Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-27 Thread Wraiyth
-- [ Picked text/plain from multipart/alternative ] Yep, but HL2SP mods don't use engine 2 On 7/27/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Phong shading is already a part of Base Source Engine 2 -- ts2do --

[hlcoders] Last Steam Update: Errors

2006-07-27 Thread Gus
This is a cryptographically signed message in MIME format. -- Anybody getting the Launcher error? Not beeing able to play any game from Steam list? Gus -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] --

Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could just mount 212. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Getting VALVe Symbols files.

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Aren't crash dumps related to engine binaries automatically uploaded? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Verify the integrity of your caches. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Gus
This is a cryptographically signed message in MIME format. -- I already did that and still no go...everything on the game list does not launch, popup box saying Failed to load the launcher DLL: The specified procedure could not be found. Gus Aaron Schiff wrote: -- [ Picked text/plain from

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Try going thru and deleting all dlls... other than the third-party ones of course -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Stephen Micheals
I've had a few problems since the update also such as its impossible for me to launch my mod via visual studio (crashes on load but works fine via normal steam link.), its making debugging a pain in the ass. Call Stack: http://www.rafb.net/paste/results/defiIg73.html On 7/27/06, Gus [EMAIL

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Running all the games once and loading up a map always seems to work for me. On 7/27/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- That don't work either, still is dead.. Gus Aaron

[hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Garry Newman
Do you mean you want your entity to face the way it's travelling? On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] No, I know I'm not making much sense, I can't really explain this properly.. Let's say I have a spray can, and i wanted it to rotate on its own. When it's on a table, it would rotate with the y angles only. But if it fell on the floor, it would

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Garry Newman
Yeah I know what you mean I think.. If you want to rotate it using physics it's easier.. Kinda. Well probably harder if you haven't looked into motion controllers. When you apply a motion controller to the physics object you can decide whether the forces are local or global. If you choose local

[hlcoders] Removing all decals.

2006-07-27 Thread Louka Outrebon
-- [ Picked text/plain from multipart/alternative ] Hello there ! I'd like to remove all decals on the map (blood, explosion, weapons traceattack). I think it's client side however I can't find how to remove them all. Thanks. Sincerly, Louka outrebon. --

Re: [hlcoders] Removing all decals.

2006-07-27 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] r_cleardecals On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello there ! I'd like to remove all decals on the map (blood, explosion, weapons traceattack). I think it's client side

Re: [hlcoders] Removing all decals.

2006-07-27 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] r_cleardecals call it on the client. On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello there ! I'd like to remove all decals on the map (blood, explosion, weapons traceattack). I

Re: [hlcoders] Problem with Actbusy

2006-07-27 Thread Thomas Vollmer
This worked great. Thanks again. Another issue took me a while to figure out: the actbusy hint must not even touch the floor, otherwise it won't be usable by the NPC. Wow. Regards, Thomas - Original Message From: Thomas Vollmer [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Problem with NPC and VCD

2006-07-27 Thread Thomas Vollmer
npc_relationship worked well. Thanks! Regards, Thomas - Original Message From: Thomas Vollmer [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, July 25, 2006 1:21:40 AM Subject: Re: [hlcoders] Problem with NPC and VCD Thanks for your help! I'm using a Sequence

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] I am totally with you. I am also lost on this one hehe.. I recently figured out how to do tracelines properly so that should say a lot ;) I'll take a different approach to my problem, maybe other people can understand :o The physics will not

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread John Sheu
For entity angles, I think you're looking for something along the lines of GetAbsAngles()/SetAbsAngles(). Note that GetLocalAngles()/SetLocalAngles() doesn't refer to the object's own frame of reference (which wouldn't make sense), but to the moveparent's frame of reference (if the moveparent

[hlcoders] Mathlib.cpp

2006-07-27 Thread John Sheu
The recent angles questions just made me think of another question. A superficial examination of mathlib.cpp shows that many of the optimized math routines only compile under Windows. Is there any reason for this? Or is it another one of those do-it-yourself things? -John Sheu

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread John Sheu
Oh, and if you're going to do large changes of angles, start thinking about quaternions. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Shriyamvar Bugga
-- [ Picked text/plain from multipart/alternative ] Hi, I'm currently creating vgui_screens for displaying text in the game. It was pretty straight forward to create one n place it in the map using Hammer, however, I want to make the screen interact with the player. E.g. change the text as the

Re: [hlcoders] Complex HUD Question.

2006-07-27 Thread John Sheu
Don't forget too that not everybody plays at 4:3 aspect ratio. Besides us widescreeners, you might also want to note that 1280x1024 is not 4:3 either. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Mathlib.cpp

2006-07-27 Thread Ondřej Hošek
John Sheu wrote: The recent angles questions just made me think of another question. A superficial examination of mathlib.cpp shows that many of the optimized math routines only compile under Windows. Is there any reason for this? Or is it another one of those do-it-yourself things? -John

Re: [hlcoders] Mathlib.cpp

2006-07-27 Thread John Sheu
On Thursday 27 July 2006 2:48 pm, Ondřej Hošek wrote: It's either we care much more about Windows than your alien platform or hey, GCC's better at optimizing than our rewrite to GNU-compatible assembler! Since Valve is the only middleware vendor whose current engine client hasn't been proven

Re: [hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Just have a bunch of Labels, set them hidden (Visible to 0) and then when a button is pushed have it trigger something (using inputs from hammer) that will make the current Label Invisible, and toggle one of the Other Label's Visible. --

Re: [hlcoders] Mathlib.cpp

2006-07-27 Thread David Anderson
ahh my mistake, I see now there are functions simply not implemented in asm for linux. sorry ;) ps, if you do implement them, posting them to the list would be cool :) --bail http://www.bailopan.net/ David Anderson wrote: you're just not compiling it right, add -m3dnow and -msse to

RE: [hlcoders] Rotation of an entity

2006-07-27 Thread Jay Stelly
Since this is a common question, I decided to write up something which will hopefully help: http://developer.valvesoftware.com/wiki/Rotation_Tutorial -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Thursday, July 27, 2006 2:46 AM

Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] Thank you Jay, I appreciate this, as this is exactly what I was looking for! Now I just got to make sense out of this :) On 7/27/06, Jay Stelly [EMAIL PROTECTED] wrote: Since this is a common question, I decided to write up something which

[hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Is there a way to copy files from a GCF to the moddir? I want to copy the HL2's soundcaches, because it's a bit nonsense to rebuild them when HL2's soundcache is good. Robbie -- ___ To unsubscribe,

Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Adam \amckern\ Mckern
Take a look at hllib, and you might be able to get a small copy program to run with the installer that will do it for you. I know substance did this, but it was from my understanding an in house installer. Adam --- Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Wraiyth
-- [ Picked text/plain from multipart/alternative ] Just right click extract using GCFScape On 7/28/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is there a way to copy files from a GCF to the moddir? I want to copy the HL2's

Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] I think he wants to keep the installer size down. On 7/28/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just right click extract using GCFScape On 7/28/06, Robbie Groenewoudt [EMAIL PROTECTED]

Re: [hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] You have to derive a subclass of vgui_screen for each subtype of screen you want in your maps. So for instance you wanna have keypad locks. You can derive from vgui_screen a keypad_screen and then in there you can handle logic specific to a

Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] You could always try searching for them with standard IO on DLL init to see if they're in the actual directory and if not use IFileSystem::GetLocalCopy(). I've never tested it but according to the comments it should do what you want. On

Re: [hlcoders] Getting VALVe Symbols files.

2006-07-27 Thread bloodykenny
Where did you hear that? At 2006/07/27 01:47 AM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Aren't crash dumps related to engine binaries automatically uploaded? -- ts2do -- ___ To unsubscribe, edit your list preferences,

[hlcoders] Re: modelinfo == NULL crashes

2006-07-27 Thread Hyperjag 3
Thanks, I'll try that out. On 7/26/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] From a random forum thread. Fixed. Adding (to c_baseanimating.h): inline int C_BaseAnimating::GetSequence() { if (m_nSequence == -1 || m_nSequence == 1023)