[hlcoders] Re: Valve and Mod Distro...

2005-09-28 Thread stalker333
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I changed the subject because I felt it needed to be more fitting to the topic. I have been thinking of posting a suggestion like this for a few weeks, muddling it around in my head. Basicall

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Draco
-- [ Picked text/plain from multipart/alternative ] Most sexcellent, BG2 is always in need of more mirrors, I'll give it a look, if its any good I'll get BP to plug it on our site :D -- Draco -- ___ To unsubscribe, edit your list preferences, or view t

RE: RE: [hlcoders] Tank Treads - Email found in subject

2005-09-28 Thread Jay Stelly
> Oky, so in this case one would need a seperate texture for > each tread with a material proxy that references the entity > it is bound to, to get the amount of offset to do. Yes > question would be... Lets say I have two tanks ont he screen. > Does the each tank get it's own instance of the tex

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Jeff Fearn
If you support HL1 I'd be glad to get Wizard Wars hosted on it, upgrading has always been a pita :( Jeff On 9/29/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > It will detect mods that are already installed and they'll show up in the > li

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Patrick Flanagan
-- [ Picked text/plain from multipart/alternative ] It will detect mods that are already installed and they'll show up in the list, you'll be able to find servers and launch them but you just won't be able to update them through the app if they're not hosted on vapour. A linux version for servers

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Jeff Fearn
Any plans for: HL1 mod support Handling mods that are already installed Linux servers Jeff On 9/29/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > > > > P.S. I like steam, would rock if mods could distribute that way. > > Not

Re: RE: [hlcoders] Tank Treads - Email found in subject

2005-09-28 Thread James Sapara
Oky, so in this case one would need a seperate texture for each tread with a material proxy that references the entity it is bound to, to get the amount of offset to do. My next question would be... Lets say I have two tanks ont he screen. Does the each tank get it's own instance of the texture an

RE: [hlcoders] Tank Treads

2005-09-28 Thread Jay Stelly
A material proxy is the easiest way. You can animate the UV coordinates easily as long as they are using a continuous tiling loop in texture space or at least a looping repeatable section. The easiest way to modify the UVs from a proxy is to set the value of the basetexturetransform from the prox

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Patrick Flanagan
-- [ Picked text/plain from multipart/alternative ] > > P.S. I like steam, would rock if mods could distribute that way. Not to derail the thread, but I've got a side project that might interest you. I've written a similar program specifically geared toward mods, I've got some screenshots of it

[hlcoders] Tank Treads

2005-09-28 Thread James Sapara
Hi, I'm working on making a tank vehicle for sourcesdk. I attempting to determine the best way to make animate tank treads within source. My options seem to be: 1. Animate the treads geometry. To make this look good I have to have a fair amount of extra geometry. 2. Create a materialproxy that so

Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-28 Thread Michael Fischer
-- [ Picked text/plain from multipart/alternative ] (This may get posted twice; I apologize in advance) There's a pretty straightforward way to do it if sv_downloadurl is in use. And by straightforward, I mean it can be done without too much black magic and reverse engineering. Given a list of se

Re: [hlcoders] Spammer

2005-09-28 Thread Dan Stevens (IAmAI)
-- [ Picked text/plain from multipart/alternative ] Quote by Chris James: ...he did after all follow it up with a valid message! He did? I missed that. So its been proven that it's not spam by the original sender? I must appologise. Dan -- ___ To unsub

RE: [hlcoders] Spammer

2005-09-28 Thread Chris Janes
It looks like it's automatically inserted by his mail server - much like Yahoo / Hotmail do to every email. I'd say his first "no subject" was just a mistake, he did after all follow it up with a valid message! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

[hlcoders] Re: Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread stalker333
Sorry about not changing the subject on the last email, noticed it as I hit send. :-/ -Me ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Re: hlcoders digest, Vol 1 #2147 - 13 msgs

2005-09-28 Thread stalker333
Draco, You are right; don't get me wrong I think overall Valve does a wonderful job and have gone out of their way to help the community. However, I still think it's rude to not even give the mod makers a heads-up as to what parts of the code they will change with the update, let alone the new SD

RE: [hlcoders] Spammer

2005-09-28 Thread Tony \"omega\" Sergi
His second post has it too. It looks like it's either his signature, or he has some worm/spyware that inserts it as email is sent. (kinda like the way my virus scanner inserts the verification thingie at the bottom) -Original Message- From: Dan Stevens (IAmAI) [mailto:[EMAIL PROTECTED] Se

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Jeff Fearn
On 9/28/05, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Good point Draco, I suppose it was wrong of me to say that, when they have > started releasing names of mods they are following the progress of and are > more than willing to help ou

Re: [hlcoders] Spammer

2005-09-28 Thread Dan Stevens (IAmAI)
-- [ Picked text/plain from multipart/alternative ] Perhaps, but if he didn't have an advert as his signature I would have given him the benefit of the doubt. On 28/09/05, Tony Paloma <[EMAIL PROTECTED]> wrote: > > Actually I think he just hit send with no text on accident and that's why > his key

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] Good point Draco, I suppose it was wrong of me to say that, when they have started releasing names of mods they are following the progress of and are more than willing to help out if contacted. I suppose I am just as bad as Dan, not thinking about

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-28 Thread stalker333
ATTN: I have back problems, and am on percocet and SOMA for back pain after a car accident (not my fault), so forgive me if I seem a little "off". Anyhow, these are my thoughts on this thread... Firstly, PLEASE do NOT turn this mailing list in to a flame pit. I was happy that at least 1 of the