Re: [hlcoders] How to add items to Advanced menu?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This list is good...
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This list is good...
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 -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [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? Take a look at the settings.scr and user.scr files. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Brush origins
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brush origins
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(); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brush origins
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brush origins
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] TGA Files in Menus
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TGA Files in Menus
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TGA Files in Menus
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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) -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TGA Files in Menus
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TGA Files in Menus
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TGA Files in Menus
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] QOOLE
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders