Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Brent Lewis
Thanks a million. I had considered that, but figured it would have been named something like numSignificantBits or something more descriptive. I guess valve has a knack for that kinda thing, huh? Date: Tue, 2 Jun 2009 14:51:45 +0900 From: minh...@telus.net To:

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Brent Lewis
Wait a minute... the SendPropInt function has a nBits parameter... and no default values for parameters... SendProp SendPropInt( char *pVarName, int offset, int sizeofVar, int nBits, int flags, SendVarProxyFn varProxy ) There's a #define or overload I'm missing

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread James Gray
The SENDINFO macro fills in the first three parameters based on the variable. On May 3, 2009, at 2:30 AM, Brent Lewis coder0...@hotmail.com wrote: Wait a minute... the SendPropInt function has a nBits parameter... and no default values for parameters... SendProp SendPropInt( char

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Brent Lewis
Ah yes, I just noticed that. Macro Hell - is that a real thing? Now I just gotta figure out why this: SendPropInt(SENDINFO(m_iMental), 12, SPROP_UNSIGNED), Causes this: Error1error C2039: 'MakeANetworkVar_m_iMental' : is not a member of 'CBasePlayer'

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Alexander Hirsch
I guess you've declared m_iMental like this: int m_iMental. For networked variables you must use this instead: CNetworkVar( int, m_iMental ); On Sun, May 3, 2009 at 4:04 PM, Brent Lewis coder0...@hotmail.com wrote: Ah yes, I just noticed that. Macro Hell - is that a real thing? Now I just

Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Mandibull
On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote: hey, our windows servers keep crashing with STV enabled (tv_enable 1) after changing map. The crash location seems to be within tier0.dll as MSVC says when debugging mdmps. Often I got crashes near string functions like

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Brent Lewis
Yeah, I figured that out like 2 seconds ago. Also seems I needed to use CNetworkVarForDerived instead of IMPLEMENT_NETWORK_VAR_FOR_DERIVED in player.h. I tried modeling the code for m_iMental off of m_iHealth, but perhaps m_ArmorValue is better... because it's not inhereted from

Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Tony Sergi
You only use IMPLEMENT_NETWORK_VAR_FOR_DERIVED when the base class has CNetworkVarForDerived, but doesn't add it to the network table. Then in the child class, you do IMPLEMENT.. and then add it to the send/recv tables of the child class. This is how health is, everything has health

Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Yorg Kuijs
I'm no expert on this, but I just read somewhere that using allowdebug will turn off VAC protection, try running the servers without VAC protection and without the -allowdebug parameter. Hope that helps! Mandibull wrote: On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote:

[hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Richard Slaughter
Hi List, I'm looking to make a hud element where the text being displayed shrinks down in size smoothly over time. So far I've discovered that DrawSetTextScale only works for Bitmap fonts, which would be nice to avoid so that it will work with the existing ttf fonts that we're using. I'm

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Steve Henderson
You could try varying the width and height of the vgui label containing the text. I think the methods are SetWidth and SetHeight. I can't remember if these take floats though, so may not be as smooth as what you need On May 3, 2009 3:52 PM, Richard Slaughter slau...@vault13.co.uk wrote: Hi

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Steve Henderson
Another idea is to use a point camera and a monitor. I've used these before. Set up a studio room in your map and make a brush with the stuff you want to zoom. Then make a point camera that is set to capture this content. Then you need to make a vgui material that will be painted with what the

[hlcoders] MDL File Format

2009-05-03 Thread Brent Lewis
Has anyone just flat out asked for the MDL Format? If not: Valve, can we please have the MDL format specifications, or something equivalent? Thanks, Brent ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Jonas 'Sortie' Termansen
That's pretty hacky and expensive, avoid that solution. You should use text drawing functions. Try changing the size of the font (and color?) very fast, then it will seem rather smooth. - Original Message - From: Steve Henderson steven.j.hender...@gmail.com To: Discussion of Half-Life

Re: [hlcoders] MDL File Format

2009-05-03 Thread Tobias Kammersgaard
public/studio.hpublic/studio_virtualmodel.cpp public/optimize.h :) /ScarT 2009/5/3 Brent Lewis coder0...@hotmail.com Has anyone just flat out asked for the MDL Format? If not: Valve, can we please have the MDL format specifications, or something equivalent? Thanks, Brent

Re: [hlcoders] MDL File Format

2009-05-03 Thread Brent Lewis
Outdated, isn't it? Date: Sun, 3 May 2009 22:27:18 +0200 From: tobias.kammersga...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] MDL File Format public/studio.hpublic/studio_virtualmodel.cpp public/optimize.h :) /ScarT 2009/5/3 Brent Lewis

Re: [hlcoders] MDL File Format

2009-05-03 Thread Jonas 'Sortie' Termansen
They just released a new OB Beta the other day, I doubt that's outdated. (Perhaps for L4D content, but these works in OB too, so..) - Original Message - From: Brent Lewis coder0...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Sunday, May 03, 2009 10:29 PM Subject: Re:

Re: [hlcoders] MDL File Format

2009-05-03 Thread Tobias Kammersgaard
Its dated for the version of the SDK released. So no, without an updated version you can't compile your mod properly.Of course it isn't updated with possible L4D changes but otherwise I believe it is. /ScarT 2009/5/3 Brent Lewis coder0...@hotmail.com Outdated, isn't it? Date: Sun, 3 May

Re: [hlcoders] MDL File Format

2009-05-03 Thread Kyle K
Don't forget the actual file format structures in studio.h. Also the most recent SDK has support up to v48 models, L4D uses 49 mostly. I haven't poked around yet to see what was added in 49. Tobias Kammersgaard wrote: Its dated for the version of the SDK released. So no, without an updated

Re: [hlcoders] MDL File Format

2009-05-03 Thread Jonas 'Sortie' Termansen
Nothing has changed in the OB Engine since the release if the Orange Box in 2007. That's why your May 12 2008 sources are up to date. Oh and May 12 2008 was a special day for me too. ;-) - Original Message - From: Brent Lewis coder0...@hotmail.com To: hlcoders@list.valvesoftware.com

Re: [hlcoders] MDL File Format

2009-05-03 Thread Brent Lewis
Well, I may be making my own attempt here soon - so we prolly ought to put our heads together on that. As for May 12, 2008 - It's extra special - it's also my birthday. :D (and coming again soon) Date: Sun, 3 May 2009 23:08:27 +0200 From: tobias.kammersga...@gmail.com To:

Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Andrew Armstrong
You may need to double check that any plugins you have running are still being loaded with -allowdebug turned on (I think it forces the server to only load debug builds of plugins, not release builds). Your error may still be occurring but less obvious because of the debug build of your plugin/s.

[hlcoders] Template Mod produces Invalid Steam key size upon connection?

2009-05-03 Thread Matt Hoffman
So I figured I'd go test out the Orangebox Beta's new Template mod. I made my mod, made a few changes, got all the code compiled, etc. Packed up the mod, sent it to a friend to play. He booted up the mod, and tried to connect to my server and got Invalid Steam key size. We both restarted steam,