Re: [hlcoders] Steam: Technology failure

2005-02-01 Thread British_Bomber
So, I hear steam was written using C++ *sorry* Just trying my hardest to kill this topic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Making Usable Ladders

2005-02-01 Thread Tim Jones
I have managed to get func_useable_ladders working in multiplayer. Per Yahn's suggestion I ported the HL2 gamemovement code to the sdk. The tricky part is networking the ladders so that the client does bounce when climbing. But yes, it is possible with relatively little work. I'd provide you

Re: [hlcoders] FX_FireBullets() / FireBulletsInfo_t

2005-02-01 Thread Teddy
Yeah, FX_FireBullets() is for multiplayer, it uses a filter with UsePredictionRules(), so the shot code is run first on the client, then on the server. When it's run on the server, it transmits a bullet to everyone but the person who fired. The reason player-FireBullet() is doubling tracers is

Re: [hlcoders] Display Messages on Client

2005-02-01 Thread Chuck Farly
So, does anybody have an idea to handle this problem ? tia, Chuck On Mon, 31 Jan 2005 16:07:15 -0800 (PST), Adam amckern Mckern [EMAIL PROTECTED] wrote: ohh, ok then --- Chuck Farly [EMAIL PROTECTED] wrote: Yeah, but the problem is that the DISPLAY_MSG type just accepts single line

[hlcoders] MULE (again)

2005-02-01 Thread tei
AGAIN, my mod idea about a Mule-ish clone. map: A heighfield alike map (can be a bsp) netcode: tweak or remove the player prediction, to able freely fly over the map even with ping 2000 the game: + start with minimal resources + ability to build a few RTS alike structures * mine * power

Re: [hlcoders] VTF Viewer 1.0 beta released

2005-02-01 Thread DOOManiac
Nice. Don't suppose support to read straight from a GCF would be in the works would it? -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Vyacheslav Djura wrote: Yesterday I've released beta of my new tool - VTF Viewer. It allows to browse folders

Re[2]: [hlcoders] VTF Viewer 1.0 beta released

2005-02-01 Thread Vyacheslav Djura
Hello DOOManiac, Tuesday, February 1, 2005, 4:43:52 PM, you wrote: D Don't suppose support to read straight from a GCF would be in the works D would it? That will be done in the next release. Current release is just a BETA. We also plan on adding VTF creation. -- Best regards, Vyacheslav

Re: [hlcoders] Playing custom .vcd (faceposer) files

2005-02-01 Thread Jon
To answer my own quest at least a bit (for the sake of the community): At first I saw that the BaseActor class had m_izaIdleExpression and AngryExpression and so on as variables that were MAKE_STRING(scenes/expressions/blah.vcd). You can trace around and then eventually find places that say

[hlcoders] the player model

2005-02-01 Thread David Nelson
In hl2_player.cpp I added the line in ::Precache(): PrecacheModel(models/barney.mdl); And then in the ::spawn() (same file hl2_player.cpp) I changed the SetModel( models/player.mdl ); to: SetModel( models/barney.mdl ); When I run the game and hit third person it doens't show any model. Is

Re: [hlcoders] Making Usable Ladders

2005-02-01 Thread Josh Ferguson
So now I feel stupid. Even though the func_ladder entity has been deprecated from the SDK, creating a brush and applying the ladder texture to it accomplishes the same thing. So, if you don't want to use the new HL2-style ladders all you have to do is create a brush for the actual ladder (i.e. the

Re: [hlcoders] Making Usable Ladders

2005-02-01 Thread Jeffrey \botman\ Broome
Josh Ferguson wrote: Does anyone know how this works? The glass texture is similar...how does it apply these properties in-game? My guess is this in gamemovement.cpp... //- // Purpose: Determine whether or not the player

Re: [hlcoders] Making Usable Ladders

2005-02-01 Thread Josh Ferguson
Correct, I knew about that...but how does the texture set the CONTENT_LADDER flag on that brush? Does it happen when the material is compiled with the $compileladder flag? On Tue, 01 Feb 2005 13:48:02 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Josh Ferguson wrote: Does anyone

RE: [hlcoders] MS VS C++ 6.0 source compile info

2005-02-01 Thread Yahn Bernier
You need to go to the precompiled header option under c++ options for the file and make sure this file is set to not using precompiled headers Or: You can add #include cbase.h as the very first include in the .cpp file. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[hlcoders] Getting access to change m_flStepSoundTime

2005-02-01 Thread Josh
Ok this is either a question or a request. I would like to be able to access/change m_flStepSoundTime, but it is a protected value. I noticed there is a SetSwimSoundTime function and was wondering if there is one that allows us to set m_flStepSoundTime? I would really like to be able to change

RE: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-02-01 Thread Josh
OK I think if you do engine-ClientCommand (pEntity, kill) it will still kill them. It shouldn't make a difference because this command is mimicked. I don't think it's actually sent to the client. Josh ___ To unsubscribe, edit your list preferences,

RE: [hlcoders] Getting access to change m_flStepSoundTime

2005-02-01 Thread Yahn Bernier
For a mod, you can (in order of preference) 1. add accessor methods to CBaseEntity (SetStepSoundTime/GetStepSoundTime) 2. make m_flStepSoundTime a public: data member 3. make whatever is modifying it a friend to CBaseEntity Of course, doing any of this from a plugin is dicey since you

Re: [hlcoders] VTF Viewer 1.0 beta released

2005-02-01 Thread DOOManiac
Neat. Best of luck to you. :) -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Vyacheslav Djura wrote: Hello DOOManiac, Tuesday, February 1, 2005, 4:43:52 PM, you wrote: D Don't suppose support to read straight from a GCF would be in the works D

Re: [hlcoders] Adding other languages .. (localization)

2005-02-01 Thread Hasan Aljudy
I know this is old :) two monthes old, but anyway. I've added some simple contextual shaping for arabic letters. here's a screenshot (although I think nobody will understand it) http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg I basically reinvented the wheel and wrote my own code to do

RE: [hlcoders] Getting access to change m_flStepSoundTime

2005-02-01 Thread Yahn Bernier
I don't think there's a clean way for a mod to do this. I think you could probably twiddle the sv_footsteps value from the plugin, but you'd have to be able to do two things: 1) Get called just before a certain user's CUserCmds are read and processed 2) Set the value of sv_footsteps on the

RE: [hlcoders] DrawTexturedPolygon

2005-02-01 Thread Jay Stelly
The vgui vertex has two members, and screenspace position (in screen coords) and a texture coordinate (in normalized UV space). You can get the screen dimensions from the vgui surface with surface()-GetScreenSize(). Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] Dynamically spawning a CPhysicsProp

2005-02-01 Thread Jay Stelly
It sounds like your prop is set to a collision group that doesn't collide with the player or you've got the player set as the prop's owner. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Friday, January 28, 2005 8:10 PM

Re: [hlcoders] DrawTexturedPolygon

2005-02-01 Thread Austin McDonald
Yah - that wasn't the problem. I'd assumed both coordinate systems were normalized, which turned out not to be the case; it works just fine after I realized that. Thanks for the response. Austin On Tue, 1 Feb 2005 19:01:10 -0800, Jay Stelly [EMAIL PROTECTED] wrote: The vgui vertex has two

RE: [hlcoders] Making Usable Ladders

2005-02-01 Thread Jay Stelly
Yes in vbsp/textures.cpp: // Handle ladders. if ( ( propVal = GetMaterialVar( matID, %compileLadder ) ) StringIsTrue( propVal ) ) { textureref[i].contents |= CONTENTS_LADDER; } That's where the custom

[hlcoders] Weapon ballastics

2005-02-01 Thread r00t 3:16
This may have been mentioned before but was unable to find the post. Is it possible to calculate the distance the bullet has traveled, and then start to decrease the bullet velocity and FPS (would need to convert feet per second to inches per second) depending on how far the bullet has traveled,

[hlcoders] Linker error on fresh mod ?

2005-02-01 Thread r00t 3:16
studiomdl error LNK2019: unresolved external symbol public: int __thiscall studiohdr_t::GetAutoplayList(unsigned short * *)const ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) referenced in function void __cdecl CalcAutoplaySequences(struct studiohdr_t const *,class CIKContext *,class Vector *

Re: [hlcoders] Weapon ballastics

2005-02-01 Thread Adam \amckern\ Mckern
I understand you can give the bullet a length to travel, but dont think, or know, that you can reduce its speed, and dem, the closer it gets to this point Adam --- r00t 3:16 [EMAIL PROTECTED] wrote: This may have been mentioned before but was unable to find the post. Is it possible to

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread Adam \amckern\ Mckern
.net 2005? head over to the erc, forums, it has a topic, and fixes Adam --- r00t 3:16 [EMAIL PROTECTED] wrote: studiomdl error LNK2019: unresolved external symbol public: int __thiscall studiohdr_t::GetAutoplayList(unsigned short * *)const ([EMAIL PROTECTED]@@[EMAIL PROTECTED])

RE: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread Yahn Bernier
Is game_shared/studio_shared.cpp included in your project (and not marked exclude from build ) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, February 01, 2005 10:38 PM To: hlcoders@list.valvesoftware.com Subject:

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread r00t 3:16
Actually it is .NET 2003 I have been using the older sdk. (Not the most recent but the one before that) and it worked no problems. I wanted to start working on the newer sdk and did build with no changes and errors. Forgot to include the other error.. studiomdl warning LNK4075: ignoring

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread r00t 3:16
Exclude from build is set to No for studio_shared.cpp r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Yahn Bernier [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, February 02, 2005 1:47 AM Subject: RE: [hlcoders] Linker error on fresh mod ? Is

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread Adam \amckern\ Mckern
help tells me for LNK 2019 unresolved external symbol 'symbol' referenced in function 'function' So your missing a include file, is the dbg mem manager included in studio model? --- r00t 3:16 [EMAIL PROTECTED] wrote: Exclude from build is set to No for studio_shared.cpp r00t 3:16 CQC

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread r00t 3:16
Well that is kind of odd considering I installed it fresh? is the dbg mem manager included in studio model? Not sure what you mean... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread r00t 3:16
Ok after doing a diff between the older sdk and the newer sdk they have added some things ... int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const { return modelinfo-GetAutoplayList( this, pOut ); } That is not in the older sdk Which is part of the link error... studiomdl error

Re: [hlcoders] Linker error on fresh mod ?

2005-02-01 Thread r00t 3:16
int count = pStudioHdr-GetAutoplayList( pList ); Around line 3090 in bone_setup.cpp That line is causing the linker error. I comment out line 3090 to 3105 and everything compiles. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: