[hlcoders] filesystem_steam.dll

2005-01-13 Thread Scott McNaught
Hi guys, I started a full time job at the start of this week, so I havent been doing anything since the last steam update... I went to do some modding this afternoon and got this error: Can't load c:\games\\half-life2\bin\filesystem_steam.dll I have copied the steam\bin dll to half-life2\bin

Re: [hlcoders] External ballistics

2005-01-13 Thread Andrew Foss
Sorry for the late reply. Windows decided to die on me. The people mainly concerned with this want full realism, IE, time of flight. I suggested not using tracelines for impact determination. As I concluded, it'd probably be better to simulate drop by using re-purposed grenade launcher code

Re: [hlcoders] filesystem_steam.dll

2005-01-13 Thread Hasan Aljudy
try to run the game once from the steam menu before debugging it. On Thu, 13 Jan 2005 18:42:51 +1000, Scott McNaught [EMAIL PROTECTED] wrote: Hi guys, I started a full time job at the start of this week, so I havent been doing anything since the last steam update... I went to do some

RE: [hlcoders] filesystem_steam.dll

2005-01-13 Thread McCormack, Chris
Thats pretty good going, only in the new place 4 days and already your taking whole afternoons to write personal code :) Get me a job there ! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Scott McNaught Sent: 13 January 2005 08:43 To:

Re: [hlcoders] Player animation ?

2005-01-13 Thread Phil Bowens
Thank you both for finally replying to this specific question-- there have been two threads (that I know of previously) that dealt with this same issue. =) On Tue, 11 Jan 2005 14:21:05 -0800, Adrian Finol [EMAIL PROTECTED] wrote: Actually, it looks like he's not loading the HL2DM models but the

[hlcoders] Player Position

2005-01-13 Thread r00t 3:16
I have been playing around with the player position for my prone. Maybe I am not asking correctly or asking the right question but here goes. When the player pushes the prone button it will bring the came down. However the position of the player is still | Which means if i backup to a wall it will

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: I have been playing around with the player position for my prone. I believe that collision boxes (used around players) are axis aligned in Half-Life2 (as they were in Half-Life1). The collision box DOES NOT rotate as the player rotates. If you made this be the player collision

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Hmm, I think I understand what your saying. What if the movement left / right was limited to like 5 degrees? If they moved 5 degrees right or left the entire body would move? (sorry i just don't understand the axis aligned boxes yet ) r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Actually cause things brings up another point, now that you show me this. I am going to be making a lean left / right also. This would basically the same case when leaning and the bounding box would need to be big enough to to the side the lean on. Something like. Lean left +--+ |

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Hmm, I think I understand what your saying. What if the movement left / right was limited to like 5 degrees? If they moved 5 degrees right or left the entire body would move? (sorry i just don't understand the axis aligned boxes yet ) Axis aligned means that the edges of the box

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Actually cause things brings up another point, now that you show me this. I am going to be making a lean left / right also. This would basically the same case when leaning and the bounding box would need to be big enough to to the side the lean on. In most games, leaning is

Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-13 Thread Nick Roth
I solved the problem (with a bit help), so I thought I'd post the solution in case anyone has a similar problem. You must point to GetLocalPlayer() every paint (or think, in health's case), or else the pointer becomes invalid (I think it may be a scope issue). So by adding if(!local){

Re: [hlcoders] Player Position

2005-01-13 Thread Justin Harvey
I haven't done lean yet for Source but how I did in the UT2004 version of my mod was similar to what you said. To prevent players from leaning into walls(and thus seeing through them etc) was to do a trace when trying to lean and while leaning. As far as 3rd person, I did the lean animation in

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Is there a console command to be able to see this bounding box? So you can see exactly where it is located on the player, as well as other objects? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Justin Harvey [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] Player Position

2005-01-13 Thread jeff broome
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Is there a console command to be able to see this bounding box? So you can see exactly where it is located on the player, as well as other objects? http://www.valve-erc.com/srcsdk/console/developer_console.html Check some

Re: [hlcoders] Player Position

2005-01-13 Thread Ian Tyrrell
Hehehe, Bortman! (sorry) jeff broome wrote: Jeffrey bortman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
Ian Tyrrell wrote: Hehehe, Bortman! (sorry) Yah! Bort! Bort! Bort! (hey, I can't type for shit. i've been at work 65 hours this week already and it's not even Friday yet). Crunch time sucks! Mind thinking not clearly. Sleep imminent. -- Jeffrey botman Broome

Re: [hlcoders] Player Position

2005-01-13 Thread Hasan Aljudy
ent_absbox player On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Is there a console command to be able to see this bounding box? So you can see exactly where it is located on the player, as well as other objects? r00t 3:16 CQC Gaming www.cqc-gaming.com -

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Ty, I had to go do some reading up on axis bounding hitboxes :P Thanks for the link. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: jeff broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 13, 2005 8:35 PM Subject: Re: [hlcoders] Player

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Nevermind im an idiot lol the bound box just needs to be big enough to hold the prone player no matter what direction they turn. As the box does not rotate with them (thought it did sorry) I just need to make it large enough to fit the player while prone r00t 3:16 CQC Gaming www.cqc-gaming.com

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
ok now that I can see what the bound box looks like. Instead of change the player from | to ___ I think the bound box needs to be change. Basically if you go into the game and type cl_ent_absbox 1 It will should you the bounding box while standing. That is basically what I need for when the player

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Actually I think I found maybe a possible solution to this. If you load the map sdk_vehicles they change the box as the vehicle moves around, probably will need to do something similar. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: