Re: [hlcoders] How to add items to Advanced menu?

2002-04-12 Thread Cortex

You just have to modify the user.scr file in your mod directory :) The
syntax is the same as settings.scr :)

  - Cortex : mapper  coder www.hlalbator.fr.st


- Original Message -
From: Commando
To: [EMAIL PROTECTED]
Sent: Friday, April 12, 2002 9:30 AM
Subject: [hlcoders] How to add items to Advanced menu?


I've noticed that a few mods have added items to the
Multiplayer-Customize-Advanced menus.  Does anyone know how to do this or
the location of information or a tutorial?

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] This list is good...

2002-04-12 Thread Florian Zschocke

Reedbeta wrote:

 Proletarier aller lander, verignt euch!
 (Workers of the world, unite!)
 My English teacher has a big poster on her classroom wall with the above
 statement emblazoned on it.

You got it almost right:
Proletarier aller Laender, vereinigt euch!

Florian.
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Re: [hlcoders] This list is good...

2002-04-12 Thread Miguel Aleman

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Since I'm only fluent in Spanish and English...

Hasta la victoria siempè!
-Ernesto Guevara

- Original Message -
From: Reedbeta [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April 11, 2002 10:34 PM
Subject: Re: [hlcoders] This list is good...


 Proletarier aller lander, verignt euch!
 (Workers of the world, unite!)
 My English teacher has a big poster on her classroom wall with the above
 statement emblazoned on it.

 --- Miguel Aleman [EMAIL PROTECTED] wrote:
  lol
 
  They openly declare that their ends can be attained only by the forcible
  overthrow of all existing social conditions.
  Let the ruling classes tremble at a communist revolution.
  The proletarians have nothing to lose but their chains. They have a world to
  win.
  Workers of all countries, unite!
 
  - Original Message -
  From: Tim Holt [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Thursday, April 11, 2002 5:05 PM
  Subject: [hlcoders] This list is good...
 
 
   Well I know it sounds dumb, but this list is good.  It's a great
   conversation.  It's probably survived my subscribe-to list longer than
   any news group or email list so far!
  
   And I admit that I have just been re-reading The Cluetrain Manifesto :^)
http://www.cluetrain.com
  
   --
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  Escher
  
  
  
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Re: [hlcoders] How to add items to Advanced menu?

2002-04-12 Thread botman

 I've noticed that a few mods have added items to the
 Multiplayer-Customize-Advanced menus.  Does anyone know how to do this or
 the location of information or a tutorial?

Take a look at the settings.scr and user.scr files.

Jeffrey botman Broome
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[hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn

I am trying to get the origin of brush based entities, specifically a
func_bomb_target. pev-origin is all 0, pev-absmin and absmax. VecBModelOrigin
returns -1, -1, -1.

I am trying to support CS de type maps, as they fit my mod well. I already have
HLDM working properly :}

I am using LINK_ENTITY_TO_CLASS to map a func_bomb_target to a custom entity,
which basically spawns a func_breakable and removes itself. So i need the origin
to place the func_breakable .

I had a look in the bsp file, and it does not contain the origin, so I have to get
it from the engine.

Playing de_dust as a Gargantua trying to blow up some human gadget would rock :)

Jeff.
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Re: [hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn

 It sounds like the func_breakable you are spawning is setting the size of the
 entity and thus messing up the VecBModelOrigin() calculations.

 Do you have UTIL_SetSize(), UTIL_SetOrigin() or something similar in your
 func_breakable code somewhere?

 The min and max values for the brush model will be in the dmodels section of
 the BSP file (but you shouldn't have to resort to reading the BSP file directly
 if you are spawning the brush model properly).

 Jeffrey botman Broome

It does not get that far. The func_breakable gets created in PlaceDTO(), which
will no becalled unless the origin can be determined. This is the spawn function
for the entity I use to handle the func_bomb_target:

LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE);

void CSwarmCSDE::Spawn()
{
 Precache();

 Vector origint = VecBModelOrigin(pev);
- This returns -1,-1,-1

 if((pev-origin.x == 0)  (pev-origin.y == 0)  (pev-origin.z == 0))
 These are all 0 and never get set
 {
  pev-nextthink = gpGlobals-time + 1.1;
  SetThink(CSwarmCSDE::Wait);
  return;
 }

 PlaceDTO();
}


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Re: [hlcoders] Brush origins

2002-04-12 Thread botman


 It does not get that far. The func_breakable gets created in PlaceDTO(),
 which will no becalled unless the origin can be determined. This is the spawn
 function for the entity I use to handle the func_bomb_target:

 LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE);

 void CSwarmCSDE::Spawn()
 {
  Precache();

  Vector origint = VecBModelOrigin(pev);
 - This returns -1,-1,-1

  if((pev-origin.x == 0)  (pev-origin.y == 0)  (pev-origin.z == 0))
  These are all 0 and never get set
  {
   pev-nextthink = gpGlobals-time + 1.1;
   SetThink(CSwarmCSDE::Wait);
   return;
  }

  PlaceDTO();
 }

All of the Spawn() functions for brush models that I looked at had this...

SET_MODEL( ENT(pev), STRING(pev-model) );

...setting the model of the entity to the *modelindex value for the brush
model.

Perhaps you need to do the same thing and set the pev-model up properly before
trying to get the VecBModelOrigin().  The pev-origin will always be (0,0,0)
for brush models.

Jeffrey botman Broome

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Re: [hlcoders] Brush origins

2002-04-12 Thread botman

 Now I am getting an access error, strange thing is the only thing in the
 stack window is SW! 043442f7(). I don't get this when using swarm or hldm
 maps...I think that stack windows is hiding something.

 Jeff.

Perhaps there is an entity in the Counter-Strike maps that also exists in HLDM
but has different key/values and that's causing your crashing problem.

Try putting some debug code in DispathSpawn() to print out the classname of the
entity that is being spawned.  Maybe the last entity spawned it the one causing
the problems.  Or maybe not!  :)

Jeffrey botman Broome

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[hlcoders] TGA Files in Menus

2002-04-12 Thread Commando

Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)

We are using TFC style menus for our player class selection.  We
have  24-bit colour TGA files for each of our classes that are displayed in
the menus.  The files look fine in an editor, but when they are displayed
in-game, the colour palette is reduced which causes banding in large areas
of similar colours.  My guess is that the colours are being reduced to 256
colours, but poorly.  Is there any way to improve the appearance of these
graphics?

I have tried reducing the graphics to 256 colours, but then they don't
appear in the menus.  I have also tried reducing them to 256 colours then
back up to 24-bit, but that doesn't work either.  I think I have to reduce
them to a specific 256 colour palette, then up them back to 24-bit, but I
don't know which palette to use.

Anyone have experience or a pointer to info on this?

Thanks

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Steven Guy

You need to use a 32-bit TGA
24bit color and 8bit alpha

HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms

From: Commando [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 11:54:59 -0400

Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)

We are using TFC style menus for our player class selection.  We
have  24-bit colour TGA files for each of our classes that are displayed in
the menus.  The files look fine in an editor, but when they are displayed
in-game, the colour palette is reduced which causes banding in large areas
of similar colours.  My guess is that the colours are being reduced to 256
colours, but poorly.  Is there any way to improve the appearance of these
graphics?

I have tried reducing the graphics to 256 colours, but then they don't
appear in the menus.  I have also tried reducing them to 256 colours then
back up to 24-bit, but that doesn't work either.  I think I have to reduce
them to a specific 256 colour palette, then up them back to 24-bit, but I
don't know which palette to use.

Anyone have experience or a pointer to info on this?

Thanks

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Sebastian Steinlechner

A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can they
be any size you want?

TheTinySteini

 You need to use a 32-bit TGA
 24bit color and 8bit alpha

 HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
 -Ms


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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Steven Guy


yea the max is 256x256 and it must be in sizes of 16 (or 8 can't remember)
but HL will give you an error if it's wrong I beleive

-Ms

From: Sebastian Steinlechner [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 18:38:05 +0200

A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can
they
be any size you want?

TheTinySteini

  You need to use a 32-bit TGA
  24bit color and 8bit alpha
 
  HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
  -Ms


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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Michael Shimmins

Actually you can have at least up to 512x512 as we use them in TAE.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
Sent: Saturday, April 13, 2002 3:11 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus



yea the max is 256x256 and it must be in sizes of 16 (or 8 can't
remember) but HL will give you an error if it's wrong I beleive

-Ms

From: Sebastian Steinlechner [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 18:38:05 +0200

A question just out of curiosity: How large may those tga images be?
Are there the same restrictions (256*256) as there are with textures or

can they be any size you want?

TheTinySteini

  You need to use a 32-bit TGA
  24bit color and 8bit alpha
 
  HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
  -Ms


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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Commando

Thanks, but I should have been clearer, they are already 32 bit (24bit
colour) and transparent, but when HL converts them to 16 bit the palette it
chooses seems to be very limited (or at least not optimized for our
images), so I get banding in large areas of similar colours.  If I knew
more about how HL does the conversion to 16-bit, then I could adjust our
class screenshots accordingly to make them look as good as possible.  Other
mods like CS have done a pretty good job with this, but I expect they had
graphics artists who knew about things like this instead of coders who
throw on graphics artist hats when they have to ;)  That's the problem with
being a coder isn't it, you need to be competent in all areas of creating a
mod from graphics, to mapping, to modelling.

Rob Prouse
http://www.tourofdutymod.com

At 09:27 AM 12/04/2002 -0700, you wrote:
You need to use a 32-bit TGA
24bit color and 8bit alpha

HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms

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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Michael Shimmins

Yeah we experienced the same thing, just pointing out it is possible,
sorry should have been clearer.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris Glein
Sent: Saturday, April 13, 2002 6:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TGA Files in Menus


Actually, I wouldn't recommend using TGAs as large as 512.  Although
they will work for most people, some rather popular video cards out
there seem to choke on them.  We had this problem of large TGA images
with an earlier version of SI, and it was fixed by breaking up the
image into two smaller ones.

Trust me, you don't want the hoards of obscure crash reports from
something like this ;)

-PNB


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Michael
Shimmins
Sent: Friday, April 12, 2002 10:18 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TGA Files in Menus


Actually you can have at least up to 512x512 as we use them in TAE.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Kuja

since tgas are turned into a texture in memory (i am assuming) and *most*
video cards only accept square textures and *most* can only do up to 512x512
*or less* it causes problems sometimes.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Christopher
Long
Sent: Friday, April 12, 2002 10:03 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus


TGA's go up in powers of 2.
2,4,8,16,32,64,128,256,512 or so i heard.. i emailed the valve guys a real
while back asking about this. Something to do with gaphics cards and
limitations... aparantly you can use other sizes and they may distort. If
you want a weird dimensioned tga use the alpha channel to hide the excess
parts you don't need.

Unless we can use any size we want now but last talking to valve i think it
was ken birdwell or eric smith that told me can't remember but thats what i
was told.

Maybe they can restate it again for us :D what the vgui tga image size
limitations are.
- Original Message -
From: Chris Glein [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 6:17 AM
Subject: RE: [hlcoders] TGA Files in Menus


 Actually, I wouldn't recommend using TGAs as large as 512.  Although they
 will work for most people, some rather popular video cards out there seem
to
 choke on them.  We had this problem of large TGA images with an earlier
 version of SI, and it was fixed by breaking up the image into two smaller
 ones.

 Trust me, you don't want the hoards of obscure crash reports from
something
 like this ;)

 -PNB


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Michael
 Shimmins
 Sent: Friday, April 12, 2002 10:18 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] TGA Files in Menus


 Actually you can have at least up to 512x512 as we use them in TAE.

 Michael Shimmins
 The Absconder Effect (http://www.tae-mod.com)

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Re: [hlcoders] QOOLE

2002-04-12 Thread Tim Holt

I was an original Qoole purchaser back a few years - used it for Q1  TF
mapping.  I loved it EXCEPT for that exact error you mentioned.  Drove
me so crazy having to fix maps all the time.  I chucked it and went
standard.

Kuja wrote:

Even tho valve just released the new version of WC (valve hammer) I still
like to use a little program called QOOLE. Theres just one problem with it,
and thats the fact that it rounds floats when it saves to .map so you get
leaks D:. Good news is, they released the source. I was looking for someone
to help me update it to *workable* condition. Thanks. -- Kuja

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