Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Hasan Aljudy
For manipulating the camera try looking at in_camera.cpp, ultimatly you would change m_vecCameraOffset which happens to be a vector but apparently (according to my humble understanding) it's used as an angle. I'll assume at this point the eye-angle is set as if the player is walking normally

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread David Byttow
Simply build the camera matrix directly. You can build forward, up and right from just the up vector. The up vector will be the normal of the wall and the forward vector will be the direction the player is facing. To get the right vector, just take the cross product of up CROSS forward. Now you

[hlcoders] Server plugin - aiming with fake clients

2005-01-06 Thread S. Hendriks
Hello all, Let me get straight down to the point; i'm trying to let my bots (created in a server plugin, using CreateFakeClient in CS: SOURCE) aim at a specific vector. I have tried first to find a function that could even make change their aiming. So i dug into the SDK and found several

Re: [hlcoders] Client Commands/ Weapons Restrictions

2005-01-06 Thread Ray
Are Client Alias's sent directly to the server? I have weapons restrictions and tray buy awp when its restricted. I have a client alias awp buy awp if I type awp in console for source it bypass's the client command altogether and still allows a awp to be bought.

Re: [hlcoders] Client Commands/ Weapons Restrictions

2005-01-06 Thread Draco
No, this is a bug that needs fixing immediately, to maximise the effectivness of plugins :( ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives,

[hlcoders] quick menu question

2005-01-06 Thread Maurino Berry
I want to create a menu which contains multiple frames (drag around, overlap etc like the main menu) and I don't know which baseclass to use as the parent (in order to gain mouse control) I obviously can't use a fullscreen Frame because as soon as I click this it will come into focus ontop of the

[hlcoders] Using a prop_physics with a preferred orientation?

2005-01-06 Thread Patrick Flanagan
I'd like to make a box using a prop_physics, but I'd also like to make sure that it always lands with the same side facing upwards. Is there a way to set angles so that when it lands it saves them, or possibly a way to fix it after it lands so that the side I want is facing up? I've subclassed

RE: [hlcoders] Using a prop_physics with a preferred orientation?

2005-01-06 Thread Jay Stelly
It depends on what you want to have happen. If you want to pop the box back to some orientation, then you can just save the angles and teleport the object when it comes to rest. Otherwise you may be able to achieve something like what you want using a ragdoll constraint (with no translational

RE: [hlcoders] quick menu question

2005-01-06 Thread Alfred Reynolds
You want a Frame, it's a base level container for controls. Just don't make your frame the size of the screen :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Thursday, January 06, 2005 7:06 AM To:

Re: [hlcoders] VMPI executables, source code?

2005-01-06 Thread Ben Davison
Another thing I have seen (Tis a bit OT) but in hammer there seems to be a lightmap grid option, does valve have some kind of lightmap previewer up their sleeves? On Thu, 6 Jan 2005 09:59:14 -0800, karlthepagan [EMAIL PROTECTED] wrote: I see all the VMPI headers and many tantilizing

[hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread Mark Ingram
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, what happens after you run your game for the first time via the steam menu? Because i got the latest code, compiled it, then tried to run run_mod.bat and it crashed with the following error: Failed

RE: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-06 Thread Gregg Reno
OK - got it to work. For the benefit of anyone else trying to use VC++6.0: - Installed SP5 (http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx ) - Tried to install processor pack but if failed because it won't install on standard edition. If you don't have the standard

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread Jeffrey \botman\ Broome
Mark Ingram wrote: After speaking on wavelength someone told me to load it first from the steam menu, i tried that, it crashed out saying that i was running a debug build, then gave me an unhandled exception. After that i ran the mod via run_bat.bat again and it worked fine! Loaded up first time

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Trauts
Where is this camera with the different vectors? I don't see it anywhere.. ran searches, etc. Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To:

[hlcoders] Steam Team

2005-01-06 Thread Vyacheslav Djura
Just curious - what people are responsible for programming our beloved Steam? ;) Regards, Vyacheslav Dzhurahttp://www.hl2source.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread DOOManiac
The batch file has -allowdebug in the command line, which (as you may have guess) allows debug dll's to be ran. This command line parameter isn't there when you double click from the 3rd party games list. -- Russell DOOManiac Weed -- [EMAIL PROTECTED]

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread Jeffrey \botman\ Broome
DOOManiac wrote: The batch file has -allowdebug in the command line, which (as you may have guess) allows debug dll's to be ran. This command line parameter isn't there when you double click from the 3rd party games list. True, but the main problem is that if you Create a brand new MOD, and don't

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Trauts
Actually, I found it. View.cpp Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To: hlcoders@list.valvesoftware.com Simply build the camera matrix directly. You

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread David Byttow
I forgot to mention, it's very possible that the up and forward vectors will not be orthonogonal to each other. So, here's what you can do... camera.forward = player.forward camera.right = wall.normal CROSS camera.forward camera.right.Normalize(); camera.up = camera.forward CROSS camera.right

[hlcoders] exception spam fixed

2005-01-06 Thread Hasan Aljudy
Thanks!! loading times are now SIGNIFICANTLY smaller. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread Hasan Aljudy
lol, yeah I saw that. not sure what it's about though On Thu, 6 Jan 2005 22:29:05 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P

Re: [hlcoders] Using a prop_physics with a preferred orientation?

2005-01-06 Thread Patrick Flanagan
Sorry for the double post. Thanks Jay, thats exactly what I was looking for! On Thu, 6 Jan 2005 10:17:19 -0800, Jay Stelly [EMAIL PROTECTED] wrote: It depends on what you want to have happen. If you want to pop the box back to some orientation, then you can just save the angles and teleport

RE: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread Yahn Bernier
I think Adrian was trying to get the HL2 teleporter sequence to feel lethargic so I told him to scale all of the player movement... :) Something like that Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, January 06, 2005

RE: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread Adrian Finol
Something like that... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier Sent: Thursday, January 06, 2005 9:00 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Blame Yahn for this one? I think Adrian was trying to get the HL2

Re: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread r00t 3:16
Haha I thought it was quite funny lol... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Yahn Bernier [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 12:00 AM Subject: RE: [hlcoders] Blame Yahn for this one? I think Adrian was trying