Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-05-31 Thread Ignacio Martín
-- [ Picked text/plain from multipart/alternative ] First, I think that you should give an alpha value less than 1 to each quad and enable alpha blending. If you dont do it, the material will be completely opaque and won´t add to the layer below. Second, I will use a shader (in fact, I achieve

RE: [hlcoders] [OT] Reality Revisited

2005-05-31 Thread McCormack, Chris
wow ! next -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of r00t 3:16 Sent: 31 May 2005 01:51 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] [OT] Reality Revisited wow.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message -

Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works in .net )

2005-05-31 Thread badger
The second link is for HL1, isn't it? - Original Message - From: Erling K. Sæterdal [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, May 30, 2005 10:21 PM Subject: Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works

[hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeremy Swigart
I sent this once, but doesn't seem like it went through. Hello Valve, I was hoping you could take a look at a forum thread that I have created that outlines some of the things that are missing from server plugins that prevents us bot authors from creating a plugin based bot. Some other authors

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeffrey \botman\ Broome
Jeremy Swigart wrote: I sent this once, but doesn't seem like it went through. It went through before but nobody responded. So I'm responding now just so you know that it went through. I suggest Source: Metamod for all your Source engine hacking needs... http://www.sourcemm.net/ zOMG HOW

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeremy Swigart
Thanks. I thought it would reflect back to me if it went through but apparently didn't. I don't see from my(admittedly limited) looking at source metamod that it helps in many of the cases that I need. Like getting weapon/item info for a client, or position/rotation data for arbitrary entities,

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
- Original Message - From: Jeremy Swigart [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 31, 2005 8:12 AM Subject: Re: [hlcoders] Bots Server Plugins Attn: Valve Thanks. I thought it would reflect back to me if it went through but apparently didn't. I

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
Sorry, my computer lagged when I was opening this message and somehow I hit Send without replying at all. - Original Message - From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 31, 2005 8:55 AM Subject: Re: [hlcoders] Bots Server Plugins

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread [EMAIL PROTECTED]
Wow, your mail client lags too? That explains it, I thought you were speedhacking. On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote: Sorry, my computer lagged when I was opening this message and somehow I hit Send without replying at all.

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
I use SpeederXP to make my mail and my typing faster. Using it I can get 600 words per minute and practically send the email as soon as I get the one I'm replying to! - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 31, 2005 10:11 AM

[hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Tim Holt
I've been doing conventional HUD type displays, and have been using the DrawLine graphics primitive to draw various graphics items on them just fine. Now I want to take one of those displays and have sitting in 3d game space via the vgui_screen entity. It works up to a point, with my text

RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Yahn Bernier
I would write your own mathed using the material system using CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll code has some examples of using a meshbuilder instead of surface() to do drawing. You'll need to hook in at the correct part of rendering to make sure the projection

[hlcoders] DrawSetTextureRGBA

2005-05-31 Thread Jethro Beekman
Hi, I can't get DrawSetTextureRGBA to work. At first it draws some weapons from the weapons ttf, and later it paints all kinds of crosshairs. The 'solutions' in the mailing list (see March 2005) don't work. I use the following code: http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp (see

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeremy Swigart
Thanks for the info. I realize I could do most of this in the SDK with minimal effort, but I'd like to be able to do it in a server plugin for mod independance, if that's not possible theres little point in having the half-assed bot functionality in there to begin with. I understand not giving

[hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
What would be the most efficient way to get all enemies within direct LOS? My thoughts as of now: 1. Get a list of entities within PVS with UTIL_EntitiesInPVS() 2. Filter list for hostile player entities. 3. UTIL_Trace[something] to each. (Which 'something' is best?) Thanks. -JS

Re: [hlcoders] Enemies within LOS

2005-05-31 Thread Daniel Jennings
You also have to remember that they can see just their hand, or maybe their whole body, so the UTIL_Trace may show there is an entity between the players vision and an enemy, because they may only see their rifle sticking out from behind boxes. - Original Message - From: [EMAIL PROTECTED]

[hlcoders] Re: Bots Server Plugins Attn: Valve

2005-05-31 Thread Pierre-Marie Baty
Hello Valve, I'm backing up Jeremy on this issue. We need a way for bots to know their equipment. This includes the weapon list and ammo counts. We need: - to be able to know a player's arsenal (not only bots please) - to be able to know a player's ammo counts - to be able to know an entity's

RE: [hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
1. Get a list of entities within PVS with UTIL_EntitiesInPVS() 2. Filter list for hostile player entities. 3. UTIL_Trace[something] to each. (Which 'something' is best?) I've thought about and slightly modified the procedure. 1. Get a list of enemy players from the CTeam entity. 2.

[hlcoders] Exposing Custom Interfaces.

2005-05-31 Thread Jeremy Swigart
So I'm trying to make a custom interface that should be available to server plugins. I've made a pure virtual interface class #define INTERFACEVERSION_ENTITYINFOMANAGER EntityInfoManager001 class IEntityInfoManager { public: virtual IEntityInfo *GetEntityInfo( edict_t *pEdict ) = 0; };

[hlcoders] VMT Proxies list?

2005-05-31 Thread r00t 3:16
Is there a list of commands which can be used for VMT Proxies { } ? Sine / Multiply etc etc? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: