Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Tom Leighton
and it worked. Regards, Paul On Dec 4, 2007 10:13 AM, Tom Leighton [EMAIL PROTECTED] wrote: Pretty much, i had trouble linking the two together (As a dynamic or static library), so i then added LuaBind source files to my Server project, and compiled. Without the source files included (Having them

Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Tom Leighton
I speak too soon... Spawn Server dm_lockdown Begin loading faces (loads materials) End loading faces (loads materials) execing skill_manifest.cfg execing skill.cfg Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB) 32 player server started Adding master server

Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Tom Leighton
. On Dec 5, 2007 12:26 PM, Tom Leighton [EMAIL PROTECTED] wrote: I speak too soon... Spawn Server dm_lockdown Begin loading faces (loads materials) End loading faces (loads materials) execing skill_manifest.cfg execing skill.cfg Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10

Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Tom Leighton
your client is loading, but not your server. run filemon and launch and find out which dll is loading. On Dec 4, 2007 8:45 PM, Tom Leighton [EMAIL PROTECTED] wrote: Hmm, the client has no reference to Lua at all (It doesnt link with it or luabind). I'm getting fed up now, and now STEAM

Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Tom Leighton
into your server.dll and you don't have to worry about copying the LUA dll. Tom Leighton wrote: After some 1337 debugging skills, i have noticed that it's not even loading my server.dll... No errors otherwise, but its loading the sourcetest one... server.dllC:\Program Files\Valve\Steam

Re: [hlcoders] Hooking console output

2007-12-01 Thread Tom Leighton
I might be wrong, but i've noticed in the debugger you get all console output. Could it be hooking the STDOUT ? Adam Maras (memzero) wrote: Yes, developer 2 would give me everything parsed in the console. But, if I remember correctly, that ConCommand/ConVar is buried in the engine code where I

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Tom Leighton
Cool, cheers lodle Mark Chandler wrote: Well I got it working. Seems the creat function for it was stuffed so I recoded it and it works. Now just have to kill the modeler who thought it was a good idea to rotate the bone im using for the attachment. Ill add it to the wiki once im done. Mark

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-27 Thread Tom Leighton
text/plain from multipart/alternative ] Tom Leighton one of the best intellisense has Visual Assist X ( http://www.wholetomato.com/) and VS2008 don't change this fact. The most changes of VS2008 are for the Net Framework. 2007/11/26, Tom Leighton [EMAIL PROTECTED]: Intellisense has been improved

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-26 Thread Tom Leighton
Intellisense has been improved... a LOT. Apart from that, and the fact it is much more reliable / responsive, there is no difference. I am using it to compile RELEASE without errors. Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] I don't see any new feature

Re: [hlcoders] Any Source 2007 code update?

2007-11-26 Thread Tom Leighton
Maybe VALVe should have say 3 days of TF2 FRENZIES. Basically, VALVe hosted servers, VALVe employees on those servers, etc. Then we can have VALVe vs Public players and see who pwns :P Mike Durand wrote: I still have some bugs to address in the SDK updates I put out earlier this month. Once

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-24 Thread Tom Leighton
In the Linker properties Input Ignore Specific Library put LIBC,LIBCD,LIBCMTD That works for me :) Adam Maras (memzero) wrote: I'm getting a crapload of LNK2005 errors under Visual C++ 2008 Express Edition: LIBCMTD.lib(dbgheap.obj) : error LNK2005: __malloc_dbg already defined in

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-24 Thread Tom Leighton
Are you compiling debug or release? LIBC,LIBCD,LIBCMTD is for release LIBC,LIBCD,LIBCMT is for debug Adam Maras (memzero) wrote: Tried that, got 4084 errors. All unresolved symbol errors. // Adam Maras (memzero) Tom Leighton wrote: In the Linker properties Input Ignore Specific

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-24 Thread Tom Leighton
Since i always build release (Content Mount Bug), i have never tried to fix the debug one Adam Maras (memzero) wrote: Well. I used the settings Tom provided me, and here's the results: Release builds flawlessly. Debug, however, is still choking. // Adam Maras (memzero) Ondřej Hošek wrote

Re: [hlcoders] OnGameRulesCreationStringChanged: missing gamerules class 'COffLGameRules' on the client - update

2007-11-18 Thread Tom Leighton
Check the client thats loading, maybe it is loading whatever you have your steamappid to (I.e. not 215) [EMAIL PROTECTED] wrote: Additional interesting info: If I launch the game first using the steam menu, and ingame I connect via the serverbrowser, all's well. If I try to connect directly

Re: [hlcoders] OnGameRulesCreationStringChanged: missing gamerules class 'COffLGameRules' on the client - update

2007-11-18 Thread Tom Leighton
Very big guess here, but is it launching the correct client? I.e. What is your mod's steamappid ? [EMAIL PROTECTED] wrote: Additional interesting info: If I launch the game first using the steam menu, and ingame I connect via the serverbrowser, all's well. If I try to connect directly from

Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Tom Leighton
wrote: -- [ Picked text/plain from multipart/alternative ] As its all saying 'Episode 2' does this mean there isnt a multi player code update too? On Nov 7, 2007 12:56 PM, Tom Leighton [EMAIL PROTECTED] wrote: We aren't able to release this version of the SDK as a beta so I will try to act

Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Tom Leighton
We aren't able to release this version of the SDK as a beta so I will try to act as quickly as possible to fix problems and put out an update. Now, is this the same reason why Garry Newman isnt putting garry's mod 2007 beta on steam? Have steam managed to completely break the beta system? :P

Re: [hlcoders] tracking down infinite loops

2007-10-31 Thread Tom Leighton
I remember a program called writeminidump.exe, in the steam folder, and it was referred to by Mike to help track down client hangs in hl2mp (Where it deosnt crash), maybe that is your answer. Minh wrote: -- [ Picked text/plain from multipart/alternative ] I've been playtesting my mod lately and

Re: [hlcoders] SDK Tools @1440x900

2007-10-27 Thread Tom Leighton
I'm running a non 4:3 resolution ( 1280x800 ), tools work fine (ATI Mobility Radeon X100 - 128mb vram) Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] seeing 'shaderapi' in there, and the fact that my resolution isn't 4:3 and i can run all the tools perfectly fine

Re: [hlcoders] Mod name in steam friends fluctuates when mounting multiple GCFs.

2007-10-26 Thread Tom Leighton
HL2MP Right? 1) The name fluctuating issue -- I haven't had it (When i am in my mod (In release mode, launched from STEAM) and the game name is set in gameinfo.txt it uses that name ) One idea is if you are adding search paths add them to the TAIL! and ensure that |gameinfo_path| is in

Re: [hlcoders] Directx v0.0 on client machines. What are we missing?

2007-10-24 Thread Tom Leighton
We don't want DirectX 0.9 :P Its 2 digits. -dxlevel 90is directx 9 -dxlevel 81is directx 8.1 -dxlevel 80is directx 8 -dxlevel 70is directx 7 Minh wrote: -- [ Picked text/plain from multipart/alternative ] Did you try adding -dxlevel 9 to the command line options when running

Re: [hlcoders] Re: Directx v0.0 on client machines. What are we missing?

2007-10-24 Thread Tom Leighton
After some nosing, i found this: dxsupport.cfg (counter-strike source\bin\dxsupport.cfg) Although i swear that before (about 6 months ago), i found a bin file named dxconfig.bin (could be wrong) in my source game folders, however, i can't find that file any more. Maybe your graphics card isnt

Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tom Leighton
Could this be related to gmod 9 where Lua files were blocked by VALVe because of the mass of Lua viruses spreading? I would try a different extension for your file and try again, if it works, then maybe that is it. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] We use lua to

Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tom Leighton
I dont know whether it was *just* for gmod, or whether it was all downloads, however, Garry Newman has his own lua downloader in Gmod 10, maybe you could make something similar to that to allow lua downloads... Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] I read you the

Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tom Leighton
Whether this was gmod specific i dont know, but it seems you are getting bitten by GMod :P *Source Engine* * Exclude .lua files from being downloaded by clients * Exclude the addons/, gamemods/ and lua/ from having files inside of them downloaded to clients (Garry's MOD support)

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Tom Leighton
Oh wow, requests really go down well here... How about a copy of the CSS Source code? :P Jed wrote: Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod, but with development times being what they are, I have to

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Tom Leighton
. - Jed On 15/10/2007, Tom Leighton [EMAIL PROTECTED] wrote: Oh wow, requests really go down well here... How about a copy of the CSS Source code? :P Jed wrote: Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod

Re: [hlcoders] offline mode for mods

2007-10-08 Thread Tom Leighton
An example of this is hibernating your laptop or standby. If i do this i can go and use any game like it is in Online mode. Minh wrote: -- [ Picked text/plain from multipart/alternative ] Have you tried logging onto steam, disconnecting your internet, then running any steam apps? For some

Re: [hlcoders] compile

2007-10-07 Thread Tom Leighton
Show Off Mark Chandler wrote: The game_hl2mp is the same thing just a diffrent version Sent from my iPhone On Oct 8, 2007, at 1:17 AM, steven belmans [EMAIL PROTECTED] wrote: ok kind of new to this so i was hoping that you guys can help me out i made some changes in the source code but

Re: [hlcoders] Current engine and orange box engine

2007-10-04 Thread Tom Leighton
But there is a little bug that affects some users that means you cannot load other content while compiling debug (with or without attaching a debugger). It's on Bugzilla 183. Mike Durand wrote: When HL2MP (320) is updated in the next few weeks to use the new engine your mod will stop working.

Re: [hlcoders] Current engine and orange box engine

2007-10-04 Thread Tom Leighton
But if you do that, then you have the problem that it does not mount the content... Or am i missing something here? Janek Le_Vert wrote: -- [ Picked text/plain from multipart/alternative ] You're right Tom. I had to add #ifndef _DEBUG #endif. I just tested successfully that Mike's suggestion

Re: [hlcoders] CSS Player models in a HL2MP Based mod.

2007-09-19 Thread Tom Leighton
the search path cstrike. garry On 9/19/07, Tom Leighton [EMAIL PROTECTED] wrote: I already explored this route, and got an answer off Mike Durand. You cannot distribute CSS models with your mod (I am just recreating CSS with some new weapons and gameplay stuff), so i really need a code solution

[hlcoders] CSS Player models in a HL2MP Based mod.

2007-09-18 Thread Tom Leighton
Hey, I am trying to get CSS player models into my mod, but am having some trouble understanding the difference between the scratch sdk (Where it works), and HL2MP (Where it doesn't). Is there a simple way to enable the usage of these (For example, something to do with the weapon activity

Re: [hlcoders] Using CBaseEntity in a server plugin

2007-09-09 Thread Tom Leighton
Ok, i am still having the original issues with baseentity.h and the CNetworkHandle issues. d:\code\c++\*\src\dlls\baseentity.h(1502) : error C2061: syntax error : identifier 'm_hMoveParent' d:\code\c++\*\src\dlls\baseentity.h(1502) : error C4430: missing type specifier - int assumed. Note: C++

Re: [hlcoders] Re: No Steam Content Servers are available

2007-09-08 Thread Tom Leighton
I get the same error. Maybe this is related to the new SDK Update? Adam amckern McKern wrote: I think you missed an al Adam 'Australia' not Austria Adam --- Adam Donovan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] A very sad day for valve...Valve you

[hlcoders] Using CBaseEntity in a server plugin

2007-09-08 Thread Tom Leighton
Hey, I am trying to create an entity in a server plugin (a weapon) in counter-strike source, but am having trouble with some compile errors: (These being the first 4) d:\code\c++\*\src\dlls\baseentity.h(1502) : error C2061: syntax error : identifier 'm_hMoveParent'

Re: [hlcoders] Using CBaseEntity in a server plugin

2007-09-08 Thread Tom Leighton
Yes, i have #define GAME_DLL 1 at the top. I know its not particularly safe, but its a bit better than the hackage that CSS:RPG uses (And CSS:DM as i've read). I will probably have to end up using those however, if i do, is there any serious documentation on them? Cheers, [EMAIL PROTECTED]

Re: [hlcoders] Using CBaseEntity in a server plugin

2007-09-08 Thread Tom Leighton
Thank you mrdeathllama i will take a read of that :) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This is the most volatile way to use stuff from the game in plugins. I know for sure that CSS:DM scans the memory for the signatures of the functions it has to use,

Re: [hlcoders] Re: RE: New Chat

2007-09-04 Thread Tom Leighton
I understand what you are both saying, i would like to see a basic bot framework for following paths and engaging enemies (such as the nav files in css), but not the whole caboodle. Just the framework :P Nick wrote: You are working on a mod and you expect valve to give you their code so you can

Re: [hlcoders] Script location

2007-08-30 Thread Tom Leighton
*Some* CSS Code is included, but it is very simply just there to like flip hands on left handed weapons, an other small tidbits. There is no css sdk in there. Christopher Harris wrote: No you cannot. The ability for weapons to function requires source code be there as well. Counterstrike

Re: [hlcoders] RE: Re: Re: how to enable swaying grass in a mod

2007-08-25 Thread Tom Leighton
Thats if they are using 215. If they are using 320 or something they will be using a different one :P Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] besides comparing them with a diff thing, i don't really know of a way. and also, you realize the sdk has nothing to

Re: [hlcoders] Loading screen art

2007-08-16 Thread Tom Leighton
You could, except the loading dialog code is in the engine... Bummer. Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Can't you just modify the loading dialog.res set it to be full screen and add an image based on what map is loading? --

[hlcoders] Is there a function called on map load?

2007-08-14 Thread Tom Leighton
Hey, I need to load a certain set of gamerules depending on the map type (Set by an entity in the map). Is there a function that is called when the map has finished loading (When all the entities are loaded), so i can set my global and also load the gamerules? Cheers

Re: [hlcoders] compile error,s

2007-08-01 Thread Tom Leighton
existing smg1.cpp (the normal 1)and i get the same error,s! grz steven From: Tom Leighton [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] compile error,s Date: Wed, 01 Aug 2007 04:49:45 +0100 Have you moved / renamed your mod

Re: [hlcoders] compile error,s

2007-07-31 Thread Tom Leighton
Have you moved / renamed your mod source folder since extracting? Adam amckern McKern wrote: Are they in your solution file? Adam --- steven belmans [EMAIL PROTECTED] wrote: Hi all . i am trying to compile a weapon_pistol.cpp but it keeps giving me errors !! Compiler: Default compiler

Re: [hlcoders] Entitys as weapon ammo types?

2007-07-20 Thread Tom Leighton
You will need to Precache the model before you use it (PrecacheModel();) Also, Set its Origin/Angles before spawn, there is no need after. Cheers Drak wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Well, i was messing around with

Re: [hlcoders] Crashing on Debug

2007-07-05 Thread Tom Leighton
Add -allowdebug to your command line... You're missing it and usually that crashes me :) Ben Everett wrote: It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has no problem at all on Windows XP. As far as the DLL it is

Re: [hlcoders] source sdk future?

2007-07-05 Thread Tom Leighton
I assume that the EP2 sdk will be able to be used by people without EP2 (I can't run it because of my system specs). Also, could you possibly make a feature to make shortcuts of SDK programs for certain games (I.e. make a shortcut to open hammer or model viewer for CS:S), even if you don't have

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Tom Leighton
PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due

Re: [hlcoders] hlmv and face poser crash

2007-06-28 Thread Tom Leighton
No offence, but can you use the forums? This mailing list is just for the coding and mod side of it.. Ray wrote: its just for standard cstrike-source At 09:21 PM 6/27/2007, you wrote: -- [ Picked text/plain from multipart/alternative ] Does your mod have any custom shaders? On

Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Tom Leighton
Won't work, some people use linux dedicated servers... Louka Outrebon wrote: -- [ Picked text/plain from multipart/alternative ] Use windows API. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Did some searching and found

Re: [hlcoders] func_button question (Hammer)

2007-06-23 Thread Tom Leighton
Create a team_filter in your map and then in the button set it to that filter. You can set only terrorists / ct's, etc. Adam amckern McKern wrote: http://www.interlopers.net - best place to ask - don't forget, be nice to them :) Adam --- Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED] wrote:

Re: [hlcoders] Re: New Source SDK Beta (Sarkie)

2007-06-14 Thread Tom Leighton
You mean when you create it and under appid 215 textures are missing? It's a simple fix, just shove the GCF mounting code in there :) Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All that stuff is ready in the SDK in the \hl2mp\ folders, in cl_dlls, dlls,

Re: [hlcoders] New Source SDK Beta

2007-06-12 Thread Tom Leighton
Is there any ETA on getting the CS:S/HL2:DM style chat (With the filters and what not)? That would be fairly interesting especially for mods where we use the chat area for messages which the user might want to scroll back up in. Garry Newman wrote: How are you running your mod? Sometimes when

Re: [hlcoders] View Snapping when other players enter vehicle

2007-06-06 Thread Tom Leighton
I get it in HL2MP code too... Maybe there's a valve issue here? Tony Paloma wrote: It happens in HL2MP whenever I spawn a boat. It's either when they get in or get out, not both. I think it happens when they get out of the vehicle but it's possible I have it mixed up. So, no, it's not just

Re: [hlcoders] View Snapping when other players enter vehicle

2007-06-06 Thread Tom Leighton
I have only found it happens when a person gets into the vehicle, not when they get out (Although it takes quite a long time to get out)... Doesn't always happen, does most of the time. Garry Newman wrote: It seems totally random. Sometimes it doesn't happen at all, but sometimes it happens

Re: [hlcoders] Ragdoll initial pose

2007-06-04 Thread Tom Leighton
Hey, What code are you using? I'm using HL2MP and the players assume the correct pose... [EMAIL PROTECTED] wrote: Hi list! I'm just gonna keep spamming my longterm bugs here, one day one of them will get solved this way :D One bug we're having is that players, when they die and turn into a

Re: [hlcoders] Vehicle movement limitation (vehicle clip brushes?)

2007-06-03 Thread Tom Leighton
There is a vehicle clip brushbased entity in HL2MP -- func_vehicleclip :) [EMAIL PROTECTED] wrote: I should add that I did see the COLLISION_GROUP_VEHICLE_CLIP collision group, but setting my objects collision group to that does not do anything for me. I'm finalizing my forcefield code,

Re: [hlcoders] Creating more than one weapon from one class file + World Models

2007-06-03 Thread Tom Leighton
); ... etc. i did something like this in another one of my mods. On 6/1/07, Tom Leighton [EMAIL PROTECTED] wrote: Hey, I would like to create all the CS weapons in my mod, but i don't want to create a file for each... I created a base weapon that i would like to base all of them off (It gets

Re: [hlcoders] Creating more than one weapon from one class file + World Models

2007-06-03 Thread Tom Leighton
Cheers for that, when my source has committed and i have found out whether or not i can get CS:S players working, i will test this :P If it works, you get milk and cookies. Tom Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] sec. http://www.omegaowns.us/omega

Re: [hlcoders] CTraceFilter question

2007-06-02 Thread Tom Leighton
Hey, I believe there is a team filter entity in Half-Life 2 Deathmatch that finds the players team, and has outputs if the player that touches it is a certain team. Im sure it would help you :) [EMAIL PROTECTED] wrote: Hey all! I'm trying to work on our forcefields which basically blocks

Re: [hlcoders] Creating more than one weapon from one class file + World Models

2007-06-02 Thread Tom Leighton
: public CWeaponBaseCS { }; LINK_ENTITY_TO_CLASS( weapon_ak47, CWeaponAK47); PRECACHE_WEAPON_REGISTER(weapon_ak47); class CWeaponGalil : public CWeaponBaseCS { }; LINK_ENTITY_TO_CLASS( weapon_galil, CWeaponGalil); ... etc. i did something like this in another one of my mods. On 6/1/07, Tom

Re: [hlcoders] Creating more than one weapon from one class file + World Models

2007-06-02 Thread Tom Leighton
( weapon_galil, CWeaponGalil); ... etc. i did something like this in another one of my mods. On 6/1/07, Tom Leighton [EMAIL PROTECTED] wrote: Hey, I would like to create all the CS weapons in my mod, but i don't want to create a file for each... I created a base weapon that i would like to base all

Re: [hlcoders] VGUI Menus

2007-06-02 Thread Tom Leighton
The right is VGUI, the left is GameUI, Hud elements are like the Health panel. Take a look at teammenu.cpp (Thats what i'm basing all my vgui stuff off) -- it works ingame too (No pressing ESC to get to the menu)... ~Tom Drak wrote: This is a multi-part message in MIME format. -- [ Picked

[hlcoders] Creating more than one weapon from one class file + World Models

2007-06-01 Thread Tom Leighton
would rather not have to distribute the hacked world models with my mod (Increases size), is there anyway to move the ValveBiped bone to the RHand attachment on the HL2DM Player Models? Cheers Tom ___ To unsubscribe, edit your list preferences

[hlcoders] Bringing up the main menu?

2006-04-11 Thread Tom Parker
I'm sure this topic has been mentioned many times on this list, but I missed it all But, is there any way to bring up the main menu via code? I mean, some other way of bringing it up, instead of the ESC key. We have a mostly mouseable UI, and we'd like to make a HUD button bring up the

Re: [hlcoders] Bringing up the main menu?

2006-04-11 Thread Tom Parker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ahduhthanks! Alfred Reynolds wrote: Issue the gameui_activate con command. - Alfred Tom Parker wrote: I'm sure this topic has been mentioned many times on this list, but I missed

Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread Tom Parker
VectorNormalize is Quake legacy code. I have never worked with Half-life 1, so, I'm not sure if anything has changed, but, VectorNomalize, VectorMA VectorSubtract and etc are in all versions of Quake, as well as the code in low level routines, like in_main.cpp Replacing this code with a more

Re: [hlcoders] Pipes.cpp assertion?

2006-02-22 Thread Tom Parker
in the debugger for a while). The Friends Beta release should NOT have this problem (we moved from a purely time based assert to a queue depth warning which shouldn't trigger in normal operation). - Alfred Tom Parker wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from

[hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Tom Parker
Hello all I'm wondering if any of you sporadically get an assertion from pipes.cpp? This started happening in our mod a little while ago, and we naturally thought that it was something that we were doing, so we've been pulling our hair out trying to debug it. Desperate, we created a new mod

Re: [hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Tom Parker
Newman wrote: Are you using the friends beta? I've noticed that about 1 in 10 times when launching my mod in debug mode it'll crash in the steamclient.dll when I have the friends beta enabled. On 2/21/06, Tom Parker [EMAIL PROTECTED] wrote: Hello all I'm wondering if any of you

Re: [hlcoders] Steam exception

2005-10-15 Thread Tom Edwards
Delete clientregistry.blob. Kamran wrote: I just started getting a Steam exception today: Steam.exe (main exception): Win32 StructuredException at 010BCF68 : Attempt to read from virtual address 0 without appropriate access rights. I get it when trying to start it up, I can't use Steam now...

Re: [hlcoders] Menu question

2005-10-10 Thread Tom Edwards
You want to alter some script files to stop it happening. Have a look at http://developer.valvesoftware.com/wiki/Creating_Menu_Background_Maps#Script_files_for_background_maps_and_chapters_in_your_own_MOD. Giedrius T. wrote: -- [ Picked text/plain from multipart/alternative ] Hi. I want my mod

Re: [hlcoders] Steam UI Update

2005-10-07 Thread Tom Edwards
Is it possible for mods to have custom icons, specific developer names and links in My Games? Erik Johnson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The beta is available now for people to take a look at the update coming to Steam

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
Sounds like traditional lag to me... Aditya Gaddam wrote: this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes or something. On 10/6/05, Dan Stevens (IAmAI) [EMAIL

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
the weapons' penetration capabilities. Tom Edwards wrote: Sounds like traditional lag to me... Aditya Gaddam wrote: this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
They re-sync when you shoot http://media.putfile.com/SourceHITBOX82. It doesn't happen all the time for obvious reasons... Andrew Foss wrote: sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that the hitboxes move faster than the player, unless you're shooting at them, at least

Re: [hlcoders] collision boxes latency

2005-10-05 Thread Tom Edwards
That's not entirely fair, I had endless hit reg problem until I manually tweaked my config. The default cmdrate and updaterate values were both 20, but they needed to be around 50. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Just for reference this is what your

Re: [hlcoders] SDK Update for DOD:S Plugins

2005-09-30 Thread Tom Edwards
Hallelujah! :-D It would be very useful to set nosounds (or whatever) across all games from Steam - any chance of the update adding that? Alfred Reynolds wrote: cl_downloadfilter nosounds Will prevent your client from downloading sounds when connecting to a server. - Alfred -Original

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tom Edwards
That's how it works anyway, I think? Kamran wrote: I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it hit when it detects a collision with an object? --

[hlcoders] Lighting dynamic brushes

2005-08-10 Thread Tom Edwards
I'm looking into producing a mod that involves widespread player creation of static brush entities. The biggest problem with that is lighting - instancing them /should/ be simple enough, but lighting them correctly looks to prove a major difficulty. I suppose my question is this: might it be

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tom Edwards
I can't answer your question, but I would like to ask how you kept all this so quiet! A new commercial Source game and a professionally-made mod should be all over the headlines, yet this is the first time I've heard of Valhallon? Joshua Alejandro Jacobo wrote: We are currently looking to use

Re: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Tom Edwards
Bad form to use a bullet list but I can't think of a better way. * It's hard to tell how far apart they are without anything to give a sense of scale. * The fastest way to see if it's your code that is the problem is loading the map in HL2 and spawning something. * Use

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Tom Edwards
One of the reasons I like mailing lists is that you need at least some degree of sense to find and sign up to them. A theory that doesn't always hold true, unfortunately. It's the same old shit with a new spit shine. Sounds like someone I know, minus the shine. SB Childe Roland wrote: It's

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Tom Edwards
Enjoy it while you can, I don't act like that very often. ;-) Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] Look! I'm playing the worlds smallest violin. On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote: One of the reasons I like mailing lists is that you need

Re: [hlcoders] Vehicle Prediction

2005-07-09 Thread Tom Edwards
TF2...TF2...hang on in there... ;-) SB Childe Roland wrote: Noone has done it?? On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I've recently tried to tackle adding prediction to vehicles and wound up finding it was a more difficult task than I realized. I've heard the issue

Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Tom Edwards
*Queue 'should have been there from the start' complaints* Mattie Casper wrote: I love the new update. Not least because of the new addition of the API InsertServerCommand(): Actually, there is one change (nothing that would break a plugin). We added this function: virtual void

Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Tom Edwards
Well, uh, if we were DJs it would be... Matt Parkins wrote: Cue, not Queue. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 07 July 2005 13:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Many thanks to Valve

Re: [hlcoders] NPC activities

2005-07-06 Thread Tom Edwards
Of Tom Edwards Sent: Tuesday, July 05, 2005 2:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] NPC activities I'm no modeller or coder, but that sounds pretty neat regardless. What's the collective term for these technologies (the material system sounds like it does the same sort

Re: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Tom Edwards
If I understand the concept of rigid bodies correctly, there isn't going to be any way of doing this at all without faking it (like with a sprite). Ian Warwick wrote: I need to code an orb that expands over time, but not quite sure how to approach it. I am after some ideas on how I could

Re: [hlcoders] NPC activities

2005-07-03 Thread Tom Edwards
( ACT_ZOMBIE_WALLPOUND ); On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote: Since the VDC launched I've been making solid progress documenting Source's AI. My current project is the actbusy routine, and I need help. Actbusy is a way of telling NPCs to perform certain actions at specified locations. You

Re: [hlcoders] NPC activities

2005-07-03 Thread Tom Edwards
*VCD Tom Edwards wrote: Cancel that, they aren't there. Here's some examples of the 'hidden' activities I'm looking for: d1_t01_BreakRoom_Sit01_Idle d1_t01_BreakRoom_Sit02 d1_t01_BreakRoom_WatchBreen d1_t01_Clutch_Chainlink_Idle d1_t01_BreakRoom_WatchClock_Sit LineIdle01 sitcouchknees1 I've

[hlcoders] NPC activities

2005-07-02 Thread Tom Edwards
Since the VDC launched I've been making solid progress documenting Source's AI. My current project is the actbusy routine, and I need help. Actbusy is a way of telling NPCs to perform certain actions at specified locations. You enter the action name into a keyvalue box, but the actions aren't

Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)

2005-06-17 Thread Tom Edwards
There's been a report on the Steam forums of someone getting a prompt that looks exactly like the 'Ticket Expired' error and (you can guess what's going to happen, can't you?) after entering the password in the account had been hijacked by the next day.

Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Tom Grim
has been around for a while, but doesn't seem to have been found out before. Tom Grim aka Elven Thief --- Arithon Kelis [EMAIL PROTECTED] wrote: I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related

Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Tom Grim
If I recall correctly, yes, everyone on the NS server dropped. This occured a lot back in the playtesting when steam started. I'm unsure if Charlie has determined what caused it, but the last post he made here mentioning it said that he wasn't 100% sure it was cleared up. Unfortunately, I only

Re: [hlcoders] ScreenToWorld?

2003-12-23 Thread Tom Taylor
))-1); - Original Message - From: Tom Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 22, 2003 11:32 PM Subject: [hlcoders] ScreenToWorld? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can anyone shed any light

[hlcoders] ScreenToWorld?

2003-12-22 Thread Tom Taylor
of searching the archive? All i can find is a huge index which is a bit difficult to use when your looking for specific things. Thanks,Tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Host_Error under Steam

2003-12-14 Thread Tom Grim
the team, the authentication would kick him. If I recall correctly, it was a bug in the authentication process where an unauthorized player joining would kick everyone. Tom Grim aka Elven Thief --- Ben Banfield [EMAIL PROTECTED] wrote: I have just encountered this bug in the latest version of bg

Re: [hlcoders] Client side radar question

2003-11-25 Thread Tom Taylor
im not sure that the client knows the position of all of the players, you are only sent data from players in your current VIS group afaik so a client side radar would be rather limited - Original Message - From: Kyle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, November 24, 2003

<    2   3   4   5   6   7   8   >