Re: [hlcoders] RenderView and effects.

2005-05-23 Thread r00t 3:16
Yea, I guess the best thing for this would be to make my own temp effect. Similar to that of the te-Explode() That way once it gets networked to the client I can handle how bad they are flashed etc. Would this be the better way of doing this? r00t 3:16 CQC Gaming www.cqc-gaming.com -

Re: [hlcoders] RenderView and effects.

2005-05-23 Thread Adam \amckern\ Mckern
I belive so Also, now i'm home (dam 9 hours at tafe hurts the head) the idea behind porting the npc_scaner is not as good as i thought, due to where it lives in the code Adam --- r00t 3:16 [EMAIL PROTECTED] wrote: Yea, I guess the best thing for this would be to make my own temp effect.

RE: [hlcoders] SZ_GetSpace error - HL1

2005-05-23 Thread Deadman Standing
Adding -zone 8192 to the command line can sometimes help this. From looking at the Quake code it appears the SZ_GetSpace error occurs when the engine overruns static buffers used to build network messages. Too many or poorly written plugins can aggravate the situation. -Original Message-

Re: [hlcoders] Speed hack detection?

2005-05-23 Thread Andrew (British_Bomber)
If the client says its game time A and I'm here, then, it's game time B and I'm there, how is that in anyway difficult to calculate distance/time? This is only a problem if the client doesn't send or the server doesn't use the idea of game time. I would think that the issue is, that they

[hlcoders] Nightvision

2005-05-23 Thread Andrew (British_Bomber)
I appologize if this a really dumb question. I have my NVG completely finished except for the effect itself. I was hoping to recreate real nightvision by simply amplifying the original lights, except for the fact I can't get information about the original lights it's perfect... So I decided for

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
I heard CS:S NVG is a shader, but if it is, then I can't find the files for it in any of the GCF files. The main problem is if the players PC's hardware supports shaders, but personally I would'nt let that be a problem. Shaders are a bit to deep for me at the moment, to do anything original and

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
Appologies, I meant ATI's rendermonkey -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: 23 May 2005 14:27 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Nightvision I heard CS:S NVG is a shader, but if it is, then I can't

RE: [hlcoders] Nightvision

2005-05-23 Thread Ian Warwick
Sorry to keep spamming this thread! I keep remembering more useful stuff. Check out the post-processing shader Valve have provided, if you insert the code mentioned in the comments of the shader source to where it specifies, you get a crazy looking shader when you compile and run. It's very easy

Re: [hlcoders] Nightvision

2005-05-23 Thread tei
Andrew (British_Bomber) wrote: ... So I decided for right now just to use our mod's original NVG effect a massivly bright dlight. Simple enough except for the fact that the dlights I use decided not to have an option for their brightness. Am I just blind? I have no idea even how NVG

RE: [hlcoders] Nightvision

2005-05-23 Thread Tony \omega\ Sergi
What sucks about Dlight is that in hl2 you need dx9 to see them. If you have anything less they just don't show up (and I currently only have a gf4mx) so I can't even work with them. Kinda silly, hl1 has dlights regardless of dxlevel. Care to explain why dlights can't work in all dxlevels valve?

Re: [hlcoders] Nightvision

2005-05-23 Thread tei
Tony omega Sergi wrote: What sucks about Dlight is that in hl2 you need dx9 to see them. If you have anything less they just don't show up (and I currently only have a gf4mx) so I can't even work with them. Kinda silly, hl1 has dlights regardless of dxlevel. Care to explain why dlights can't

RE: [hlcoders] Shaders

2005-05-23 Thread Mike Dussault
Yep. They share all the Half-Life 2 shaders. Custom ones you make have to go in your shaders directory and ship with your mod. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Sunday, May 22, 2005 12:09 AM To:

[hlcoders] PickingRay

2005-05-23 Thread theinvisiblephoenix
Hi! Can someone help me with this code. It doesn't work that way I want. It's for firing at the vgui mouse position. In inputw32.cpp in IN_MouseMove: ... if ( !iMouseInUse !g_iVisibleMouse !gHUD.m_iIntermission ) { GetCursorPos (current_pos); mx = current_pos.x -

[hlcoders] Other Players.

2005-05-23 Thread Michael Kramer
In my mod (All Weapons Mod) I am having 2 gameplay types..Regular DM and Manhack DM. Well for Manhack DM you are coincendetally Manhacks...Can someone tell me where in the code it sets hl2_player.cpp as the baseplayer? I need them to be able to choose between the regular HL2_Player and a

Re: [hlcoders] Other Players.

2005-05-23 Thread Jeffrey \botman\ Broome
Michael Kramer wrote: In my mod (All Weapons Mod) I am having 2 gameplay types..Regular DM and Manhack DM. Well for Manhack DM you are coincendetally Manhacks...Can someone tell me where in the code it sets hl2_player.cpp as the baseplayer? I need them to be able to choose between the regular

[hlcoders] Just making sure I understand this before I keep going.

2005-05-23 Thread r00t 3:16
I just wanted to make sure I understand this correctly before I continue... Temp entities are for the most part effects in game. Which get networked to the client and then the effects are displayed. So for example flashbangs / teargas / smoke grenade types, would have these kind of temp

Re: [hlcoders] Nightvision

2005-05-23 Thread Ignacio Martín
-- [ Picked text/plain from multipart/alternative ] Hi people. You should take a look at sdk_postprocess that valve included in the sdk. Take a look also at authoring shaders. I have already finished my NV and it looks great using shaders. The idea is to render the scene to a texture, which your

[hlcoders] Crash Bug

2005-05-23 Thread Ray
While testing my plugin I loaded scoutzknivez_source with bots in it and kept crashing... I removed my plugin and ran just a straight install.. and srcds still crashs everytime. ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Crash Bug

2005-05-23 Thread Daniel Jennings
This occur since the most recent update today or was it previous to this update? - Original Message - From: Ray [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, May 23, 2005 7:04 PM Subject: [hlcoders] Crash Bug While testing my plugin I loaded scoutzknivez_source

Re: [hlcoders] Crash Bug

2005-05-23 Thread Ray
I dont know...I do know it does now..and dont know of any way to roll back the installation to see. At 10:20 PM 05/23/2005, you wrote: This occur since the most recent update today or was it previous to this update? - Original Message - From: Ray [EMAIL PROTECTED] To:

Re: [hlcoders] Crash Bug

2005-05-23 Thread Ray
It doesnt make sense..cause it does it on this installation... but not on another.. At 10:36 PM 05/23/2005, you wrote: I dont know...I do know it does now..and dont know of any way to roll back the installation to see. At 10:20 PM 05/23/2005, you wrote: This occur since the most recent

Re: [hlcoders] Nightvision

2005-05-23 Thread r00t 3:16
Did you have to compile a new shader or can you use the built in shaders already in hl2 ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Ignacio Martín [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, May 23, 2005 8:40 PM Subject: Re: [hlcoders]