Re: [hlcoders] sk_plr_dmg_pistol

2005-01-23 Thread Hasan Aljudy
um, cvars are set through the console ... you can also set them in a cfg file.


On Sat, 22 Jan 2005 23:22:51 -0500, David Nelson [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 thanks for the info.. but how and where in the script can I do this?  I've
 looked at HL's scripts and can't find any examples.  Do I just set me
 sk_plr_dmg_pistol to a value?

 Basicly when I shoot the 357 it hits objects with so much force.  How do I
 create that force with my own weapon?  Is that done in the fire code or the
 damage like I originaly thought?

 Thanks,
 David

 ---Original Message---

 From: hlcoders@list.valvesoftware.com
 Date: 01/22/05 23:03:21
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] sk_plr_dmg_pistol

 You can set the damage for a bullet in that weapon's script file.

 On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED]
 wrote:
  I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol.
  But where is the cvar assigned a value of how much damage to do?  Is this
  done with the DMG_BULLET?  Or can you set a value to it?
 
  Thanks,
  David
 
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[hlcoders] Sharing cvars between the client and server

2005-01-23 Thread Markus Martin
Hi,

I am trying to share the same console variables between the client and
server in a file that is compiled into both dlls. What I do in my
shared file is create a pointer to the cvars like so:
ConVar *melee_dmg = cvar-FindVar( melee_dmg );

And this works fine for both client and server. Now, the actual cvar
is defined in the normal way in a seperate file, but it is only
compiled into the server. Compiling a cvar into both dlls causes one
to override the other, and thus the cvar(s) do not work.

This seems like perfectly sound code as all goes well until actually
loading the dlls hot off the compiler. For some reason when I load my
mod, the Half-Life2 dlls are loaded instead. I am thinking the engine
decides something is wrong with my dlls, but I find this rather
irritating, as I would prefer a crash that I could perhaps debug.. All
this happens without any error output whatsoever.

I assume that on the client, FindVar() can find the cvars. Perhaps
this is not the case. It is not really essential that the client knows
the value of the cvar, except maybe for flow control later on down the
road.. However, I am trying to avoid #ifdef hell as much as possible
as this is a shared file.

Greetings,
-Markus

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[hlcoders] Coop Editing.

2005-01-23 Thread tei

Adam amckern Mckern wrote:
Thanks
[..]
Tei, you find the best stuff, and tell us about it,
keep it up!

If you are really interested on up to date new concept for developers,
here its a new thing.
Its 50% wiki, 50% irc. Somewhat developers oriented. Lack of CVS gens,
and Its not open source, but works.
http://me.sphere.pl/indexen.htm
Not really usefull for half-life developers because most half-life code
its very long, very verbose, but who know?
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[hlcoders] VGUI2 Positioning with Resource Files

2005-01-23 Thread Cale Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Are the numbers defining the xpos and ypos dependant on the clients
resolution or are they scaled so they look similar/same at runtime?

Remember how in HL1SDK there were macros called XRES and YRES? I found
them in the SSDK but Im wondering if the numbers from the scheme files
get processed through these macros also. Im using a combination of
resource files and hardcode for a team menu.

This question was probably already asked, but I havent found it yet.

-Cale

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Re[2]: [hlcoders] vtf files

2005-01-23 Thread Vyacheslav Djura
Hello Jeffrey,

Sunday, January 23, 2005, 2:08:34 AM, you wrote:

JbB David Nelson wrote:
 hey, how can we view sprites in the vtf format?
Tommorow I am going to release VTF viewer beta on
http://www.hl2source.com.

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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RE: [hlcoders] vtf files

2005-01-23 Thread HoundDawg
You may want to play around with this:
http://www.wunderboy.org/3d_games/utils/sourcetools.php

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 David Nelson
 Sent: Saturday, January 22, 2005 3:38 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] vtf files

 hey, how can we view sprites in the vtf format?

 Thanks,
 david


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[hlcoders] Font size selection

2005-01-23 Thread Grant Christensen
In my death.cpp displaying the player death messages I am using the
weapon fonts that are used by the hud weapon selection boxes to
display in the death notice.  In my mod_textures.txt I have:

g_grenade_projectile
{
font  weaponIcons
character  k
}

How do I tell it which size of the font to use, as it is using a
rather large one by default.

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RE: [hlcoders] Font size selection

2005-01-23 Thread Alfred Reynolds
The font weaponIcons has a size defined in it. You should define a new
font at the size you want and use that.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Grant
Christensen Sent: Sunday, January 23, 2005 3:28 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] Font size selection

 In my death.cpp displaying the player death messages I am using the
 weapon fonts that are used by the hud weapon selection boxes to
 display in the death notice.  In my mod_textures.txt I have:

 g_grenade_projectile
 {
 font  weaponIcons
 character  k
 }

 How do I tell it which size of the font to use, as it is using a
 rather large one by default.

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RE: [hlcoders] VGUI2 Positioning with Resource Files

2005-01-23 Thread Alfred Reynolds
VGUI2 Panels have a proportional parameter (accessed via
SetProportional() and IsProportional() ). If you SetProportional() in
the constructor of your panel that all co-ords and sizes you pass to the
panel via config files will be scaled from 800x600 to the users
resolution (note that sizes you set via code are always based upon the
clients native resolution).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap
Sent: Sunday, January 23, 2005 9:51 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI2 Positioning
with Resource Files

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Are the numbers
 defining the xpos and ypos dependant on the client's resolution or
 are they scaled so they look similar/same at runtime?

 Remember how in HL1SDK there were macros called XRES and YRES? I
 found them in the SSDK but I'm wondering if the numbers from the
 scheme files get processed through these macros also. I'm using a
 combination of resource files and hardcode for a team menu.

 This question was probably already asked, but I haven't found it yet.

 -Cale

 --
 No virus found in this outgoing message.
 Checked by AVG Anti-Virus.
 Version: 7.0.300 / Virus Database: 265.7.2 - Release Date: 1/21/2005

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