[hlcoders] Unable to debug

2004-12-11 Thread Xas
OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message box appears : Connection to servers steam lost. Could not acquire necessary game

[hlcoders] True-Type Font Resources

2004-12-11 Thread Skyler York
It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to

RE: [hlcoders] True-Type Font Resources

2004-12-11 Thread Tony \omega\ Sergi
It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good, free tools. I'd hate to

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Stephen Micheals
the question was asked before but it as of yet still has not been answered On Sat, 11 Dec 2004 09:08:39 -0500, Skyler York [EMAIL PROTECTED] wrote: Ahh didn't see it, sorry. ___ To unsubscribe, edit your list preferences, or view the list archives,

[hlcoders] dlight

2004-12-11 Thread Tony \omega\ Sergi
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Why dont dlights work in the dx7 codepath? I would have figured anybody could use them, and maybe have a cvar to toggle em off, I mean, they work in hl1 without issue, is there something huge that

RE: [hlcoders] Unable to debug

2004-12-11 Thread Michael Shimmins
Hello, I don't know what you've tried - you didn't mention how you've setup debugging. Have a look at http://articles.thewavelength.net/650/ and see if that helps. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Sunday, 12 December

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Jeffrey \botman\ Broome
Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering the name of the application Valve used internally to create their TTF font resources, and if they know of any good,

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Skyler York
I was lazy, oh master Tadpole! On Sat, 11 Dec 2004 09:32:23 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Tony omega Sergi wrote: It's quite nifty this time around that we can load and render true-type fonts, however I noticed that TTF creation packages are not free. I was wondering

[hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread David Nelson
Ok, I was creating my own weapon and I kept getting the error msg when trying to run the game: DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun' I basicly cloned the pistol, and I understand that the client needs to receive my data table.. but where in the client do I do

RE: [hlcoders] True-Type Font Resources

2004-12-11 Thread Tony \omega\ Sergi
Omfg. Why didn't I think of open source!!! Grah! /me hangs head in shame -omega -Original Message- From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED] Sent: December 11, 2004 10:32 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] True-Type Font Resources Your google-fu skill leaves

Re: [hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread John \bKT\ Bellone
David Nelson wrote: Ok, I was creating my own weapon and I kept getting the error msg when trying to run the game: DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun' I basicly cloned the pistol, and I understand that the client needs to receive my data table.. but where in the

Re: [hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread Skyler York
Take a look in c_weapon__stubs_hl2.cpp on the client. You'll see where Valve hid their client-side implementation of the weapons in some hacky macros. On Sat, 11 Dec 2004 11:36:17 -0500, David Nelson [EMAIL PROTECTED] wrote: Ok, I was creating my own weapon and I kept getting the error msg when

RE: [hlcoders] True-Type Font Resources

2004-12-11 Thread Yahn Bernier
I'll find out what application Greg Coomer uses for doing this and I'll see if we can release the underlying source data for the HALFLIFE.ttf file. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Saturday, December 11, 2004 7:44 AM

[hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good example: http://www.valve-erc.com/srcsdk/Code/hud_elements.html void UserMessageBegin( IRecipientFilter filter, const char *messagename ) The page doesn't say it doesn't apply

[hlcoders] Getting a command to be shown in the console

2004-12-11 Thread Mark Ingram
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, how can i get a command to be shown up in the console? I know i can do it via ConCommand - but then i cant hook into CBasePlayer::ClientCommand() to process the command. How can i get it to be

Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Ronny Schedel
HudMsg isnt working with CS yet, try the same with hl2mp and it should work. For x and y use -1, it will center the message (10 and 50 is a little bit high afaik). Greets Ronny This is insane. 90% of the information around about the SDK doesn't work in server plugins. Look at this page for a good

Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
If that was true then why is it returning a type code-number instead of -1? - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 6:14 PM Subject: Re: [hlcoders] ServerPlugins - Maze without map HudMsg isnt working with CS yet,

Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Ronny Schedel
The user message is registered, but the client side code is either missing or the user message needs other values. Someone from Valve said, user messages could change, it could be different from the sdk code. So dont expect anything, its luck when its working... Greets Ronny If that was true then

Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
I think your just incorrect because I just tried it on HL2:DM and got the same thing, MESSAGE_END called with no active message - Engine Error And then the server crashes and dies with a lovely 0x0040 read (the server attempted to use a pointer to an object that wasn't defined). Which, by the

[hlcoders] Drawing additive textures, alpha channels in VGUI panels

2004-12-11 Thread Matthew Lewis
Is there a way to draw a texture in VGUI using the equivelent of the old DRAW_ADDITIVE sprite mode? Currently, my code looks like this: CHudThing::CHudThing () // contructor { m_iArmorIconID = vgui::surface()-CreateNewTextureID(); vgui::surface()-DrawSetTextureFile( m_iArmorIconID,

Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Kyle Keating
I'm on gmail too, I admit, I quit the code list because of the spamish-ness about it, but gmail makes it compact, neat and organized. I would not subscript under any other mail system including outlook. On Fri, 10 Dec 2004 16:36:06 +0100, ZoMtEc [EMAIL PROTECTED] wrote: just create rules

RE: [hlcoders] Unable to debug

2004-12-11 Thread Alfred Reynolds
You can't debug the hl2 binaries, you need to launch (and debug) your own app (make sure you debug with -game mod dir). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Saturday, December 11, 2004 5:40 AM To: [EMAIL PROTECTED] Subject:

[hlcoders] HUD, fonts, and everything else not showing up

2004-12-11 Thread David Nelson
I just tried a fresh mod that is completely unedited. When I run it, I don t see ANY pictures, text, or anything on the hud, in the console, or really anywhere. I have this installed under: C:\TestMod My valve folder is c:\valve\steam\SteamApps\username\... Could that be the problem? Or why is

RE: [hlcoders] Unable to debug

2004-12-11 Thread Xas
Nothings helps me about the message box I can run Visual Studio now, but still this message box who bugs me (and make a memory read error)=20 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael Shimmins Envoy=E9 : samedi 11 d=E9cembre 2004 16:20

Re: [hlcoders] manipulating hull / bbox

2004-12-11 Thread Hasan Aljudy
Thanks. I wasn't trying to just changing the standing/crouhcing hulls, I was trying to _add_ more hulls. I think I've figured it out, it's probably not a clean way to do it, but I had to mess with CBasePlayer::SetupVPhysicsShadow and stuff like that ... but hey, it's working. Anyway, why is this

Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Ronny Schedel
If you get a crash, then something with your code is wrong. The msg_type for HudMsg is 5 in both mods. Get rid of the freaky code above UserMessageBegin and try only to send the user message. If you still get a crash, then your FilterClass has a wrong implementation. It should hold player indeces

Re: [hlcoders] use of undefined type CSDKPlayer

2004-12-11 Thread David Byttow
He was referring to a linker error. Forward declares never resolve these and only attribute to compilation unknown type errors. Also you can forward declare something for more than just pointers, like references and friend declarations. On Sat, 11 Dec 2004 00:35:22 -0700, Hasan Aljudy [EMAIL

Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Igor Murashkin
I'm using Gmail too, and even though I haven't really posted anything yet, I gotta also throw in my 2 cents.. gmail is awesome! All the emails went to their respective threads, it's almost like browsing a forum :). -Igor On Sat, 11 Dec 2004 12:37:51 -0800, Kyle Keating [EMAIL PROTECTED] wrote:

[hlcoders] HUD, fonts, and everything else not showing up

2004-12-11 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I just tried a fresh mod install that is completely unedited. When I run it I don't see ANY pictures, text, or anything on the hud, in the console, or really anywhere. I have this installed under: C:\TestMod My valve folder is

Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread David Byttow
Go to your filters. I set mine to check for words hlcoders and have it set to the label. [EMAIL PROTECTED] wrote: How do I set it so all mail from the mailing lists get sent to my labels? On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc [EMAIL PROTECTED] wrote: outlook sux ;)

[hlcoders] 'mdls : undeclared identifier

2004-12-11 Thread r00t 3:16
In teamplay_gamerules.cpp Around line 170 if ( !strcmp( mdls, pPlayer-TeamName() ) ) { Q_snprintf( text,sizeof(text), You are on team \'%s\'\n, pPlayer-TeamName() ); } Line 250 if ( defaultteam.GetFloat() || !IsValidTeam( mdls ) ) { // int clientIndex = pPlayer-entindex(); //

[hlcoders] Skyboxes Shaders

2004-12-11 Thread Phil Bowens
[ I sent an email earlier about player models with no responses-- I suppose most of you are waiting for hl2mp src (if it does arrive) to sort this out. I've made some progress but its been put on the backburner to make room for other tests. Anyhow, hopefully I'll have better luck with this next

Re: [hlcoders] Gmail Mailing Lists

2004-12-11 Thread Tim Nagel
[ Converted text/html to text/plain ] Thunderbird and Outlook both do this as well. It has been around for a very long time. gmail isnt the only mail product that does it! Tim Igor Murashkin wrote: I'm using Gmail too, and even though I haven't really posted anything yet, I gotta also throw in my

Re: [hlcoders] 'mdls : undeclared identifier

2004-12-11 Thread David Byttow
Hard to say. It's commented out code, so I wouldn't really worry about it. Looks like it was a temp variable or something which represented either the current or previous team. Maybe mdls could represent a team if all the members used the same model.. *shrug*. On Sun, 12 Dec 2004 00:06:59 -0500,

Re: [hlcoders] Skyboxes Shaders

2004-12-11 Thread Teddy
You'll need to create an point entity that you put in each area of the map with a skybox, then add a think function to the player that checks which point you're closest too and sets the m_skybox3d accordingly. Worked for me! On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens [EMAIL PROTECTED]

Re: [hlcoders] Drawing additive textures, alpha channels in VGUI panels

2004-12-11 Thread Justin Harvey
Try adding this to your VMT file: $additive 1 - Original Message - From: Matthew Lewis [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 11, 2004 2:37 PM Subject: [hlcoders] Drawing additive textures, alpha channels in VGUI panels Is there a way to draw a texture in VGUI

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Skyler York
Ok, after some more semi-rigorous testing and evaluation of the available free font tools that I could find, my initial suspicions were confirmed. They're all rubbish. The one I actually got to second base with, meaning that I was able to load an existing font file, only runs through CygwinX.