMAIL PROTECTED] Would it be very difficult to change vrad to respect texlights on func_details? ___ To unsubscribe, edit your list

Re: [hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Tim Baker
) (?MMReciprocalSaturate@@YA?AU__m128@@U1@@Z) -- Tim Baker - Original Message - From: Jay Stelly [EMAIL PROTECTED] I vaguely remember fixing this at some point for Orange Box. Checking the history: ... I fixed this by adding the line above (src += ...). The starting point

[hlcoders] How to emit death sound from an NPC's ragdoll

2007-09-24 Thread Tim Baker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any suggestions on how to play a death sound from an NPC's ragdoll? Currently the death sound doesn't follow a ragdoll if it gets blown away by an explosion for example. --

Re: [hlcoders] How to emit death sound from an NPC's ragdoll

2007-09-24 Thread Tim Baker
won't follow the ragdoll. Just make sure you invoke EmitSound() from the ragdoll entity. If this is what you're doing, then I'm sorry, I have no idea why it's not following the ragdoll entity. Are you creating a clientside ragdoll? or server-side? - Original Message - From: Tim Baker

Re: [hlcoders] Initializing Game Data Freeze....

2007-09-16 Thread Tim Baker
Try adding an exception for GameOverlayUI.exe too. -- Tim Baker - Original Message - From: Minh [EMAIL PROTECTED] Just the default Windows Firewall which I already added exceptions for hl2.exe and all of the 3rd party mods. I haven't changed my firewall settings in months

[hlcoders] Decals disappear after level transition

2007-09-01 Thread Tim Baker
in Episode 1 with a couple of test maps I made. I would use overlays but I don't know of any easy way of converting decals to overlays and there are ~40 maps in the mod. -- TIm Baker -- ___ To unsubscribe, edit your list preferences, or view the list