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

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.

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

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 ___

[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

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

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()

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

[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

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

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

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

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]

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

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,

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

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